Medieval

Sheriff of Nottingham: 2nd Edition

Will the Merchants get their goods past the Sheriff?

The bustling market in Nottingham is filled with goods from all over the kingdom. Most of it is entirely legal, however, Prince John is looking to make sure no contraband gets sold. He’s tasked the Sheriff to inspect Merchant’s wares, looking for any illicit goods. The Sheriff’s shrewd, but not above taking a bribe to look the other way. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls?

In Sheriff of Nottingham 2nd Edition, players take turns playing the Sheriff, looking for contraband goods, and the Merchants trying to stock their Stall with the best goods. The Sheriff can inspect any bag they want, but they must be careful, as they’ll have to pay a penalty if they find the Merchants were telling the truth. This new edition includes updated rules, as well as expansions such as the 6th Merchant, Black Market, and Sheriff’s Deputies.

The game box contains 110 Gold Coins, 216 Goods cards, 6 Deputy cards, 6 Black Market cards, 2 Deputy standees, 6 Merchant stands, 6 Merchant bags, a Sheriff standee, a Booty tile, and a rulebook

Messina 1347

Messina 1347 takes place during the introduction of the plague epidemic (a.k.a. the "black death") and the spreading of its infection through town. During this time period, merchant ships delivering luxury goods to Europe brought to these countries an unprecedented epidemic — and one of the first affected cities was Messina, Italy.

In the game, players take the role of important Messina families who are leaving town and moving to the countryside out of fear of being infected by the plague. While doing this, they are focusing on saving other inhabitants and helping to fight the plague infection in town. They must also endeavor to prosper in their countryside residence, where they are temporarily accommodating rescued residents. They are all waiting there for the epidemic to subside, then they return to Messina to take over and dominate particular districts in the town.

A War of Whispers

A War of Whispers is a competitive board game for 2 to 4 players. Five mighty empires are at war for the world, but you are no mighty ruler. Instead, you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy, hidden agendas, and shifting loyalties.

You start the game with five loyalty tokens, each corresponding to one of the five different empires, bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends, the empires you are most loyal to control the most cities across the globe. Gameplay consists of turns broken down into four phases:

Deploy agents phase: In player order (starting with the first player and proceeding clockwise), each player removes, then deploys agents to empire councils, the positions on the board marked Sheriff, Steward, Marshall, and Chancellor.
Empire turns phase: Each council position on each empire council will take an action. If a player has acquired cards, they may play them during this phase.
Cleanup phase: Add the turn marker to the next space on the turn tracker, then each player discards down to the hand limit of five cards.
Swap phase: In player order, each player may swap two of their unrevealed loyalty tokens. If you choose to do so, you must reveal both of the swapped loyalty tokens. They remain revealed for the rest of the game.

Gameplay repeats itself in this order four times. When the last space on the turn track is filled, the game ends immediately and scoring commences. The player with the most points based off their empire loyalties and the cities they control wins.

Factions: Battlegrounds

In Factions: Battlegrounds, you take on the role of a general who's leading an army of troops, spellcasters, beasts, and mythological monsters into battle. You and the opposing generals determine the battleground, gather resources, and score points by eliminating enemy units. Whoever first captures 25 points of units wins.

In more detail, to set up choose one of the six factions in the game; each faction has twelve unique units and five "home terrain" cards that work well with your units. Players then take turns building the battleground by placing one terrain card at a time into the 3x3 grid, each terrain card is divided into a 2x2 grid, so the entire grid of play is 6x6. Whoever places terrain first has an advantage since they have more home terrain than other players, while players who go later during set up determine the location of resource centers on the battleground or recruit their starting units last so that they can respond to the choices of opponents. Units cost 1-5 gold, and each player can spend up to 10 gold on starting units, keeping anything unspent.

During a round, all units have the chance to move, with the highest-ranked units moving first and with ties being broken in favor of whoever has the most captains, followed by whoever has the most units. Each unit has a movement, attack, and health value, along with an indication of whether it generates gold or mana and (possibly) a spell that it can cast. After moving a unit, you can attack with it, whether melee or ranged as indicated on the card. If you defeat an enemy unit, you can points equal to its cost in gold, so while expensive units tend to be the most powerful, they also provide an opponent with their biggest target for points.

Prior to activating a unit on your turn, you can pay gold to recruit new units, and those units will slip into rank order for the turn, possibly allowing you to put a high-ranking unit into play directly and giving an opponent someone on the battleground that they didn't expect.

Once all the units have moved, players collect resources for units that gain them automatically and for units located on resource centers. Rounds continue until someone has collected 25 points of captured units, at which point they win immediately.

Factions: Battlegrounds is centered on inclusion and diversity, incorporating mythology from all over the world and representing traditionally European-based fantasy elements with underrepresented cultural elements.

Merchants of the Dark Road

After half a year of daylight, we must now prepare for the dark season. The roads will be treacherous but they will still need to be braved by a select few in order to keep our cities thriving. In Merchants of the Dark Road, you are one of these brave few merchants that travel the dangerous paths between cities. While the job is perilous, fame and fortune await.

Discover the capital city where most of your actions will take place using a rondel action system. Collect and produce items to add to your caravan, or sell these items to local heroes and hire them to travel with you. Manipulate the market price of items, visit the back alley sellers, or delve a nearby dungeon for magical items to gain the potential for even more coin and notoriety.

Gather lanterns to ease your passage along the dark roads as you guide your caravan to distant villages. Deliver goods and heroes to the best destinations and gain fame for your bravery! Balance the money you earn with the height of your fame because your final score after a number of game rounds will reflect the lowest of these two values.

After all, what good is a purse full of the coin if the people don’t sing songs about you, and what good is a song with an empty mug of ale?

—description from the publisher