pattern building

Arraial

"Arraial" is the name given to traditional Portuguese summer celebrations during which people take to the streets eating, drinking, and having fun in the old neighborhoods that are bedecked with arches, colorful balloons, popular music, and the aroma of sweet basil.

In the game Arraial, players try to make their neighborhood traditional event the most popular by attracting visitors to their celebration. Grab the most beautiful decorations, hire the most inspired performers, serve the most traditional delicacies, take to the streets, and host the party of the year! Arraial is a fast-paced game in which players take turns spending action points to get the best tiles (decorations, artists...) and place them on their player boards to form the perfect match and attract visitors to their party. In the end, whoever attracts the most visitors in their neighborhood wins.

Miyabi

Elegant, graceful, and refined – that’s how you should design your Japanese garden! Careful planning and watchful eyes are needed as you tend your garden. Only by skillfully placing stones, bushes, trees, ponds and pagodas on multiple levels can a player become the best garden designer of the season. Think you’ve got it figured out? Try one of the five included expansions!

—description from the publisher

Shahrazad

Shahrazad is a game for one player playing solitaire or for two players playing cooperatively.

In the game, the player starts with one hand card, then draws a second. From these two, they play a card to the tableau. Cards are played touching, in columns left or right but shifted halfway up or down. In the one-player game, a column is restricted to 4 cards, in the two player, the limit is 3 cards. Alternately, you may exchange a played card with a hand card. But next turn, after drawing, you must play down two cards so your hand is back down to one before drawing.

Once all the cards are played, cards are turned face-down if any card on its right is of a lower number. Then the player tries to find paths in the tableau from the far left to the far right side. Think of this as telling the story. Any cards that are not part of a valid path are also turned down.

Now you score for colour groups, and deduct points for face-down cards and gaps in the tableau. After keeping a column, shuffle the deck over and play a second round to get your final score and the King's opinion!

For two players, it's the same--with both players working a hand of two cards each. You cannot consult about which card to play, but after choosing, you may confer about placing. The final score this time reflects a test of your friendship.

Publisher's summary:
"You shall be rewarded if your tale amuses me."

The eccentric king issued the edict to all over the country. You are a bard who is willing to take up that challenge. You have to make up a tale by mixing stories in the world and enchant the king with the tale.

With 22 beautifully illustrated tarot cards with four background colours, this card game demands you make a succession of tough decisions. You will be excited to see how the storyline barely keeps consistency.

Basically, you play a card from two cards in your hand each turn. When you have played all cards, the first round ends and you score according to the card positions. With some of these cards remaining in play, the game proceeds to the second round in the same way. The total of two rounds is your final score.

Dust in the Wings

After a long hike through the woods, you finally find the perfect place to set up your camera — a lush meadow. A green sea of grass rolls gently in the wind, spotted with flowers opening up to morning dew and gentle sunlight, and flocks of butterflies hovering above in a slow, deliberate dance. Light flickers in the golden dust, as you take the first look through your lens and get ready to capture the most beautiful of sights in your photo!

Dust in the Wings is a family game of perception, planning, and picturing the beauty of nature. Built on the wisdom of Mancala — a beloved game known for thousands of years — Dust in the Wings creates an experience that is light on rules, engaging in its gameplay, and wondrous to the eye!

At the beginning of the game, Butterflies are placed on each flower in the Meadow, a 5×5 grid on the main game board. During each turn, a player attempts to fulfill the requirements of various objectives in order to score victory points.

The board is manipulated Mancala style. The active player will choose a single Meadow space and pick up all Butterflies from that space. One by one, these Butterflies are dispersed. The first Butterfly is placed onto any one Meadow space adjacent to the space which the Butterflies were picked up from. The next Butterfly is placed onto any one Meadow space adjacent to that space, and so on.

The goal is to place the last Butterfly onto a Meadow space so that the space fulfills the requirement of a Gathering objective or Composition objective.

A Gathering objective is fulfilled by gathering a precise number and types of Butterflies onto a single space in the Meadow.

A Composition objective is fulfilled by having a group of spaces that collectively contain a number of Butterflies indicated on the cards. The group of spaces must also match a distinct shape and size depicted on the card.

Even if you managed to fulfill the requirements of multiple cards, only one card may be scored each turn.

At the end of the game, a player's score is calculated. Each Composition card is worth a number of points as indicated on the card. The values of various Scoring markers, which were collected when completing Gathering objectives, are also added to the final tally.

The player with the most points is the winner!

—description from the publisher

Azul: Summer Pavilion

At the turn of the 16th Century, King Manuel I commissioned Portugal's greatest artisans to construct grandiose buildings. After completing the Palaces of Evora and Sintra, the king sought to build a summer pavilion to honor the most famous members of the royal family. This construction was intended for the most talented artisans — whose skills meet the splendor that the royal family deserves. Sadly, King Manuel I died before construction ever began.

In Azul: Summer Pavilion, players return to Portugal to accomplish the task that never began. As a master artisan, you must use the finest materials to create the summer pavilion while carefully avoiding wasting supplies. Only the best will rise to the challenge to honor the Portuguese royal family.

Azul: Summer Pavilion lasts six rounds, and in each round players draft tiles, then place them on their individual player board to score points. Each of the six colors of tiles is wild during one of the rounds.

At the start of each round, draw tiles at random from the bag to refill each of the five, seven, or nine factories with four tiles each. Draw tiles as needed to refill the ten supply spaces on the central scoring board. Players then take turns drafting tiles. You can choose to take all of the tiles of a non-wild color on a factory and place them next to your board; if any wild tiles are on this factory, you must take one of them. Place all remaining tiles in the center of the table. Alternatively, you can take all tiles of a non-wild color from the center of play; you must also take one wild tile, if present.

After all tiles have been claimed, players then take turns placing tiles on their individual boards. Each board depicts seven stars that would be composed of six tiles; each space on a star shows a number from 1-6, and six of the stars are for tiles of a single color while the seventh will be composed of one tile of each color. To place a tile on the blue 5, for example, you must discard five blue or wild tiles from next to your player board (with at least one blue being required), placing one blue tile in the blue 5 space and the rest in the discard tower. You score 1 point for this tile and 1 point for each tile within this star connected to the newly placed tile.

If you completely surround a pillar, statue, or window on your game board with tiles, you get an immediate bonus, taking 1-3 tiles from the central supply spaces and placing them next to your board. At the end of the round, you can carry over at most four tiles to the next round; discard any others, losing 1 point for each such tile.

After six rounds, you score a bonus for each of the seven stars that you've filled completely. Additionally, you score a bonus for having covered all seven spaces of value 1, 2, 3 or 4. You lose 1 point for each remaining tile unused, then whoever has the most points wins.

—description from the publisher