Renaissance

El Grande Decennial Edition

Players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights in the form of colored cubes) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo - a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king pawn. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards varying from round to round.

The goal is to have a caballero majority in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any cubes you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande (large cube) and in the region containing the king.

Contains these expansions:

El Grande: Grandissimo
El Grande: Grossinquisitor und Kolonien
El Grande: König & Intrigant
El Grande: König & Intrigant – Unverkäufliche Sonderkarten
El Grande: König & Intrigant – Player's Edition (partialy, 3 of 11 cards)

Allows to play expansions:

Grandissimo
Intrigue & the King
Grand Inquisitor & the Colonies
The King & the Colonies (mixed Intrigue & the King and Grand Inquisitor & the Colonies)

Mousquetaires du Roy

"Mousquetaires du Roy" is based on the novel "The three Musketeers" from Alexandre Dumas.

The Musketeers (a team of one to four players) are fighting against Milady to find the Queen's pendants before the end of the game. Meanwhile, they also have to defeat the plots in several places (Le Louvre, La Rochelle...).

A turn begins with Milady playing plots/cards, and secretely programming a destination.

Then, each musketeer (D'artagnan, Portos, Aramis or Athos) has 3/4 actions to perform amongst: move, draw a card, get equipments, exchange cards/equipments, do a challenge in one of his 4 characteristics, perform a fight against one of Richelieu's guards, reinforce La Rochelle... Milady can reveal herself and send Rochefort to fight the Musketeers.

The game also includes rules for an AI-controlled Milady and can therefore be played as a pure coöp.

One against all, all against one.

Essen 2010 release.

Medici

Another Reiner Knizia standby, this game plays very well with varying numbers of people. The object is to accrue the most points during three rounds, which you do by spending your points to bid on sets of cards. Each turn the current player turns up one to three cards for all the players to bid on, with the highest bid taking all cards. The cards denote a commodity type and quantity/value. The round ends when each player's ships are full, or the commodity card deck is exhausted. After each round, points are awarded to each player having the most of a given commodity, and to the one with the most valuable total "cargo load".

Part of the Knizia auction trilogy.
One of the Knizia Florentine auction games.

Related Games:

Medici vs Strozzi (two-player version)
Strozzi

Canalis

Game description from the publisher:

In the wake of one of Tempest's namesake storms, a new area near the city-state has opened up for development. Your faction looks to you to carve out your power in this new area.

Place canals to connect your buildings to resources and to the harbor. Ensure the peasantry looks to you for employment. Improve the prestige of your work by placing scenic gardens. And wouldn't the Senate Annex look most aesthetically pleasing right there, where it completely blocks the view of your opponent's building?

Canalis is a game of building a new district in the City-State of Tempest, arranging the canals and placing buildings in such a manner as to benefit you the most. Players use a mixture of card drafting and tile laying to build the district, and each player's secret missions keep the outcome in doubt until the last card is played.

Courtier

The social elite of Tempest live in a world of power, intrigue, and alliances that can often shake the very foundations of the city's society. In Courtier, you move within these circles of social power to further your goals. Work with established courtiers to gain influence and stymie the rise of your rivals as you attempt to earn or cheat your way into their world.

In Courtier, 2–4 players compete for recognition in the royal court. Your mission is to act as an influence broker, manipulating the levers of power and granting favors to important supplicants. You accomplish this by influencing key people to act at your behest.

Play influence cards to gain sway over a key courtier, or play power cards to manipulate the board in your favor. Control each of the courtiers listed on a given petition, and you earn victory points for completing that request. Bonus points can be earned from cards and abilities. The winner is the player with the highest score at the end of the game.

Number 1 in the Tempest Shared World Game Series