route / network building

Barrage

In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers.

Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses.

Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers.

Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you.

Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players.

Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.

Tsuro: Phoenix Rising

Long ago, a vengeful god stole the stars from the night sky. To illuminate the night, hopeful people sent glowing paper lanterns floating toward the heavens. Out of nowhere, clever magical phoenixes appeared, soaring through the sky. As they flew from lantern to lantern, their enchanted touch changed the lanterns into new stars! The phoenix who can create a constellation of seven new stars will be the champion of a world looking for light!

Tsuro: Phoenix Rising is a new entry in the classic Tsuro series. The game shares a bond with the foundations of the venerable original: play tiles, move pawns, and stay in play, but it introduces a revolutionary board that allows for the double-sided tiles to flip and rotate throughout the game, creating diverging paths and opening up new strategies.

Featuring gorgeous phoenix miniatures, beautiful lantern tokens, and unique gameplay elements such as life tokens that allow your phoenix to be reborn from the ashes once per game, Tsuro: Phoenix Rising is a new chapter in the legacy of Tsuro!

Ticket to Ride Map Collection: Volume 7 – Japan & Italy

Ticket to Ride Map Collection: Volume 7 – Japan & Italy includes a double-sided game board — the longest yet in the Map Collection series — that features Japan on one side and Italy on the other.

In the Japan half of the expansion, some routes are reserved for the Bullet Train network, and once such a route is claimed, it can be used by all players to complete destination tickets. To claim such a route, discard a number of cards equal to the length of the route with all the card being the same color, then mark the route with a single Bullet Train miniature; instead of scoring points for such a route, advance your marker on the separate Bullet Train track as many spaces as the length of this route. At the end of the game, whoever has contributed the most to this shared project receives the largest bonus, with the player who contributes least being penalized.

This game board also has a small inlay for the Tokyo subway system, so players are effectively working on two networks at once. You might have a ticket that lists a city outside Tokyo and a station with Tokyo, and you need to complete a route from that other city to Tokyo, then from the central Tokyo station to that particular subway station.

In Italy, the game board is divided into regions, and players score bonus points based on how many regions they connect in their network, with three regions — Sardegna, Sicilia, and Puglia — counting as two regions in your tally. If you have separate networks, then you score each one separately.

The board also introduces a new type of ferry route. On this game board, all gray routes are ferry routes, with these routes having 1-4 spaces marked with a wave symbol. To cover a wave symbol, you must play a locomotive or a ferry card from your hand (in addition to the other cards needed to claim this route); a ferry card is a special type of card that can be drafted on its own on your turn, and it contains two wave symbols, so it can be used on its own to cover two symbols on a route.

The player trains and game cards from Ticket to Ride or Ticket to Ride: Europe are needed to play this expansion.

Wayfinders

Engines purring, goggles down — the seaplane is set for take-off! Welcome to the whimsical world of Wayfinders in which intrepid explorers race to chart new paths through the skies.

You will need to think on your feet and outfit your planes with the right gear to arrive safely — but building hangars on islands and stocking them with parts can help you zip around with ease! Be sure to be keen in your planning and you will unlock the charms of the islands. Wheels up — adventure awaits!

—description from the publisher

TransAmerica

TransAmerica is a simple railway game. Each player has a set of five cities strung across the U.S. that need to be connected by rail. Players place either one or two rails each turn. The game ends when the first player completes a connected route between their five cities. The player who can make the best use of the other players' networks is generally victorious.