Set collection

Above and Below

Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.

Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.

With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?

A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.

At the end of the game, the player with the most well-developed village wins!

Quadropolis

Each player builds their own metropolis in Quadropolis (first announced as City Mania), but they're competing with one another for the shops, parks, public services and other structures to be placed in them.

The game lasts four rounds, and in each round players first lay out tiles for the appropriate round at random on a 5x5 grid. Each player has four architects numbered 1-4 and on a turn, a player places an architect next to a row or column in the grid, claims the tile that's as far in as the number of the architect placed (e.g., the fourth tile in for architect #4), places that tile in the appropriately numbered row or column on the player's 4x4 city board, then claims any resources associated with the tile (inhabitants or energy).

When a player takes a tile, a figure is placed in this now-empty space and the next player cannot place an architect in the same row or column where this tile was located. In addition, you can't place one architect on top of another, so each placement cuts off play options for you and everyone else later in the round. After all players have placed all four architects, the round ends, all remaining tiles are removed, and the tiles for the next round laid out.

After four rounds, the game ends. Players can move the inhabitants and energy among their tiles at any point during the game to see how to maximize their score. At game end, they then score for each of the six types of buildings depending on how well they build their city — as long as they have activated the buildings with inhabitants or energy as required:

Residential buildings score depending on their height
Shops score depending on how many customers they have
Public services score depending on the number of districts in your city that have them
Parks score depending on the number of residential buildings next to them
Harbors score based on the longest row or column of activated harbors in the city
Factories score based on the number of adjacent shops and harbors

Some buildings are worth victory points (VPs) on their own, and once players sum these values with what they've scored for each type of building in their city, whoever has the highest score wins.

Pit

The original game was invented by Harry E. Gavitt and published in 1903 by Gavitt Publishing and Printing. In that game players deal and trade cards to corner the railway stock market. Be the first to get all the cards of one railway line, call out “Topeka” and you’ll win the hand!

But Pit, the more famous version, adapted by noted psychic Edgar Cayce, was first published by Parker Brothers in 1904 and in many editions since. In this loud, real-time trading game, players are given the task of cornering the market in one type of commodity. There are as many suits as there are players, and all the cards are dealt out at the start of each round. When the trading begins, players offer sets of cards to each other in the hopes of completing a set for themselves. If you're successful, you ring the (optional)bell and yell out, "Corner on wheat!" (or whatever your commodity is). You then score points depending on which it was - some are more valuable than others. Two cards labeled Bull and Bear may be used to add wild/penalty cards to the gameplay.

Most editions support up to 8 players, but at least one allows up to 10.

Printings:

Gavitt Publishing and Printing (1903) (As Gavitt's Stock Exchange)
Parker Brothers (1904-???)
Out of the Box Publishing (2004-Present)
Winning Moves

Microbadges

Commissioned

Commissioned is a 2-6 player cooperative-style board game with a simple deck-building mechanism that plays in 1 hour. Players are the early Christian Apostles and must work together to mature their faith decks, grow the church, collect the books of the New Testament, and overcome persecution. You do not need to know anything about Christianity to play. The game includes five scenarios that cover the first 150 years of church history, two difficulty levels, and a one-vs-all variation.

Francis Drake

Return to a bustling Plymouth Harbor in 1572 as an aspiring Elizabethan captain making preparations for three exciting voyages to the Spanish Main in search of fame and fortune! As captains, players will have to plan their missions and provision their ships accordingly.

Francis Drake is a race to see who can set sail and reach the Spanish Main first. The riches of the Aztec and Inca Empires await these swashbuckling captains. Many tough decisions must be made before each voyage:

How many crew members, guns, and trade goods will be needed?
What supplies will be needed to reach deep into the Caribbean?
Will a stronger galleon be needed to attack the treasure fleets?
Can special charts from the Spanish Admiral and Governor help?
Will the Queen or rich investors back the voyage?
What information can the informer give?
Will Drake himself be available to guide the voyage?
Who will get the use of the Golden Hind?

Each new voyage has its own challenges to overcome, but the captured gold, silver, and jewels should greatly please the Queen. Get ready for the voyage of a lifetime!