Strategy

Battue: Storm of the Horse Lords

Rooted in the World of Terris, a brutal, dark fantasy setting envisioned by authors Robin Laws and Scott Hungerford, Battue: Storm of the Horse Lords is a strategy board game in which players take control of a horde of Horse Lords bent on looting Tarsos, the City of Brass Pillars.

Battue is a conflict based game in the same vein as Risk, whereby players are trying to control the city of Tarsos by moving Mongolian styled tribes and their units into key positions and eliminating enemy forces. Players are able to create multiple forces called Hordes. The city of Tarsos is made up of many districts, which start play face down and unknown. As hordes enter new sections they are flipped and if defeated they can offer benefits such as additional troops and varying victory point values.

The aim of the game is to control the highly valuable parts of the city before the endgame is triggered, which is done when key parts of the city are controlled by the players.

The game features a modular board, allowing for the game to be tactically different with each play.

Further expansions will introduce new rules and options as well as allow additional players to join the game.

Nusfjord

Today, Nusfjord is a tranquil fishing village in the Lofted archipelago in northern Norway. 50 years ago, business was booming when the codfish would come for spawning. But, travel back in time and Nusfjord is completely transformed. Sailing ships dominate the fjord, and the rocky beauty of the island is masked by vast forests. Visit the heyday of Nusfjord’s maritime commerce and expansion, and success may be yours! As the owner of a major fishing company in Nusfjord, your goal is to develop and expand the harbor and surrounding landscape. You will do this by using your workers to help you develop your fishing company, persuade village elders in the council to join you, and build buildings for valuable effects and victory points. Plus, don’t forget to expand your fishing fleet to increase your fishing capacity, and issue shares in your company for a quick gold or two. You also need to balance the clearing and reforesting of your land for building resources. And don’t forget the ever important gold needed to buy shares, which can earn you additional fish and points. In the end, the player with the best fishing company (and most points) wins the game!

Paper Tales

Experience two fantastical centuries of expansions and combat in Paper Tales. Remodel your assorted assembly of characters, units, and buildings in each period based on your developments and the age of your heroes. Write a new legend of the rightful ruler who brought unity to the rival kingdoms.

In more detail, Paper Tales is a simultaneous drafting card game. Each turn, players draft five units that they then recruit into their kingdom — assuming that they can pay. These choices determine the players ability to shine in battle, generate great income, construct dominant buildings, and earn legend points. There are only four hiring positions available during the four rounds of the play, but your units grow older with each turn until time takes them away.

Build a comprehensive strategy and adapt the shape of your realm according to opportunities and restrictions and you will make history!

Blue Lagoon

Blue Lagoon is an area control and set collection game in which players manage a group of settlers spreading out over the islands of a newly discovered archipelago.

The game is played over two phases (the exploration phase followed by the settlement phase). Over the course of both phases, you will expand your presence on the board by adding one new token each turn (either a settler or a village token). The goal is to collect the resources scattered over the map by placing your tokens on top of them. In the first phase, you can place a new token anywhere you like, as long as it is touching either the lagoon OR one of your previously played tokens. In the second phase, the board is cleared, except for the villages, and now you can only expand from the villages you played in the first phase! At the end of both phases, players score points for the sets of resources they collected. Most points wins.

Got 'Em!

Game description from the publisher:

Seize your friends' pawns in this delightful game of capture with two unique ways to play! "Brainy" Got'Em! offers the strategic challenge of outsmarting and cornering your opponents with deliberately placed walls, while the tricky yet fun-for-all-ages "Bright" Got'Em! has the same goal of trapping your opponents, plus colorful surprises that will keep you on your toes!

From the Box:
Corner Your Friends!

Trap their pawns in one of two delightful games of escape and capture. In Bright Got 'Em you outsmart and corner your opponents through savvy card play, sly movement, and clever placement of blocking walls. In the still-casual, but even-trickier Brainy Got 'Em! you toss aside card actions in favor of a purely strategic challenge.

Both games share the same goal, the same exciting intrigue, and the same social fun.
Place walls to trap your opponents' pawns before they trap yours!

Surround yourself with friends and family. Get ready to enjoy mroe fun than any four walls could ever contain! It's time you Got 'Em!
Play Summary:
The goal: trap your opponents' pawns before they trap yours. Last pawn free wins!

Bright Got 'Em! (use colored side of the board)
In Bright Got 'Em!, each player starts with 3 cards and pawn. Place your pawn on the same-colored start square (one of the four squares at the corners of the board's center square). The player who's birthday is closest, goes first.

On your turn you will play a card, following each rule in the order they appear. Most cards have 2 instructions. The first tells you where you can place a wall and the second how many square you can move your pawn.

Wall Placement Rules:
Walls can only be placed along one edge of a square, between two squares.
When a player's pawn is trapped by walls in a single square, that player is eliminated from the game. The edge of the board counts as a wall.
There are a few cards that allow you to remove a wall or pass through a wall. However, you have to play these cards before your pawn is trapped!
Once your pawn is trapped in a single square, you're out and your pawn is removed from the board.
When you trap another player's pawn, thus eliminating him from the game, you may remove any 1 wall from the board.

Moving Your Pawn
Most cards allow you to move your pawn up to a specific number of squares.
You can't move through walls, unless you play a card that allows it.
You can't move through a square occupied by another pawn.
You may only move orthogonally, never diagonally.
You can stay where you are.
You don't have to move the exact number of squares listed on the card. You can move fewer squares if you want.
You can move zig zag, first in one direction, then in another, just not diagonally up to the number of squares specified on the card you played.

After placing a wall and moving (or not), discard the card you played and draw another. (You should always have 3 cards in your hand.) Play passes to the player on your left.

The last player to have a pawn on the board wins!

Brainy Got 'Em! (use white side of board)
You don't need any cards for this version. The goal is the same: trap your opponents' pawns while illuding capture yourself.

On your turn, place a wall anywhere on the board, then move your pawn.
The number of squares you can move your pawn is equal to 1 plus the number of walls on your square. You may place a wall on the square your pawn occupies to increase your pawn's movement on the same turn.

All other rules are the same as Bright Got 'Em!

Contents: 1 double-sided game board (Bright Got 'Em! on one side, Brainy Got 'Em! on the other), 84 wall pieces, 55 Got 'Em! cards, 4 pawns, game rules.