Tile Placement

Reef Encounter of the Second Kind

Reef Encounters of the Second Kind was released at Essen 2006. It is an expansion set for Reef Encounter, introducing new creatures, opportunities, and tactics to the basic game.

The crown of thorns starfish with their voracious appetites have now found the reef and will consume any corals that they can reach. Blue shrimps will assist host shrimps in protecting the larger corals, but these blue shrimps are notoriously unreliable. Meanwhile, the polyp tiles now come in a variety of different forms, and even the rocks are liable to change shape.

A selection of cards provides one-off opportunities to influence the game, to introduce or to move the blue shrimps, or to affect the scoring at the end of the game. An appropriate card is also required before a parrot fish can consume its first coral.

Contents: 4 blue wooden shrimps, 48 special tiles, 56 cards (28 in English and 28 in German), and 2 rules sheets, one in English and one in German.

Expands:

Reef Encounter

Reef Encounters of the Second Kind Microbadge :

Reef Encounter

Reef Encounter is about life on a coral reef! Using polyp tiles, players grow different types of corals, which they can protect from being attacked by other corals through judicious placing of their four shrimp counters. To be successful players must consume polyps from neighboring corals in order to acquire the 'consumed' polyp tiles that are the key to the game. The consumed polyp tiles have a myriad of uses (and have a similar effect to the action points in games like Tikal and Java). Most importantly they can be used to flip over or lock the coral tiles, which determine the respective values of the different types of coral at the end of the game.

Description from the designer, Richard Breese.

Expanded by:

Reef Encounter of the Second Kind

El Caballero

Although referred to as a sequel to El Grande, El Caballero shares few aspects with its namesake, being a fun but intense brain-burner in which players explore and attempt to control the lands and waterways of the New World.

The players are following Columbus by exploring the islands he discovered. Players slowly explore the islands – by picking and placing land tiles that are most favorable to them – and discover wealth in the form of gold and fish. As they learn about the land and sea areas of this new land, they position their caballeros to try to maintain control of the important regions. Castillos give them a measure of protection from others, and ships allow them to establish trade and to fish for food. Success is measured in the size of land and sea areas they control. Their success is measured twice, and in the end these scores are summed and the winner declared.

Mexica

Mexica plots the development of the city of Tenochtitlan on an island in lake Texcoco. Players attempt to partition it into districts, place buildings, and construct canals.

Districts are formed by completely surrounding areas of the island with water and then placing a District marker. The player who founds a district scores points immediately.

Canals and Lake Texcoco act as a quick method of moving throughout the city. Players erect bridges and move from one bridge to the next, which costs 1 action point regardless of the distance. They must also erect buildings. This costs action points, the exact number being dependent upon the building's size.

In the scoring phases of the game, players score points (El Grande style) based upon their dominance in a District. In the 4 player game, players with the 1st, 2nd, and 3rd most buildings score decreasing numbers of points.

Only districts are scored in the first scoring round.

In the second scoring round at the end of the game, all land areas are scored, not just districts.

The player with the most points wins.

Mexica is the third game in the Mask Trilogy.

Metro

Similar to Streetcar, Tsuro, Tantrix and Spaghetti Junction, this game has players putting square tiles onto the board to form rail lines. The major difference in this game, however, is that players are not striving to make short, direct routes like those sought in Streetcar. Instead, the object of the game is to make the rail lines as long as possible. Players start with a number of trains ringing the board. Whenever a tile placement connects a train to a station (either on the edge or the center of the board), that train is removed and the player scores one point for each tile that the route crosses, which can cause one tile to score multiple times if the track loops around. However, players score double for city connections, which are the stations in the center of the board.

The game was originally issued as Iron Horse (not to be confused with Iron Horse).

Re-implemented by:

Cable Car