Variable Phase Order

Collateral Damage

In Collateral Damage, you play a Gang Boss trying to take over cities in Neo Japan in order to win the game. Your gang is made up of typical characters from romantic comedy anime, with a unique set of statistics and a Special Power to distinguish each one. You move your characters around the board from city to city, and you ultimately win the game by taking over cities. You as a gang boss get Notoriety Points by having your characters fight and hurt other players' characters. If you miss in a fight, you do Collateral Damage to the city (thus the name of the game). However, as is typical in romantic comedy anime, your characters might fall in love, usually unreciprocated, and will then ignore your orders to instead follow their love around the board.

Each turn in the game has 9 phases, most of which are brief.
1) Initiative - Figure out turn order, based on player strength.
2) Libido - All characters gain Libido, which they can use to move and fight.
3) Voluntary Movement - players move their characters, then 4) Automatic Movement - characters may be dragged towards a Love Interest or Rival.
5) Love - Characters may fall in love based on the Looks and Gender of other characters in that city.
6) Combat - Characters in cities fight, gaining Notoriety for the player.
7) Domination - Players can try to use any characters still conscious to Dominate cities, spending Notoriety Points to better their chances.
8) Firing & Recruitment - Players can fire characters and recruit new characters, spending Notoriety Points to do so.
9) Mutual Love - Characters in love with each other and alone together in a city lose all of their libido. We're not saying why...

The game contains:
20 city tiles which are used to make up the game board
6 sets of sliders, token stands, dice, and Gang Boss cards in 6 colors
Over 55 different characters, each with his or her own stats and unique Special Power
45 Training cards
1 Grease pencil
A 4 page custom manga
Complete instructions
and more

Eminent Domain: Escalation

Welcome back, Emperor. The time for unchecked expansion is over. Warmongers raise their flags over weaker empires, while civilized planets take shelter behind peace treaties. Brace yourself for rising tensions in this next chapter of Eminent Domain: Escalation!

This expansion for Eminent Domain, which cannot be played without the base game, puts the following new tools at the Emperor's disposal:

New meaning to the larger-sized ships in Eminent Domain.
Additional Role cards to support a fifth player.
Additional technologies, each with an alternate cost in addition to their normal Research cost.
A new category of technology ("Diverse"), requiring one planet of each type to research.
Optional scenarios for asymmetric starting positions and technologies for each player.

Eminent Domain

Survey the galaxy to expand your civilization – will you colonize nearby planets, or take them over by force? Harvest resources for trade, and do research to improve your technology. Build the best civilization and win the game!

Eminent Domain is a civilization-building game in which your civilization's abilities are based on a deck of Role cards. At the beginning of the game each player has the same deck of cards, with just two cards for each Role in it. Every turn you must choose a Role to execute (and like Glory to Rome or Puerto Rico, your opponents will get a chance to follow suit), and in doing so you will add one of those Role cards to your deck. When executing a Role, you can boost its effect by playing cards out of your hand matching the Role you have chosen. For example, the more you Research, the better you get at Researching (because you'll have more Research cards in your deck).

Citadels

In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects her eighth building. Players then tally their points, and the player with the highest score wins.

Players start with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on.

On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.

The expansion Citadels: The Dark City was initially released as a separate item, but the second edition of the game from Hans im Glück (packaged in a tin box) and the third edition from Fantasy Flight Games included this expansion. With Dark City, Citadels supports a maximum of eight players.

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)