Worker Placement

Lewis & Clark

On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.

Lewis & Clark is a board game in which the players manage an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance.

Lewis & Clark features dual use cards. To be activated, one card must be combined with another one, which becomes unavailable for a while. Thus, players are faced with a constant dilemma: play a card or sacrifice it. During the game, each player acquires character cards that enlarge his hand, building a crew that gives him more options but it needs to be optimized as he will recycle his cards more slowly. This new "handbuilding" mechanism fits strongly the historical background.

Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players' positions are crucial.

Euphoria: Build a Better Dystopia

UPDATE July 1, 2014: 16 of the original recruit cards have been updated and revised for the second edition of Euphoria, due out in Europe in October/November. Those recruit cards are included for free in every copy of our Treasure Chest and will be available for purchase through the BGG store in December. A PnP of those updated recruit cards will be available here: http://stonemaiergames.com/print-play-euphoria/

You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they've ever known, and you may use them at your whim.

The world as we know it has ended, and in its place the city of Euphoria has risen. Believing that a new world order is needed to prevent another apocalypse, the Euphorian elite erect high walls around their golden city and promote intellectual equality above all else. Gone are personal freedoms; gone is knowledge of the past. All that matters is the future.

The Euphorians aren’t alone. Outside the city are those who experienced the apocalypse firsthand—they have the memories and scars to prove it. These Wastelanders have cobbled together a society of historians and farmers among the forgotten scrap yards of the past.

There is more to the world than the surface of the earth. Deep underground lies the hidden city of Subterra, occupied by miners, mechanics, and revolutionaries. By keeping their workers in the dark, they’ve patched together a network of pipes and sewers, of steam and gears, of hidden passages and secret stairways.

In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas.

Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge—that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your available workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game... or by letting other players unwittingly reach those milestones for you.

Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts—especially matching pairs—and are willing to give you tracts of land in exchange for them.

Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?

This game is protected due to fragile packaging and requires having a Membership to play. See Game Associate for details.

Yedo

Japan, 1605 – Hidetada Tokugawa has succeeded his father as the new Shogun, ruling from the great city of Edo (a.k.a. Yedo), the city known in present times as Tokyo. This marks the beginning of the golden age of the Tokugawa Shogunate and the so-called Edo Period that will last until 1868. Naturally, the most powerful families in Edo immediately try to curry favor with the new Shogun – and this is the opportunity our clan has been looking for, our chance at power and glory. Our clan will prove ourselves to be indispensable to the new Shogun. We will work from the shadows to acquire information about our rival clans. We will kidnap those who might oppose our ascent and assassinate those who prove a threat. We will use cunning to prevent our adversaries from doing the same to us. We will find glory and honor in the eyes of this new Shogun – or failing that we will end his rule by any means necessary.

In the strategy game Yedo, players assume the roles of Clan Elders in the city of Edo during the early years of the Tokugawa Shogunate. The object of the game is to amass Prestige Points, mainly by completing missions. To do so, players must gather the necessary assets and – most importantly – outfox their opponents and prevent them from completing their missions.

There are several ways to reach your goal. Will you try to complete as many missions as possible and hope that your efforts catch the Shogun's eye? Or will you choose a more subtle way of gaining power by trying to influence the Shogun during a private audience? You can also put your rivals to shame by buying lots of luxury goods from the European merchants. It's all up to you – but be careful to make the right choices, for in Yedo, eternal glory and painful disgrace are two sides of the same coin...

Global Warming

Global Warming is a tactical, card-driven game in which players score "happiness points" by providing goods to the public. Cards played can be either national industries, consumer goods, green technologies, or events; played industries require the roll of dice to determine pollution output. Collect enough happiness points and you win.

But by producing these goods, you influence the earth's ecology. The player's individual influence, as well as the overall influence, is shown by a marker on a second track, and if these markers reach certain (moveable) points on the warming track, bad things happen to the ecology and the players. If the third warming point is reached, the game ends and the player with the lowest contribution to the overall warming wins.

Thus, the players are embedded in a quite true setting in which they have to balance production and sustainable actions. Who will manage to control his industrial production in a way that minimizes the environmental impact while nevertheless allowing him to meet consumer demand?

Global Warming is the fourth game in Mücke Spiele's "Edition Bohrtürme" series that uses the game pieces from Kosmos' Giganten in the context of a new game.

City Council

In City Council each player takes the role of a council member of a newly founded city. The government will select the members of the city council for the first few years until the city rises and flourishes, by which time the most popular member will receive the position of Mayor.

In order to build the city, you and the other councilmen must maintain a low level of pollution, fight crime, create jobs, and sustain an adequate city budget. If you and the others don't keep up the good work, the city project might not succeed, the government will take over, and all players will lose.

As a member of the council, you must also strive to gain the favor of the different political groups who rule the streets of your city. As the game progresses and the city grows larger, more and more political interest groups will try to impose their will on the city by knocking on your office door and asking you for small "favors" in which you will have to act on their behalf. In return, they'll offer you their support and you'll receive victory points for your personal cause, possibly allowing you to become the city's first Mayor.