Route/ Network Building

Saboteur: The Duel

Saboteur: Duel is a standalone version of the famous card game Saboteur for one and two players. When playing alone, you want to collect as much gold as possible by digging new tunnels in the mine; when playing with an opponent, you'll just want to collect more than that player, but naturally your opponent will try to block your progression by all means.

In this card game, you play path or action cards. The path cards form a maze in the direction of the six goal cards, which contain a variable number of gold stones. The action cards are used to hinder your opponent or to help you to repair broken equipment. A greedy troll also lurks in the mine, and you will have to pay him to progress and he doesn't give back any change!

Terra Mystica

In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.

Terra Mystica is a game with very little luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:

Desert (Fakirs, Nomads)
Plains (Halflings, Cultists)
Swamp (Alchemists, Darklings)
Lake (Mermaids, Swarmlings)
Forest (Witches, Auren)
Mountain (Dwarves, Engineers)
Wasteland (Giants, Chaos Magicians)

Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...

Ming Dynasty

In the middle of the 14th Century the Chinese people succeeded in freeing themselves from the rule of the Mongols. With the accession to the throne of emperor Tai-Tsu they developed a rising country: China.
Each player takes the role of an imperial prince and tries to gain influence with his family members during the growth of the Chinese people during the Ming dynasty. Place your fellow supporters securely into the 6 Chinese provinces, which are each divided into 3 prefectures. In order where your own family members get majorities into the administration you will be recompensed during the election rounds with gifts from the emperor.
Only the player with the most balanced collection of influence chips will be able to continue as next emperor of the Ming dynasty.