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La Guerre de 1870
La Guerre de 1870

Beginning of August 1870. Prussian Chancellor Bismarck has pulled off a master diplomatic coup thanks to Ems's dispatch: France has just declared war on Prussia. Prussia has been able to gather around it all the German states, while the Empire of Napoleon III is alone, no nation having wanted to support the one who passes for the aggressor.

In Paris, the frenzy of war heated the minds of the population in blanks: everyone can already see each other in Berlin. France is said to have the best army. Didn't the Minister of War, Marshal Leboeuf, declare with peremptory assurance, in the face of an Adolphe Thiers with little confidence in the preparation of the country: "We are ready and very ready. Should the war last two years, our soldiers wouldn't miss a button.

The mobilization is launched, the troops flock to their point of concentration on the border. But indolence is competing with incompetence: plans prepared long ago are changed several times, the mess in the stations is indescribable. And it is an incomplete army, led by senior officers who do not know their troops well, who position themselves to lead an offensive without a plan, but which has become obligatory through popular pressure.

On the other hand, the Prussian state has drawn experience from its two previous campaigns: the Duchy War against Denmark in 1864 and especially the Seven Weeks War against Austria in 1866. The mobilization then the concentration took place following a perfect clockwork mechanics. The plans and orders, long established, are followed to the letter. The invasion can begin as planned.

Through this game, evolution of the system The Marshals in the campaigns of the Second Empire, will you know, Napoleon III, will you finally be the worthy military heir of your uncle by preserving your country from the Prussian enemy? Will you, von Moltke, be able to skillfully manoeuvre your divisions to push the French into the decisive battle at the time and place of your choice?

2 Players
210 Min
Age: 12+

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46.90 23.50 €
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Lacrimosa
Lacrimosa

Wolfgang Amadeus Mozart is dead. His last conscious action on his deathbed was composing the Lacrimosa movement of his Opus Requiem. You, as one of his sponsors, will meet with the widow in order to participate one last time in the funding of the works of the Austrian genius. Also, you will reminisce and retell all your memories alongside Mozart in order to make sure that she portrays you under the best light when writing her memoirs in order to enter history as Mozart's most important patron.

In Lacrimosa, players take the roles of patrons of the late musician, contributing with their fundings to the composer's works one last time. During the game, you play in two different timelines: the present and the past. In the present, you commission the missing parts of the Requiem from other composers in order to complete it. When developing past events, the game takes place in five epochs in which you contribute by buying new compositions from the composer to sell or exhibit, accompany him on the different journeys through the main courts and theaters in Europe, and gather the resources you need in order to support the musician during his career.

During the game, you play cards from a limited hand that you will improve as the game progresses. These cards can be played either as actions or as resource generators, and players need to optimize their resources and finances in order to support their best version of the story and their relationship with Mozart.

1–4 Players
90 Min
Age: 14+

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100.40 50.20 €
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Meeples Together
Meeples Together

It wouldn’t be a stretch to say that civilization is built on cooperation. It’s all about different people working together to overcome challenges and build amazing successes — and then celebrating the camaraderie of their shared achievements. The best cooperative games are like that too.

Join experts Christopher Allen and Shannon Appelcline as they examine not only how cooperative board games work, but why. With more than 150 enlightening illustrations and 14 in-depth case studies showing principles and mechanisms of play in action, this book helps you to see your favorite cooperative board games in new ways.

Whether you want to play cooperative games better, discover your next favorite game, or design the world’s next favorite, Meeples Together is for you.

The authoritative source on cooperative board games and card games for gamers, aficionados, critics, and designers. Meeples Together is a deep dive into co-op gaming’s titles, mechanics, theory, and frontiers.

Written for players, designers, and aficionados of cooperative games.

Features fourteen in-depth case studies that explore favorites like Pandemic, Battlestar Galactica, and One Night Ultimate Werewolf.

Contains more than 150 illustrations.

Table of Contents:

Foreword by Matt Leacock (Pandemic, Forbidden Island)

Chapter 1: The Basics of Cooperation

Part One: The Spectrum of Cooperative Gaming
Chapter 2: Styles of Competition
- Case Study: Terra
Chapter 3: Styles of Teamwork
- Case Study: Contract Bridge
- Case Study: One Night Ultimate Werewolf
Chapter 4: Styles of Cooperation
- Case Study: Pandemic
- Case Study: Forbidden Island
- Case Study: Forbidden Desert

Part Two: The Mechanics of Cooperative Games
Chapter 5: Cooperative Systems
- Case Study: Flash Point: Fire Rescue
Chapter 6: Challenge Systems
- Case Study: Robinson Crusoe — Adventures on the Cursed Island
Chapter 7: Players Facing Challenges
- Case Study: Shadows over Camelot
- Case Study: Battlestar Galactica: The Board Game
Chapter 8: Players Undertaking Tasks
- Case Study: Arkham Horror 2e
Chapter 9: Adventure Systems
- Case Study: Mansions of Madness 2e

Part Three: The Theory of Cooperative Games
Chapter 10: A Theory of Cooperative Gaming
- Case Study: Space Alert
Chapter 11: A Theory of Challenge Design
- Case Study: Ghost Stories
Chapter 12: When Games Go Wrong
- Case Study: D-Day Dice

Part Four: Cooperative Frontiers
Chapter 13: The Psychology of Cooperative Gaming
- Case Study: Hanabi
Chapter 14: Assembling the Puzzle
- Case Study: SOS Titanic

Appendices
Appendix I: The Basics of Game Design
Appendix II: Game Design Dilemmas
Appendix III: Game Design Types
Appendix IV: Game Design & Social Theories
Appendix V: Cooperative & Teamwork Game Synopses & Reviews

About the Authors
Christopher Allen writes about collaboration. He’s founded several companies focusing on social software, including Skotos Tech, an online game company where he aided in the design of Castle Marrach, Grendel’s Revenge, and Lovecraft Country. His Life with Alacrity blog talks about the principles of cooperation, collaboration, and governance while his Rebooting the Web of Trust workshops imagine the future of collaboration on the internet.

Shannon Appelcline writes about games. He regularly contributed to the defunct board-gaming magazine Knucklebones, while his eurogame-focused Meeples & Mechanics blog contains over a decade worth of game analysis. He’s also long been involved with the roleplaying field, working for Chaosium and supporting lines like Call of Cthulhu and Pendragon. He’s best known for Designers & Dragons, a four-book history of the roleplaying industry.

Format: 380-page, 6" x 9" trade paperback

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27.50 13.80 €
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