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Barony
Barony

Säännöt valmistajan sivuilta.

Barony is a board game by Marc André that pits two to four players in a tug-of-war battle over fiefdoms and titles. As a baron, you rule one of the four most influential families of the region. With your knights, you have to claim the richest and most fertile lands, colonize them and above all, defend them against your opponents. Spread your armies out over thirty-six modular territory tiles as you try to climb up through the political ranks and get yourself crowned King.

Featuring rules that are easy to learn, a unique scoring system, and a beautiful landscape that changes from game to game, Barony offers a rich and entertaining foray into medieval politics and battles for players of all skill levels.

Let the Games Begin
Each round in Barony, you get only one action, which you will generally take to either expand your territories or shore them up by recruiting knights or building villages and cities. After all, the need to guard your kingdom is ever-present. Decent land can be scarce, and your opponents will fight to take what's yours! If you're not careful, you'll be driven out to the forests or mountains.

Your goal is to increase the value of your territories so that you can climb through the political ranks, from Baron to Viscount, then Count, Marquis, and Duke. Whenever a player earns the title of Duke, everyone completes the round, and the player with the most points is awarded the title of King.

To get there, you need to master the game's unique scoring system. You score resources by constructing a village or a city upon a territory, or by seizing an opponent's village with your knights. The resources you gain aren't based on the establishment that you create or destroy, however, but on the terrain where it was settled. The rich, fertile farming fields, for example, are worth much more than the stone mountains.

The rounds are short and exciting, and Barony never feels slow. Even so, there are plenty of opportunities at every step for you to outthink your rivals and stay one step ahead of them in the race for the crown.

Explore the Open Land
With its straight-forward rules, Barony stands among the most accessible strategy games in the market. After all, you only take one action each round, and there are only six different actions from which you can choose.

Nonetheless, your games will lead to an ever-changing set of circumstances, and it takes time to master the ways you can best use your actions to build your territory and counter your opponents. When you begin to consider how your moves may change as your territory grows and you consider your opponent's possible actions, you'll see that even with its slim ruleset Barony offers a tremendous depth of strategy and rewards multiple plays.

The road to becoming King is not an easy one. You're going to make some enemies along the way, but with careful planning you might just find yourself wearing the crown.

The Drums of War Are Beating
Not only do Barony and your opponents challenge you with different choices in each of your games, but the board will be constructed differently. Each game offers you a new medieval landscape to explore and battle over. The rolling fields, dense forests, and craggy mountains lie before you, stretching as far as you can see into the horizon.

Don't waste a moment! Strap on your armour and hit the battlefield. The drums of war are beating, and you have a kingdom to claim!

Contents:
* 36 Territory tiles
* 80 Resource tokens
* 112 wooden Pawns (28 knights; 20 cities; 8 strongholds; 56 villages)
* Scoreboard and score counters
* Player Reference sheet and rules

45+ minutes
2 - 4 players
Ages 14+

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45.10 €
Barony: Sorcery
Barony: Sorcery

Before now, Barony had players' minds deeply entrenched in the feudal history of the known world. Decisions about which resources to defend, how far to expand an empire, and when to climb the ranks of nobility never concerned ideas of magic. But soon, players will be forced to rethink their role in Barony with the upcoming Sorcery expansion, adding devastating spells which players will utilize to outmaneuver their desperate rivals.

Barony is an empire building game by Marc André where four power-hungry Barons struggle to grow their dynasty and be crowned king. Taking a single action each round, players will construct dazzling cities, capture critical resources, and earn new ranks of nobility in an attempt to secure the crown for themselves.

With brand new magical powers to harness in Barony Sorcery, players must think outside the box and one step ahead of their opponents. As if that weren't enough, blossoming empires will have trouble finding room to grow as they are introduced to the deadliest threat yet: a fifth competing Baron.

Lay of the Land
New territories add a dynamic new way to play in Barony Sorcery. Alongside the lands and resources over which players previously fought for control, Sorcery adds in new territory tiles, giving players the only means to gather Magic Tokens, the one power capable of casting these new game-changing spells.

Acquiring this new resource won't be easy though, as this invaluable new asset is in short supply. This gives players even more reason to explore neighboring tiles and clash against contesting Barons to expand their kingdom and claim these rare territories. For once the Magic Tokens are gone, they're gone forever, limiting just how much magic one Baron can command.

Weave Your Magic
Spells are a new kind of action players can perform in Barony Sorcery. Instead of only being limited to performing one of Barony's six standard action, Barons will be able to spend Magic Tokens, Sorcery's newest resource, to cast new robust spells and create devastating effects.

Spells in the Sorcery expansion are separated into different schools of magic, each one allowing you to string several similar spells together to create truly powerful combinations. Instead of asking Barons to juggle even more options, these spells exist as enhancements to Barony's original six actions, augmenting previously existing strategies into even more lethal approaches, leaving any Baron foolish enough to oppose you in the dust.

For example, instead of simply moving knights as a standard action, Sorcery lends players the means to cover greater distances with enhanced speed or teleporting armies into previous inaccessible locations. Players are also now given the option to amplify their construction efforts, allowing cities to rise from hazardous lands or increase resource product from others. These are but only a few of the options Barons will have at their disposal.

Deadly Advances
With reality-bending spells now at the fingertips of any Baron bold enough to seek out the means to cast them, the pathway to the crown has never been more difficult or more deadly. Players will need to master these new arcane arts as they vie for the throne and pray they don't lose their head along the way.

• First expansion for the hit Matagot game, Barony
• Adds magic to the game, increasing the potency and variability of the six main actions
• Adds fifth player to the game
• New map tiles add rare magic resource, used to cast spells

Contents:
* 9 Territory tiles
* 20 Resource tokens
* 30 Magic tokens
* 25 Control tokens (5 per player)
* 7 knights
* 5 cities
* 2 strongholds
* 14 villages
* 1 score counter
* 1 Player Reference sheet

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32.50 €
Captain Sonar
Captain Sonar

A Thrilling New Game of Dueling Submarines

The year is 2048. A new economic war has erupted. Rare earth has become a key element for building new machines, leading private companies to arm next-gen submarine prototypes to protect their underwater mines. Beneath the quiet waves, a silent war is taking place, and these new, unstable submarines are your weapon. Prepare to dive in Captain Sonar, a game of dueling submarines for two to eight players!

Captain Sonar is an innovative real-time game that challenges two teams to take their submarines head-to-head in a thrilling battle. Your ultimate goal is to find and destroy your opponent’s submarine, but this task is far more difficult that it may first appear. Your entire crew must work together to chart a course, charge systems, locate the enemy, and keep your own submarine fully operational. Communication and teamwork can lead you to victory, but if you fail to cooperate, you’ll be sunk to the bottom of the ocean!

Deep beneath the ocean waves, an unseen war is waged by rival corporations. In the year 2048, rare earth has become essential for modern energy, leading massive corporations to dispatch submarines to guard their undersea mines—or to attack the operations of rival corporations! Take your place in the conn and prepare for battle with Captain Sonar, a tense new game of dueling submarines for two to eight players.

In every game of Captain Sonar, you and your fellow players are split into two teams. Each team represents the officers aboard a submarine, and each player has a vital role to play. You may be the Captain, responsible for setting your submarine’s course and ultimately deciding when to strike. The First Mate needs to charge the ship’s systems, from the torpedoes to the stealth drive, while the Engineer needs to keep the submarine and its systems fully operational. Finally, the Radio Operator needs to determine the location of the enemy submarine, giving you the chance to open fire and win the game!

Battle Stations!
Your undersea voyage was uneventful, until you received the news from your employers. A rival submarine has entered waters claimed by your corporation. Your objective: to find and destroy this submarine by any means possible. For you to successfully destroy your opponents, however, your team will need to communicate and act as one.

At the beginning of a game of Captain Sonar, each player is assigned to one of the four roles: Captain, First Mate, Engineer, or Radio Operator. Each role has a crucial part to play in the combat to come.

The Captain is responsible for plotting the movement of the submarine. Each Captain must tell his or her team which direction the submarine is moving by calling out directions like, “Heading north,” and “Heading east.” As you give orders to your crew, you’ll track the position of your submarine on your role sheet, maneuvering around islands in the ocean and trying to get into position to target your opponent’s submarine.

First Mate – As the Captain determines the submarine’s course, the First Mate needs to charge the submarine’s systems, including mines, torpedoes, drones, sonar, and the stealth drive. Every time the submarine moves, the First Mate can charge one space in the gauge for a single system. Once a gauge is full, the system is ready to be used, and the First Mate can inform the Captain that the system is ready for use.

Engineer – The Engineer is charged with keeping the submarine in working condition, but the submarine suffers from constant breakdowns. Every time the submarine moves, the Engineer must track a corresponding breakdown. Some breakdowns can threaten the submarine with radiation damage, but other breakdowns take certain systems offline, potentially keeping your submarine from using weapons, surveillance, or the stealth drive when it’s most necessary. The submarine has some self-repair capabilities, but if that’s not enough, your submarine must surface, leaving you vulnerable to attack while you repair.

Radio Operator – If you’re the Radio Operator aboard the submarine, your job is to listen to the directions given by the enemy team’s Captain and use the information to locate your opponent’s sub! At the beginning of the game, a submarine can start anywhere on the map, but as you listen to your opponent’s directions, you can draw a path for the enemy submarine and use your knowledge of its path to locate the submarine among the islands scattered across the ocean. Your Captain will need your information to correctly target the torpedoes when it’s time to attack.

Command Your Submarine
Every player has a different role in Captain Sonar, but to locate your opponent’s sub and destroy it, you’ll need communicate and work together.

Contains:
* Two sets of twelve role sheets
* Two transparent Radio Operator sheets
* Eight erasable market pens
* Two screens
* Rules

2 - 8 player(s)
30 - 60 min
Ages 12+

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46.50 €
Cyclades
Cyclades

Säännöt valmistajan sivuilta.

Dominate the mythological Aegean!
Be prepared to travel to the Cyclades archpelago during the golden age of the ancient Greece.

With the blessing of the Gods of Olympus and the support of Mythological Creatures, recruit troops, build ships, create fortresses and construct metropolises. The struggle to bring your people to their highest glory will be legendary!

With Cyclades, Bruno Cathala and Ludovic Maublanc (Mr. Jack, Dice Town) reinvents development and conquest games. In a ninety minutes game, live through an incredible adventure in which soldiers, philosophers, mythological creatures and gods are common.

Civilization has dawned upon the Aegean Sea. Settlements are appearing across the islands of the Cyclades, on Naxos and Mykonos, Paros and Thira. Priests are making sacrifices to the gods on newly-hewn stone altars. Heroes are battling the monsters that haunt the sea’s depths and the vicious creatures that prowl among the rocks. As a leader of men in Cyclades, you have a chance to found a legendary metropolis and rule the Aegean. All you have to do is earn the favor of the gods.

Designed by Ludovic Maublanc and Bruno Cathala, Cyclades is a board game of city building and savage battle for two to five players. Your goal is to be the first leader to control two metropolises in the Aegean. In order to do so, you’ll have to earn the favor of Olympian gods, establish the buildings of civilization, defeat your enemies in war, and tame mythological creatures to your will.

All Things Are From the Gods
As heroes like Perseus and Cadmus know, nothing can be accomplished without the help of the gods. In Cyclades, five Olympian gods—Zeus, Poseidon, Ares, Athena, and Apollo—determine what actions you can take and when you may take them. They enable you to move your ships, recruit troops, and build cities, but the gods do not aid mortals freely. With the sole exception of Apollo, you must give them offerings if you want their help.

You begin a round of Cyclades by randomly revealing which gods will be involved in your affairs that turn and when each will act. In a game of fewer than five players, some of the gods will turn their attention away from the Aegean, cutting you off from the actions those gods enable. Then, you have a chance to draw revenue from your islands and ships. Once you have taken that revenue, you make an offering of gold to whichever god you need most that round. Apart from Apollo, gods grant their favor to only one leader at a time, so if another player has already made an offering to the god you hoped to win over, your offering must be larger in order to be successful. If another player outbids you, you must turn to another god.

Ares, the god of war, enables you to build fortresses, recruit troops, and move your troops into position to attack. Similarly Poseidon, god of the sea, lets you build ports, recruit fleets, and send your ships against an enemy fleet. Athena, goddess of wisdom, lets you build universities and recruit philosophers (four philosophers creates a metropolis for free). With the aid of Zeus, you can recruit priests who contribute to your offerings, build temples that attract mythological creatures, such as the Sphinx, the Cyclops, and Pan, and change which creatures roam the Aegean.

Apollo, god of sunlight, the arts, and oracles, operates quite differently from his kindred. He demands no offerings, and offers his aid to more than one player at once. He provides money: four gold to a player who controls only one island, one gold to a player with multiple islands, and a prosperity marker to the player who chooses him before any other player. You can place that prosperity marker anywhere in your territory, and it provides you with revenue every round.

Gold is as essential to victory as the gods. Not only do you need gold to make your offerings, but you must pay gold to recruit additional troops, fleets, priests, and philosophers, to construct buildings, and to call upon mythological creatures. Therefore, while Apollo may not seem as powerful as the other gods at first, you must have him on your side to win.

Cities Built on Riches
The gods’ favor and a heap of gold are the only means to your true goal: controlling two metropolises in the Cyclades archipelago. The question is whether you will use the gods’ help to construct your own metropolises, conquer another’s, or combine both approaches and alternate between peace and war.

There are two ways to construct a metropolis. Once you possess all four different buildings (port, fortress, temple, and university) anywhere on the islands, you must demolish them to create a metropolis which comines all of their functions. Similarly, if you recruit four philosophers, you must immediately discard them to place a metropolis somewhere in your territory. Since you cannot build two metropolises on a single isle, you want to ensure that more than one isle is under your control.

Any building or metropolis that you construct may be conquered. If you leave an isle undefended, another Aegean power can simply invade and occupy it. But with enough troops stationed, and perhaps a fortress or port, you may fend off the enemy attack. Combat works essentially the same way on land and sea: each player involved rolls one die and adds the number of troops and fortresses (if on land) or fleets and ports (if at sea) in the combat zone to the result. The player who rolls the lowest result loses one unit of troops or a fleet. Both parties then have a chance to retreat before the battle continues on. If neither party retreats, the battle lasts until only one player has a military presence in the combat zone.

Fleets cannot occupy land or attack troops, and vice versa. To move your troops to a new isle, you must create a chain of fleets between isles to convey them, and you must control all the fleets in that chain. You cannot move troops onto land through an enemy blockade, which means that although fleets can't fight on land, a blockade can be used to effectively defend your buildings. No matter where you send your forces, you need the help of the gods to move them: only Ares lets you move troops, and only Poseidon allows you to move fleets.

Beasts of Myth
All four gods enable you to enlist the aid of mythological creatures—as long as you can afford to pay some gold, of course. Every round, three mythological creatures appear, each bearing a unique power. When a mythological creature first arrives, it costs four gold to call upon, but if not called up immediately, it will accept less gold the next round. You must use the power of a creature as soon as you enlist it. These temperamental beings do not linger around humans, waiting to do the will of others.

The powers of mythological creatures affect all aspects of the game. If you can persuade a Dryad to help you, she will steal a priest from the player of your choice. A Cyclops takes a building of your choice and refashions it into another type of building, even when this transformation results in creating a metropolis. Five of the creatures are particularly powerful in war: the Minotaur, Chiron, Medusa, Polyphemus, and the Kraken. Any of them may hand you glorious victory, even in dire circumstances when you anticipate defeat.

Civilize and Conquer
Until now, the Cyclades isles have been a rocky, uncultivated wilderness where monsters roam and the gods are neglected. Now is the time for you to introduce civilization and transform the Aegean’s chaos into prosperity. Peace is impossible: war will reign until one great leader dominates the Aegean in Cyclades.

Contents:
1 Modular game board
2 special dice
98 gold pieces
16 prosperity markers
4 large God tiles
40 building tiles

Multilungual: FR/EN/DE

Authors: Bruno Cathala and Ludovic Maublanc

Players: 2-5
Age: 13+
Gametime: 90 minutes

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65.20 €
Inis
Inis

Rule over ancient Ireland in Inis!

Long before the potato famine, before the Book of Kells was made, before St. Patrick arrived, even before the Romans glimpsed its shores, Ireland was a contested place. Several peoples were lured there by its thick forests, bright green fields, and swift-flowing rivers, including the godlike Tuatha Dé Danann and the monstrous Formorians. The battles, marriages, quests, and migrations of these peoples are remembered in the earliest Irish myths, which are as full of strange magics and uncanny mysteries as the Giant’s Causeway and the valley of Glendalough.

Lead one of Ireland’s first peoples and perform legendary exploits in Inis, a two-to-four player board game designed by Christian Martinez and lavishly produced by Matagot. Inis immerses you in Ireland’s mythological era, its fierce heroes, enchanted objects, and beautiful mist-covered landscape. Your goal in Inis is to become Ireland’s first High King. Among your allies are the warrior Cuchulainn, the beautiful and tragic Deirdre, and the exiles Diarmuid and Grainne. Your tools include a magical spear, horses made out of sea-foam, a god’s cauldron, and all the cards you can gather into your hand.

From Invader to High King
In Inis, there are three conditions of victory, and you must achieve at least one more of them than your opponents in order to win. None of them are intrinsically easier than any other, making for tight, intensely competitive endgames. The first path to victory is to simply spread your clans into six different territories. The second is to become chieftain over a territory where at least six of your opponents’ clans also dwell. The third is to occupy territories where a combined total of six Sanctuaries lie.

In this scenario, the blue player and white player are tied for victory. Together, the territories occupied by the white player contain six brown Sanctuaries. The blue player isn’t present in as many territories, but in the two territories she occupies, she has majority rule over a total of eight opponents’ clans. The game will continue until one or the other achieves a second victory condition, and if they both achieve it at the same time, until one achieves a third.

You’ll spread your clans throughout the isle, establishing Sanctuaries, and gaining control over territories through the simple act of playing cards. All actions in Inis, from discovering a new territory to fighting, are card-driven, and you obtain many of those cards through the simple and intrigue-laden process of drafting.

A Time for Everything
Each round of Inis comprises two parts, the Assembly and the Season. In the Assembly you draft Action cards, which enable most of your actions and which cannot be kept from one round to the next. Even in this stage, you have more power if you are chieftain of at least one territory, meaning that you have more clans there than any other player. Being chieftain of any territory enables you to take its Advantage card for the next round. The chieftain of the territory where the Capital lies is known as the Brenn.

Epic Clashes
Whenever you move a clan into an occupied territory, you instigate a clash. Other players with clans there have a chance to protect them by placing them in Citadels, if there are any. Then, you have a choice. You can attack, and force your opponent to either lose an unprotected clan from that territory or discard a card and thus likely lose an action that round; you can use a maneuver from one of your Triskel cards; or you can withdraw your clans to another territory that you occupy. Then, if they still have unprotected clans in the territory, the player you attacked chooses one of those three maneuvers in return.

A clash ends when there are no more unprotected clans in the territory, or when all players agree to end it. Note that none of the victory conditions mandates that your clans occupy a territory alone. Be judicious when you attack, how many clans you invade with, and when you end the clash. There will be times when the best tactic is to eradicate an opponent’s clans or force them out of the territory entirely. There will be just as many times when you simply want to diminish their number, or even peacefully coexist.

Epic Tales
Once a Season is over, Action and Advantage cards will vanish from your hand. Epic Tale cards, however, are yours to keep until the moment is ripe. You can gain Epic Tale cards through some Action cards or other Epic Tale cards, and given their powerful, unique abilities, you’ll want to have as many as possible in hand.

Each Epic Tale card draws upon at least one ancient Irish myth. Lug was a warrior, bard, sorceror, and craftsman who led the Tuatha Dé Danann to victory against the Formorians. The holiday Lughnasa still honors this hero-deity. The stone of Fal, or Lia Fáil, was brought to Ireland by the Tuatha Dé Danann from their sacred, enchanted homeland. It is said to roar in joy when the island’s rightful High King puts his feet on it, and still stands in County Meath today. Deirdre was the daughter of the royal storyteller, whose beauty caused the death of several men and ultimately, her own. In some ways, she personifies Ireland: beautiful, sought after, and deadly.

Rule the Emerald Isle
No single continued strategy can win in Inis, not destroying your opponents through clashes, building Sanctuaries, controlling the Capital, or exploring new territories. Every hand offers your new options, every part of the landscape is different, every opponent has his or her strengths and susceptibilities. To rule the emerald isle, you must emulate her: endure the changing Seasons, outsmart your opponents, and never give up.

• A 2-4 player board game designed by Christian Martinez and produced by Matagot Editions
• Based on ancient myths about Ireland’s colonization and first kings
• Innovative game mechanics unite card drafting and area control
• Modular puzzle board creates a different landscape for every game
• Gorgeous original art and highly-detailed plastic figures bring the setting to life

Contents:
* 16 Territory tiles
* 67 Cards, 80mm x 120mm sleeves
* 48 Sculpted plastic Clan figures
* 20 Sculpted plastic buildings
* 15 Tokens & markers
* One Rulebook

60–90 Min
2 - 4 players
Ages 14+

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60.10 €
Kemet: Blood and Sand
Kemet: Blood and Sand

(Re)discover Kemet’s epic universe with Kemet: Blood and Sand, the newest edition of the multi-award winning game, Kemet! Kemet: Blood and Sand will immerse you in an unrivaled gaming experience, even better than the original!

Kemet is back with streamlined and upgraded gameplay based on hundreds of hours of testing, solid development from our expert team and your valuable feedback. Since it was released in 2012 Kemet has been a favourite with the board game community. While working on version 1.5 with the community, we were excited to see the incredible interest in this amazing game. It was time for Kemet: Blood and Sand!

In Kemet: Blood and Sand, you play one of the Egyptian gods, aiming to stamp your dominance on the parched land. Build pyramids, combine godly powers to create powerful asymmetric combinations and lead your followers in glorious battles. But, be careful - only deep strategic planning and swift tactics will lead you toward victory!

In the fantasy world of Kemet: Blood and Sand, the Ancient Egypt classic gods are not the only ones to be worshiped. Darker and scarier gods are the focus of unholy cults: the great Cthulhu is worshiped on the Nile shores, whereas the name of Nyarlathotep, the Black Pharaoh, is whispered in the far desert.

You'll find a new kind of Power tiles with miniatures : the Great Old Ones. They are the tallest miniatures in the game.

Kemet: Blood and Sand features new art and upgraded gameplay with new approachable rules that go beyond the 1.5 version of Kemet developed with the help of the BGG community. Free from the constraints of existing components, designers Jacques Bariot and Guillaume Montiage go even further in fine-tuning the Kemet experience.

The game also features a redesigned map with a twist, bigger and more detailed figurines, and other surprises.

2-5 Players
90-120 Min
Age: 13+

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96.40 €
Legendary Inventors
Legendary Inventors

Over the course of human history, curious and cunning men and women have explored the limits of science, technology, philosophy, and more. Exciting discoveries and brilliant new inventions have the capability to alter the landscape of humanity into the far reaches of the future. These intellectual pioneers have organized across time into teams of sorts, combining their talents in an effort to more effectively create new inventions. Which of these teams will be known throughout history as Legendary Inventors?

In Legendary Inventors, two to five players will each captain a group of four inventors working to bring their knowledge to life by creating useful objects to improve the world. Compete against rival teams to patent inventions and work to improve the knowledge of your inventors. The inventing team who has patented the most inventions and/or who has the smartest inventors wins the game, and goes down in history as legendary inventors!

Diagrams and Calculations
Each game of Legendary Inventors is played over three Ages, with each age representing a different period of technological advancement, and those inventions becoming more complex in each subsequent age. Represented by Invention cards, these inventions are sorted by age and placed face down at the beginning of each game. Each player chooses a team of inventors, represented by color-coordinated Inventor tiles. On these tiles, you can find each Inventor’s own unique and different combination of starting skills. For example, Albert Einstein has a starting skill of four Physics, while Johannes Gutenberg has a starting skill of two Mechanics.

At the beginning of each Age, Invention cards equal to the number of players plus three are placed face up in between all players, and two reward tokens placed on each Invention card. Then it’s time for the savvy teams to get to work. On each turn, a player must send an inventor to work.

Create a Prototype
To send an inventor to work, a player assigns an available inventor to one of the face up invention cards. This is represented by placing cubes of the player’s color on the squares of the Invention cards which correspond to the type and current knowledge level of the inventor.

For example, the Wagon Invention card has one Physics square, three Mechanics squares, and one Mathematics square. If a player assigns Johannes Gutenberg to work on the Wagon, the player would place cubes on two Mechanics squares, which correspond to Guteneberg’s starting two Mechanics knowledge.

At any time during the game, players can improve the knowledge of their inventors with progress tokens to make their inventor more efficient at working on inventions. Each Inventor tile has a victory point bonus for achieving the target knowledge level shown on the tile.

Once an Inventor has been sent to work on an invention, that Inventor tile is turned sideways and cannot be sent to work on another invention until it has been refreshed. During their turn, players can refresh all exhausted inventors instead of sending inventors to work on an invention.

Unveil the Final Product
Rival teams of inventors may find themselves collaborating on an invention. Collaboration produces results, but only one inventor can hold the patent! Once all the squares on an invention card have been marked with players’ cubes, the invention is completed and ready to be acquired and patented. All players are free to contribute to working on the same invention, but only the three players who have contributed the most to a given invention will reap the rewards of its completion! Players can choose to acquire and patent the invention by placing the Invention card face up in front of them, or earn reward tokens used to upgrade their inventors, gain extra victory points, and even add additional knowledge to an invention.

As soon as all but two Inventions in a given Age are completed, that Age ends and a new one begins. When the third Age ends, the game is over and the team of inventors with the most victory points wins and goes down in history as Legendary Inventors!

• Command the talents of history’s greatest inventors across time including Albert Einstein, Marie Curie, Isaac Newton, and more
• Innovative collaborative and competitive mechanics offer truly unique gameplay
• Biographical booklet provides historical context and educational information on each inventor
• Rebuild history’s greatest inventions on your path to lead the greatest team of inventors history has ever seen

Contents:
* 20 cardboard tiles
* 85 cardboard tokens
* 36 cards
* 75 wooden cubes
* 1 plastic figurine
* 1 bag
* 2 booklets

40 minutes
2 - 5 players
Ages 10+

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40.00 €

Hakusivu: 1

    

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