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Traumfabrik
Designer: Reiner Knizia
Manufacturer/Distributor: Hasbro Germany/Uberplay
Number of Players: 3-5
Reiner Knizia's auction game about producing movies using talent from the 50s.
In four rounds, players bid on chips representing genuine directors, actors,
camera, effects, music, guest stars and agents. These all get placed on players'
film-strips, to complete the movie production. So one movie might need two actors,
but no music or effects and so on. As films are completed, the points value is
marked and another film-strip taken. There are two parties each round where players
get to pick from offers without paying anything. There are bonus points for first
films completed and best films, best directors, even worst film.
The auction is a basic rising offer with passing until one winning bid remains.
Players pay into the pot with contracts as money, and the rest of the players
share the pot each turn. So it's a closed economy with players trying to time
their bids on what they really need to complete films.
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Monday
12 - 2 PM
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GM:
Eric Freeman
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Oltre
Mare
Designer: Emanuele Ornella
Manufacturer/Distributor: Amigo Spiel/Rio Grande
Number of Players: 3-5
Oltremare
is a charming voyage through time, following ancient merchant's
footsteps.
Each player is a Venetian merchant sailing along the Mediterranean Sea.
Each player tries to increase his or her wealth and prestige to become
the Best Merchant of Venice. Players use cards
from their hands to perform actions. Actions allow you to
gain Ducati (the currency of Venice), draw cards, or move ships
on the map to collect bonuses. There is also a pirate action! Cards represent
Goods (corn, wine, spices, silk, etc.) that are loaded on the cargo of
the ship. Loading more of one type of good gives you more Ducati you gain
at the end of the game. Trade Goods for other Goods or for Ducati
points.
The wisest merchant—making the best choices—will win the game. |
Monday
2 - 4 PM
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GM:
Keith Levy
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Antike
Designer: Mac Gerdts
Manufacturer/Distributor: Eggert-Spiele/Rio Grande
Number of Players: 3-6
Antique
nations build cities, construct temples, sail the seas and progress
in sciences. Legions and galleys gain new territories and defend
their nations against dangerous enemies. Game success does not
depend on luck of dice or cards, but rather on strategy and diplomacy.
Players have two gameboards to choose from and may play Greeks,
Romans, Germans, Phoenicians, Carthaginians, Persians, Arabs,
Egyptians, or Babylonians.
Every nation tries to gain antique kings, scientists, strategists, citizen
and sailors. Get enough ancient personalities to win the game. Beware of
your enemies who want to conquer your cities and to destroy your temples! |
Monday
4 - 6 PM
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GM:
Jim Vroom
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Railroad
Tycoon
Designers: Martin Wallace & Glenn Drover
Manufacturer/Distributor: Eagle Games
Number of Players: 3-6
Revisit the early days of the Age of Steam as you begin with a locomotive and
a vision. From there, build your budding railroad network into a vast empire.
Connect New York to Chicago, earn the most money, develop bigger and faster locomotives
and maybe even span North America and build the Transcontinental Railway!
Issue shares of stock in your growing company whenever you want, but
remember that shareholders expect (and will receive) dividends. If you build
your network without delivering some goods to generate income, you may find yourself
struggling to make ends meet. Your choices are deceptively
simple: build track, deliver goods, take an operations card, build an industry
(urbanize) or upgrade your engine. To win, do these things at the right times.
Success breeds competition, both fair and unfair.
Resources are limited; competition is fierce.
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Monday
6 - 8 PM
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GM:
John Weber
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Parthenon:
Rise of the Aegean
Designers: Andrew Parks & Jason
Hawkins
Manufacturer/Distributor: Z-Man Games
Number of Players: 3-6
Parthenon
offers an exciting, competitive world filled with aggressive
trading, perilous voyages, and the construction of grand monuments.
Each player represents a different island in the Aegean Sea populated
by two villages and a fleet of trading ships. Each island's villages
produce commodities which are either traded with the other islands
or sent abroad across the Mediterranean Sea. Fleets journeying
to distant lands face the deadliest hazards, but they also obtain
the greatest rewards. Players strive to develop their island
by building additional villages, workshops, and advanced structures
such as fortresses, shrines, and academies. The first player
to complete all of the structures on his or her island, including
two Great Wonders, wins the game! They are 12 tie-breakers that
can be applied, if necessary, to determine the winner. Get answers
to your Frequently
Asked Questions. |
Monday
8 - 10 PM
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GM:
Andrew
Parks
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Vegas
Showdown
Designer: Henry Stern
Manufacturer/Distributor: Avalon Hill/Hasbro
Number of Players: 3-5
This is Vegas, Baby!
You and a few of your millionaire friends have invested in a plot of land in
the heart of Las Vegas. Each of you has one year to plan and build a luxury hotel/casino
on the site. Just to make things interesting, you've put a little wager on your
venture—when the doors open, the builder of the most famous hotel/casino
wins ownership of the entire block!
Resources are limited, so you'll have to outbid each other to get the best contractors
to work on your project. With the right combination of restaurants, lounges,
gaming rooms, and other attractions—along with some well-timed publicity—the
jewel of the Entertainment Capital of the World will be yours! Bidding against
the other players to acquire slot machines, lounges, and restaurants to increase
your revenue, services, and fame. The player who builds the most famous hotel/casino
wins the game.
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Monday
10 - 12 PM
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GM:
John
Weber
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Reef
Encounter
Designer: Richard Breese
Manufacturer/Distributor: R&D Games/Z-Man Games
Number of Players: 3-4
Reef Encounter is about life on a coral reef! Using polyp tiles, players
grow different types of corals, which they can protect from being attacked by
other corals through judicious placing of their four shrimp counters. To be successful
players must consume polyps from neighbouring corals in order to acquire the
'consumed' polyp tiles that are the key to the game. The consumed polyp tiles
have a myriad of uses (and have a similar effect to the action points in games
like Tikal and Java). Most importantly they can be used to flip
over or lock the coral tiles, which determine the respective values of the different
types of coral at the end of the game.
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Tuesday
9 AM - 12 PM
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GM:
Tom
McCorry
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Kreta
Designer: Stefan Dorra
Manufacturer/Distributor: Goldsieber
Number of Players: 3-4
The game is set on the island of Crete during the 14th Century. Settle the provinces
of Crete with your people and your abbot. Build villages, bring your ships to
harbor and increase your influence by building mighty forts. Settle the most
important Cretan provinces with your followers. Build booming cities and increase
your influence by building massive towers. Locate your fleet carefully but also
try to harvest as many grapes and olives as possible. He who shows the most
skill in employing his castellan (Cretan tower guard) and other characters will
gain the most victory points, finishing first in this competition for fame and
glory. Who best places thier Admiral, King, Farmers and Castellan will
end up winning the race for power and prestige!
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Monday
11 AM- 1 PM
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GM:
Keith
Levy
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Himalaya
Designer: Régis Bonnessée
Manufacturer/Distributor: Tilsit
Number of Players: 3-4
The players move through the Himalayas on earthen trails,
icy tracks and stone paths. As tribal chiefs they travel
from village to village, and collect raw materials or
fulfill orders. With them they can secure game-critical
influence—in political, economic and religious areas.
Each player plans his own way through the mountains and
at the same time tries to foil the plans of the other
chieftains. Who will hold sway in the Himalayas remains up in the air until
the very end. Due to its easily understood rules, this
complex game is equally suitable for families and gamers. |
Monday
1 - 3 PM
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GM:
Jim
Vroom
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Modern
Art
Designer: Riener Knizia
Manufacturer/Distributor: Hans im Gluck/Mayfair Games
Number of Players: 3-5
Going once... Going twice... Sold! "Congratulations! You're now the proud
owner of a fine work by an aspiring artist. Who knows...he could become the
next Picasso! Of course, he could also be the next Trueba. What, you've never
heard of Trueba? Don't worry, no one has. He all but disappeared after his first
painting sold for... oh, about the same price you just paid. Not to worry though,
I'm sure yours will be worth something." In Modern Art, players compete
to gain the most money by buying and selling paintings at auctions and reselling
them for profit. All players take turns running the auctions, which come in many
different styles. Whoever offers the top bid owns the painting and sells it at
the end of the round. The price the painting fetches is based on the popularity
of the artist and how well his paintings have sold in the past. The player with
the most money at the end of four rounds of buying and selling wins.
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Monday
3 - 5 PM
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GM:
Eric
Freeman
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