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Fief cover
BGG · needs curation

Fief

ASYNCRON games · 2011

BGG #5495
3–6120 min7.2
Fief is a game of strategic conquest and diplomacy that simulates a military, economic, and political fight between several lords in the Middle Ages – with players being those lords and representing noble families that want to have the most powerful kingdom in the land. Fief is played in a fictional kingdom in the Middle Ages, with the villages connected by roads and each village belonging to both a fief and a bishopric. Each player starts with a lord, a castle and some troops in one of the villages. At the end of each round, check to see whether one or more players have won, with shared wins being possible through alliances created by marriage. Winning solo is tough, so players need to negotiate, make deals and form alliances. To do this, players use their three embassy pawns; by spending a pawn, a player can have a three-minute-long private conversation with one or more other players to make whatever deals they wish. You have only three pawns, so plan well for these talks! Players draw cards each round: character cards that can bring new lords into play and event cards such as good harvests, good weather and taxes. They pay the costs to play cards, with some cards being playable at any time to upset current events with a surprise assassination or underground invasion. Players then receive income, with which they can buy troops and buildings, and move lords and troops among villages, with troops never being able to travel without a lord. If troops from more than one player end up in the same village, they battle until one side is eliminated or forced to flee. If a player controls all villages in a fief and has at least one castle there, he can purchase the title of the fief and assign it to a lord, with the title being passed to an heir if the lord subsequently dies. Players also try to secure the titles of king and pope, which provide benefits of their own, as well as points. Each title of fief, king or pope is worth a point, and the first player to collect three points wins. Two players win if they are allied and have a total of four points. The 2011 version of Fief has vastly revised rules with new materials and set-ups for shorter game play in addition to the long game. Reimplements: Fief Fief 2
Loco Motive cover
BGG · needs curation

Loco Motive

asmodee · 2009

BGG #5496
4–815 min6.4
In Tokyo Train, teams of two players compete for seating passengers on a train at their place, according to the card drawn. One team member tries to guide the other through gestures and calling the passenger's name. the other team member will then switch passengers' positions on a board. The first team who manages getting each passenger on his seat cries "Tokyo Train" and takes the card. The first team who gets 7 cards wins the game.
Eternal: Chronicles of the Throne cover
BGG · needs curation

Eternal: Chronicles of the Throne

Dire Wolf · 2019

BGG #5498
2–430–45 min7.3
The Eternal Throne sits empty as scions of the royal family struggle for control. Dispatch those who oppose you by recruiting allies to your cause, researching powerful spells, and acquiring valuable relics! From the makers of the award-winning Clank! A Deck-Building Adventure, Eternal: Chronicles of the Throne combines deck-building games and strategy card battlers into an intense strategic experience. Summon powerful allies to attack your opponents, or build an unbreakable defense. Will you exhibit patience and seek the power of the Eternal Throne, or forgo such a risky path? The decisions are yours in Eternal: Chronicles of the Throne! —description from the publisher
Amazonas cover
BGG · needs curation

Amazonas

999 Games · 2005

BGG #5506
3–450 min6.2
From Mayfair Games: It's the 19th Century, and you have come to the lush tropical jungles of Amazonas in search of rare plants and animals. You must explore the twisting paths and waterways, leading your expedition from one village to another. Each village offers an opportunity to establish a new outpost. But beware – the Amazonas is not for the timid! Fearsome crocodiles lurk in the tepid waters of the rivers, and hungry jaguars stalk the twilight paths. Do not shy from such dangers too long, for the cost to build a new outpost increases the longer it takes you to reach each new village. Your funds are very limited, so speed is essential. Your sponsor has also sent you a secret directive. You must fulfill the demands of this special mission, or you will lose much of your newly earned fame! Can you face the dangers of an unknown jungle and earn fame and recognition? Or will another explorer surpass you on the way to glory? Find out when you enter the land of Amazonas!
Locomotive Werks cover
BGG · needs curation

Locomotive Werks

Queen Games · 2002

BGG #5507
3–5120 min6.8
During the 19th century, the German railway network expanded rapidly. However, technical progress was due not only to the ever-growing traffic network, but was accelerated by the construction of more and more powerful locomotives. Locomotive Werks is an economic game in which players purchase the ability to produce engines, pay workers to produce them, and sell to the volatile, dice-driven market. The game is best known for its unique market mechanism in which the demand for older train models dries up, often at a rapid pace as new technology is implemented.
Super Fantasy: Ugly Snouts Assault cover
BGG · needs curation

Super Fantasy: Ugly Snouts Assault

Asylum Games (Board Games) · 2013

BGG #5512
1–690 min6.8
Super Fantasy is the first hack'n'slash board game in which up to six players take on the roles of brave and unique heroes. During each game, players embark on tricky and mighty quests into ever-changing dangerous caves and dungeons swarmed with monsters and terrible creatures that try to slaughter them, while heroes try to gain treasures as well as better equipment in order to complete the missions. Since hordes of monsters repeatedly cross the path of our heroes, bloody clashes are inevitable in order to achieve victory! That is why Super Fantasy uses a simple yet unique dice-based system. Players have a pool of six dice to roll that they manage according to the action they want to perform (such as movement, attack, etc.) and its effectiveness. Each face of the dice shows either a 1, 2 or the Special Power symbol and the sum of the results shown represents the effectiveness of the action performed by the heroes. Every time the Special Power symbol occurs, the hero can choose to charge one of his abilities; once fully charged, the hero can unleash its power against the enemies! Super Fantasy features double-sided modular board pieces for creating countless scenarios combinations, six mighty heroes and three unique and powerful abilities for each hero, throwing players into a fast-paced world in which anything can happen!