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Hybrid cover
BGG · needs curation

Hybrid

Rackham · 2003

BGG #6455
2120 min7.4
From the Rackham Website: HYBRID The Steel Age Whereas it is with the head of the young empire of the Scorpion, Dirz is suddenly had by a vision of apocalypse. It launches out then to body lost in a secret project to the worrying name: the Hybrid Code. Alas, Shamir, the Alchemical capital is attacked by mysterious warriors; Dirz disappears before to have been able to enjoy the fruits of its dark intentions. The laboratories of the Hybrid Code, private of resources, die out in their turn and sink in the lapse of memory. The Age of Darkness. The incommensurable energy released by the ritual of the Paddle, in the heart of Second Shamir, flows through the continent of Aarklash and reactivates the disastrous sanctuaries of the Hybrid Code... Nowadays, in Akkylannie. The population of the village of Glasinhar must face a terrible threat to which it is not prepared: monsters emerge from the entrails of the ground and are devoted to a massacre. Only a handle of warriors interposes between the impious creatures and the remainder of the continent: valorous Templiers of the Cabin of Hod. Hybrid Game Box Before disappearing, Dirz the Heresiarch, founder of the Empire of the Scorpion, nourished a shadowy project: Code Hybrid. Many decades later, Dirz's forgotten laboratories mysteriously reactivated themselves... Today, monsters spring from the innards of the earth! Only has handful of warriors stand between these impious creatures and the rest of the world: the Griffins of the Lodge of Hod. Come and join has blood-filled battle in the gloomy underground laboratories! The Hybrid© game box includes 13 figurines, 1 Hybrid© rule book, 110 cards, 9 playing boards and 2 dice. (in French on the site; badly translated here) Take part in a bloody battle in the corridors of lugubrious laboratories! Presented in preview at the time of the last show of the Monde de Jeu, HYBRID is the new game of the Rackham range. Although the action proceeds in the universe of Aarklash, the principles of play are very different from those of Confrontation and Rag' Narok : the game of Hybrid proceeds on richly detailed, square modular game tiles. You can achieve the ten perilous missions suggested in the basic booklet or to invent your own laboratories! The mechanisms are also innovative: Hybrid is played with dice with d10’s. The capacities of each combatant are described in four characteristics to which many special Aptitudes are added, as the ability to emit an aura of battle or to become stronger after each death inflicted upon the enemy. The tables of Capacities, as for them, describe the prowesses that your warrior can carry out at the critical times in the battle! The basic box contains two factions: the Griffons of Akkylannie, represented by Templars of Hod , and the impious creatures of the Alchemists of Dirz . These figurines is delivered with the reference cards which also make it possible to play them Confrontation and Rag' Narok. All are compatible: the majority of the references for Confrontation and Rag' Narok will be able, in the long term, to be used within the framework of the Hybrid game. Templars of Hod include Worthy Ambrosius , wise equipped with mysterious capacities, like three Répurgateurs and their Seneshal , of frightening warriors trained with the special operations. Against the combatants of the Light, the children of the Hérésiarque are short handed: not less than four Plagues of Flesh the corridors in the search of victims. Three Hybrids represent the prototype of the warrior of excellence imagined formerly by Dirz itself. The Alchemical perfection carries a name and a horrible face: Aberration . Nothing seems to be able to stop this living nightmare which has the power of a machine of war and the speed of an unforeseeable storm... Note finally that the amateurs of conversion were not forgotten: the arms of Répurgateurs and Hybrid are interchangeable and make it possible to create several models starting from the same base. Will you be able to take up the challenge of Hérésiarque? Expanded by: Hybrid Expansion 1 - Nemesis
Assembly cover
BGG · needs curation

Assembly

(Web published) · 2016

BGG #6466
1–410–20 min7.1
Assembly is a quick, cooperative or solo, puzzle card game that fits in your pocket. Using the Command Cards in your hand Draw, Swap, and Rotate Room Modules around the ship until they sit on their matching Blueprint where you can lock them into place to build a ship and escape. No two games will ever be the same because of a variable setup, several role cards and the optional use of malfunctions activating on locking that force you to change your strategy. Also, two-player games add limited communication into the mix and the optional use of sign language instead of verbal communication. With 2 base sets, you can now play the double ring variant of Assembly which is suitable for 1-4 players (rules are in the File section). The Story: You are on an orbital platform that assembles luxury spaceships. After a recent micrometeorite impact, a deadly virus has emerged and wiped out the entire staff. Luckily, you seem to have natural immunity and now you must escape to help create a vaccine before the virus spreads to Earth. In an attempt to quarantine the virus, the computer locked down all systems, undocked all the spaceships and is currently venting the oxygen to prevent you from ever leaving. Fortunately, it has missed one. Unfortunately, it's still on the assembly line and only partially complete. You must finish building it to escape. Against all odds, you have outwitted the computer and are now in the control room of one of the spaceship assembly lines where the incomplete ship lies in front of you. On the screen above your head, you can see the required layout in blueprint form and on the assembly line you can see the completed Room Modules hanging around the edges ready for placement in the bays corresponding to the instructions overhead. You have discovered a rather limited set of commands to complete the ship but for some reason the controls keep glitching. Does the computer know what you are trying to do? You must work together and use your commands wisely to assemble the ship and make your escape. Can you complete the ship and escape before you perish?
Chartered: The Golden Age cover
BGG · needs curation

Chartered: The Golden Age

Jolly Dutch Productions · 2019

BGG #6468
2–660–90 min7.0
Chartered: The Golden Age is a historic and economic building game known for its easy game system. You are a merchant, looking to profit from the budding trade in Amsterdam in the 1600s and participate in the growth of a multitude of chartered enterprises. Several European nations are vying for the lucrative trade in spices and other goods. The goods brought back to Amsterdam at great peril and cost are rapidly growing merchant wealth and increasing trade. To increase working capital and spread risk, you and other merchants use stocks for the first time in history. You are establishing your first warehouses in Amsterdam, contributing to the city that will grow to become the wealthiest city in the western world. You can become the best merchant, build chartered enterprises and purchase stock to profit from their expected growth. Your goal? Profit and wealth. Players buy building cards to found chartered enterprises and purchase stock in them. Throughout the game they expand these enterprises, increasing their stock value and ultimately increasing players’ wealth. Enterprises merge to accelerate their growth and add floors to their warehouses to easily gain value. Players will aim to block enterprises they don't have stocks in but might be forced to help them grow. Buy the right stocks and build the right warehouses to put you on your way to profit and to victory. —description from the publisher
Shitenno cover
BGG · needs curation

Shitenno

Ludonaute · 2011

BGG #6469
2–460 min6.7
The Shitennō are the four great Generals of the legendary Shogun Togukawa Ieyasu who unified Japan at the end of the 16th century. The players will play these loyal and famous samuraïs, with the goal of becoming the Shogun's favorite by controlling as many provinces as possible. In Shitenno, you do not fight on the battlefield, but through planning and manipulation in the Shogun's court. A game turn starts with a "distribution phase" in which the active player creates card lots, one for each player, but takes the lot remaining after all other players have taken their cards. (All part of following the Japanese code of honor.) In the next stage, players can gain control of provinces. The rules are easy to understand, but if you want to win, you have to judge your opponents aptly and guess their secret intentions. Every choice is crucial, every move is decisive...
Napoleon in Europe cover
BGG · needs curation

Napoleon in Europe

Eagle-Gryphon Games · 2001

BGG #6471
2–7360 min6.6
Players take the role of a Napoleonic-era power and move miniature plastic infantry, cavalry and artillery to simulate the campaigns of Napoleon. Several difficulty levels and scenarios included in the box. Standard game has a map that offers a grand strategic view of the action, and separate board for battles to reflect tactical realities of the period such as combined arms, infantry square formations, and reserves. Standard game also includes diplomacy, fleets, and economic system.
Chariots of Fire: Warfare in the Bronze Age, 2300-1200 B.C. cover
BGG · needs curation

Chariots of Fire: Warfare in the Bronze Age, 2300-1200 B.C.

GMT Games · 2010

BGG #6472
1–460–180 min7.5
(from GMT website:) The Great Battles of History series ventures back into the mists of time: the Bronze Age, or the Age of the Chariot. From approximately 1700 BC to 1200 BC (which was the abrupt end of the Bronze Age) the chariot reigned supreme on the battlefield. It was the first modern weapons system, and chariots controlled most of warfare until actual cavalry appeared in the middle of the Iron Age. But how did chariots work as a tactical weapons system? There is no complete historical agreement on what exactly they did or how they were used, but Chariots of Fire will show you our view of their many applications - and many types of chariotry there were - providing GBoH players with the complete and definitive chariot rules. These rules cover combat and mobility from the first battle wagons of the Sumerians to the two-man, fast-moving light chariots of the Egyptians, often complete with their associated and specialized Runner Infantry, to the heavy 3-man Hittite wheels. To simulate these ancient tactical details Chariots of Fire presents you with nine battles: Sumer (ca 2320 BC) - featuring the legendary Sargon the Great Sekhmen (1875 BC) Megiddo (ca 1479 BC) Senzar (1470) The Astarpa (1312 BC) Kadesh (1300 BC) Nihriya (1230 BC) Babylon (1225 BC) and Troy (1200 BC) - including an extra: Homer's heros! And of armies Chariots of Fire has plenty, and a truly colorful bunch they are: Sumerians, Akkadians, all sorts of Egyptians, Canaanites, Hittites, Mitanni, Arzawans, Assyrians, Babylonians, and the Mycenaean Age Greeks. Game Features TIME SCALE 20 minutes per turn MAP SCALE 100 yards per hex UNIT SCALE 350 men per mounted unit PLAYING TIME 1-3 hours (from BGG description:) Historical Note: The period following The Bronze Age, from what is known as The Catastrophe of ca. 1200 BC to the rise of the Greek city-states, is almost totally devoid of any sort of information, and that includes archaeological remains. It is the true Dark Age of history. When the area emerged from that era, warfare had undergone major changes and chariots had been relegated to the sidelines. Three errata counters for Chariots of Fire were included in C3i #24.
SiegeStorm: SiegeMode cover
BGG · needs curation

SiegeStorm: SiegeMode

Albi · 2019

BGG #6477
1–420–30 min7.3
SiegeStorm is deck building game, where you can create your own style of playing and build deck around it. You will be able to execute powerful combos that can win you a game in a very exciting way! You have just 1 card type, simple and intuitive concept of moving tracks and overall skeleton of the game. Easy to learn, does not mean easy to play, now does it? In SiegeStorm you will face tons of hard tactical choices, since you can play every cards in 3 ways from you hand: sacrifice it for mana use its as action or deploy it on track. When the card will reach your enemy, you will also need to make a decision - weather to keep the card's passive, storm with it (deal dmg and use its action) or add it as supporter that will build your mana pool. Combos and possibilities and endless! There are also special AI decks, that makes playing solo as well as 2 player co-op possible. This is a perfect place to practice your skills and have a lot of fun trying to defeat various bosses, each with different skills and decks. —description from the publisher