|Name||The Republic of Rome (1990)|
|Complexity||Medium Heavy [4.32]|
|BGG Rank||438 [7.53]|
|Player Count (Recommended)||1-6 (4-6)|
|Designer(s)||Richard Berthold, Don Greenwood and Robert Haines|
|Artist(s)||Dave Dobyski, Charles Kibler, Kurt Miller, George I. Parrish, Jr., Patrick Turner and Mark Poole|
|Publisher(s)||The Avalon Hill Game Co, Valley Games, Inc., Descartes Editeur, Edge Entertainment, Phalanx Games Deutschland and Wargames Club Publishing|
|Mechanism(s)||Dice Rolling, Hand Management, Simulation, Variable Player Powers and Voting|
The Republic of Rome is an abstraction of over 250 years of history. It simulates the politics of the Roman Senate during the republic. The players take the part of various factions vying for the control of the senate. They control the various powerful families of the time, who compete for state offices, military command, economic concessions and new adherents. To win the player must get their faction to become the most powerful in Rome. While doing this, however, a balance must be maintained. A hostile world situation, and the vagaries of the public of Rome means that the players must also cooperate so that Rome herself doesn't go down under this pressure. If Rome does not last, neither does the senate, and all players lose!
Players make proposals to the Senate which other players then vote on. A player's ability to make proposals is determined by which Offices his/her Senators hold. A player's influence in votes is determined by the number of Senators they have recruited and the level of influence those Senators have obtained. Proposals may include assigning Senators to governor provinces (generating revenue), recruiting an army to fight an external foe, addressing the concerns of the Roman people, assigning offices or prosecuting previous office holders. Players have to co-operate to overcome the various threats that the game sends against Rome (wars, famine, unrest, bankruptcy) whilst working to build their own Senators' and Generals' positions and undermine that of their opponents. A powerful General or an influential Senator may become Emperor (thus winning the game) but equally may suddenly fall to the plague or an assassin's blade.
|Name||Mission: Red Planet (Second Edition) (2015)|
|Complexity||Medium Light [2.20]|
|BGG Rank||242 [7.48]|
|Player Count (Recommended)||2-6 (3-6)|
|Designer(s)||Bruno Cathala and Bruno Faidutti|
|Artist(s)||Andrew Bosley, Samuel Shimota and Alyn Spiller|
|Publisher(s)||Fantasy Flight Games, Edge Entertainment, Galakta, Giochi Uniti and Heidelberger Spieleverlag|
|Mechanism(s)||Action Retrieval, Area Majority / Influence, Area Movement, Hand Management, Simultaneous Action Selection, Take That and Turn Order: Role Order|
With technology rapidly developing and the human population growing, Victorian-era Earth is in dire need of fuel, land, and other natural resources. Fortunately, automated probes sent to Mars have discovered celerium, an ore that can be combusted to produce ten thousand times more power than a steam engine, and sylvanite, the densest substance ever found. More incredibly, the probes found ice that could be used in terraforming the planet, bringing the idea of colonizing Mars even closer to becoming a reality.
As the head of a mining corporation, these minerals and ice found on Mars could make you unfathomably wealthy – if you can reach them before your competitors. You have ten rounds to send your astronauts into space, occupy the planet's most resource-rich zones, and harvest as much celerium, sylvanite, and ice as possible. At your command is a team of nine professionals. Each has a unique skill set, from helping your astronauts traverse the Red Planet to blowing up spaceships before they launch.
In each round in Mission: Red Planet, players start by secretly deploying one of their character cards, with this card determining both when they place astronauts on the spaceships awaiting launch to Mars and which special action they take during the round. Each spaceship has a specified destination, and until an astronaut sets foot in a region, no one knows which resource they'll find. Players collect resources (worth points) three times during the game, and they each have a secret mission card that might grant them additional points at game's end. During the game, players might acquire an additional mission or a research card that changes the value of what awaits on Mars.
The 2015 edition of Mission: Red Planet features the same gameplay as the original 2005 edition, but it includes:
Components for up to six players instead of five
Special two-player variant rules
New action cards and revised mission and discovery cards
Mars' moon Phobos as a new zone that astronauts can explore before possibly returning to the planet itself
|Name||A Game of Thrones: The Board Game (Second Edition) (2011)|
|Complexity||Medium Heavy [3.71]|
|BGG Rank||110 [7.63]|
|Player Count (Recommended)||3-6 (4-6)|
|Designer(s)||Christian T. Petersen|
|Artist(s)||Tomasz Jedruszek and Henning Ludvigsen|
|Publisher(s)||Fantasy Flight Games, ADC Blackfire Entertainment, cutia.ro, Delta Vision Publishing, Edge Entertainment, Fantasmagoria, Galakta, Galápagos Jogos, Game Harbor, Giochi Uniti, Heidelberger Spieleverlag, Hobby World, Korea Boardgames co., Ltd., Monkey Time, Siam Board Games and Stratelibri|
|Mechanism(s)||Area Majority / Influence, Area Movement, Auction/Bidding, Card Play Conflict Resolution, Hand Management, Order Counters, Player Elimination, Simultaneous Action Selection and Variable Player Powers|
Game description from the publisher:
King Robert Baratheon is dead, and the lands of Westeros brace for battle.
In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!
To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.
Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.
The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!
During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.
In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.
Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
A Game of Thrones: The Board Game (Second Edition) â A Dance with Dragons (2012)
A Game of Thrones: The Board Game (Second Edition) â A Feast for Crows (2013)
A Game of Thrones: The Board Game (Second Edition) â Mother of Dragons (2018)
A Game of Thrones (2003)
A Game of Thrones: A Clash of Kings Expansion (2004)
A Game of Thrones: A Storm of Swords Expansion (2006)
|Name||Twilight Imperium (Third Edition) (2005)|
|Complexity||Medium Heavy [4.25]|
|BGG Rank||60 [7.85]|
|Player Count (Recommended)||3-6 (4-6+)|
|Designer(s)||Christian T. Petersen|
|Artist(s)||Scott Schomburg, Brian Schomburg and Tyler Walpole|
|Publisher(s)||Fantasy Flight Games|
|Mechanism(s)||Action Points, Area-Impulse, Dice Rolling, Follow, Hexagon Grid, Increase Value of Unchosen Resources, Modular Board, Player Elimination, Tile Placement, Trading, Variable Phase Order, Variable Player Powers and Voting|
Twilight Imperium Third Edition is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With geomorphic board tiles, exquisite plastic miniatures, hundreds of cards, and introducing a rich set of strategic dimensions that allows each player to refocus their game-plan, the original designer (Christian T. Petersen) has seamlessly incorporated the better qualities of other recently popular games to improve on the game-play of the original TI, making it at once perfectly well-rounded and pleasantly familiar to experienced gamers.
TI3 is played by at least three players who belong to ten possible alien races, each with their own advantages and quirks. The 'designer notes' in the rulebook candidly and humbly acknowledge the inspiration for some of the improvements to the original game. The strategic game-play borrows the governing element from Puerto Rico to involve players in an iteratively complex and yet fast-paced game experience with very little downtime. The game map, basic player progress and overall victory are dynamically determined in almost exactly the same way as they are by imaginative players of Catan, while the "Command" system cleverly improves on the 'oil' logistical mechanism of Attack! to both manage turn-based activity and limit the size of armies, uniquely enabling weakened players to bounce back if they play their cards right.
Part of the Twilight Imperium Series.
Twilight Imperium (Second Edition)
Twilight Imperium (Third Edition): Shattered Empire
Twilight Imperium (Third Edition): Shards of the Throne
Twilight Imperium (Fourth Edition)
|Name||Axis & Allies Anniversary Edition (2008)|
|BGG Rank||815 [7.43]|
|Designer(s)||Larry Harris, Jr.|
|Artist(s)||Blake Beasley, Jim Butcher (II), Leon Cortez, Todd Gamble, Allison Shinkle and Katie Wright|
|Publisher(s)||Avalon Hill Games, Inc.|
|Mechanism(s)||Area Majority / Influence, Area Movement, Dice Rolling and Team-Based Game|
To celebrate the fifty-year anniversary of Avalon Hill, Axis & Allies is launching its most expansive game ever. The Axis & Allies Anniversary Edition features the debut of Italy as the third Axis nation, the introduction of the cruiser unit to the naval line-up, and the largest Axis & Allies board to-date measuring 24x46 inches. With over 600 pieces, players will be able to recreate and decide the outcome of WWII like never before. The Axis & Allies Anniversary Edition is designed and developed by Larry Harris, the original designer of Axis & Allies.
|Name||Fief: France 1429 (2015)|
|Complexity||Medium Heavy [3.78]|
|BGG Rank||889 [7.46]|
|Player Count (Recommended)||3-6 (4-6)|
|Artist(s)||Patrick Dallanegra and Jarek Nocoń|
|Publisher(s)||ASYNCRON games, Academy Games, Inc., Ediciones MasQueOca, Giochix.it and hobbity.eu|
|Mechanism(s)||Area Majority / Influence, Dice Rolling, Team-Based Game, Trading and Voting|
Fief: France 1429 is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fief and Bishopric territories. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery and deception!
Fief is a classic French-language game and is being re-introduced by Academy Games in English with updated rules, new units, a new and larger consolidated map, and more. This edition also includes additional components, which enhances game play.
The game board represents a portion of the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds and Bishoprics have heavy bordered outlines that include several different Fiefs. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop's Mitre.
Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.
In Fief: France 1429, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl or Duke. For each Fief a player controls, he gains 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church's (i.e. "your") fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!
You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to obtain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is "mysteriously" murdered or dies of some other foul means!
In addition to being wary of your fellow players, you may draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include "Good Harvest", "Good Weather" and "Added Taxes" cards. But some cards are Disaster Cards that can randomly effect all players in specific Bishoprics. These include "The Plague", "Heavy Rain", "Famine", and "Peasant Uprisings"!
Income can be increased by players imposing church tithes on their opponent's villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.
Players will also need to protect their land and castles. Men at Arms and Knights can be purchased, as well as Siege Engines. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each "f" rolled is a hit. Men at Arms are defeated with one hit, while Knights require three hits to be removed from the battle.
The Kickstarter Edition of Fief: France 1429 included the Fief: France 1429 Expansions Pack and offered 3-D buildings and metal coins as 'add ons.' These items are all still available directly from Academy Games.
This game is the most recent edition of Fief. It re-implements:
Fief (first original edition, 1981)
Fief 2 (second edition with updated rules, 1989)
Fief (third edition with completely revised rules and material, 2011)
|Name||Cosmic Encounter (1977)|
|Complexity||Medium Light [2.36]|
|BGG Rank||1011 [6.91]|
|Player Count (Recommended)||2-6 (4-6)|
|Designer(s)||Bill Eberle, Jack Kittredge, Bill Norton and Peter Olotka|
|Artist(s)||John Blanche, Chris Ferguson, Anders Jeppsson, Dean Morrissey, Paul Render and Lori Walls|
|Publisher(s)||Eon, Alga, ASS Altenburger Spielkarten, Descartes Editeur, Games Workshop Ltd., Grow Jogos e Brinquedos, Tsukuda Hobby / Original and West End Games|
|Mechanism(s)||Hand Management and Variable Player Powers|
By request of Fantasy Flight Games, Board Game Geek lists the various editions of Cosmic Encounter in separate entries. Each edition is the same game at its core, but the features, compatible expansions, and production differ among them. This entry is for the original 1977 Eon version.
Players represent alien races that are seeking to spread themselves onto five foreign worlds. To accomplish this, they make challenges against other players and enlist the aid of interested parties. But alien powers, which are unique to each race, give players ways to bend or outright break some rule in the game.
The game continues until one player occupies five planets in other systems to win. Shared victories are possible and a player need not occupy one's own system to win.
|Accessibility Report||Meeple Like Us|
|Complexity||Medium Heavy [3.69]|
|BGG Rank||41 [7.92]|
|Artist(s)||Ossi Hiekkala and Sampo Sikiö|
|Publisher(s)||Lautapelit.fi, Asmodee, Asterion Press, Rebel and Ystari Games|
|Mechanism(s)||Area Majority / Influence, Dice Rolling, Grid Movement, Map Addition, Modular Board, Player Elimination, Tile Placement, Variable Phase Order and Variable Player Powers|
The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace, and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering, and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule?
A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors.
The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!
|Name||1830: Railways & Robber Barons (1986)|
|Complexity||Medium Heavy [4.16]|
|BGG Rank||170 [7.88]|
|Player Count (Recommended)||2-7 (3-6)|
|Artist(s)||Mike Atkinson, Jared Blando, Charles Kibler, James Talbot and Mark Zug|
|Publisher(s)||The Avalon Hill Game Co, Lookout Games, 999 Games, Mayfair Games and Stratelibri|
|Mechanism(s)||Auction/Bidding, Investment, Market, Network and Route Building, Ownership, Stock Holding, Tile Placement and Victory Points as a Resource|
1830 is one of the most famous 18xx games. One of the things some gamers like about this game is that the game has no 'chance' element. That is to say, if players wished to play two games with the same moves, the outcome would be the same also.
This game takes the basic mechanics from Tresham's 1829, and adds several new elements. Players are seeking to make the most money by buying and selling stock in various share companies located on eastern United States map. The stock manipulation aspect of the game is widely-regarded as one of the best. The board itself is actually a fairly abstract hexagonal system, with track tiles placed on top of the hexes. Plus each 18xx title adds new and different elements to the game. This game features private rail companies and an extremely vicious, 'robber baron' oriented stock market. A game is finished when the bank runs out of money or one player is forced to declare bankruptcy, and the player with the greatest personal holdings wins.
The 2011 version of 1830 was published by Mayfair Games in partnership with Lookout Games of Germany. This publication was developed under license from Francis Tresham in co-operation with Bruce Shelley (the original 1830 developer). This version contains rules and components for Francis Tresham's original classic design, a faster-playing basic game, and new variants from some of the world's best railroad game developers.
|Complexity||Medium Light [2.43]|
|BGG Rank||407 [7.09]|
|Player Count (Recommended)||2-8 (3-8)|
|Artist(s)||Peter Bergting, Bob Carasca, Phil Foglio, Daniel Gelon, Jennifer Lathrop, Paul Sottosanti, Franz Vohwinkel and Peter Whitley|
|Publisher(s)||Wizards of the Coast, 999 Games, AMIGO, Avalon Hill Games, Inc., Hasbro and Play Factory|
|Mechanism(s)||Action Queue, Bias, Grid Movement, Lose a Turn, Modular Board, Programmed Movement, Race, Scenario / Mission / Campaign Game and Simultaneous Action Selection|
The robots of the Robo Rally automobile factory spend their weekdays toiling at the assembly line. They put in hard hours building high-speed supercars they never get to see in action. But on Saturday nights, the factory becomes a world of mad machines and dangerous schemes as these robots engage in their own epic race.It takes speed, wits, and dirty tricks to become a racing legend! Each player chooses a robot and directs its moves by playing cards. Chaos ensues as all players reveal the cards they've chosen. Players face obstacles like industrial lasers, gaping pits, and moving conveyor belts -- but those can also be used to their advantage! Each player aims to make it to each of the checkpoints in numerical order. The first player to reach all of the checkpoints wins. (source: http://avalonhill.wizards.com/games/robo-rally/comingsoon)
In RoboRally players each control a different robot in a race through a dangerous factory floor. Several goals will be placed on the board and you must navigate your robot to them in a specific order. The boards can be combined in several different ways to accommodate different player counts and races can be as long or as short as player's desire.
In general, players will first fill all of their robot's "registers" with facedown movement cards. This happens simultaneously and there is a time element involved. If you don't act fast enough you are forced to place cards randomly to fill the rest. Then, starting with the first register, everyone reveals their card. The card with the highest number moves first. After everyone resolves their movement they reveal the next card and so on. Examples of movement cards may be to turn 90 degrees left or right, move forward 2 spaces, or move backward 1 space though there are a bigger variety than that. You can plan a perfect route, but if another robot runs into you it can push you off course. This can be disastrous since you can't reprogram any cards to fix it!
Robots fire lasers and factory elements resolve after each movement and robots may become damaged. If they take enough damage certain movement cards become fixed and can no longer be changed. If they take more they may be destroyed entirely. The first robot to claim all the goals in the correct order wins, though some may award points and play tournament style.
The game was reprinted by Avalon Hill (Hasbro/WotC) in 2005.