By the 6th century, the city of Constantinopolis had grown to become the greatest “emporium” of ancient times. Strategically located between the Golden Horn and the Sea of Marmara at the point where Europe meets Asia, Constantinopolis was extremely important as the successor to ancient Rome and was the largest and wealthiest city in Europe throughout the Middle Ages. It was known as the Queen of Cities.
Can you become the most famous trader in Constantinopolis? Effectively build up your trade district to produce goods, generate money, and earn fame points to ensure that your name stands above the rest!
Constantinopolis is a board game of economy and trade for 2-5 players. With light rules and a moderate play time of 1-2 hours, Constantinopolis is the perfect game for aspiring 7th century merchants.
Constantinopolis features a colorful game board and five detailed player sheets to immerse you in the intriguing world of Byzantine trade. With over 125 tiles and tokens, as well as more than 150 cards and 125 wooden pieces, Constantinopolis is an engaging and accessible entry into the world of European-style board games.
The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.
Object of the Game
Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Game Terms and Game Play Mechanisms
Core Worlds is a deck-building card game for 2-5 players. The following are the central concepts of Core Worlds:
• Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game's common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.
• Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player's Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).
• Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World's Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.
• Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World's Ground Strength must be matched in order for it to be successfully invaded. Many Units possess a Ground Strength that a player can use to invade a World.
• Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.
• Warzone: Each player's Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.
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Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy. Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more.
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In Coup 2-6 players will be telling as many lies as they can get away with in order to take the reigns of power in a collapsing futuristic government. Released in 2012 by Indie Boards and Cards, this is a must have addition to any gamer who likes bluffing games. Each player is given two face-down roles, which only they know. On your turn your face-down cards will allow you to perform various actions. For example, if you have the Duke you can take three coins from the central supply instead of one. With the roles face-down, when a player takes three coins from the supply, how do you know they really have the Duke? If you suspect a player to be taking an action for a role they don’t have then you can call their bluff. If you call them out successfully then they will lose a life, however, if you have challenged incorrectly then you lose a life. Any time a player gathers seven money they can perform a Coup. This is an action that cannot be stopped and will remove one players life. Timing when to perform a Coup is key to winning the game. Most social deduction/hidden role/bluffing games improve when you play a lot with the same player group. Coup is no different, being able to spot players' tells or preferred actions is very rewarding. Players then using these tells to their own advantage is even better. If one player is known for using an Assassin early on whenever they have one, then in future games they will be able to pretend to have an Assassin without anyone challenging them. There is player elimination in this game, but each game is over so quickly that you will not be watching others play for more than a few minutes. You are interested in the information that is yet to be revealed so you’re engaged with what’s happening after your elimination. If you enjoy games like Cockroach Poker and Skull, then Coup will be a great addition to your collection. Learning the different roles and actions can appear daunting. Once you’ve played one 15-minute game with the player aid in front of you you’ll be stealing coins from your friends as if you actually have the cards you’re claiming to have. Player Count: 2-6 Time: 15 Minutes Age: 13+
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