The Kingdom of Rolldovia is in turmoil. Her royal highness, the Queen, has decreed that there will be a new capital after the old one was sacked by hordes of barbarians and bandits from the south. As leaders of one of the country's influential noble families, players vie with each other to establish their provincial city as the best home for Rolldovia's new capital. You must choose your city's path in gaining the approval of all others in the kingdom. Dice City is a "dice-crafting" game in which the locations in your city act as the changing faces of your dice each turn. Use tactics and strategy to press your claim! You each have several ways to promote your city; create strong armies; construct wondrous buildings; or open up trade routes. The secret is to manage your city and its natural resources carefully to make the best of your fortunes. Players 1-4 Playing time 45-60 minutes Suggested ages 14+
In Dinos Not Assembled, you and your fellow players are paleontologists compete for a contract by a museum curator, looking to put together a new dinosaur exhibit.
Each player is assigned an exhibit display area on the game board and starts with 2 dinosaur cards in hand. Each dinosaur card has 3 bones that are required to build the dinosaur.
Bones are displayed as face-up tiles at a common dig site. A player can acquire bone tiles by either digging out 2 of the available bones at the dig site or by stealing a bone tile from another player.
Bone tiles are stored on each player's board, but players only have room to store up to 4 bones at once.
Once bones are taken from the dig site, tiles are pulled from a bag to replace them.
Players may also draw new dinosaur cards, from the facedown deck of dinosaurs.
Players may only take 1 action on their turn. Draw and/or discard a dinosaur card, take 2 bones tiles from the dig site, steal a bone from a player, or build a dinosaur.
When a player has the 3 bones necessary to build the dinosaur, they take a dinosaur meeple and place it at their exhibit on the game board. The first player to place 3 dinosaur meeples in their exhibit wins the contract and the game.
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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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