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Urban Sprawl is a game for 2-4 players. Urban Sprawl abstractly models the growth of a town into a thriving city into a teeming metropolis.
Players assume the roles of entrepreneur, tycoon and politician -- each helping in the development of a hypothetical "Anywhere, USA." Wealth and Prestige will be earned and spent throughout the game. Buildings will rise only to later be demolished for better and larger fare.
Throughout the game players will gather valuable Permits. These will result in either a wealthy Investment or the foundation of a new building Contract. Players will strive to become dominant in one or more building Zones in order to acquire beneficial political offices.
All of this eventually leads to the end game - a vibrant metropolis that is revered around the world - when the player with the most Prestige will be crowned the winner.
The grid of streets on the board provides the framework for building the small town. The buildings will be placed within the grid and identified with control markers (wooden cubes) to show each player's contribution to the growing urban area. Each building's value is determined by the cumulative Wealth and Prestige values of the block in which is it constructed.
At the start of a player's turn he may discard one or more Building Permit cards from hand as "Investments," gaining Wealth in doing so. Next that player gets 6 "Action Points" (APs) with which to spend on any of the the following activities:
Acquiring new Building Permit cards from those available to choose;
Constructing new buildings from those currently available;
Acquiring a "Favor" -- a Building Contract that only that player can build.
Each activity carries with it a variable cost in APs, depending on where the chosen card lies on the board.
Once a player has spent his APs it's time for a quick reset phase in readiness for the next player's turn. It is during this phase that events can occur, elections can be held for the various political offices, and players receive payouts in Wealth and Prestige. Wealth payouts provide funding for new buildings while Prestige payouts provide victory points.
Generally, players will be trying to build in areas that provide better payouts. Players are also looking to construct more buildings of a particular "zone" - Government, Residential, Industrial or Commercial - in order to help them win an election, as the politicians each confer a special ability to the player holding the office. Many of the buildings also provide a one-time bonus as they are built, and players can benefit from construction in the right neighborhoods.
Throughout the game, the values of the buildings will generally increase as the town grows into a city and then a large metropolis. Neighborhoods that were once valuable can become run down and new city centers spring up as the urban areas sprawl out across the grid.
When the game ends, players will conduct a final scoring of each Prestige row, earn points based on accumulated Wealth, and score bonus points for political offices held -- after which the player with the highest Prestige total wins the game.
Playing time is about 45 minutes per player.
Game Development by Kai Jensen
Geneva, 1920: The League of Nations convenes for the first time. Proud to be the host for this august world body, Switzerland invites its champion axe-juggling troupe, "Les Bella Lieben Jolie De Von Giorno", to entertain the assembled delegates. Unfortunately, halfway through the demonstration, the Troupe goes insane and begins hurling axes into the audience, splitting head after head. The Secretary General calls for calm, but before he can order a recess, his cranium is split as well.
In "Oh My God! There's An Axe In My Head." The Game of International Diplomacy, the remaining Great Powers use the confusion to pass the gavel between themselves, conduct international business amidst the chaos, and generally try to shift the balance of world power while escaping a bunch of armed psychopaths.
Siegfried, Snow White, D'Artagnan, Red Riding Hood, and the other heroes of the twelve realms are being reunited for one last great adventure. The Dark Lords have joined forces to completely conquer and subjugate all the known Lands, and only the combined efforts of all the greatest heroes can halt their nefarious plan.
12 Realms is a fast, lighthearted cooperative miniature game for 1 to 6 players. All players must band together to stop the Dark Lords' overwhelming hordes from pillaging the 12 Realms. Individual invaders can be defeated by using each hero's different talents, but to vanquish the Dark Lords you must claim a powerful artifact.
In their quest to stop the invasion, the heroes can travel together between different lands, or they can try to single-handedly defend a Realm. Each of the 12 Realms is an individual land, with different treasures and events, and populated by unique creatures.
As the name suggests, 7 Wonders: Wonder Pack includes new wonders for use with the 7 Wondersbase game, with the wonders in question being:
7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions.
In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal.
During the game, players now have an additional option when discarding a card. Instead of gaining three coins, they place one of these tiles in the next open space on a circular display; the law on this tile remains in effect until the end of the game or until it's covered. (Should a fifth tile be placed, for example, it's placed on top of the first tile played.) At the end of the game, players receive points based on how many tiles they played.
In the second half of 7 Wonders: Babel, one of five age specific great project cards is randomly revealed at the start of each age, and a number of tokens are placed on it, based on the number of players. This card imposes a tax on players who want to play cards of a certain color. When a player pays this tax, he takes one of the tokens from this law card. At the end of the age, if all of the tokens have been removed, then players receive a bonus (which is depicted on the card) for each token they have; if tokens remain on the card, then each player without a token is penalized.
Just as the cost of cards increases in each age, the number of resources required to pay the tax also increases.