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International Toy Fair Nuremberg 2010
Internationale Spielwarenmesse Nürnberg 2010

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Pegasus
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Players use wasp cards, scorpions, sword fishes and porcupines to get as many strokes. each stroke earns a point; special cards even more, or maybe minus points! In a round, all animal cards are dealt; additionally players get one plus/minus card. All four special cards are sorted by their back, and one of each stack is turned face up. The player left of the dealer chooses one card for this round to be valid; the player after him also chooses one; the other two are placed back on the stack. These cards typically could state: '-5 points for the most strokes' or '+1 point for each porcupine'.
Players now play their cards, the first player havng a free choice, others to follow its colour with the highest card winning the stroke. Special cards could deviate from this simple and general card rule.
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The plus/minus card can be played together with an animal card to add or subtract the value of the accompanying card; players try to gain or avoid a stroke this way.
When all players have played their cards, they count their points and a new round begins.
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Sticht oder Nicht, Thomas Nezold, Pegasus Spiele, 2010 - 3 to 6 players, 8years and up, 30 minutes
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Players trade with Indians and ramble from village to village. Here they trade goods for goods, there they trade goods for, wampum? Ah: shell necklaces! Of course they want the most of this nouveauté as this will bring them victory.

Each round consist of five phases, starting with the player's bids. One by one, players place one or more blind cards next to one of the villages. Only one player can trade in a village at the same time. But there still is a way to fend another player: by placing a higher amount of cards.

The player with the highest amount of cards now becomes stating player for the next round. Following this, each player may draw two goods cards from the stack, when this stack is depleted, a round ends. Players check their hand limit which is as high as the current round, plus three.
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Now the trade is worked, village by village. If a player's bid contains at least one of the goods also available in the village, the trade goes against goods. The player takes all goods from the village. The bid goes to the village.
If the bid contains goods not present in the village, the trade goes against wampum.
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For each good he places one card in the village; the other cards are turned to its wampum side and placed in the player's trunk.
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After the final round, for each type of good card in their hand players may turn it to its wampum side. All wampum now is counted, with the player having most of it declared the winner of this funny little card game.
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Wampum, Jeffrey D. Allers, Pegasus Spiele, 2010 - 2 to 5 players, 10 years and up, 45 minutes
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The prototype had not arrived as I visited the booth, so alas no further information other than that at the back of the box:

'Numerous trade organizations known as guilds, use the arcana of power, to gain the domination over the great wealth of the city of Cadwallon.

Send your guild members to fights to recruite agents, conquer important resorts and collect valuable relicts. Be clever in your decisions, as this will increase your card deck: resorts and relicts give you a lot of victory points, in a fight they are less valuable than recruited agents. Cards gained after a succesful fight go to your resource deck, but when your draw deck is empty they become available.'

The game consists of 163 cards.

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Arcana, Damien Dusnous, Pegasus Spiele, 2010 - 2 to 4 players, 10 years and up, 60 minutes
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The game board depicts a troubled city, divided into several regions with different sorts of political power. Each area has five to eight spaces for influence cubes. Controlling an area at the end of the game will give a player extra support. The support track around the edge keeps track of the support points earned during the game.
Each time a player gains influence in an area, he places one of his cubes on an empty space. When an area is full, cubes can be switched by spy and apothecary actions.




Each player has his own bidding board that show influential persons that a player tries to win for him. Each person has his specific benefits if a player wins him over. But none of these characters ever stays bought, though.
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Three different kind of tokens are used to indicate what sort of persuasion a player wants to apply to each of the characters, from brute force, via blackmail and bribing with gold. During the game, the amount and sort of tokens a player has may vary.
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In a round, Players first show each other their tokens, so players have an indication of the capabilities in the bidding phase. The each player secretly places his bids; he can make only six, and the kind of bid must match the character. Some are immune to force, others to blackmail. The highest bid wins with brute force going over blackmail, and blackmail going over gold. The winner immediately takes the benefits granted by that character.
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The game ends when all the influential spaces on the board are full. Players now score added support for the areas they control and for the tokens they earned on the last round. Each force earns five support points, each blackmail three, and each gold one point.
Each area scores a bonus as indicated on the area to the player who has the most cubes there. Winner is the player with the most support points.
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The gameboard and components will be adjusted/translated for the German market.
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Revolution, Philip Dubarry, Pegasus Spiele, 2010 - 2 to 5 players, 10 years and up, 45 minutes
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Each player has an identical set of tiles that he will place on his board during the game. The order of placement is identical for each player also. Players try to connect the fields of their kingdom with roads and protect it with knights. Whoever has done this in the best possible way, wins the game.

A deck of coordinates cards is used to indicate where the tiles are placed. At game begin, two castles are placed by drawing two of these coordinates cards. The remaining 22 tiles are shuffled face down, after which nine of these are turned face up for the first of three rounds.

Each turn a coordinated card is drawn, and each player must place a tile at this position. He may choose from tiles that are face up in front of him. Tiles may be placed upside down.
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Each time all tiles have been placed the round ends and there is a score. Each knight connected with a road to a '6' castle scores six points for the castle in the first round. In later rounds, more knights are required to be present in order to earn the points for the castle; a '4' castle has the same requirements in scoring.
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Churches score the amount of connected churches; connected wind mills score the same way. The defense of the kingdom is awarded five points if in the first round at least a strength of '4' knights is on the board; after the second round this is increased to '8', and the third round requires a strength of '12'. The player with the most points after the third round has won. If you play this game alone, you are a loser...
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Don Quixote, Reinhard Staupe, Pegasus Spiele, 2010 - 1 to 4 players, 8years and up, 20 minutes
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