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International Toy Fair Nuremberg 2011
Internationale Spielwarenmesse Nürnberg 2011

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Winning Moves
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Players rally to find the hidden artefact that comes in four parts. But there are more fragments, only not of the wanted artefact. Which fragments are the right ones is something they have to find out too.
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Artefakt, Michael Palm & Lukas Zach, Winning Moves, 2011 - 2 to 4 players, 10 years and up, 30 minutes
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In this surprisingly simple and captivating game players alternately place a brick or move their token. At the end of the game the player has won whose token is at the highest position. The restriction in moving is that a token only may move to a higher or lower floor if it is directly adjacent to that floor, so the token may not move on the floor where it already is towards the other floor (in the illustration below the orange token could not have reached the third floor unless there was a second floor behind it we cannot see at the photo).
In a two player game and on a smaller board, this leads to very strategic play; in a three or four player game a bit more luck is involved.
The game ends when all bricks have been placed or no more brick can be placed.
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Plateau X, Hendrik Simon, Winning Moves, 2011 - 2 to 4 players, 10 years and up, 30 minutes
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Object of the game is to get the ball to roll into the right holes. Nice and over the top production, but still a party game that is one of the many.
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Wobble, Ad Bruynzeel, Winning Moves, 2011 - 1 to 4 players, 6 years and up, 30 minutes
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Each player tries to solve three exercises. Other players can obstruct each other, or unintentionally help. Winner is who has collected the most points.
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At the start of the game, each player has ten tiles numbere one to ten. There are 140 exercise cards that are shuffled and placed face down on the game board. Each player takes four exercise cards and chooses four of the cards, the last one putting back onto the stack.
The first player places one of his number tiles on a chosen position on the board, the other players follow. A round is finished when all 24 squares are occupied or the number tiles are depleted.
An exercise card could read something like D5= A5+B5, so a player will have to place his number on these squares, taking care to match the equation.
There is a variant that involves a wild card and a win card, where a player competes against all other players.
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Miss Lupun, Dr. Ralph-Peter Gebhardt, Winning Moves, 2011 - 2 to 4 players, 8 years and up, no game length indication
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Kings of Mithril is a world building game for two to four players who compete for the king's crown by building up their kingdom around and deep inside the mountain of Mithril.
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Players try to extend their mining tunnels deep inside the mountain and build underground forges while lumberjacks, farmers, road builders and merchants spread out to the plains around the mountain. Building forts and guarding borders also help each tribal chief towards the ultimate goal of being crowned king of this mythical island surrounded by stormy seas. End of box text.
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Kings of Mithril, Esa Wiik, Winning Moves/MindWarriorGames, 2011 - 2 to 4 players, 8 years and up, 45 minutes

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Is it a comet? Is it Superman? No, it's a Blokus derivative!
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Nexos, Bernard Tavitian, Winning Moves, 2011 - 2 to 4 players, 7 years and up, 30 minutes
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Atlantic Triangle is a trading game for 2 - 5 players, who travel the seas as captains of merchant fleets in the dawn of the 18th century.
The Atlantic Ocean and the three continents conjoined by it lay the scene for fierce competition for money and power. The players seek to strengthen their trading stature by defying storms, pirates and competitors, who are pursuing the same goal.
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A canny merchant keeps track of the market and the developments in supply and demand, and has the courage to take risks in the pursuit of greatness.
The Players purchase ships, load them with products and sail the three continents selling and trading their products, building bases, evading pirates and defying storms.
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The winner of the game is decided by victory cards. Victory cards can be acquired via purchasing and maintaining bases, and by hunting down pirates. Different combinations of victory cards are worth different numbers of victory points.
Victory cards are drawn from the top of a shuffled deck, randomizing the type of a card the players get. The player who first acquires victory cards worth ten victory points wins the game.
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Atlantic Triangle, Esa Wiik, Winning Moves/MindWarriorGames, 2011 - 2 to 5 players, 13 years and up, 90 minutes
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