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International Toy Fair Nuremberg 2013
Internationale Spielwarenmesse Nürnberg 2013

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Heidelberger Spieleverlag
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Each player has his own set of cards that he plays in a turn. The thirty city tiles are randomly placed on the board; they produce different resources such as cloth, clay, gold and iron. Players can build a house in a city and from then on they may take the resource from the city. Each time a player produces in a province, all the other players befenit from it too, so they too take the resource if they have a worker there.
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Provinces have a resource bonus that a player may choos to take with the 'Arbeiter' card; the tile then is flipped over to its gold side. As a second choice, he could have opted to take the gold from a province.
Players have a personal board to store their resources; there's only room for eight, but the storage can be expanded holding twelve.
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Further cards can be bought during the game; they score points at game end but also bring advantages during the game. All cards, whether played or not, count for scoring. No military elements in this game, it's a pure development game.
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Oppida Romana, Mac Gerdts, Heidelberger Spieleverlag, 2012 - 2 to 5 players, 12 years and up, 60-90 minutes

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If you don't like trolls, orcs or dragons, encounter adventure with mice! The rules are divided into separate chapters, each of them being a scenario players can play.
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Mice and Mystics, Jerry Hawthorne, Heidelberger Spieleverlag, 2012 - 1 to 4 players, 7 years and up, 60-90 minutes
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As head of of the Templars, each player must control money and goods, direct the action of his knights and regain lost relicts - till the persecution in 1307 starts.
During each round, two new mission cards are turned face up. Each player, in reverse player order, must allocate his knights to one of the missions. All players must work together in this phase to accomplish these two missions. Then, in player order, each player may buy or sell goods at the market. After this, two event cardsd are drawn and its effects applied immediately.
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Consequently, each player may load resources onto knights, boats or caravans.The persecution lasts eight rounds. First each player is allocated a refuge area, for instance the player with the most relict cards goes to Cupros, the one with the most knights Il Marienburg. The refuge area from this point of the game on is the actual target for each player. At the end of the eighth persecution round, players score for relicts in their refuge area, for each knight there, and for money.
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Mysterien der Templer, Silvio Negri-Clementi, Heidelberger Spieleverlag, 2012 - 2 to 4 players, 14 years and up, 240 minutes
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This game about area control has five rounds of four phases, after which the strongest tribe wins and the others are expelled. Each player controls one of his tribes; at the start of a round each player chooses a power card from his hand which is only revealed after all have deployed all men of their tribe. The terrain on the map consists of desert, terraces, jungle, mountains and cities.
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The chosen power card states the strength of the tribe and shows one of the types of terrain. The larger the power of a player and the larger the number of stated terrain, the more victory points a player scores.
When an area is disputed by two or more players, the stronger tribe may siege over the weaker, but war is not the only way to victory and peaceful coexistence sometimes is more effective.
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When deploying men, players may place them in any area, even when already occupied by another player. Players deploy them one by one, in player order and have the choice, after deployment, of moving one of their men to an adjacent area. When all have deployed their men, players reveal their power cards.
Now, in player order, each area is checked; when there is at least one other tribe in this area, a conflict must be solved. First, the strength of both tribes is calculated, after which the strongest may decide if he wants to battle, or chooses for peaceful coexistence. When battling, he removes all men from the opposing tribe from the area and out of the game. When choosing for peaceful coexistence, he may take a culture card.
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These culture cards have various effects such as two victory points for each matching area in the scoring phase, or collecting offers that can be revealed at game end, scoring from 1 to 25 points.
The last action in a round is scoring; players calculate their victory points according to the amount of adjacent areas they occupy, plus bonus points for areas that match their power card or any already played power cards from previous rounds.
The only question remains: when being the strongest in an area, why would a player choose for peaceful coexistence, and why not wipe them all out? Are these culture cards that strong?
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Aztlán, leo Colovini, Heidelberger Spieleverlag, 2012 - 2 to 4 players, 13 years and up, 60 minutes
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Tell me it isn't true! This comes from the publisher who also distributes the highly appreciated Alea games. Why on earth would a publisher want to publish this? One must have a lot of courage, ignorance and insensitivity to publish this, let alone want to play it. This belongs in an English pub of an all-inclusive resort where it undoubtedly will be the highlight of the evening. I'm secretly hoping for some pink paint bombs when this hits the stores...
Very very bad taste...
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Please help me out on this one: which porn movie was this again?
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Titten, Ärsche, Sonnenschein, Walter Schranz, Heidelberger Spieleverlag, 2012 - 2 to 5 players, 16 years and up, 30 minutes
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