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International Toy Fair Nuremberg 2011
Internationale Spielwarenmesse Nürnberg 2011

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Heidelberger
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The 'Civilization' game now also will be available in German. Not all components have been translated yet, though.
The game has lots of beautiful executed components, and promises to play quicker as its predecessor published by the late Eagle Games.
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At the start of each turn, new cities may be built and players may change to a new kind of government. Then, they all collect trade from their cities which is added to their trade dial. They make deals to exchange resources, unspent culture tokens, culture event cards, non-binding promises and/or points of trade. During city management players may build a unit, figure, building or wonder; devote the city to the arts and gain a culture token; or harvest a resource and gain one resource token.
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During movement each civilization may, in player order move any or all of its figures a number of spaces up to its travel speed, resolving exploration and battles as they occur. Armies may explore huts and villages; scouts cannot enter these or it will die. Finally, during the research phase, each civilization may research 1 tech. Researching a tech reduces that civilization's trade dial to zero, plus one for each coin the civilization has on its economy dial.
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The game is won by the player who has developed his civilization into the space technology era and has built a space ship. Some things never change!
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Sid Meyer's Civilization, Kevin Wilson, Heidelberger Spieleverlag, 2011 - 2 to 4 players, 13 years and up, 180 minutes
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Players collectively explore the various rooms of the mansion and fight all sorts of monsters one wouldn't know they could exist, but now they do, they have to be killed. 'Can I borrow one life point from you, Jack?' 'Sorry old chap, I'm stuck in the cellar with this, this...aaargh!'
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Mansions of Madness, Corey Koniecka, Heidelberger Spieleverlag, 2011 - 2 to 5 players, 13 years and up, 120 minutes
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One or two players can play in this cooperative card game. Heroes! Artifacts! Danger! Quests! And finally: Victory!
Or defeat...
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Der Herr der Ringe, Nate French, Heidelberger Spieleverlag, 2011 - 1 or 2 players, 13 years and up, 60 minutes

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Stop the advancing evil forces in Asgard! Players take the role of one of the gods and fight enemies with names like Nidhögg, Surt, Jörmungard, Fenrir, Hel and Loki.
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In a turn, a player takes an enemy card and its counter moved forward on the Asgard track. Thereafter, a player may take three actions out of a choice of nine. He may have combat in Asgard that may involve Elves, Giants and dice (!); look for Viking souls on Midgard; increase the Dwarven Forge weaponry; call in the Elves; when the going gets hot, swap a god for an Elve or Viking; take five Vikings from the World of Dead thereby performing good bag management, as according to the rules 'good management of the bags is required for victory' or, managing a different bag, take five counters of Fire Giants out of the Island bag, replacing them with Vikings
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In the Ice Fortress the Giants are fought. When four of them have been defeated, the corresponding Rune immediately takes effect, for instance the Daeg Rune that prevents the Gods to take an enemy card from the deck for three turns, or the Tiwaz Rune, through which three enemy counters are moved three spaces backwards.
The Giants, in return, can prevent the gods from bringing the Valkyries on the submerged island, or cancel every god's power, and more evil stuff.
The game ends in a defeat when one of the following occurs: there are five enemies or more beyond the wall of Asgard, there are three enemies or more beyond the door of Valhalla, or there is one enemy in Odin's residence. Players can claim a victory if they run out of enemy cards and none of the defeat conditions have taken place.
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Yggdrasil, Cédric Lefebre & Fabrice Rabellino, Heidelberger Spieleverlag, 2011 - 1 to 6 players, 13 years and up,745 minutes
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From the author of 'Wie Verhext' / 'Witches Brew' comes this game for 2 to 5 players dealing with pirat rats. Game idea: in the canal are many valuable goods afloat that the rats are keen on. They arm themselves and use old tires to try to reach the lock with which the goods will be flooding in the canal, trying to catch as much as they can.
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In a turn, a player may take one action: draw two cards, move a pirat, become captain or open the lock. By playing cards, a player can place a pirat on the lowest available space, or, when already on a card, move as many empty spaces as the card indicated. Becoming captain involves having a pirate on the card with no empty spaces in front of him and paying cards for the skipped position(s), or when the card is full, playing as many cards as there are pirates on the card.
Once a player has a captain on a card, the pirate must open the lock in the following turn. Now the first four treasures float alongside the ship/card and the pirates on board may take it out of the water. First the captain takes the bonus tile and chooses another from the available tiles, then the others. The pirates are taken back to the supply. If there were pirates that couldn't take a treasure, they stay aboard and may advance one space on the card
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The game ends when all treasures and bonuses haven been floated. Now scoring takes place, for instance each ravioli scores its printed value, but a collected can opener increases this value by two. French fries score the printed value but when a player also has the ketchup tile he may increase this value by three for each portion of french fries.
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Die Gullipiratten, Andreas Pelikan, Heidelberger Spieleverlag, 2011 - 2 to 5 players, 12 years and up, approx. 45 minutes
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