Antique nations build cities, construct temples, sail the seas and progress in sciences. Legions and galleys gain new territories and defend their nations against dangerous enemies. The game contains two gameboards, on which the players can choose between the Greek, Romans, Germans, Phoenicians, Carthaginians, Persians, Arabs, Egyptians, and Babylonians.
Every nation tries to gain antique kings, scientists, strategists, citizen and sailors. The first nation who gains a given number of these antique persons, wins the game. Lead one of these nations to victory! But beware of your enemies, who want to conquer your cities and to destroy your temples!
ANTIKE for 2 to 6 players from 12 years onwards is a fast strategy game with many variations, but quite simple gamerules. To win the game does not depend on the luck of cards or dices. It only depends on strategic planning and persuasing diplomacy. The game takes about 90 to 120 minute time.
A racing game with a twist.
Players secretly get a horse (in a color) assigned before the game starts. The player with the horse in last place at the end of the game wins.
On your turn - sequence of play is decided by auction - you play 2 colored horse cards. When every player has put down cards, the horses move; but only horses with an odd number of cards on the table! If the number of open cards is even, the horse does not move.
Dolmengoetter is a luck-free majorities game. Move through dark and mystical Ireland, create the valuable stone circles and mark them with your dolmen, without your fellow players knowing their worth. Only at the end is it clear who has created the most valuable dolmen.
Approximately 240 stone circles of Celtic origin have been found so far in Ireland. These stone circles, which originate in ancient times and were built by druids, often served as ritual places or enclosed burial areas. In their center were frequently dolmen, which rank among the oldest megaliths and whose meaning is still not perfectly clear.
The artistic representation of gods on the dolmen - "Dolmengoetter" - led to the assumption that the dolmen served the druids as meditation areas, in which their reincarnation-based cult was practiced.
Players try to gain as many victory points as possible by cultivating and expanding coffee plantations. They succeed if they proceed strategically, handle money cleverly and manage finally to ship the coffee from the harbour.
Counter magazine review
By giving credits players gain influence over the six imperial nations Great Britain, Germany, Russia, Austria-Hungary, Italy and France. Because the six imperial nations are under changing influence of different investors, strategic alliances and conflicts arise between them. Sometimes this leads even to war!
Counter Magazine Review
Of course you want to grab most coins. And gladly gives you many apples to your right neighbour. However not from generosity, but because you with John Silver around the corner think must. But even if you worry intensively about coins and apples, you may not lose sight of the letters with the black mark!
With John Silver slips each player into a role as pirate and receives six cards. There are 3 categories: treasure chest, pirate und pirate ship. The players form a row for each card category and player, into which the respective cards are put down. If a row is full, it comes to a judgement. The card with the second highest number is put to the card with the highest number and the secondarylowest card moves to the lowest. The two players, with whose pirates cards lie now, take the cards.
Each apple and each coin bring pluses to you, Cards with the black mark against it points of minus. Deceitful is however the apple: This is passed on to the left neighbour and brings there the points.
John Silver is a tactical game, with which you around the corner think must. 2-4 players must lay their cards out carefully considered. And if it go wrong: At one duration of 30 minutes you make it better with next time.
2 to 4 players build a new civilization together. Time isn't very important, if you only do a few things, you will be early in the turns but perhaps you have done too little.
Everything is about production, if you produce goods you can buy with them more buildings or produce more goods.
Or you reach new advancements for your victory.
"The High council of the Frokla greets his highest administrator. The council is pleased to announce the completion of the mining complexes by our robots. production should start immediately. The planet Zartok desperately needs some blue crystal-ore. Our spaceship is about to return to our orbit to take the crystals to Zartok. Afterwards, we should increase our technology level or complete the already planned solar satellite so that the domination of the solar system will be within our grasp."
Each player is randomly assigned a planet, and gets a starting setup of a power-generator and several cards. The game is played in real time: at the start, set a timer to 30 minutes, then begin play. Players race to generate goods and deliver them to each other (earning VP for both the player and the recipient) or to the neutral planets. They can also do research to improve their abilities, and bring new cards into play. Everything, from generating goods, to moving ships, to playing new cards, requires at least 1 flip of a timer. The catch is that each player only has 2 timers! At the start it seems like you have all the time in the world; very soon, though, it becomes a frantic race to make as many deliveries as possible!
A second copy can be added to expand the game up to 8 players.
All-Zeit is an expansion for Space Dealer which brings you 44 new cards, 10 wooden "Time-Cubes" for the "Chronosphere" and both, German and English rules.
The new cards include new Gizzi "contracts", updates for the fusion mine and the sabotage probe, cooperative challenges, wormholes, the chrono-sphere and the fearsome intergalactic mop and bucket brigade, and some more.