Machi Koro is a tabletop city-building game designed by Masao Suganuma, illustrated by Noboru Hotta, published in 2012 by the Japanese games company Grounding Inc. Players roll dice to earn coins, with which they develop their city, aiming to win the game by being the first player to complete a number of in-game landmarks. Machi Koro has been published in eleven languages, with the U. S version being published by IDW Games and Pandasaurus Games. Machi Koro received multiple awards upon its release, has received two major expansions. A standalone game based off the same mechanics, Machi Koro Bright Lights, Big City, was released in 2016. Players assume the role of mayor of Machi Koro and build a city, attempting to become the player to complete four major landmarks. A city-building card game, players roll one or more dice, earning money when buildings are activated when the dice roll matches the card; each player's turn consists of three phases: Firstly, the dice roll. Secondly, collecting income.
And lastly, which includes other income-producing buildings and landmark cards. There are five types of cards: Landmarks: Each player starts with four unconstructed landmarks that are developed over the course of the game; the first player to construct all of their landmarks wins. Primary Industry: These cards represent farms, mines and similar industries, they earn the player money whenever someone rolls the card's corresponding number, regardless of whose turn it is. These cards have activation numbers from 1–12. Secondary Industry: These cards represent shops and other businesses, they earn the player money whenever she or he rolls the card's activation number during the player's turn. These cards have activation numbers from 1–12. Restaurants: These cards represent restaurants, they earn the player money when another player rolls the activation number during the other player's turn. These cards have activation numbers from 1–12. Major Establishments: These cards represent other businesses and increase the strategic element of the game.
They earn the player money from other players whenever the player rolls the card's activation number during his or her turn. These cards have activation numbers from 6–12. Two expansions have been released for Machi Koro; the Harbor Expansion, released in 2012, expanded the base number of landmarks from four to six and allow the game to be played by up to five players. New rules were included to improve gameplay by changing how establishments and industries are made available for use/development. Additional industries and establishments related to fishing and shipping were added. Millionaire's Row, was released in English in 2015, added additional luxury-oriented establishments and high-tech industries, as well as a'renovation' mechanic, which temporarily closes establishments. In 2015, a Deluxe Edition was released in the U. S. combining the base game and both expansions. In 2016, the standalone Machi Koro Bright Lights, Big City was released, featuring a combination of cards from the base game and both expansions.
Machi Koro was received a number of awards on release. It won the 2015 Geekie Award for Best Tabletop Game, was a Spiel des Jahres and As d'Or - Jeu de l'Année nominee that year. Machi Koro at Board Game Geek Machi Koro at Groundling Inc. Machi Koro at IDW Games Machi Koro at Pandasaurus Games Machi Koro Rulebook
Franckh-Kosmos Verlags-GmbH & Co. is a media publishing house based in Stuttgart, founded in 1822 by Johann Friedrich Franckh. In the nineteenth century the company published the fairy tales of Wilhelm Hauff as well as works by Wilhelm Waiblinger and Eduard Mörike; the "Friends of Nature Club" was set up in 1903 in response to booming public interest in science and technology, by 1912 100,000 members were receiving its monthly magazine "Cosmos". The company moved into publishing books on popular science topics under the brands Franckh’sche Verlagshandlung and KOSMOS, including successful non-fiction guidebooks by Hanns Günther and Heinz Richter. Children's fiction and Kosmos-branded science experimentation kits were introduced in the 1920s. Kosmos's current output includes non-fiction, children's books, science kits and German-style board games. Many of their games are published by Thames & Kosmos, their line of experiment kits and science kits is distributed in North America and the United Kingdom by Thames & Kosmos.
Beowulf: The Legend Jambo Lord of the Rings Lost Cities The Settlers of Catan TwixT Official website Kosmos at BoardGameGeek
Codenames (board game)
Codenames is a 2015 card game for 4–8 players designed by Vlaada Chvátil and published by Czech Games. Two teams compete by each having a Spymaster give one word clues which can point to multiple words on the board; the other players on the team attempt to guess their team's words while avoiding the words of the other team. In the 2 -- 3 player variant, one Spymaster gives clues to players. In 2016 Codenames won the Spiel des Jahres award for the best board game of the year. Codenames is a game of guessing which code names in a set are related to a hint-word given by another player. Players split into two teams: blue. One player of each team is selected as the team's spymaster. Twenty-five code name cards, each bearing a word, are laid out in a 5×5 rectangular grid, in random order. A number of these words represent red agents, a number represent blue agents, one represents an assassin, the others represent innocent bystanders; the teams' spymasters are given a randomly-dealt map card showing a 5×5 grid of 25 squares of various colors, each corresponding to one of the code name cards on the table.
Teams take turns. On each turn, the appropriate spymaster gives a verbal hint about the words on the respective cards; each hint may only consist of a number. The spymaster gives a hint, related to as many of the words on his/her own agents' cards as possible, but not to any others – lest they accidentally lead their team to choose a card representing an innocent bystander, an opposing agent, or the assassin; the hint's word can be chosen as long as it is not any of the words on the code name cards still showing at that time. Code name cards are covered; the hint's number tells the field operatives how many words in the grid are related to the word of the clue. It determines the maximum number of guesses the field operatives may make on that turn, the hint's number plus one. Field operatives must make at least one guess per turn, risking its consequences, they may end their turn voluntarily at any point thereafter. After a spymaster gives the hint with its word and number, their field operatives make guesses about which code name cards bear words related to the hint and point them out, one at a time.
When a code name card is pointed out, the spymaster covers that card with an appropriate identity card – a blue agent card, a red agent card, an innocent bystander card, or the assassin card – as indicated on the spymasters' map of the grid. If the assassin is pointed out, the game ends with the team who identified him losing. If an agent of the other team is pointed out, the turn ends and that other team is one agent closer to winning. If an innocent bystander is pointed out, the turn ends; the game ends when all of one team's agents are identified, or when one team has identified the assassin. Codenames: Deep Undercover was released in 2016 at Target Stores; the game's 200 new cards consisted of sexual references and double entendres, earning it a parental advisory sticker. Codenames: Deep Undercover was released in 2018 and is an update of the previous, intended to achieve better game balance, it is published by Clam. Codenames: Disney Family Edition was released in 2017, featured characters and locations from Disney and Pixar films.
Codenames: Duet was released in 2017 as a two player, cooperative version of the base game with 400 all new word cards. Codenames: Harry Potter was released in 2018 and features the gameplay from Codenames Duet, with players working together to reveal all the right cards before they run out of time or summon Lord Voldemort or another dark wizard. Codenames: Marvel Edition was released in 2017, featuring characters including Spider-Man, Dr. Strange, others in the Marvel Universe. Codenames: Pictures was released in September 2016, using images on the cards instead of words; the game otherwise has the same rules as the original. Codenames: Pictures XXL will be released in Nov-Dec 2018 and is the same as the original Codenames: Pictures, except for the fact that it uses larger format cards. Codenames: XXL was released in 2018 and is the same as the original Codenames, except for the fact that it uses larger format cards. CGE has released a mobile app to randomly generate layouts of agents; the game reached the 17th position in the BoardGameGeek ranking of games of all time, first position in the BGG party games ranking.
It won the most prestigious game award worldwide. Codenames Duet won a Golden Geek award for the best two player game of 2017, it has been published in 28 languages. Official game website at Czech Games 5:27 Rules Overview video, linked from Official game website, on Youtube.com Codenames at BoardGameGeek
Matt Leacock is a Board game designer, most known for cooperative games such as Pandemic, Pandemic Legacy: Season 1, Forbidden Island and Forbidden Desert. In 2014, Leacock left a career in Silicon Valley, where he had worked for AOL and Yahoo, to design board games full-time. Pandemic Legacy: Season 1, which Leacock co-designed with Rob Daviau, has been rated highly among board gamers, by the website Board Game Geek on its board game rankings, his latest games are Pandemic Fall of Forbidden Sky. Pandemic Roll Through the Ages: The Bronze Age Forbidden Island Forbidden Desert Pandemic: The Cure Pandemic Legacy: Season 1 Thunderbirds Knit Wit Pandemic: Reign of Cthulhu Pandemic Iberia Chariot Race Mole Rats in Space Pandemic: Rising Tide Pandemic Legacy: Season 2 Pandemic Fall of Rome Forbidden Sky
A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Some games are based on pure strategy. Games have a goal that a player aims to achieve. Early board games represented a battle between two armies, most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points. There are many varieties of board games, their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Cluedo. Rules can range from the simple, like Tic-tac-toe, to those describing a game universe in great detail, like Dungeons & Dragons – although most of the latter are role-playing games where the board is secondary to the game, serving to help visualize the game scenario; the time required to learn to play or master a game varies from game to game, but is not correlated with the number or complexity of rules.
Board games have been played in societies throughout history. A number of important historical sites and documents shed light on early board games such as Jiroft civilization gameboards in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC is the oldest board game known to have existed. Senet was pictured in a fresco found in Merknera's tomb. From predynastic Egypt is Mehen. Hounds and Jackals another ancient Egyptean board game appeared around 2000 BC; the first complete set of this game was discovered from a Theban tomb that dates to the 13th Dynasty. This game was popular in Mesopotamia and the Caucasus. Backgammon originated in ancient Persia over 5,000 years ago. Chess and Chaupar originated in India. Go and Liubo originated in China. Patolli originated in Mesoamerica played by the ancient Aztec and The Royal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago; the earliest known games list is the Buddha games list. In 17th and 18th century colonial America, the agrarian life of the country left little time for game playing though draughts and card games were not unknown.
The Pilgrims and Puritans of New England frowned on game playing and viewed dice as instruments of the devil. When the Governor William Bradford discovered a group of non-Puritans playing stool-ball, pitching the bar, pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, told them their devotion for the day should be confined to their homes. In Thoughts on Lotteries Thomas Jefferson wrote: Almost all these pursuits of chance produce something useful to society, but there are some which produce nothing, endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, billiards, etc, and although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, imbecility, etc. and suppress the pursuit altogether, the natural right of following it.
There are some other games of chance, useful on certain occasions, injurious only when carried beyond their useful bounds. Such are insurances, raffles, etc; these they do not take their regulation under their own discretion. The board game Traveller's Tour Through the United States and its sister game Traveller's Tour Through Europe were published by New York City bookseller F. & R. Lockwood in 1822 and today claims the distinction of being the first board game published in the United States; as the U. S. shifted from agrarian to urban living in the 19th century, greater leisure time and a rise in income became available to the middle class. The American home, once the center of economic production, became the locus of entertainment and education under the supervision of mothers. Children were encouraged to play board games that developed literacy skills and provided moral instruction; the earliest board games published in the United States were based upon Christian morality. The Mansion of Happiness, for example, sent players along a path of virtues and vices that led to the Mansion of Happiness.
The Game of Pope and Pagan, or The Siege of the Stronghold of Satan by the Christian Army pitted an image on its board of a Hindu woman committing suttee against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence and hope" while the pope and pagan are cast in black, the color of "gloom of error, and... grief at the daily loss of empire". Commercially produced board games in the mid-19th century were monochrome prints laboriously hand-colored by teams of low-paid young factory women. Advances in paper making and printmaking during the period enabled the commercial production of inexpensive board games; the most significant advance was the development of chromolithography, a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games. American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when the country embraced materialism and c
Reiner Knizia is a prolific German-style board game designer. Born in Germany, he developed his first game at the age of eight, he gained a Master of Science from Syracuse University in the United States and a doctorate in Mathematics from the University of Ulm in Germany. He went on to manage a two-billion-dollar financial company. Knizia has been a full-time game designer since 1997, when he quit his job from the board of a large international bank. Knizia has been living in England since 1993. In addition to having designed over 600 published games, Knizia is acclaimed as a designer, having won the Deutscher Spiele Preis four times, a Spiel des Jahres, numerous other national and international awards. At the Origins Game Fair in 2002 he was inducted into the Gaming Hall of Fame, his games make appearances on various "top games" lists, including the GAMES 100 list, the BoardGameGeek top 100, the Internet Top 100 Games List. Several gaming conventions host "Kniziathons", which are tournaments dedicated to celebrating Knizia-designed games.
Reiner Knizia started developing games for his play-by-mail game zine Postspillion, founded in 1985. The zine still exists, the game Bretton Woods, started in 1987, is still going. One of Knizia's best selling games is Lord of the Rings, published in 17 languages with over one million copies sold, his dice game Pickomino has reached 1 million copies sold and his Keltis sold over 600,000 copies. His game Ingenious has been published in over 20 languages. In 2011, Knizia designed a Star Trek-themed game for NECA/WizKids, based on the 2009 film that'reset' the Star Trek universe. In 2015 Ravensburger released Star Wars VII - Galaxy Rebellion based on the popular movie franchise. A number of Knizia designs have been redeveloped for console markets. Ingenious and Keltis have both appeared in CD-ROM versions. An original game for the Nintendo DS, Dr. Reiner Knizia's Brainbenders was published in 2008. Other mobile implementations of Knizia titles include Lost Cities, Battle Line, Medici, Ra, Through the Desert and Tigris and Euphrates.
Knizia has designed various game applications for the iPhone, including Robot Master, Dice Monster and Pipes. Over several years Knizia has developed a number of hybrid boardgames with electronic components, most notably with German publisher Ravensburger; the first of these was the King Arthur adventure game in 2003 updated for use with the iPhone in 2014. Other titles include Die Insel, the award-winning Wer War's?, Der Drei??? and in 2015 Captain Black. Knizia's games cover many board game genres, he has designed small two-player card games, children's games, simple games, sophisticated games, a live-action roleplaying game. One element of modern game design that Reiner Knizia has pioneered is abstract theme. Older themed games like Monopoly have traditionally developed their themes by trying to model or emulate the environment or situation they are thematically tied to. So Monopoly has players developing properties as a real estate developer might. Knizia's thematic game designs tend not to try to model a specific environment, but instead try to invoke the thought and decision-making processes that are key to the theme.
For example, Knizia's game Medici has a abstract game system of drawing and buying cards that does not try to model any particular environment, but in the game-world, the players are always attempting to price risk, the key success factor in the investment banking business in which the Medicis made their fortune. A further example of this can be found in Knizia's game and Euphrates; the players each take control of one of four different dynasties of Mesopotamia around 3,000 B. C; each dynasty has priests, farmers and kings who are placed strategically on the board. The players take turns expanding their dynasties, controlling rivers, building temples, attacking the other players' dynasties. Instead of Tigris and Euphrates having many complicated rules, the game is simple and has streamlined rules that does not attempt to emulate the real-life conflicts but rather abstracts this out, allowing for the players to focus on strategic decision making; this approach has allowed Knizia to develop games that are comparatively simple but require thoughtful game-play, while still retaining thematic elements.
Using his understanding of principles in mathematics to full effect and evaluating risk are recurring elements in Reiner Knizia games. Many of his most successful designs use auctions as a vehicle to price risk, as in Ra, Modern Art; some of Knizia's games are: Abandon Ship Age of War/Risk Express Amun-Re Winner, Deutscher Spiele Preis 2003 Nominee, International Gamers Awards—General Strategy.
Queen Games is a German publisher of tabletop games, based in Troisdorf and founded in 1992 by head Rajive Gupta, which specialises in German-style, family-level games but has published smaller numbers of both simpler, children's games and more complex, gamers' games. They have shown a propensity for re-releasing self-published games in professionally illustrated editions, having drawn multiple times from the catalogues of db-Spiele and, more Winsome Games, re-releasing those published by themselves with a different theme and varying degrees of revision of the rules. One of their more popular releases is Alhambra, itself developed from a game self-published in 1992, which won the Spiel des Jahres and placed second in the Deutscher Spiele Preis in 2003. Alhambra has since spawned many expansions and a number of standalone spin-offs and could be considered the "franchise" of the company, they are known to some extent for publishing many games designed by Dirk Henn, with illustration by Jo Hartwig or Michael Menzel and/or with an Arabian theme, whether set within the Arabian Peninsula itself or an Islamic culture such as Al-Andalus.
Other games published by Queen Games include Industria: 600 Years of Progress, San Francisco Cable Car and Wallenstein. In 2000, Queen Games switched from publishing their games in traditionally horizontal, rectangularly faced boxes in various shapes and sizes to using distinctively "fatter" boxes designed for being stacked vertically in only four standardised box sizes and their publications from about 2005 to 2010 have been produced in both a domestic version with only German rules and an export version with rules in English, Spanish, Italian and German and the title on the box changed to be more language-independent. If the game components contain text this is replaced in the export version with either language-independent symbols or a translation into English; some of their games have, however been re-published by publishers based in other countries in translated versions. Both practices appear to be being phased out as of February 2010, with most new games being packaged in shallower, square-fronted boxes and produced in one German-titled, multilingual edition.
Listed below are games published at some point by Queen Games that have been recommended by international awards or considered notable enough to be re-released by Queen or other publishers. List of game manufacturers Queen Games website