Civilization

Archipelago

In Archipelago, players are Renaissance European powers competing in the exploration of a Pacific or Caribbean archipelago. They will explore territories, harvest resources, use those resources in markets both internal (for their use and that of the natives) and foreign (to sell it in Europe), build markets, harbors, cities and temples, and negotiate among themselves (and maybe betray each other) – all this to complete their secret objectives. They will also need to guess the secret objective of the other players to be able to benefit from them.

But players also need to be careful of the natives; if they make them too unhappy or if too many of them are unoccupied, they could revolt and declare independence. Then everyone will lose!

According to the author, what he's tried to create is a "German" economic worker-placement game, but without the two things he dislikes in them: the superficial theme and the lack of interaction. Indeed this game includes a very present theme and a lot of negotiation and potential backstabbing.

The game includes three sets of objectives, enabling players to choose between a short, medium and a long game. Solo play is also possible with an expansion.

Cyclades: Titans

Cyclades: Titans, the second expansion for Cyclades, includes a new game board with large islands on which ground attacks can be carried out as well as the Titans of Greek legend, who can conduct attacks without the help of Ares.

Madeira

Madeira is an island officially discovered early in the 15th century by Portuguese seafarers. Madeira, the Portuguese word for wood, refers to the dense forest that covered its wild, fertile landscape. This, and its strategic position far into the Atlantic Ocean made the island one of the most significant Portuguese discoveries. Madeira served as a “laboratory” for what would become the Portuguese Empire.

Wheat plantations were the first means for survival on the island. After that, when D. Henrique decided to increase the economy of the Empire, sugar became the core business of Madeira. Once sugar started coming from other places in the world, such as Africa and Brazil, profits from sugar were no longer enough, and production of the very famous Madeira wine became the most important economic product of the island.

Players try to adapt themselves to these constraints, working to find better fields for farming the right goods and for obtaining precious wood, essential for erecting new structures in the cities and for building ships. In turn, the ships are crucial for trading in foreign markets, as well as for taking part in new expeditions to discover other countries.
Madeira has been established just as it was in the original administrative division of the island under 3 captaincies (Funchal, Machico, and Porto Santo), where the ultimate goal is to develop the Island, gaining the most prestige under and for the Portuguese Crown.

The Crown of Portugal has a series of requests regarding expeditions, urbanization, opening trade routes, increasing wealth, and controlling the guilds on the islands. Three times during the game, the players gain prestige for fulfilling certain requests by the Crown. At two other times, the Crown requests that the islands change the focus of their agriculture due to the changes in the world.

Players must carefully choose the correct timing to show their achievements. Too early and you don’t gain as much prestige, too late and you risk someone else stealing the best opportunities. Will you have what it takes to excel in all of these endeavors?
Beware, wheat may become scarce, money is never enough, the population is hungry, and the shadow of piracy looms large….

Hyperborea

The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land. The survivors living in the small outposts outside Hyperborea were now sealed out by the barrier. The knowledge of crystals was declared forbidden it was because too dangerous, or simply forgotten.

Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.

The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!

Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.

Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...

The game's main mechanism, which can be described as "bag-building", involves you building a pool of "civilicubes". Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. (Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates.) Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own.

Tiny Epic Kingdoms

You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed...

In Tiny Epic Kingdoms, a 4x fantasy game in a pocket-size package, each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game, players collect resources, explore other territories, battle each other, research magic, and work to build a great tower to protect their realm.