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Items34

1

Hansa Teutonica: Big Box

by game_tinkerer  • 
Hansa Teutonica: Big Box
Build a trade network between cities. Fill a route to open an office or improve a skill. The tension comes from deciding which connections to deny rivals and which upgrades have time to pay off.
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2

The Castles of Burgundy: Special Edition

by game_tinkerer  • 
The Castles of Burgundy: Special Edition
Collect and ship goods while your estate grows. Silver and market tiles reward a player who can plan around the right buildings and shipping opportunities within the dice choices.
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3

Orléans

by game_tinkerer  • 
Orléans
Recruit townspeople for what the group needs to produce, then move to build trading stations or collect goods. Each follower changes which actions you can plan as your bag fills.
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4

Keyflower

by game_tinkerer  • 
Keyflower
Bid with colored workers and use the same workers to get goods from village tiles. The season can leave an important resource in another player's village, so time your visits and bids together.
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5

Bruges

by game_tinkerer  • 
Bruges
Decide what each card should become, from a character and a building to a way of raising money. The city's resources and hazards make holding the right kind of flexibility useful.
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6

The Voyages of Marco Polo

by game_tinkerer  • 
The Voyages of Marco Polo
Choose between market goods, trading posts and contracts with your dice. Character abilities change what a trip costs, so an early bargain can make the entire route possible.
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7

The Pillars of the Earth

by game_tinkerer  • 
The Pillars of the Earth
Game
Buy or sell materials in the Kingsbridge market and use them with the craftsmen you hire. A master builder can get first pick of an action, but going early can cost money. The tension is finding enough cash to take the better space and still pay for the materials your workshop needs.
More about The Pillars of the Earth
8

Marco Polo II: In the Service of the Khan

by game_tinkerer  • 
Marco Polo II: In the Service of the Khan
Use dice to gather goods and travel through the Khan’s territories. Trade contracts make a distant route pay if you can get the right cargo on time.
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9

Troyes

by game_tinkerer  • 
Troyes
Put people in civic institutions, use their dice for duties and buy the use of another player’s dice when that suits your plan. Having cash on hand opens choices that the visible dice alone cannot give you.
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10

Fresco

by game_tinkerer  • 
Fresco
Buy pigments and plan which mixes are worth using on the ceiling. A workshop can raise money for later colors. An early start gets you to the market first and affects the mood of your assistants.
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11

World Without End

by game_tinkerer  • 
World Without End
Game
A good workshop can still leave you scrambling to pay a chapter’s taxes. In fourteenth-century Kingsbridge, you need to gather resources for the town’s projects while keeping enough to meet your obligations. It is a more precarious economy than the builders face in The Pillars of the Earth.
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12

Village

by game_tinkerer  • 
Village
Spend time to match workers to farming, craft, travel and trade. Market customers can turn ordinary goods into points while your most experienced family members age out of the game.
More about Village
13

Lorenzo il Magnifico

by game_tinkerer  • 
Lorenzo il Magnifico
Send family members to develop property, build production and obtain resources. The strength of an action can depend on servants, coins and the board space another house reached before you.
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14

Antiquity

by game_tinkerer  • 
Antiquity
Game
Choose where to fish, farm, and gather stone while keeping your city fed. Production changes the land, and pollution puts useful space under pressure. Pick this if you want a settlement's economy to be tied to the ground it consumes and to the goal you choose through your patron saint.
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15

Strasbourg

by game_tinkerer  • 
Strasbourg
Bid for influence in guilds, then use where you stand to reach businesses, goods and the market. The table’s bids can turn a cheap opportunity into a fight over the ability to trade.
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16

Viscounts of the West Kingdom

by game_tinkerer  • 
Viscounts of the West Kingdom
Use cards to move a Viscount and carry out actions around the kingdom. Trade supplies and keep track of how debts affect the prospects of the group you are building.
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17

Paladins of the West Kingdom

by game_tinkerer  • 
Paladins of the West Kingdom
Arrange a work team each round and work out which trade or supply action will make a larger project possible. Worker colors, coins and accumulated attributes make an early investment useful across rounds.
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18

Ragusa

by game_tinkerer  • 
Ragusa
Game
The house you build can connect to more than one part of the economy. Find a placement that activates useful resources or city spaces, then think about who can benefit from those same spaces later. Trade turns building close to other merchants into an opportunity as well as a competition.
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19

My Village

by game_tinkerer  • 
My Village
Plan the work of one village with shared dice and build around trades that can produce useful rewards. Decide which occupations can support the other work you want to do as time advances.
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20

Notre Dame

by game_tinkerer  • 
Notre Dame
Game
Spend coins to hire help and keep enough influence in your borough to deal with the rats. A card lets you act in one part of the city, so a run of profitable moves can leave essential jobs undone. A strong choice if you want the question of whom to pay to matter as much as how much cash you earn.
More about Notre Dame
21

Ora et Labora

by game_tinkerer  • 
Ora et Labora
Develop a medieval monastery and turn raw materials into goods in different buildings. Watch the production wheel and what everyone can access before spending a worker on your next step.
More about Ora et Labora

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