Strategy

Cooper Island

In the age of exploration the players arrive at a new home far away from their homeland. They try to settle the big island and each player tries to explore one part of it by placing landscape tiles. Landscape tiles grant resources and those are used to erect buildings with special abilities. Barriers on the island have to be removed in order to explore the island even further. Players build valuable statues and supply ships get them the supplies from the old world they need to be a successful settler on Cooper Island.

The special thing about Cooper Island is the way the players mark their victory points. They sail with ships around the island to show their progress. On their way around the island they find smaller islands inshore that grant valuable benefits. After five rounds, a game of Cooper Island ends and the player who developed the best and went on furthest with their ships will win.

•••

The second printing of the German and English versions of the game, along with the Spanish version of the game, include the Solo Against Cooper expansion that was originally available separately as a bonus item.

—description from the publisher

Marco Polo II: In the Service of the Khan

The journeys of Marco Polo continue in Marco Polo II: In the Service of the Khan, an epic follow-up to The Voyages of Marco Polo. After traveling to Beijing, your travels now take you back to the West in the service of the Khan, sending you to the farthest reaches of his empire in search of wealth and fame.

Marco Polo II is a standalone game based on The Voyages of Marco Polo, and you don't need the original game to play this one. This new journey will present unique challenges, with new and different actions, new scoring rules, and a new good: rare and valuable Chinese jade.

Retread old paths with renewed purpose, or find new ones as you explore farther west, continuing to build the immortal legacy of Marco Polo!

—description from the publisher

Tournay

Game description from the publisher:

Built by the Romans during the first century in Belgian Gaul, Tournay experienced most of its growth along the Scheldt river. Unfortunately, the river also contributed to its troubles, because in 881, the Normans traversed its watery path, and thereby easily captured the city. That act of aggression stunted Tournay's prosperity. This game invites you to participate in the reconstruction of the city, in order to establish a glorious era that will last for more than seven centuries. Help your district flourish by cleverly coordinating the work of the city's three domains: military, religious, and civil. Certainly the prestige of your buildings will brighten the entire city!

Tournay is a card game from the same designing team as the 2010 release Troyes with artwork once again by Alexandre Roche. In this game, players manage a district of the city and its three classes of citizens. The cards are classified by level (I to III) and color to form nine distinct decks. Players initially have two citizens in each class that they will use each turn to carry out one of five available actions, such as drawing cards, or using the powers of their buildings.

In each player's district, the building cards save them money, make more efficient use of the decks of cards, or recruit new citizens. The character cards optimize the use of buildings if properly positioned. It's up to you to create the most effective card combinations. Finally, constructed prestige buildings will give you valuable prestige points, depending on how your district has developed. But beware: Your opponents will also benefit from every prestige building you build!

Note that an expansion is included in the base game's box, so advanced players can add still more replay value to this dynamic game!

Game Summary
There are 3 sets of cards (yellow, red, white) in 3 groups (I, II, III); also, a set of black event cards. There are always 3 face-up event cards, most of which are bad. Players start with 2 meeples in 3 colors (yellow, red, white), placed on their Plaza card.

On your turn:

First, you may play a card from hand to your display (3x3 grid) by paying the appropriate cost (some combination of coins, meeples, cards, etc). You may play a card on top of another of the same color; if played on top of a different color, discard the older card.
Then take one action:
Draw a card; move 1-3 meeples off the Plaza to draw a level I-III card; you may pay others 2 coins to use their worker(s). If you draw the event card of that deck, place a coin on each event card, then trigger all event cards once per coin.
Activate a building card by moving a meeple from your Plaza to the building card (max 1 Meeple/building); cards do a variety of things like give you coins, recruit an additional meeple, use someone else's card, etc.
Combat an event by paying the cost (usually 1 Meeple, 1 coin, +1/coin on the card; or, 2 meeples) shown; take the card as a reward. Later, when events trigger, you may play this from hand to prevent an event from affecting you.
Reactivate all workers: return all meeples to your Plaza, and remove all markers from building cards.

The game ends at the start of the Start Player's turn if 2+ players have all 9 cards in their display; OR if only 1 player has, but at least n-1 Town Crier cards have been revealed. Everyone then gets to play one final card (paying normal costs). Earn VPs for all cards in display, and for all Event cards you've combated. Most VP wins!

The Crew: The Quest for Planet Nine

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What about the rumors about the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges, communication is essential in the team. But this is more difficult than expected in space.

With each mission, the game becomes more difficult. After each mission, the game can be paused and continued later. During each mission, it is not the amount of tricks, but the right tricks at the right time that count.

The team wins only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions. Three more missions were published in spielbox 2/2020

Hadara

Hadara carries you off into the world of cultures and countries of this earth. Over three epochs, you will experience the transformation of your new world from a small settlement to a high culture. You want to populate this world with people who come from different cultures and continents as well as different ages. To bring glory and honor to your world, you should choose the persons and accomplishments skillfully. But you should not ignore agriculture, culture, and military power, otherwise one of your competitors might get bigger and more successful than you. Who will succeed first in creating a new flourishing high culture?

—description from the publisher

•••

Hadara entführt dich in die Welt der Kulturen und Länder dieser Erde.

Über 3 Epochen hinweg erlebst du die Verwandlung deiner neuen Welt von einer kleinen Siedlung zu einer Hochkultur.
Du willst diese Welt mit Personen besiedeln, die dabei aus verschiedenen Kulturkreisen, Kontinenten aber auch Zeitaltern stammen.
Um deiner Welt zu viel Ruhm und Ehre zu verhelfen, solltest du die Personen und Errungenschaften geschickt aussuchen. Dabei solltest du aber die Landwirtschaft, die Kultur und die militärische Macht nicht außer Acht lassen, sonst kann es passieren, dass einer deiner Mitkonkurrenten größer und erfolgreicher wird. Wem gelingt es zuerst, eine neue blühende Hochkultur zu erschaffen?
—description from the publisher (German)