Worker Placement

Trolls and Princesses

Trolls are not big and stupid, as many would have you believe. Not long ago they lived among us and they used their cunning magic to look like us humans.
They lived with their cattle in the mountains. Their caves were beautiful and luxurious with a lot of silver, gold, gems, and a table full of delicious food. In Sweden, there is an expression for this “Rich as a troll”.
Trolls were not evil if you didn’t treat them badly, they could even be helpful to those who treated them well. But they often played tricks on humans. Their magic power (trollkraft) could distort the vision of humans so the troll looked like a human, an animal, a log, and a stone and even become invisible. But they also had some weaknesses. They couldn’t stand the sounds of church bells or steel, not to mention the sight of sun.

Trolls & Princesses is a “worker movement” game. You play as one of four troll clans and to get the mountains king’s favour, you try to impress him. The players get favour (in the form of victory points) when they do what trolls usually do: swap changelings, “hire” humans, tear down church bells, kidnap princesses, build their cave, and use troll magic. To succeed, the players must collect resources and move around their trolls to do different actions. The player with the most victory points at the end can crown himself the ultimate troll clan leader.

—description from publisher

Everdell Farshore

The Forever Sea is calling...

The rugged coast north of Everdell Valley is a land brimming with adventure and mystery. Stalwart sailors search for bountiful islands and valuable treasures. Dutiful monks inhabit abbeys and scriptoriums, meticulously translating and illuminating. Hard-working folk gather resources and build their cities in unison with the ever-changing waves of the mighty ocean.

Welcome to Everdell Farshore, a standalone game set in the country of Farshore. Through each season, you lead a crew of critter workers to build up a prosperous city and to explore the enchanting ocean beyond. You must plan your actions carefully in order to build and to sail, for only by adapting to the winds of change will you succeed.

The wind is high. The sun is breaking the horizon. It is time to set sail for adventure!

—description from the publisher

Rock Hard: 1977

It's 1977. You're an up-and-coming musician, dreaming of making it big with your band. Over the next few months you'll rehearse, play gigs, write songs, and promote your band. With careful planning and a little luck, you'll earn the most fame and become the best new artist of the year.

Designed by Jackie Fox (member of the 1970s rock band "The Runaways", four-time Jeopardy! champion, and designer of the narrative adventure trilogy The Adventures of the Chubby Slugz) and illustrated by Jennifer Giner, Rock Hard: 1977 allows games for groups of between 2 and 5 players, from 14 years old, in games lasting about 45-90 minutes.

Rock Hard: 1977 is played over a maximum of nine rounds, each representing a typical day of one month in 1977, from April to December. You win the game by accruing the most fame. How? Increasing reputation, chops and songs; achieving production, performance, and publicity bonuses; getting record deals and earning royalties; playing concerts; and hanging out at the hottest after-hours spot. Ready to live like a rock star?

—description from the publisher

Looot

In Looot, you need to gather resources and capture buildings to develop your fjord. Fill your longships and complete your construction sites in order to rack up your victory points. Store up the most riches, and you’ll be crowned Jarl of the Vikings!

Looot is a clever management game, using a double placement mechanism.

On the Common board Players are Viking conquering a new territoy, which allows you to recover resource/building/objective tiles.

On your Personal board: You build your village with the tiles previously recovered fromthe Common board to unlock victory points.

It will call upon your optimization logic, favoring the best combinations for this race for victory points.

—description from the publisher

Doggerland

Doggerland was a landmass that connected Great Britain to mainland Europe that disappeared under the North Sea after the last ice age. Humans lived on these fertile lands where multiple resources and animals were found.

In Doggerland, you play a clan at around 15,000 BCE. Your goal is to expand your clan in order to leave a trace of its existence for centuries to come. Players increase their population, make crafts, paint murals in caves, raise megaliths for the gods, and (most of all) survive the rigors of the seasons. To do this, they explore the surrounding territory and adapt to the resources at their disposal. The territory differs in each game, thanks to modular tiles.

Each round, players program their actions, then carry them out. These actions vary, based on available resources, abundance or scarcity around their villages, and also based on the actions of other players. As time passes, resources run out, and clans must migrate to find what they need for their development and survival.

In each clan, there is a leader who brings bonuses, and a shaman who allows powerful and unique actions thanks to knowledge and magic. After 6-8 seasons, the clan with the most points wins.