Weekly Newsletter 19/11/2018
Monday, 19 November 2018 | Russ
Welcome to our weekly newsletter!
I was just informed last week that the newsletter format was really bad to read on mobile, my apologies for that, I hadn't realised. Therefore, I will try to make it more mobile friendly this week - I have checked it as much as I can at my end (annoyingly I can't actually send a test email to myself first with this website, I can only preview in a browser window)
If there are ever any issues for you with the newsletter, website, or anything really, please do let us know - we want to make sure you have the best experience using our website and social media, etc possible.
This week's new releases which will all be in stock in a few days and are available to order now are...
Azul : Stained Glass of Sintra
Created by Michael Kiesling, Azul: Stained Glass of Sintra challenges players to carefully select glass panes to complete their windows while being careful not to damage or waste supplies in the process. The window panels are double-sided, providing players with a dynamic player board that affords nearly infinite variability!
Players can expect to discover new unique art and components in Azul: Stained Glass of Sintra, including translucent window pane pieces, a tower to hold discarded glass panes, and double-sided player boards and window pane panels, in addition to many other beautiful components!
Heroes of Terrinoth : The Adventure Card Game
Heroes of Terrinoth is a cooperative card game of questing and adventure that invites you and up to three allies to take on the role of unique heroes, choosing from twelve distinct and powerful heroes, split between four archetypes — healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows. Regardless of which archetype and class you embrace, you and your friends must combine your powers, leaning on one another’s strengths to survive your journeys and defeat the enemies who stand against you. Over the course of eight thrilling quests, you will face villainous foes, battle deadly creatures, and save the realm!
The great river Key Flow passes through the new Key Lands, carrying ships laden with resources for building and trade. Along the riverside, buildings are built, boats are moored in docks, and animals graze in the fields. Players build communities alongside this river, and send workers (known as "keyples") to work in both their own and their neighbors' businesses, enabling their economy to develop and flourish.
Key Flow is a card-driven game based on many of the ideas contained in the award-winning game Keyflower. The game flows quickly over four game rounds (seasons), allowing players to develop their own unique village, with many ways to score points for their buildings, animals, keyples, resources and other items.
Camel Up (2nd Edition)
CAMEL UP is a simple, fast-pace, and outrageously entertaining game. It feeds off the wonderful tension of whether to back camels early for a slight chance of earning big or to wait on less risky but also less rewarding opportunities. Yet waiting too long may leave players with no opportunity at all. All this considered, the game is far from being all luck: By taking in account which dice are in and out of the pyramid, by timing actions accordingly, and by cleverly placing oases or mirages, every player stands a chance of beating the odds and taking the victory.
WHAT IS NEW? WHAT IS “WOW”?
Open the board and POP! Supercool 3D Pop Up Palm trees are creating a big „WOW” effect!
The use of this feature is very original in the design of board games.
Two “Crazy Camels” are new to the rules and are entering the race in counter clockwise direction.
Once a competing camel lands on top of one of the Crazy Camels, it is moving backwards in the race!
This new feature is adding tension and excitement and creates a completely different dynamic to the game.
The new plastic Pyramid has been redesigned and adds another new rule to the game: one of the camels will not run in the round, but nobody knows which one!
The brand new illustrations from renowned artist Chris Quilliams give the game a fresh new and contemporary look!
Emperor Trajan plans to have a monument built for eternity: the Forum Trajanum. It is supposed to become the biggest and most glorious Emperor's forum that the Roman world has ever seen — not only in order to demonstrate his success as Princeps Optimus in an imposing manner, but also to foster the well-being and the fame of the honorable citizens of Rome.
In Forum Trajanum, each player governs a Colonia, founded by Trajan himself, and thus is the head of one of the highest-ranking cities in the entire Roman Empire. While the players try to optimally develop their own Colonia, they should not fail in supporting the Emperor's building project to the best of their abilities at the same time. The player who is most successful in doing so will — after expiry of their term of office — be admitted to the small circle of illustrious and mighty personalities surrounding the Emperor.
7 Wonders : Armada
7 Wonders: Armada is an expansion for 7 Wonders that can be combined with the base game or any combination of expansions.
With this expansion, each player gets a separate "naval" board at the start of the game in addition to their wonder board. The expansion includes additional red, green, yellow, and blue cards to shuffle into the deck, and each time that you pay for the cost for any red, green, yellow, and blue card — not only the ones added in this expansion — you can pay an additional cost shown on your naval board to advance your ship of the matching color. When you advance the red ship, for example, you gain naval strength, and at the end of an era, you compare your naval strength against all the players at the table, not only adjacent players, to determine who's strongest, who's second-strongest, etc., with victory points handed out accordingly.
Advancing on the yellow and blue tracks gives you coins and victory points, respectively, with additional naval strength at the far end of the tracks. Advancing on the green track allows you to discover islands, and to do this, you draw the island deck of whatever level you reached, then choose one of the islands in that deck and put it into play. Maybe you'll increase your navy, advance a ship of another color, find a source of raw materials...you'll see when the time comes!
Architects of the West Kingdom
(This was in last week's newsletter, but unfortunately there was a mistake with the release date that the distributor didn't pass along to us - it is now releasing this week)
Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers?
The aim of Architects of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing various buildings and advancing work on the Archbishop's cathedral. Throughout the game, players need to make a lot of moral decisions. However, only at game's end will their virtue be judged. A few underhanded deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed.
Best Wishes, Russ & Kelly