Catan – Collector’s Edition – Ancient Egypt
The sun of Catan rises over the hot desert sands of Ancient Egypt. Klaus Teuber has re-worked his masterpiece The Settlers of Catan™ for this unique collector’s edition. Settle along the banks of the Nile during the time of the Pharaohs. With the help of your oxcart, you build small villages and great temples styled after some of the most interesting buildings of Egyptian antiquity.
Beware of the robber! His chariot can interrupt production at your cattle pastures, papyrus groves and quarries.
After you master the Base Game, you can try these interesting variants & scenarios:
Help from the Gods: Adds 10 god cards whose powers add a variety of options for dynamic gameplay.
The Great Pyramid allows you to build papyrus boats across the Nile and compete for the pharaoh’s blessing and the vizier’s favor by building blocks onto the great pyramid.
Catan: Egypt™ contains
- 19 Terrain Hexes
- 6 Frame Pieces
- 18 Number Tokens,
- 95 Resource Cards
- 25 Development Cards
- 4 Build Cost Cards,
- 2 Special Cards “Longest Trade Route” and “Largest Mercenary Army”
- 16 Temple Cities
- 20 Settlements
- 60 Oxcarts
- 1 Robber
- 2 Dice
- 2 Card Holders
- 1 Game Rules
- 1 Almanac
Additional Scenario Contents:
- 12 Papyrus Boats,
- 1 Pyramid Building Site
- 60 Pyramid Blocks
- 10 God Cards,
- 4 God Summary Cards
- 4 “Pharaoh’s Blessing/Curse” cards,
- 1 Vizier’s Favor Card
MFG3221 Catan: Ancient Egypt™ $75.00
For 3-4 Players
Playing Time 75 + minutes
Case Pack 5
Designer: Klaus Teuber
Artist: Michael Menzel
Made in Germany
Dimensions 2.87 x 11.625 x 11.625
Villainy™ is a game about aspiring super villains competing to be the first to enact their evil plans and overcome Fantastiman™, that pesky superhero who watches over the city day and night. It is a fun card-driven character building game featuring a hilarious uncontrolled narrative that unfolds differently every time.
As an aspiring super villain, you are trying to make your mark in the world. In Villainy™ you are trying to be the first villain to complete 3 plans beat Fantastiman™ (the pesky super-hero who watches over the city day and night). You must hire minions to aid you in your quest for world domination. You will have to do crimes and go to work as your alter ego to learn the skills necessary and the gain the cars requires to see your great plans through to their triumphant end.
Today is the day that Fantastiman will fall.
- 168 cards
- 4 Control Panels (1 per player)
- 48 Control Dials (12 per player)
- 48 Control Dial Bases (12 per player)
- 4 Fight Markers(1 per player)
- 35 Action Cubes (8 per player)
- Cubes of Power aka: Dice (1 per player)
- 48 Specialty Tokens (weapons, gadgets, skills, & more)
- 6 Notoriety Tokens
- 1 Help Wanted Token
- 102 Villainous Name-builder tiles
- 1 Rule Book (8 pages)
MFG4134 Villainy: Diabolical doom-dealing Doers of Dastardly Deeds $45.00
For 3-4 Players
Playing Time 30-90 + minutes
Designer: Nicholas Trahan
Art: Jay Stephens
Made in the USA
Welcome to Mad City, where every second counts and zoning is king!
Take on the role of a harried city planner, racing against time to build the world’s most fabulous metropolis. Surely your creations will be the most magnificent; you may even feel moved to boast that your achievements are the finest of all…just don’t get proved wrong! Become a specialist at downtown, industrial or residential districts to increase your efficiency, but you’ll also need to remember the importance of speed to the modern urban lifestyle. Lay out your city the fastest and you’ll have time to enjoy your idyllic ponds and parks. What are you waiting for? Clear away the red tape, roll up your sleeves, and build your own Mad City! One minute should be more than enough time — and if things go wrong, well, you can always try again…
Mad City is a real-time competitive tile-laying game in which players compete to build the most lucrative city. In rounds that last exactly one minute, players must lay their hand of nine tiles out in a 3×3 grid in order to build their city districts in the most beneficial way. Players must also be fast if they hope to beat their opponents for the right to score bonuses for their ponds and parks and for their zoning majorities. Using a unique scoring system, Mad City allows players to focus or diversify in their building styles. With quick and addictive game play, families and gamers alike will be eager to return to Mad City!
Mad City includes a solo variant for players stranded on deserted islands, allowing you to test your building prowess against The Grid!
18xx series game set in Upper Canada. Special features include the Canadian Government Railroad, Loans, and a sliding scale of requirements to float.
The theme of this game is economic and cultural development in the Netherlands in the 17th century.
The game is played on a large game board of the Netherlands, divided into provinces. In addition, there are boxes for the East and the West Indies, and track round the edge of the board with the majority of spaces listing two of the ten provinces (in various combinations) that earn players varying amounts of income based on their influences in those provinces, or income spaces that earn players a flat income.
The aim of the players is to be the first player to earn 33 victory points, which are acquired through earning money to extend influence in the provinces, patronize artists, invest in businesses, establish colonies in the Indies, or obtain civic advancements. These are represented by purchasing cards from one of six decks, with each deck having a special focus. Investment cards provide cash payouts, with bigger payouts for collecting sets of different values (single cards are worth less than three-card sets). Artists provide a potentially large source of victory points, but require multiple turns of patronage (i.e., cash) before they pay out. Colonization cards provide ships, captains, and cannons to outfit expeditions to establish colonies which earn victory points and access to the higher-paying spice investment card deck. Civics cards can provide governorships in the provinces (victory points and income), civic improvements (victory points), a special action that allows the holder to alter the normal rules for advancing a token on the board track. There are cards that work with some of the other decks as well, in the civics deck (e.g., investments, expedition components, etc).