We kick off this the games for May 2019 with the eagerly awaited, Tiny Towns, as well as the fantastic The Networks, Quadropolis and the wonderful Istanbul. Add in some classics such as 7 Wonders, Patchwork and Carcassonne, and you’ve got the games selection for our May crates.

What games can I expect in a crate?

Each crate is made up of at least two games from the collections shown for each month. For example, in March 2019, a subscriber might have received Quacks of Quedlinburg & Fungi, or Istanbul and Food Truck Champion. Each crate combination is selected based on wishlists, crate preferences and your games library, and is guaranteed to be a combined higher value than the cost of a crate.

Tiny Towns

  • 1-6 players
  • 45-60 minutes
  • 14+
  • 7.7

You are the mayor of a tiny town in the forest in which the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce, so you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don’t let it fill up with wasted resources! Whoever builds the most prosperous tiny town wins!

In Tiny Towns, your town is represented by a 4×4 grid on which you will place resource cubes in specific layouts to construct buildings. Each building scores victory points (VPs) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 VP. The player with the most VP wins!

Oh My Goods!

  • 2-4 players
  • 30 minutes
  • 10+
  • 7

In Oh My Goods!, first released as Royal Goods, players are European artisans during the Middle Ages who produce tools, barrels, glass windows, and many other goods. Only if you make clever use of your production chains will you have the most victory points at the end of the game.

Istanbul

  • 2-5 players
  • 40-60 minutes
  • 10+
  • 7.6

There’s hustle and bustle at Istanbul’s grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.

Quadropolis

  • 2-4 players
  • 30-60 minutes
  • 8+
  • 7.3

Each player builds their own metropolis in Quadropolis (first announced as City Mania), but they’re competing with one another for the shops, parks, public services and other structures to be placed in them.

The game lasts four rounds, and in each round players first lay out tiles for the appropriate round at random on a 5×5 grid. Each player has four architects numbered 1-4 and on a turn, a player places an architect next to a row or column in the grid, claims the tile that’s as far in as the number of the architect placed (e.g., the fourth tile in for architect #4), places that tile in the appropriately numbered row or column on the player’s 4×4 city board, then claims any resources associated with the tile (inhabitants or energy).

The Networks

  • 1-5 players
  • 60-90 minutes
  • 13+
  • 7.3

In The Networks, you and your opponents are new television networks, and you need new programming. For this, you’ll need Shows, Stars, and Ads.

Shows need Stars and Ads. Stars give you bonus viewers (points), and Ads give you extra money. You’ll need everything you can get; you’ll have a small amount of resources and time, and you must grab the latest hot show before your opponents.

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7 Wonders

  • 2-7 players
  • 30 minutes
  • 10+
  • 7.8

You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

Port Royal

  • 2-5 players
  • 20-50 minutes
  • 8+
  • 7.2

The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.

Star Realms

  • 2 players
  • 20 minutes
  • 12+
  • 7.6

Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!

Huns

  • 2-4 players
  • 30-45 minutes
  • 14+
  • 7

Winter 453: The Huns reign supreme over half of the known world. The great Khan, king of the Huns, is suffering, and there are many who dream of taking his place. The Khan must appoint his successor. He will choose the bravest and most glorious of his generals, and you intend for that to be you! But you are not the only contender, and you will have to prove your worth.

The Bloody Inn

  • 1-4 players
  • 30-60 minutes
  • 14+
  • 7

France 1831: In a remote corner of Ardèche, the little village of Peyrebeille sees numerous travelers pass through. A family of greedy rural farmers is determined to make its fortune and has devised a diabolical stratagem to achieve this goal: Invest in an inn so they can rob traveling guests, getting rich without arousing the suspicions of the police! Whether or not their plan will work out, one thing is certain: Not every guest will leave this inn alive.

Mottainai

  • 2-5 players
  • 15-30 minutes
  • 13+
  • 7

‘Mottainai’ (pronounced mot/tai/nai or like the English words mote-tie-nigh) means ‘Don’t waste’, or ‘Every little thing has a soul’. In the game Mottainai, a successor in the Glory to Rome line, you use your cards for many purposes. Each player is an acolyte in a temple who performs tasks, collects materials, and sells or completes works for visitors. Every card can be each of these three things.

You choose tasks to allow you to perform actions, keeping in mind that other players will get to follow up on your task on their next turn. Clever planning and combining of your works’ special abilities is key, as is managing which materials you sell.

Rise to Nobility

  • 1-6 players
  • 25-150 minutes
  • 14+
  • 7.1

Five years after the events of Cavern Tavern, where a fragile peace was brokered between The Five Realms, the High Queen Tabita Orestes has ordered a new city to be built. The city of Caveborn will be the capital of the Five Realms, a place where all the races will learn to live together in harmony, with the main purpose being to bring them closer and prevent another war.

The Queen needs to keep the alliance between the races and ensure that Caveborn is peaceful and prosperous. To that end, a Settlers Council has been formed with Berk the Town Clerk as its chairman – but Berk is getting old and needs a successor. Are you that person?

Coloretto

  • 2-5 players
  • 30 minutes
  • 8+
  • 7

Game play in Coloretto is simple: Either draw a card to play to a row, or take a row of cards to add them to your collection. A row can have at most three cards, so at some point everyone is forced to take a row. Once all the rows have been claimed, players start a new round, drawing or taking once again.

What are you trying to do with these cards? Collect huge sets – but only in three colours as every colour beyond the third will cost you points. Jokers are highly-prized as they always match what you want, and +2 cards provide sure points, giving you a back-up plan if everything goes south in terms of the colours you’re collecting.

Carcassonne

  • 2-5 players
  • 30-45 minutes
  • 8+
  • 7.4

Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner.

Pocket Mars

  • 1-4 players
  • 15-30 minutes
  • 10+
  • 6.6

For a long time now, Earth hasn’t been a perfect place to live. You are one of the architects sent to Mars. Your objective is to set up an infrastructure for the first colonists who would arrive on the red planet and start a new chapter for mankind.

Pocket Mars is a fast paced and wildly dynamic card game but don’t let the short playthrough time fool you. It’s a heavy weight filler! A compressed and easy to understand set of rules, combined with cards that you can play in more than one way is what makes this game great! Fifteen minutes is all it takes for you and your friends to set out on an exciting adventure in space!

Ticket to Ride

  • 2-5 players
  • 30-60 minutes
  • 8+
  • 7.4

With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

That's Pretty Clever

  • 1-4 players
  • 30 minutes
  • 8+
  • 7.6

Choose your dice well in Ganz schön clever to enter them into the matching coloured area, put together tricky chain-scoring opportunities, and rack up the points. The dice you don’t use are as important as what you do because every die that’s smaller than the chosen one can be used by the other players, keeping everyone in the game at all times.

Tiny Epic Galaxies

  • 1-5 players
  • 30-60 minutes
  • 14+
  • 7.4

In Tiny Epic Galaxies each player controls a galactic empire, aiming to expand their influence by acquiring highly contested planets and increasing their cosmic armada. The game revolves around an innovative dice-rolling combo mechanic. The number of dice you roll is determined by the strength of your galaxy. Each die is engraved with symbols representing the various actions you can take, such as moving a spaceship, increasing your culture or energy resources, or advancing your political or economic influence over newly discovered planets.

Patchwork

  • 2 players
  • 15-30 minutes
  • 8+
  • 7.7

In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9×9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons – the currency/points in the game – and someone is chosen as the start player.

Fate of the Elder Gods

  • 1-4 players
  • 30-90 minutes
  • 13+
  • 7.3

In Fate of the Elder Gods, players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is in competition to be first to summon their god, but they all must also repel intrepid investigators working to seal off the gate to beyond with Elder signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to hasten doom…before it’s too late!

The Ravens of Thri Sahashri

  • 2 players
  • 45 minutes
  • 12+
  • 7.3

The Ravens of Thri Sahashri is a two-player cooperative card game. One player is playing the girl Ren who has lost her memory; the other is the detective trying to repair it. The game is about trying to communicate as well as possible by simply the choice of cards. (Note: ‘Thri Sahashri’ is the buddhist term for a trillion worlds combined, which in this case means ‘the other plane’.)

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