November was an amazing month, fresh back from Essen with games galore lined up for 2019, and we had one of our busiest month’s yet with so many different games being sent out. Dirk worked extra hard this month to bring great new games to everyone’s collection as it mixed and matched everyone’s wishlists! We managed to tick off Santorini, Heaven and Ale, Puerto Rico, Indian Summer, plus loads more, off of wishlists and we’ll keep doing it every month!

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 May 2018, a subscriber might have received Space Base & Valley of the Kings, or Colt Express and The Bloody Inn. 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.

Santorini

  • 2-4 players
  • 20 minutes
  • 8+
  • 7.7

Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton. It is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore. Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.

Heaven & Ale

  • 2-4 players
  • 60-90 minutes
  • 12+
  • 7.6

You have been assigned to lead an ancient monastery and its brewery. Now it’s your time to brew the best beer under God’s blue sky! The fine art of brewing beer demands your best timing. In order to get the best results of your production, you have to provide your cloister’s garden with fertile resources and the right number of monks helping with the harvest – but keep your brewmaster in mind as he is ready and eager to refine each and every one of your barrels!

Puerto Rico

  • 2-5 players
  • 90-150 minutes
  • 12+
  • 8

In Puerto Rico players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings. Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons.

The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.

Ready to receive games like these?

Grab a subscription before the next crate window closes and you could receive games just as good as these. Don’t delay, the crate window closes on the 1st day of each month.

Indian Summer

  • 1-4 players
  • 15-60 minutes
  • 10+
  • 6.9

Before winter makes its appearance, a particularly warm fall bathes the forest in a golden shimmer. During the Indian Summer, New England blossoms one last time. Treetops are ablaze with countless colours – a living rainbow, from green to orange to red. Slowly the first leaves are starting to fall. Meanwhile, our steps and the diligent squirrels rustle the colourful foliage.

On our walks through the woods, we discover all kinds of little treasures; we collect berries, nuts, mushrooms and feathers. We pause for a moment to watch the shy inhabitants of the forest before we set off towards home once again. There, a good book and a hot tea are already awaiting.

Dream Home

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

What would your house look like? Would you rather have a huge bedroom with an elegant canopy bed or a spacious living room with a grand piano? You are going to play a part of designers who will plan a house and add more and more rooms to it.

Dream Home is a family game about building and furnishing your new house. Over twelve rounds, players collect pairs of cards consisting of a room card and an accessory card (roof, helper, furnishing or tool) and place them on their personal boards, creating their dream homes.

Isle of Trains

  • 2-4 players
  • 45 minutes
  • 13+
  • 6.9

In Isle of Trains, players are train operators, building trains with the right mix of freight cars needed to complete delivery contracts before your opponents.

Cards are used in multiple ways: they can be built as train cars or buildings supporting your train line, used as currency to pay the cost of building those new train cars and buildings, or used as cargo to load on available train cars.

Balancing the need to upgrade your train, take advantage of benefits from loading other players’ trains, and complete delivery contracts first is the key to being the most successful train operator on the Isle of Trains!

Harvest

  • 2-4 players
  • 30-75 minutes
  • 14+
  • 7.4

Mind the fields of Gullsbottom! Plant and fertilize your seeds, tend your crops, and utilize the various buildings at your disposal. You’ll need to work smarter, not harder, as harvest season is coming to an end! Who will have the best harvest this year? Will it be you?

Each round in Harvest, you first draft turn order (and the benefits that come with it), then send your two workers into town and into the fields. Plant seeds, tend fields, and harvest crops to make room to plant some more! Utilize buildings and magical elixir to amass a bigger and better harvest than your neighbors at the end of five rounds of play.

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.

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organise their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

Queendomino

  • 2-4 players
  • 25 minutes
  • 8+
  • 7.4

Build up the most prestigious kingdom by claiming wheat fields, forests, lakes, grazing grounds, marshes, and mountains. Your knights will bring you riches in the form of coins – and if you make sure to expand the towns on your lands, you will make new buildings appear, giving you opportunities for new strategies. You may win the Queen’s favours … but always be aware of the dragon!

7 Wonders Duel

  • 2 players
  • 30 minutes
  • 10+
  • 8.1

In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.

What’s different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.

Takenoko

  • 2-4 players
  • 45 minutes
  • 8+
  • 7.3

A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden.

In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

Power Grid

  • 2-6 players
  • 120 minutes
  • 12+
  • 7.9

Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.

The objective of Power Grid is to supply the most cities with power when someone’s network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

Pandemic

  • 2-4 players
  • 45 minutes
  • 8+
  • 7.6

In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.

Taking a unique role within the team, players must plan their strategy to mesh with their specialists’ strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five-but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win!

Mysterium

  • 2-7 players
  • 42 minutes
  • 10+
  • 7.4

In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.

Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

Tsuro

  • 2-8 players
  • 15 minutes
  • 8+
  • 6.7

A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else’s, but as the board fills up this becomes harder because there are fewer empty spaces left… and another player’s tile may also extend your own path in a direction you’d rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8.

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.

Will your influence be enough to control the most powerful planets in the galaxy? Will you be able to meet your secret objective along the way? Will your empire stand victorious?

Twelve Heroes

  • 2 players
  • 20-0 minutes
  • 12+
  • 7

In the two-player game Twelve Heroes, players are landlords who lead twelve units and aim to obtain land cards which are located in three regions. These land cards give you victory points, and the first player who has gained seven points wins.

Before the game begins, players choose twelve unit cards to construct a deck of their own. On your turn, you execute four phases: control, maintenance, income, and military. Military is the most important phase in a turn, during which you can muster, deploy, or move your units. You can also gain food. You consume action points to execute these actions. You need food to muster units and activate them. Managing food and maximising synergies of units are the keys to winning the game.

Elder Sign

  • 1-8 players
  • 90 minutes
  • 13+
  • 7

It is 1926, and the museum’s extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.

Bohnanza

  • 2-7 players
  • 45 minutes
  • 13+
  • 7.1

Bohnanza is the first in the Bohnanza family of games and has been published in several different editions.

The cards are colourful depictions of beans in various descriptive poses, and the object is to make coins by planting fields (sets) of these beans and then harvesting them. To help players match their cards up, the game features extensive trading and deal making. One of the most unique features of the game is that you cannot rearrange your hand, as you need to play the cards in the order that you draw them.

A Game of Thrones: Hand of the King

  • 2-4 players
  • 15-30 minutes
  • 14+
  • 6.8

The king has called for a lavish feast and tourney, the likes of which have not been seen in the Seven Kingdoms since the days of Aegon the Conquerer. What’s more, the king has declared that at this feast, he will choose his new Hand – and you have a chance of rising to this lofty position. Of course, you’re not the only one with eyes set on becoming the power behind the Iron Throne. In A Game of Thrones: Hand of the King, you need to scheme and backstab to outwit your opponents, and you need the help of Varys, the Master of Whispers, to do it.

Retro Loonacy

  • 2-5 players
  • 5-10 minutes
  • 8+
  • 6.5

Retro Loonacy is a rapid-fire card game in which players race to be the first to empty their hand by matching one of two images on each card in their hand with the images on the open piles in front of them. The number of piles varies depending on the number of players, and if players ever reach a moment in which no one can play, everyone draws a card and it adds it to their hand at the same time, then the game play resumes.

Sundae Split

  • 2-5 players
  • 20 minutes
  • 10+
  • 7

In Sundae Split, players try to build the best ice cream sundae from the ingredients at hand. Get just the right mix of toppings and flavors, but avoid the vegetables! At the end, each sundae is scored and the player who made the best sundae wins the game.

In more detail, one player splits ingredients into piles, and the other players take turns choosing one. As the splitter, you get the last pile. You have to be clever and a little sneaky to get the ingredients you want. Collect the best mix of toppings and flavors to make the most valuable ice cream sundae and win the game!

Pocket Madness

  • 2-4 players
  • 0-30 minutes
  • 8+
  • 6.2

In Pocket Madness, you’ll meet nice people like Shub-Niggurath, visit lovely places like Innsmouth, and cross the path of friendly creatures such as the Shoggoths.

Pocket Madness is a fast-paced card game inspired by the writings of H.P. Lovecraft, known worldwide for his short story ‘The Call of Cthulhu’. In the game, you evoke the powers of the Ancient Ones to drive your fellow cultists mad while securing your path to victory. To play, you first deal each player two cards from a deck that contains cards numbered 6-12, then you count out 17 face-down cards, flip the remainder face up, shuffle the deck, then lay it out in a row so that all players can see the cards.

Comments are closed.