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Games
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Himalaya
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author
Régis Bonnessée |
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sponsor
Tilsit |
Im Schatten des Kaisers
 | author
Ralf Burkert |
 | sponsor
Hans im Glück |
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Louis XIV
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author Rüdiger Dorn |
 | sponsor
ALEA |
Das Zepter von Zavandor
 | author
Jens Drögemüller |
 | sponsor
Lookout Games |
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Summary
Himalaya
Each player is the chief of a Hymalayan high plateau
tribe trying to extend his tribe's influence in the religious, political and
economic spheres. The goal is to become the most proserous caravaneer in all
of the Himalaya.
The players collect goods (salt, barley, tea, jade and gold), make offers to
monasteries, send out delegations to different regions or bargain to
increase their livestock.
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The
game is played in 12 turns representing the months in a year, resulting in a
length between 60 and 90 minutes.
During play, each secretly plots his caravan's moves of up to six steps.
Roads between cities are either dirt tracks, ice tracks or stone tracks. The
action markers are likewise marked and have an additional hands symbol which
allows you to program a transaction in a settlement. On the back is a
sleeping yak which represents a pause in the action sequense. This
programming phase is limited to one minute.
At the end of the game the winner (in a four-player game) is determined as
follows: First, the player with the least religious influence is eliminated.
Second, repeat with political influence. Third, repeat with economic
influence. If need be, break any remaining ties by scoring the remaining
stocks of resources.
The game seems inspired by various classics: Elfenland for the movement
rules, Euphrat & Tigris for the multiple influence scores and the victory
conditions, El Grande/San Marco for the regional influences, Roborally for
the simultaneous turn "programming", etc. |

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Summary Im Schatten des Kaisers Germany in
the late middle ages! It is a time of flourishing cities, influential
bishops, the powerful popes, and a pompous aristocracy. In such a volatile
climate, no dynasty can remain in power for long. |

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Several
aristocratic families seek to acquire the crown of the emperor. But this
decision lies in the hands of the seven elector. 2–4 imperial candidates use
their knights and cities, marry their barons, and work to influence the
electors. But all efforts are useless if the candidate is not elected. But,
in the shadow of the properly elected emperor are always those who want to
displace him.
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Summary
Louis XIV
The game is about power and influence in the
French court at the end of the 17th Century.
The 2-4 players 12 and up take on the roles of members of the Court,
and have about 100 minutes in which to carry out their missions and
goals at Versailles. By using cards and influence stones, they
influence high-ranking Court attendants, such as the King's Mother
or one of the countless Royal mistresses
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Naturally,
the Sun King himself has a special role here to.
An excellent time and a high level of tension are guaranteed. The final
outcome is in doubt right up to the end. Each game is different. A change of
pace but still a highly promising strategy game in the finest alea tradition,
one which sits at level 5 on the Alea complexity scale.
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Summary
Das Zepter von Zavandor
The players represent young
students of magic competing for the sceptre of Zavandor which gives the
position of archmage. To achieve it, they have to accumulate enough magical
power and knowledge.
In game terms, the sceptre is
gained by accumulating the most victory points. |
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While victory points come from
many sources (gems, artifacts, mastering knowledge, and sentinels),
defeating the nine Sentinels (represented in the game by the auction
process) provides the largest source. |
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