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International Toy Fair Nuremberg 2012
Internationale Spielwarenmesse Nürnberg 2012

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Eggertspiele
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Each player controls the fate of a family in a medieval village. Starting with just one generation, the family members can choose to stay home on their farm, learn a craft, make their career in the council chamber or the church, or pack their bags and journey into the world. And, how life usually goes, eventually the people die, but new generations are born to take their place.

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On the game board, players can perform actions at seven different locations. Most of these actions take time, goods and influence cubes. Influence cubes can be found on the board, goods can be bought or produced by family members that have learnt a craft, but 'time' is a very special commodity! Players pay 'time' by moving the marker on their life time track. Every time they pass the bridge, a family member of the oldest generation has to die. Depending on his current location -on the farm, in the church, in the council chamber- he can be immortalised in the corresponding chapter of the village chronicle, which results in victory points. Family members at high positions in church or the council chamber also score points at the end of the game, provided they are still alive, and selling goods on the market during the game is another lucrative strategy.
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Village, Inka & Markus Brand, Eggertspiele/Pegasus Spiele, 2012 - 2 to 4 players, 12 years and up, 60-90 minutes
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Each player has his own action board on which he moves his pawn to various locations in the town, gathering resources -sand, brick, wood, wheat, money- through worker tiles that can be bought in the trading house for 2 gold. Resources can be exchanged for houses -for points- or flour or markets on a general game board.

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At the mill 2 grain is used to produce flour at a cost of 1 gold; the flour can be sold at any free market space on the general board. A player chooses how fast or how slow he completes the cycle as he picks an action of his choice. A space either produces a resource or an action may be performed there. In a turn each player takes two moves.
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When taking resources, he receives the resource of the space he ended on, plus any same resource he skipped in that move. When at the trading house is used to acquire more workers, or sell or buy resources. At the building authority, a player may build as much as he wants, as long as he pays the required resources: build a road, house or market. When building a milestone, market or house, a bonus tile can be collected that must be assigned to a worker of the same colour. These bonus tiles score an immediate point when acquired, and also each time when a player’s token moves onto it or skips it and moves to a worker that produces the same resource.
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At the end of a cyclus through the town, when leaving it through the gates, a player may not take more than 3 resources and 3 gold with him. Also one of the workers in the field becomes exhausted and is covered with a signpost. The game ends when a player reaches or exceeds the finish on the score track. Any other player then also may take a last turn. There are bonus points for the majority in each category worker. The rather dull cover will be changed into more appealing artwork, according to a spokesman at Eggertspiele.
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Milestones, Stefan Dorra & Ralf zur Linde, Eggertspiele/Pegasus Spiele, 2012 - 2 to 4 players, 10 years and up, 60 minutes
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Four juggler troops travel to the kingdom and receive much praise but also the occasional ridicule. Players support the jugglers with money, taking care only to support the most successful ones as this will make sure our invested money flows back in multiples.
The gameboard shows the kingdsom with the castle in the middle. In the four edges the jugglers are situated, each having a track that keeps score of their prestige. The villages are marked with number chits that influence the prestige of the jugglers.
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Players receive four juggler cards, one in each colour, and also three randomly drawn walking chits. In a turn, a player reveals his walking chits and takes two juggler actions, either hiring or firing a juggler. After taking the actions, the player must place the walking chits on the game board in order to let the jugglers travel through the kingdom, after which a player refills his hand with three new chits. When hiring a juggler, the player takes a juggler card of his choice and must pay the current level of prestige of the juggler troop for it. When firing a juggler, he receives the current prestige in money. The game ends when there is only one red bordered village without walking chit, or the last walking chit was drawn. The player with the most money wins.
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Spectaculum, Reiner Knizia, Eggertspiele/Pegasus Spiele, 2012 - 2 to 4 players, 8 years and up, 30 minutes

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Well, it had its release in Essen, but for those who missed it here’s a short description. Of course it’s all about victory points that a player gets by delivering goods to the ships, by using different buildings, or by visiting the Maria the dancer.
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The starting player throws five coloured goods dice and places four of them on the ship in the port. A car starts in the port, and each player in his turn decides how far he wants to move with it, the first space for free, each other space costing one money each. There are twelve locations that all have different benefits or revenues.Each turn consists of two elements: go by car, and use a building with a player’s token, where the colour of the building halted indicates any which of the three buildings in that colour may be chosen and its function used. This way, players collect various goods, victory points or money.
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At the lawyer’s office, a player may choose one of two options: either he claims one building of his choice or he may use the function of an already claimed building. When the car halts at the port, the player triggers a delivery round where each player may deliver goods to the ship, but only one kind of good at a time. Depending on the position of the blue value marker, these deliveries score 2, 3 or 4 points per delivered good.
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Once the demand is met for all goods, the delivery round ends, the ship departs and a new ship comes into port with the next player throwing five dice and placing four of them onto the ship. There are special functions for the buildings that spice up the game; the game ends immediately after the departure of the seventh ship with the player winning who has collected the most points.
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Santiago de Cuba,  Michael Rieneck, Eggertspiele/Pegasus Spiele, 2011 - 2 to 4 players, 10 years and up, 40-60 minutes

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