Terraforming Mars – Ding & Dent

Great Western Trail – Ding & Dent

You are rival cattlemen in 19th century America, herding cattle in a circular trail from Texas to Kansas City.  Your cattle are then shipped by train, earning you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the mastering the Great Western Trail not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. It might also be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line.

The winner is the player who manages their herd best and exhibits good timing in mastering the opportunities and pitfalls of the Great Western Trail.

Great Western Trail is designed by the renowned game designer, Alexander Pfister, and has been designated in the Stronghold Games The Great Designer Series – #7.  Mr. Pfister has won several game awards for his recent designs of Mombassa and Isle of Skye.

NOTE: This is a “Ding & Dent” copy, which means it will have some superficial damage to the game box. The components will be in new condition, and the game will be completely playable. The game is new/shrinkwrapped, but being sold at a discount only due to the minor damage on the box.

Additional DescriptionMore Details

Components:
1 game board
4 player boards
92 cattle cards
28 objective cards
47 cattle post tiles
54 worker tiles
18 hazard tiles
22 teepee tiles
5 station master tiles
55 coins
4 wooden cattlemen
4 wooden engines
56 wooden discs
4 wooden certificate markers
1 job market token
1 scoring note pad
1 Rulebook

Players: 2-4
Ages: 12+
Time: 75–150 mins

Stock#: SG-8024


Price: $69.95
$59.95Price:
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Kanban: Automotive Revolution – Ding & Dent

Kanban — the Japanese word for “billboard” — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.

The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.

Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn””t wait for you or for mistakes.

Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:

  • The factory manager is a game-driven non-player character with two modes of play (“nice” or “mean”) to offer a friendly or more competitive gameplay environment.
  • Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.
  • A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.
  • A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.
  • Departmental training and certification tracks provide players a means to operate more efficiently.

If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver””s seat of an entire production facility, racing for the highest level of promotion.

NOTE: This is a “Ding & Dent” copy, which means it will have some superficial damage to the game box. The components will be in new condition, and the game will be completely playable. The game is new/shrinkwrapped, but being sold at a discount only due to the minor damage on the box.

Additional DescriptionMore Details

Components:
• 1 game board
• 16 page Rulebook

For each player in 4 colors (so multiple the below by 4 for total components):
•1 player board
•7 discs to track shifts and training
•1 certification meeple (short bust)
•1 worker meeple (tall)
•5 player lock tiles
•Player aid sheet

Factory manager components:
•1 pink worker pawn
•1 pink cylinder to track the week count

Other tokens:
•1 silver cylinder to track the production cycle
•1 silver wooden car to track the production cycle
•6 cubes to trace car parts value
•9 cubes x 6 colors representing car parts
•8 wooden car tokens x 5 colors (green, blue, yellow, red and black)
•1 two sided production track overlay for 2 and 3-player games
•A big huge wooden token to signal the meetings (building shaped)

Cards:
•12 kanban cards to order parts
•32 CEO goal cards

Tiles:
•7 blueprints x 5 models
•43 seat tiles (23 red and 20 in player colors)
•12 factory goal tiles
•5 kanban tiles for cars demand
•16 plaque award tiles
•15 book tiles
•12 wild cube tiles
•6 final score tiles

Players: 2-4
Ages: 10+
Time: 90-120 mins
Complexity: Medium

Stock#: SG-2010


Price: $59.95
$49.95Price:

This product has sold out.

Terraforming Mars – Ding & Dent

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. InTerraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establish greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table until all players pass.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

NOTE: This is a “Ding & Dent” copy, which means it will have some superficial damage to the game box. The components will be in good condition, and the game will be completely playable. The game is new/shrinkwrapped, but being sold at a discount only due to the minor damage on the box.

Additional DescriptionMore Details

Components

1 Rules Booklet
1 Game Board
5 Player Boards
17 Corporation Cards
208 Project Cards
8 Reference Cards
200 Player Markers (transparent plastic cubes, 5 colours)
200 Resource Markers (opaque plastic cubes in gold, silver, and copper in different sizes)
3 Game Board Markers (big white plastic cubes)
9 Ocean Tiles
60 Greenery/City Tiles
11 Special Tiles
1 First Player Tile

Players: 1-5
Ages: 12+
Time: 90-120 mins

Stock#: SG-6005


Price: $69.95
$59.95Price:

This product has sold out.