Stonemaier Games


Between Two Castles of Mad King Ludwig

Between Two Castles of Mad King Ludwig is published by Stonemaier Games as part of a collaboration with Bezier Games. The king demands a castle! You are a world-renowned master builder who has been asked by the Mad King Ludwig to help design his castles.
Projects of such significance require the expertise of more than one person, so for each assignment you are paired with another master builder to execute your grandiose plans.
Will your planning and collaborative skills be enough to design the most impressive castles in the world? Between Two Castles of Mad King Ludwig is a competitive tile-drafting game in which each tile is a room in a castle.
You work together with the player on your left to design one castle, and with the player on your right on another castle.
On each turn you select two tiles from your hand, reveal them, then work with your partners to place them.
To win, you have to share your attention and your devotion between two castles. Ages: 10+ | Players: 3 - 7 |  Playtime: 45 - 60 minutes

$70.00

Between Two Cities

In Between Two Cities, you are a world-renowned city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Each turn features a simultaneous discussion with your two partners to decide which of your tiles to place into the cities you’re building with each of them and where in those cities to place the tiles. At the end of the game, there is only one winner, as each player compares the lowest scoring of their two cites. There are 7 reference cards in the game, 23 Automa cards, and 15 seating randomizer cards (a total of 45 cards). All cards are 57x87mm.

$60.00

Scythe

A board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory,” which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries. Scythe (1-5 players, 115 minutes) is a board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. Each player begins the game with different resources (strength, victory points, movement capabilities, and popularity), their choice of several faction-specific abilities, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game. Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective cards, the only elements of luck are encounter cards that players will draw as they interact with the citizens of newly explored lands and combat cards that give you a temporary boost in combat. Combat is also driven by choices, not luck or randomness. Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict, there is no player elimination, nor can units be killed or destroyed. Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times. Ages: 14+ | Players: 1 - 5 |  Playtime: 115 minutes

$140.00

Scythe : Encounters

Scythe Encounters is a boxed set of 32 new promo encounter cards (43-74) designed by fans of Scythe and developed into the final cards by Jamey Stegmaier. We recommend that you play with this deck of cards by itself a few times to experience the new options before shuffling them into the original encounter deck.The Story In June 2018, Scythe fans were invited to design ONE encounter card using specific art. Jamey reviewed the submissions, selected his favorites (often mixing and matching various submissions), edited them, and is in the process of publishing them. The design guidelines were: Players must have optionsConsistent with existing encountersAppropriate word count and lengthApplicable to any configuration of ScytheOutside-the-box options Fixes Luke Sheldon is the designer of card 48.Tim Cherna is the designer of card 62.Card 58 can be played even in solo games. Rules Some cards include “secret” options in parentheses that should not be read out loud. If you choose that option, keep the card face-down until you use its ability by sharing it with all players. If Polania choose the secret option as 1 of their 2 choices, they must only read the non-secret option out loud until they use the secret ability.When playing against the Automa, if an encounter card has the “no Automa” icon, you may choose to discard it and redraw, as one or more of the options may not apply. This icon appears on 11 cards.

$35.00

Scythe : Invaders from Afar Expansion

While empires rise and fall in Eastern Europa, the rest of the world takes notice. Two distant factions, Albion and Togawa, send emissaries to scout the land and employ their own distinct styles of conquering. This expansion to Scythe, Invaders from Afar, adds 2 new factions. Each faction contains the following: 5 miniatures , 31 custom wooden tokens , 1 faction mat , 4 cardboard tokens. It also includes these components, which allow for Scythe to be played with as many as 7 players: 2 new player mats , 6 Automa cards , 1 custom plastic insert designed to fit into the expansion box or the original Scythe box. 2 cardboard tokens to replace the Wayfare and Meander abilities in 6-7 player games 1 rulebook , 7 cardboard coins ($50) The expansion works seamlessly with any version of Scythe (i.e., if you have special resource tokens, that’s fine–the expansion doesn’t have any resource tokens).

$50.00

Scythe : My Little Scythe

My Little Scythe is a competitive, family-friendly game in which each player controls 2 animal miniatures embarking upon an adventure in the Kingdom of Pomme. In an effort to be the first to earn 4 trophies from 8 possible categories, players take turns choosing to Move, Seek, or Make. These actions will allow players to increase their friendship and pies, power up their actions, complete quests, learn magic spells, deliver gems and apples to Castle Everfree, and perhaps even engage in a pie fight. Some of My Little Scythe’s mechanisms are inspired by the bestselling game, Scythe. It caught the eye of Stonemaier Games as a fan-created print-and-play game in 2017. Ages: 8+ | Players: 1 - 6 |  Playtime: 45 minutes

$80.00

Scythe : The Rise of Fenris

Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era. The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless. Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar): Campaign (8 games): The story of Scythe continues and concludes with an eight-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable. Modular (11 modules): Instead of—or after—the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module. While the exact nature of the episodes and modules will remain a mystery (most of these components are in 5 secret tuckboxes and on 6 punchboards), the components in this expansion include a detailed episodic guidebook, 13 plastic miniatures, 62 wooden tokens, 2 custom dice, 25 tiles, and 100+ cardboard tokens. This is an expansion! Scythe is required to play it.Ages: 14+ | Players: 1 - 7

$90.00

Scythe : The Wind Gambit

Scythe: The Wind Gambit contains two modular expansions: airships and resolutions. The airship module was originally created and shared in the Scythe Facebook group by Kai Starck. Jamey read over the rules and was impressed both by what the airships added to the game and by the effort Kai had put into the expansion through writing the rules and playtesting it. So Kai, Jakub, and Jamey collaborated to hone the airship module. In the airship module, 2 airship tiles are randomly paired at the beginning of the game (1 passive and 2 aggressive; there are 16 total tiles). Each player’s airship miniature (a new type of unit; 1 big miniature for each of the 7 factions [the sculpts are identical, and the bases are different colors to match the factions]) has those abilities, as well as the core ability that airships are free to move onto any territory (land or water) and across rivers. Each player starts with their airship on their home base, so they can start moving out of their home area right away. The airship miniatures measure 101x33x41mm, and they have clear, plastic, removable stands/bases. In the resolution module, resolution tiles add a twist to the way each game ends. There are 8 of them, and 1 will be used each game. They often have an impact in the decisions you’ll make throughout the game. This expansion for Scythe and adds 2 expansions: airships and resolutions. Players: 1 - 7 |  Playtime: 90 - 140 minutes

$40.00

Viticulture : Moor Visitors Expansion

Viticulture is a worker-placement game set in the foothills of Tuscany. The Moor Visitors Expansion, designed by famed designer Uwe Rosenberg (Agricola, Caverna, Patchwork) and Viticulture designers Jamey Stegmaier and Alan Stone. The Moor Visitors Expansion adds 40 new visitor cards (44 x 67 mm) to any version of Viticulture (as well as reprints of the Promoter and Harvest Machine cards). Players: 1 - 6
Ages: 13+
Playtime: 20 mins p/p

$25.00

Viticulture : Tuscany Essential Edition

Tuscany Essential Edition features 3 expansion modules to Viticulture that can be used in any combination: special workers, the extended board, and structures. Play with all 3 expansion modules at the same time, or try them out 1 at a time!
Contents: 1 extended board (matte, double-sided) and 36 wooden stars , 6 structure mats and 36 structure cards , 11 special worker cards and 2 special worker meeples per player (plus 2 generic).
A copy of Viticulture is required to play this expansion Players: 1 - 6
Ages: 14+
Playtime: 60 - 120 mins

$50.00

Viticulture : Visit from the Rhine Valley

You have new visitors! This expansion for Viticulture provides you with a new set of visitors cards, which focus less on victory points and more on the wine business itself. These cards have their own unique backs, as they must be played with out other visitor cards from Viticulture, Tuscany, and Moor Visitors. Viticulture is required to play this Expansion

$30.00

Displaying 1 to 11 (of 11 products)
Manufacturers
We Accept