WindRider Games


Citadels

Plot, scheme, and deceive as you build fantastical cities in Citadels, Bruno Faidutti’s classic game of card drafting, intrigue, and cunning characters. In Citadels, two to eight players must shrewdly draft characters and use their abilities to create the best city possible. This edition includes all the content from the previous editions by Fantasy Flight Games, along with nine new characters and twelve new districts developed by the original designer. Updated graphic design and all-new art brings to life a vast kingdom rich in diversity and filled with possibilities. You have a rare opportunity. The kingdom has achieved an unprecedented level of prosperity, and as one of its great builders, you have been commissioned to build a new city from the ground up. However, this is a competition. If your city surpasses those of the other builders, you will earn the title of master builder and achieve lasting renown. If it does not, you will be rewarded with nothing at all. As eager as you are to shape the city of your dreams, you must also watch out for your opponents. They will do anything to ruin your plans and stop your city from being completed. You shouldn’t hesitate to do the same to them if you truly seek victory. In the two-to-eight player card game Citadels, you and your opponents vie to build the most magnificent medieval city. Designed by Bruno Faidutti and first published in 2000, Citadels has become one of the most popular and greatest games of the modern era. It boasts a thoroughly approachable mechanical framework that is easy-to-learn but nevertheless rich in strategy, deception, and intrigue. What is the city, but the people? –William Shakespeare Citadels is just as much about who you recruit to build your city as it is the districts within it. The kingdom is filled with personalities of all kinds who can fund your building projects, enable you to build multiple districts at once, or undermine your opponents by robbing them, stealing their work, or even killing off the characters they have recruited. At the top of a round of Citadels, a number of character cards are passed around equal to the number of players plus one. The player who possesses the crown chooses their character first and has the chance to see all the characters that will be in play that round before passing the cards on. Once all characters have been chosen, players take turns in order of the number on their character card. This simple structure, together with the characters' abilities, can create a lot of suspicion, bluffing, and intrigue, as well as some challenging choices. Do you focus on building districts, but leave yourself open to attack? Do you try to protect yourself, even if that means sacrificing districts and gold? Do you aim to take the crown and choose first, simply so you can have first pick and see all the characters in play? Do you lie about what character you have in an attempt to manipulate other players’ actions? The best answer to those questions—and even the questions themselves—changes every round. Divine nature gave us the fields; human art built the cities. –Marcus Terentius Varro As important as carefully choosing characters is, the only way to win Citadels is to build the city that is worth the most points. That said, game end is triggered once any city grows to seven districts, so you need to build efficiently and wisely. Each district gives you points equal to that district’s cost to build in gold, but those are far from all the points available. You earn points for completing your city, and more for completing it first. You also earn points for having one of each kind of district (noble, religious, trade, military, and unique) in your city. Noble, religious, trade, and military districts are all tied to their own character. The Trader for example, brings you gold for your green districts, like the Tavern, and enables you to build any number of them during your turn. Purple unique districts offer another means to make your city greater than the sum of its parts. Each offers a special ability that can grant you additional points, lessen how much districts cost to build, or put additional gold at your disposal and cards in your hand. As you plan your turn, work from the districts and gold you have, and then think in terms of combinations and timing. What character pairs best with the districts that you can build this round, or that you’ve already built? What purple districts might work well together? Do you have a hand now that makes it worthwhile to take the crown next round? Do you have a district that you want to build only at the last minute, lest it reveal your strategy or worse, be destroyed? If the Assassin kills of your character, can you still make a productive move this turn? Even then, you can never look to far into the future. Next round there may be different characters. You’ll have different resources, different choices, different opportunities. A Kingdom of Possibilities. Citadels was first published in 2000, with eight characters and fourteen unique districts. In 2004, the Dark City expansion introduced more characters and unique districts which were soon included in all printings of the game. The Windrider edition of Citadels now contains a total of twenty-seven characters and thirty unique districts, all developed and refined by Faidutti and the Windrider team. Such rich diversity enables you to customize your game by selecting which characters and unique districts you wish to play with, resulting in literally thousands of possible combinations. Whether you prefer to focus on building districts or outwitting your opponents, whether you seek a family-friendly after-dinner game or a few rounds of intense, no-holds-barred competition against your friends, you will find it in the vast kingdom of Citadels. Contents: 27 character cards , 84 district cards , 6 reference cards , 30 gold plastic pieces , 32 tokens , One plastic crown & One rulebook. Ages: 10+ | Players: 2 - 8 |  Playtime: 30 - 60 minutes

$55.00

Ra

Ancient Egypt is overflowing with opportunity and as a royal advisor, you are tasked with enriching its society through art, religion, astronomy, writing, and agriculture. Gain the favor of the gods to build incredible monuments, advance your civilization, and collect piles of gold. Incur their wrath, however, and a disaster may upset your royal efforts. Battle for glory and push your luck in Ra, a game of high-stakes bidding and divine intervention. Over 4,000 years ago, Egypt emerged as one of the world’s most advanced societies, leading to countless historical technologies and discoveries. Generations of leaders watched over the development of this great civilization, making crucial decisions in the creation of their identity. As a royal advisor, you have a shot at becoming one of the most influential figures in history, but it will require strategic and thoughtful planning. The cradle of civilization is calling for brilliant minds and courageous leaders—this is your chance to make history. Dr. Reiner Knizia’s Ra, a gripping auction game of dynasty-building, has been redesigned and republished by Windrider Games. Ancient Egypt awaits your guidance, from building stunning monuments that will stand for millennia to cultivating formative agriculture, art, astronomy, religion and writing. Outbid your fellow advisors for the most impactful elements of society so your name might go down in history with the exceptional civilization you have overseen from the very beginning. The game of Ra proceeds in turns, in which you and your opponents may research new opportunities by drawing tiles, bidding on the current items up for auction, or invoking the power of the gods to claim crucial elements of society without competition. Your influence among royals will rise and fall throughout the game as you bidding power changes with the numbers of your Sun Disks—the currency with which you will bid. Even a low-value Sun Disk, however, can bring in a valuable haul if you are clever and cunning. Tiles that may be placed up along the auction track include civilization, monument, pharaoh, gold, river, god, and disaster tiles. If you bid for the items along the auction track and win, you must take all of them, good or bad. You may pick and choose items by trading a god tile for one tile of your choice, however god tiles are also worth points, so you’ll want to be sure it’s worth the trade. Additionally, if the auction track is full and everyone chooses to pass, all tiles will be discarded and the track will begin to fill up again. Auctions may be held at your request, or when a Ra tile is drawn and added to the Ra track. Once Ra is invoked, you and your opponents will each have one opportunity to bid for the items revealed on the board. The game consists of three epochs. An epoch ends either when all players have spent their Sun Disks or when the tiles along the Ra track reach its last space. When you run out of Sun Disks, you are unable to take more actions. However, if you are the only player with remaining Sun Disks at the end of an epoch, you can continue to take actions on your own. It’s a risky game of chance, from which the you may emerge with a fantastic haul, disasters aplenty, or nothing at all. Once the epoch ends, players score points for their pharaoh, gold, god, river, and civilization tiles, placing tablets facedown in front of them to secretly track points. Flood, gold, god, and civilization tiles are discarded after scoring, so players must reclaim those during each epoch. Tiles with scarab icons, however, are kept beyond each epoch, allowing players to build up a stock of pharaohs, Nile tiles, or monuments throughout the game. At the end of the third epoch, all remaining tiles are scored, and the player with the most points wins the game! Drawing tiles at random makes for an ever-changing game experience in Ra. Whether players seek to build an exceptional empire of their own or sabotage the efforts of their opponents, each auction is a rousing bout of bluffing and bidding. Once an epoch ends, the board is reset and the battle for greatness begins again. Contents: Rulebook , Game Board , 5 Scoring Reference Sheets , Cloth Bag , Ra Statue , 180 Tiles , 16 Sun Disks. Playtime: 30 – 60 minutes
Players: 2+
Ages: 14+

$100.00

Samurai

The year is 1336. Japan’s emperor has lost all authority and is little more than a figurehead. Across the country, powerful lords called daimyo have risen up and begun to claim dominion over the land and its resources. But all true paths to power depend upon the service of the elite, noble warriors known as samurai. Samurai is the beloved tile placement game by Reiner Knizia set in feudal Japan. Two to four players assume the roles of ambitious daimyo competing for control of the nation. To rise above your rivals and influence the nation's cities and villages to your cause, you must prove you can lead their people. Through the strategic placement of tiles, you can establish your sway over lesser lords, the production of rice, and the region's religious leaders. Sometimes, though, even these won't be enough to establish your dominance, and to cement your claim, you must send in your samurai. This edition of Samurai maintains the game’s original mechanics while updating it with beautifully sculpted game pieces, new leader tokens to aid in scoring, and all-new art and graphic design that draw upon traditional Japanese styles. The year is 1336, and the failure of the Kenmu Restoration has plunged feudal Japan into a time of constant war and shifting loyalties. Across the country, powerful lords called daimyo have begun claiming dominion over the land and its resources. Central to their ambitious bids for power are the loyalties of their skilled warriors, the samurai. Samurai is a much-beloved tile-placement game for two to four players by renowned designer, Reiner Knizia. You and your opponents assume the roles of ambitious daimyo, vying for dominance in feudal Japan. Through the strategic placement of tiles, you establish your sway over lesser lords, the production of rice, and the region's religious leaders. Sometimes, though, even these won't be enough to establish your dominance, and to cement your position, you must send in your samurai! In Samurai, Japan's four main islands are presented on a detailed, modular game board that is divided into three main sections. In a two-player game, you and your opponent compete for dominion over Honshu. As more players contest your dominance, the board grows. The struggles between three players spill southward from Honshu to Shikoku and Kyushu, and the contests between four players, finally, also extend northward to Hokkaido. Each of these islands are further divided into numerous hexagonal spaces, each of which belongs to one of three types: Settlement, Land, and Sea. At the beginning of the game, you and your opponents place a number of caste pieces on the board, taking turns to distribute them among the nation's settlements. There are three types of caste pieces, each of which represents a key group of people whom you must win to your cause. The Buddha caste piece represents religious leaders and religious influence. The rice caste piece represents rice farmers and the rice they produce. The castle caste piece represents lesser lords and the military strength they can lend to your cause. Once you've placed all the game's caste pieces on the map, you must then devise some strategy to win them. At the end of the game, whichever player has won the most pieces from a given caste is the leader of that caste, and the player who has won the most castes is the winning daimyo. Secure Your Defenses. Prey Upon Weakness. The rules of Samurai take only minutes to learn, but the game's strategies may take a lifetime to master. Each turn, you can play one tile from your hand to an empty land space. The tiles you place then support your claim to the matching resources within adjacent settlements. A Buddha tile adds its numerical value toward any attempt to influence a religion caste piece. A rice tile adds its numerical value toward any attempt to influence a commerce caste piece. A castle tile adds its numerical value toward any attempt to influence a military caste piece. As soon as someone places a tile into the last unoccupied land space adjacent to a settlement, that settlement is considered captured, and the players determine who wins its caste pieces, resolving the capture of each caste piece separately. For example, in a four-player game, the red player may place a two-influence rice tile into the last unoccupied land space adjacent to a city with both a Buddha caste piece and a rice caste piece. This captures the city, and the players check to see who has the most influence for each of its caste pieces. The red player has the only adjacent tile with an influence value that can be applied toward the rice caste piece, so he wins it. The red player places a rice tile worth two influence in the last empty land space adjacent to the city, securing the most rice influence and winning its rice caste piece. However, both the gold and purple players have four religious influence in adjacent spaces while the green player can count three religious influence toward the caste piece. Because the gold and purple players tie, no one scores the caste piece, and it is removed from the game. In one fell swoop, then, the red player has managed to seize a valuable rice caste piece and ensure that no one else secured the Buddha caste piece. Next, the players resolve the capture of the Buddha caste piece. Because the gold and purple players have tied for the most influence at four, no one wins the caste piece, and it is removed from the board. In Samurai, the strategic and well-timed deployment of your tiles is everything, and there are always opportunities for you to bait your opponents into traps and to strike swiftly and decisively once they've exposed their weaknesses. Much of your ability to set traps and surprise your foes revolves around your use of the game's three wild tiles: Samurai, Ronin, and Ship. From left to right: samurai, ronin, and ship tiles. While basic tiles add their influence to one type of caste only, each of these tiles adds its influence to all the different castes within a settlement. Moreover, the ship tile is the only type of tile that can be placed in a sea space, and the ship and ronin tiles both bear the red "fast" symbol, meaning they don't count against your limit of one tile placement per turn. Accordingly, if you identity that your opponent has placed a valuable settlement within striking distance, you can use these valuable tiles to charge forward for a timely capture! For example, in a four-player game, if your opponent places a three-influence Buddha tile next to a settlement that contains both a Buddha and rice caste piece, you can swoop in with a four-influence Buddha tile to win the Buddha caste piece. However, if you first place a Ronin tile below the settlement to the right of the space where you plan to place your Buddha tile, then both settlements are surrounded on the same move, and you can win two Buddha caste pieces with one clean blow! After the green player places a Buddha tile worth three influence, the gold player can surround both nearby settlements by placing two tiles. First, he places a Ronin tile worth one influence below the village with a single Buddha caste piece. Then, because the Ronin tile is "fast" and doesn't prevent him from playing another tile, he places a Buddha tile worth four influence between the two settlements, surrounding them both. He wins both Buddha cast pieces, but the red player wins the rice caste piece with her two rice influence. Establish Your Strength in Feudal Japan Travel back to a Japan being torn asunder by warring clans. Prove you have the wisdom to garner the esteem of the samurai, and you will unite a nation! Contents: Rulebook , Game board , 80 Tiles , 4 Player Screens , 3 Leader Tokens , 13 Plastic Castle Pieces , 13 Plastic Buddha Pieces , 13 Plastic Rice Pieces. Playtime: 30 – 60 minutes
Players: 2 - 4
Ages: 14+

$80.00

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