#Leo Colovini
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cinematografieliebhaber · 4 years ago
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Die Tür der Bibliothek ist fest verschlossen und die Spieler finden überall im Raum verteilt Zahlenschlösser, hinter denen sich Hinweise finden, um schließlich die Bibliothek verlassen zu können. Der gemeinsame Wettlauf gegen die Zeit beginnt. Schaffen die Spieler es den Raum zu verlassen? Dieses Escape-Spiel bringt die Köpfe zum Rauchen und fördert den Zusammenhalt und Meinungsaustausch zwischen den Spielern.
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rpgsandbox · 6 years ago
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Join the Cohors Auxiliaria Arcana!
Lex Arcana is a roleplaying game whose unique setting merges history, mythology and legend. It is a world where Roman imperial legions clash with barbaric hordes on the field of battle, while ancient monsters, mystical powers and nameless cults threaten the rule of the Caesars from within.
Players take on the role of Custodes (wardens) of the Cohors Auxiliaria Arcana, imperial agents sent on missions to the most distant and dangerous corners of the Roman Empire and beyond.
We are at the end of the fifth century AD, thirteen centuries since the founding of Rome. The Empire has not fallen. In this alternative timeline, Rome has avoided its end by using its haruspices, sages and oracles, escaping the sequence of events which in actual history brought to its fall.  
The Empire’s stability has allowed it to strengthen itself for decades and has not suffered any drastic changes, invasions and the breaking up of its territory. Economic growth has brought greater wealth to all the population and many peoples outside its borders are considered Roman citizens, protected by the invulnerable Pax Romana (the Roman Peace). But the Empire’s mighty and invincible legions and divinatory rituals are no longer enough to protect the Empire.
Other powers are working, hidden behind the veil of tangibility: ancient demons, dark magic, witchcraft and monsters from forgotten depths.
Originally published in Italy in 1993, Lex Arcana was designed by an exceptional team of authors: Dario De Toffoli, Leo Colovini, Marco Maggi and Francesco Nepitello. For the new edition, the same team is now reunited under the creative direction of Andrea Angiolino, to create a game that will appeal to veteran players and newcomers to Lex Arcana alike.
To know more about the fundamental rules of Lex Arcana and the world of the Empire without end, click on the button below and download the free pdf Quickstarter ruleset.
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                                         [Quickstarter pdf link]
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Watch Francesco Nepitello (co-author of the game) talking about Lex Arcana during GenCon 2018.
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(Thanks to Marco Arnaudo for the interview, youtube channel: marcowargamer)
A lineup of wonderful artists, including Francesco Mattioli and Antonio De Luca, has been tasked with creating brand-new illustrations and an original graphic design.
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To enjoy Lex Arcana players are not required to have a degree in Roman history: the world has taken a different turn from what you may have read in history books.
Lex Arcana veterans, the new edition of the game you love will include many important innovations. Among these, game mechanics and setting details, such as new melee combat rules and the possibility of playing adventures set in times before the Cohors Auxiliaria Arcana was founded.
All you need to play in the Empire without end is included in the games's core publications for the game, whether you are planning to play one-shot sessions or a whole campaign. All you need to decide is who will be the Demiurge, your game master.
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Lex Arcana was first developed 25 years ago, but its core rulesand mechanics are still fresh and elegant: depending on your character's skill level, roll a die or a combination of dice. To succeed, you must beat the difficulty rating, named difficulty threshold.
The truly unique part, however, is that players get to decide what combination of dice to roll. For each roll players make, they decide how a big a risk they want to take. The difficulty rating is provided by the Demiurge, including in the fast and lethal combat phase.
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Additionally, the Sortes, special tablets part of the Custodes' standard equipment, can change the result of an event.
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Another key role is played by Roman Magic: in this alternative timeline, Rome has avoided its end by using its haruspices, sages and oracles, escaping the sequence of events which in actual history brought to its fall. Since the foundation of the city, the magical might of the Caesars has revolved around the art of Divination, ritual practices aimed at foretelling the future, descry past events, read portents and interpret the favour of the gods.
Roman magic is used to gather information and not to harm or destroy. The art of Divination can be performed in two ways: either by carrying out a ritual or by interpreting omens.
Kickstarter campaign ends: Thu, October 18 2018 10:00 PM BST
Website: [Quality Games] [facebook]
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romirplayhouse · 2 years ago
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Após um grande incêndio, a ponte de Londres foi destruída, e você é um dos arquitetos responsáveis por reconstruí-la em OLD LONDON BRIDGE, um jogo de Gabriele Bubola e Leo Colovini, publicado pela @real_queengames e @vempramesajogos #gabrielebubola #leocolovini #queengames #vempramesa #oldlondonbridge #jogosdetabuleiro #boardgames #brettspiel #jeuxdesociete #boardgamephotography #london #londres #londonbridge https://www.instagram.com/p/CkMmrAir6vp/?igshid=NGJjMDIxMWI=
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misutmeeple · 4 years ago
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Carolus Magnus (2000, Leo Colovini) Un juego de mayorías muy abstracto pero con conceptos muy interesantes. Si queréis saber más sobre el juego, tenéis disponible la tochorreseña correspondiente en el blog (enlace en la bio). #carolusmagnus #bgg #boardgames #brettspiel #juegosdemesa #jocsdetaula #jeuxdesociete #jokoak #tabletopgames #boardgaming #jeudeplateau #boardgamegeek #jogosdetabuleiro #MisutMeeple (en Gijón, Asturias) https://www.instagram.com/p/CC9LZMSqDRj/?igshid=1vtl1oncqgefm
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mrjohnangulo · 6 years ago
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Game Overview: Covet All the Onions in Heul Doch! Mau Mau
by W. Eric Martin
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I've been away from the game previewing scene for a month, but it feels like forever, seeing so many games pass me by while instead I've focused on packing my house for a move in early April, i.e. this week. Finally, at the last moment possible, I cleared space among the boxes and filmed an overview of Heul Doch! Mau Mau, a card game from Leo Colovini and Ravensburger that debuted in Germany in January 2019. (At NY Toy Fair 2019 in February, I asked the North American branch of Ravensburger whether it planned to release the game in the U.S., and they had not heard of it yet, so assume not.) Heul Doch! features two of the defining characteristics of a Colovini design: 1. Minimal rules. Boiled down, the game is Crazy Eights with a couple of twists — but those twists are what make the game not Crazy Eights and therefore something more enjoyable. Each player has their own discard pile and a hand of four cards. To play on your discard pile, you must match the color or number of the card currently on top of it; if you have a face-down card on top of your discard pile, you can play (almost) any card you want on that pile. At the end of the game, you sum the numbers of the cards in your pile and score that many points. Simple! 2. Player interaction. Colovini's designs could never be mistaken for multi-player solitaire. Your actions in one of his games always impinge on the actions of whoever follows you and usually all other players. In this game, if the card you want to play could be played on the discard pile of your left- or right-hand neighbor, then you can't play it on your own pile. For example, if my L neighbor has a green 6 and my R neighbor a yellow 5, then I can't play a yellow, green, 5 or 6 card on my pile. I can play such cards on their pile instead, and I can always choose to play a matching card on their pile even if I could play a different card on my own pile.
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Heul Doch! over dinner, with the special action cards included Why would I give them points? Because you have to play a card, and if you can't play a matching card on your own pile and can't or don't want to play on a neighbor's pile, then you must play a card from your hand face down on your own pile. Your neighbors can't mess with that card, which is effectively a joker, but at the end of play, you count the number of face-down cards in your pile, then discard all of that number from your pile. Collect six face-down cards, then you must discard all 6s in your pile before counting your score. In some games, I've lost nothing and in other games I've lost more than thirty points. Good luck winning in the latter situation! You have minimal control over your fortunes in Heul Doch! — or at least you might think that you do, but you have more control than you initially realize. I've now played thirteen times on a review copy from Ravensburger, all with three and four players, and I've grown better at realizing how to play to my advantage: when to play face down, when to give cards away, and when to give someone points in a situation that will hurt them more than help them. That said, you're still greatly affected by the luck of the cards, and sometimes you have no choice but to reach for the tissue included in the box to dry your tears before taking what you hope is the least worst option... Youtube Video from BoardGameGeek News | BoardGameGeek https://ift.tt/2Vc7ktS
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unitedgeeksnetwork · 4 years ago
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Who, What, Why? S22.E10 :: Game Design al Dente with Leo Colovini
Who, What, Why? S22.E10 :: Game Design al Dente with Leo Colovini
Leo Colovini, designer of many games such as Cartagena and Carolus Magnus, joined me to talk about his history as a designer, his experiences, and his advice for future game Go To Source…
Read more at the source : Who, What, Why?
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whowhatwhycast · 4 years ago
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Who, What, Why? S22.E10 :: Game Design al Dente with Leo Colovini
Leo Colovini, designer of many games such as Cartagena and Carolus Magnus, joined me to talk about his history as a designer, his experiences, and his advice for future game designers. This episode was originally conducted via email and recorded later, so the voice you hear is not Leo's. It is a stand-in named Quentin Hudspeth, a voiceover narrator.
To learn more about Leo Colovini's games, go to Studio Giochi.
To learn more about Quentin Hudspeth, go to Quentin Hudspeth.
Italy by Tom Walsh from the Noun Project
Right-click to download this episode.
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mrdmstore · 6 years ago
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Leo
Producto Juegos de Mesa Nombre Cocos Locos Editor Devir Diseñador Leo Colovini Diseñador Gráfico Michael Menzel Año publicado 2016 Duración de Partida 30 minutos Cantidad de Jugadores 2 – 5 Edad recomendada 6 años Dependencia del Lenguaje No Idioma Español Componentes
30 Fichas de camino
20 cartas
1 ficha de inicio
1 ficha de destino
1 figura de Leo
4 fichas de…
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playioblog · 7 years ago
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Dale Yu: Review of Face Cards
Face Cards Designer: Leo Colovini Publisher: Ravensburger Players: 3-7 Ages: 10+  (well, box says 10-99.  I’m guessing that super senior citizens can’t handle all the laughter?!) Time: 20 minutes Times played: 7, with personalized review copy provided by Ravensburger Face … Continue reading → Dale Yu: Review of Face Cards syndicated from http://ift.tt/2zbTjVs
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abrukstuff · 9 years ago
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Golden Horn
Sinopse:
Em Golden Horn os jogadores são mercadores venezianos abastados que irão comercializar mercadorias entre Veneza e Constantinopla. Aquele que consegue maior fluxo comercial e maior variedade de mercadorias será declarado vencedor!
Como se joga:
⇒ Setup
A montagem do tabuleiro (modelar) usa sempre nas pontas opostas as fichas de Constantinopla e Veneza. As restantes fichas variam em função…
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cinematografieliebhaber · 7 years ago
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Man schreibt das Jahr 1672 und eine Handvoll Piraten gelingt es aus der berüchtigten Festung Cartagena auszubrechen. Durch einen unterirdischen Tunnel gelangen sie zur Küste, wo ein kleines Boot auf sie wartet. Mit diesem Boot gelingt ihnen die Flucht auf die Insel Tortuga. Doch auch dort wartet noch ein Weg auf sie, denn sie müssen noch zur Piratenbuch. Nur dort können sie sich wirklich sicher fühlen. Nur dort haben sie es wirklich geschafft. Wir haben es gespielt.
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instagramgames · 10 years ago
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Clans, by Leo Colovini. Art by Grafik Studio Krüger. Published by Venice Connection (2002)
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romirplayhouse · 3 years ago
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Hoje, May the 4th, comumente é dia de publicar fotos baseadas na franquia de Star Wars, mas para muitos jogadores de tabuleiro, hoje seria o 100° aniversário de Alex Randolph, nascido em 4/5/1922 e falecido em 27/4/2004. Embora hoje tenhamos centenas de jogos publicados todo ano, Alex trouxe para nos diversos jogos ótimos até hoje em uma época em que só existia jogo da vida e banco imobiliário, como TwixT, Inkognito (junto com Leo Colovini), Ricochet Robots e Venice Connection. Em homenagem a ele, em 2009 a Europäische Spielersammler Gilde fez um jogo chamado ALEX & CO (de Martin Ebel e Niek Neuwahl), que mostrava cartas com autores e seus jogos mais emblemáticos. E o designer Sai Beppu fez um logo para o aniversário dele! #alex100 #alexrandolph #alexundco #esg #maythe4th #100years #birthday #boardgames #brettspiel #jogosdetabuleiro #boardgamephotography https://www.instagram.com/p/CdIk4XarBeA/?igshid=NGJjMDIxMWI=
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graphicpolicy · 10 years ago
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Mayfair Releases Flea Market in February 2015
Mayfair Releases Flea Market in February 2015 #games
It’s Market Day, so head down to the flea market to see what hidden treasures you can find. As a buyer’s agent, you are trying to find popular items, buy them cheap, and sell them for a profit!
If you are the first player to earn $45 you win!
In February Mayfair Games will release Leo Colovini‘s bargain hunting dice game, Flea Market!
The game contains:
Market board
3 demand dice
10 player dice…
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mrjohnangulo · 6 years ago
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New Game Round-up: Stack Rocks in Tuki, Escape Lava in Red Peak, and Claim Land in Iwari
by W. Eric Martin
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• Canadian publisher Next Move Games has previously challenged you to arrange ceramic tiles, coral reef, and stained glass, and now it asks: How do you feel about rocks? Next Move's next release will be Tuki by designer Grzegorz Rejchtman, best known for the Ubongo game series. Here's an overview of this 2-4 player game that will debut at the 2019 Origins Game Fair in June:
In the Inuit language, "tukilik" is used to define an object that carries a message, and the northern landscapes are densely populated with such objects. The most well known of these are the inukshuk, that is, structures of rough stones traditionally used by Inuit people as a landmark or commemorative sign, with the stones often being stacked in the form of a human figure. During each turn in Tuki, you attempt to construct an inukshuk based on the die face rolled using your stones and blocks of snow. Players have only a limited number of pieces with which to construct the inukshuk, so you'll need to be creative and use the three-dimensional pieces in multiple ways, such as to counterbalance other pieces or even build on top of existing pieces. A solution always exists — you just need to discover it! You can choose from two levels of difficulty when playing Tuki to level the playing ground between newcomers and experts. Be swift, yet precise, and transform your stones into messengers of the north...
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• Red Peak is a Carlo A. Rossi design due out from Ravensburger in the first half of 2019, and while I have only a brief overview of the game for now, it's enough to get you grounded on this 2-6 player that features a Vincent Dutrait cover of all things. Strange seeing his work on a non-French, non-Korean box! Here's that summary:
In Red Peak, the players are daring adventurers who have discovered a new volcanic island — but then "Red Peak" on the north of the island decides to live up to its name and starts rumbling. An eruption seems imminent! Salvation is possibly only by returning to the beach as quickly as possible where — fingers crossed — a boat awaits the group. Players will be fighting using every means possible to make their way through the jungle, with the lava ready to spill onto their necks at any moment. Who will reach the boat in time before lava engulfs their camp on the beach?
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• Another early 2019 release from Ravensburger is the Leo Colovini card game Heul doch! Mau Mau, with the title meaning something like "Go Cry! Mau Mau", with Mau Mau being the German equivalent of Crazy Eights. The rules are available for this 3-6 player game, and I'm a sucker for both Colovini and card games, so here it is in detail:
Game play in Heul doch! Mau Mau is simple, but it may bring you to tears all the same when you give points away to other players. The game consists of 98 cards, with 1-7 each appearing twice in seven colors. Each player starts with a random card face up in front of them as a personal discard pile as well as a hand of four cards. On a turn, you must play one card from your hand following the familiar game play rules of matching the color or number. Ideally you want to play on your own pile, but if the card you would play matches the top card of your left- or right-hand neighbor's discard pile, then you must play it there instead! Maybe you can choose a card in hand that matches only your top card? If you have no valid play or don't want to give points away to someone else, you can play the card face down on your stack, showing the weepy onion on the card back. On your next turn, you can play any card you like on your pile — except if it matches a neighbor's top card, of course, in which case you must give it away. (You can't play on a neighbor's onion card.) Once all the cards have been played, everyone scores for the cards in their pile — but first they must count the number of onion cards in their pile. However many onions they have, they must remove all matching number cards prior to scoring. If you have four onions, for example, you must discard all 4s — and this is bad since all cards score points equal to their value. If you have ten onions, then you first discard all 7s, then all 3s. Whoever has the most points wins!
The game includes four types of special action cards you can shuffle into the deck to make gameplay more dynamic.
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• ThunderGryph Games puts a lush look on most of its game releases, and the just-announced Iwari from Michael Schacht continues this pattern. Iwari is a revised version of Schacht's classic game Web of Power, which was previously remade as China, then briefly appeared as Han. All the games feature the same basic gameplay: A landscape is divided into regions; these regions have lines throughout them with various building points, as well as more than a dozen connection points between regions. On a turn, you can play cards to place up to two pieces in one region. The color of the cards must match the region in which you're playing, although you can use a pair of cards as a joker. You're trying to achieve majorities in a region and in the connection points, but the trick is that you want to expend as few of your own resources to win as possible. (I imagine this is also true of Iwari, but I haven't seen the rules of that game yet.) When you have majority in a region, then you score based on the number of units that all players have in that region; when you place second in a region, then you score based on the number of units that the winner has in that region. Thus, if a region has five spaces and you control four of them, then you score 5 points and the second-place person scores 4. Hmm, you did more work and used more resources, but you barely scored more than they did! Better to win that region with only three pieces while still scoring 5 points, yet if you wait too long to dominate a region someone else might carry it instead. Scoring for the connection points between regions works similarly. For Iwari, Schacht and ThunderGryph have moved to a new setting and added twists to the gameplay:
Evermore have they walked the world of Iwari. Evermore have they embodied its spirit and shaped its lands. They are stewards of the earth. Five Titans that make the cosmos breath. On Iwari, there are no teeming masses, no continent-wide civilizations. Humanity is in its infancy, living in scattered tribes in forest, tundra, and desert. Now we have left our ancestral homelands to explore the vast uncharted regions, encountering other fellow tribes and exchanging knowledge, culture and wisdom. In our journey, we all live in harmony with the Titans, and though distant to us, they decide our fate. And yet only we don't know if they created us, or we created them. Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board. During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board). Iwari reimagines the earlier games in this series by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes.
Schacht and ThunderGryph previously collaborated on a Kickstarter project for Spirits of the Forest, a remaking of his earlier game Richelieu, and during that crowdfunding project many extras were added to the game. I imagine the bling will be flying as well for Iwari as well once that project hits KS...
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from BoardGameGeek News | BoardGameGeek http://bit.ly/2T9OToA
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cinematografieliebhaber · 7 years ago
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Du bist aus einem reichen Handelshaus und versuchst Waren zwischen den beiden großen Häfen Venedig und Konstantinopel hin- und her zu schiffen. Doch unterwegs lauern Piraten und nicht immer steht der Wind günstig. Außerdem ist es notwendig sich zu überlegen welche Flotte man wann wohin schickt.
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