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- 1-4 players
- Ages 12+
- 45-90 minutes
Always wanted to lead your own colony?
Santa Maria is a streamlined, medium complexity euro-game in which each player establish and develop a colony. The game features elements of dice drafting and strategic engine building. The game is low on luck, has no direct destructive player conflict, and all components are language independent.
You expand your colony by placing tetris-like pieces with buildings on your colony board. Dice (representing migrant workers) are used to activate buildings: Each die activates a complete row or column of buildings in your colony. The buildings are activated in order (left to right / top to bottom), and the die is then placed on the last activated building to block this space. It is therefore crucial where you put new buildings in your colony, and also the order in which you use the dice.
You will produce resources, form shipping routes, send out conquistadors, and improve your religious power to recruit monks. Each recruited monk may be trained either as a scholar (for special abilities), as missionaries (for immediate rewards), or be appointed as a bishop (for possible end-game points). The player who have accumulated the most happiness after three rounds, wins the game. The available specialists, bishops and buildings varies from game to game, which makes for near endless replayability.
Santa Maria on Boardgamegeek
- 1-10 players
- Age 10+
- 30 minutes
Chase the spy – through every country in the world!
Destination X is a different kind of game experience: One player takes the moderator role as a spy on the run, while the remaining players are detectives who must cooperate and use their deductive skills and geographical knowledge to track down the spy and identify their secret destination.
At the beginning of each round, six destination cards are placed face up on the table. The spy secretly chooses one of the destinations, and flips to the chosen country’s page in the handbook. Each detective is given three informant cards, and in turn each detective must play an informant to get information about the spy’s secret destination. The spy must find the relevant information in the handbook and answer truthfully. The informants may provide information on various aspects such as population, industry, religion, history, economy, and so on. After a detective has played an informant, the detective must also eliminate one of the destinations on the table.
At any time, the detectives can decide to guess on the spy’s destination. If they guess correctly, the detectives win the round; otherwise the spy wins. The spy also wins if the detectives run out of informant cards, so the detectives must manage their resources well and not spend too much time or else the spy will manage to get away. The first side to win three rounds wins the game.
No prior geographic knowledge is needed to play. Since Destination X is a team-based game, it can be played in groups of any number of players.
Destination X on Boardgamegeek