Queen Games has a long history of producing Mini Expansions, which we call “Queenies,” for most of our games. These Queenies add options, replayability, and variability to our games.
Queenies are sold at fairs all around the world and through Kickstarter campaigns alongside the games that they are expansions for. Still, there are many people who play our games who are not attending any fairs or have missed a particular Kickstarter. If you are one of them, or someone who is discovering our new games for the first time, this Kickstarter is for you!
Let’s have a look what it is all about:
The Queenie offers two new tribes: Gnomes in the light world and Reptiles in the shadow world. The Reptiles come with a new specific action that lets players pick up two of their armies from a region and put them into a limbo of their choice. This lets a player redistribute armies from secure locations to the front lines by resurrecting them from the limbo!
Disclaimer: Our Reptiles are spelled in two different variants. On one side it says “Reptiles," on the other it says “Raptiles." Apparently they like to listen to Rap-Music...
The new coach tile holds only two farmers, therefore you just need to reach a city with a farmer pioneer tile to completely empty the coach and get the 4 points and the dollar. This makes the coach very lucrative and valuable to purchase even if it is located on the costly side of the display.
If you are interested but don’t have the games to play the Queenies with, you are in luck, we also offer the new Queenies alongside the base games.
Now follows a closer look at those games:
“Immortals” is the collective effort by acclaimed designers Mike Elliott and Dirk Henn.
Taking the beloved strategy game “Shogun," refining its core mechanics and adding new and unique gameplay to enjoy for newcomers and veterans alike.
Set in a rich fantasy themed world, the players are warlords, controlling different tribes, and fighting for control of two worlds to determine who will rule over light and shadow. Death, once dreaded by mortals, has been overcome. Armies that die in the world of light are resurrected in the shadow world and vice versa. Players struggle for domination in both worlds and have to constantly adapt to the ever changing battlefields of this eternal war.
Controlling the regions, the main cities and shrines at the end of each round will award precious victory points. The unique and fascinating dice tower is here again, determining the outcome of the many battles fought in Immortals.
The game board is split into two worlds: Light and Shadow. This offers player a unique challenge, forcing them to watch two battlefields and adjust their planning accordingly.
Furthermore portals can be build between the two worlds and defeated armies in one world can be swiftly resurrected in the other world to reinforce a region or create an attack opportunity seemingly out of nowhere!
Battles in regions are resolved with the clever and unique dice tower mechanic. All armies are thrown in the dice tower, and whoever has more armies falling out of the tower is the winner of the battle. The dice tower randomly holds back armies but also releases armies that were stuck there from a previous battles. This means that the outcome of each battle has uncertainty, but the randomness is minimized over the entire game.
Points are awarded at the end of each round for controlled regions and buildings in these controlled regions. But be careful, next round someone might steal your region with a building and then he will earn the points for the building. So always be aware of where you invest you money to build a building!
You plan your moves in a round using the region and conflict cards on your player board which consists of two tribes, one from the light, the other from the shadow world. Planning is done simultaneously and in secret, so whoever has the better plan will be the winner of Immortals!
By popular demand we are bringing back the bundle of Pioneers & Merlin, alongside the 2 Queenies for each from the last campaign and including the new Pioneers: Farmer Queenie.
People from all over Europe are surging into the “New World” – America – hoping to start new lives. Departing from the East Coast, pioneers move westward colonizing the land.
Pioneers by Emanuele Ornella for 2-4 players is a great family game which is easy to learn and brings a lot of interesting tactical choices to the game night.
In a game of Pioneers, the players attempt to populate the cities shown on the game board with their pioneers, using coaches to transport them around the map. Each pioneer has a specific profession, and can only be settled in a city where their work is needed. A player settling a pioneer in the right city will either get a permanent or immediate ability granted. Permanent abilities bring more income or additional purchase actions, while immediate actions bring various effects and used at the right time can decide if you win or lose.
After all the pioneers riding in a coach have been deployed on the game board, the player controlling the coach earns money and victory points.
In addition, the players construct roads between the cities, expanding their own network and earning money from other players who use the roads. At the end of the game, each player will be rewarded with additional victory points based on the number of their pioneers in their largest network of connected roads. The player with the most victory points is the winner of the game!
For more information on Pioneers check out:
1. New Frontiers
New Frontiers offers 3 modules that alter the game play and therefore the choices and decisions players encounter during a game of Pioneers. All modules can be played separately or in any combination.
2. The Specialists
“The Specialists” provides even greater variability and tactical choices for Pioneers. Three specialist tiles of each type replace three standard tiles before setting up the board. In addition to the normal benefits of the pioneer tile of that type, these specialists provide a one-time action as well, thus making certain spaces on the board more valuable. The player does not even have to use the one-time action right away, he can decide on which turn it benefits him the most.
The new game “Merlin” by the popular designers Stefan Feld and Michael Rieneck offers 2-4 players a uniquely enjoyable experience.
King Arthur is looking for a worthy successor to his throne. Together with Merlin, he seeks the best candidate from among the Knights of the Round Table. Each player assumes the role of a Knight of the Round Table and attempts to win King Arthur’s favor.
By using their dice, the players move Merlin or their own knight on the action-rondel. The space where they end the movement specifies their possible action. Each player controls the movement of their own knight, whereas Merlin can be moved by all players.
Three scorings take place during the course of the game. The players have to repel the traitors and can gain victory points for their constructed manors in the environs, for their influence in principalities, and for their henchmen placed on the game board. Additionally, the players may complete missions in order to gain further victory points during the game. After six rounds, the player who has most effectively used their dice to navigate the rondel to complete missions and take advantage of the interim scorings, thus accumulating the most victory points, will become King Arthur’s successor.
Merlin offers a lot of strategical and tactical choices in its pleasant 75 minutes of game time.
For more information on Merlin check out:
Expansion module: King’s Favor
King’s Favor is meant for advanced players and players who have played the basic game a few times and want a new challenge. When resolving a mission card, players now have the choice to either take the victory points, or learn a new ability for the rest of the game. Which ability they can learn depends on the number of victory points and the henchman icon on the card. The player who chooses the best abilities for their strategy and knows when better to take points will have the advantage over his opponents.
1. Treasures of the environs
With Treasures of the Environs players gain a lot of new choices when building a manor in the environs.
Now every terrain tile awards a special action, from gaining an extra Merlin staff to forcing your fellow players to discard one of their hard earned shields, flags or construction materials. Players not only have to look where they can earn the most victory points, but also search for the action they would benefit the most of.
2. The King's Decree
In the “King’s Decree”, players are presented with another difficult choice in the six principality spaces.
Instead of taking the action of the placed henchmen, the player can choose to take a decree instead. These decrees could provide building materials, shields, or flags not associated with that principality, or give the player additional victory points. Sets of decrees can also be turned in for special actions as well. These range from manipulating the dice to gathering specific resources to outright victory points.
Production and Delivery
As soon as the campaign ends, we will start the survey and encourage every backer to answer quickly to prevent any delays in shipping.
Since the games offered are already produced and the Queenies are planned for production at the end of November, we will be starting the shipping process in early December. Hopefully, this way most of you should get the games before Christmas. However we would like to remind that the shipping agency may cause delays.
We are not responsible for any local charges, customs and/or lost packages due to local postal service. We will not reimburse you if that is the case.
Unfortunately, we are not able to send packages to Russia and Brazil anymore, due to delivery problems we had in past campaigns.
Risks and challenges
Previous Kickstarter campaigns
All prior Queen Games Kickstarter campaigns are fulfilled by Queen Games. Through running those campaigns we learned a lot about various Kickstarter challenges, such as coordination of production from multiple manufacturers, delays with production and shipping, challenges with shipping around the world and missing or lost packages.
If you are a previous backer who is still missing parts of your fulfillment due to postal issues, moving, etc., please submit the appropriate form (links found in the FAQ of this campaign).
Also, despite sending the rewards at the same time, backers in different regions of the world may receive their rewards sooner than others because of logistics of international shipping.
By pledging to this project, you acknowledge that the name, final look and materials of the project and hence the rewards, are subject to change and may differ from what is presented while the Kickstarter campaign was active.
If you do not accept these terms, please do not pledge on this project but instead wait for the general release.
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