Vendor: Dyskami Publishing Company
Type: Board Games
Price:
19.95
Designer | Mark C. MacKinnon |
Publisher | Dyskami Publishing Company |
Players | 2-8 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Expands | Worker Placement |
Vendor: Dyskami Publishing Company
Type: Board Games
Price:
34.95
Designer | Mark C. MacKinnon |
Publisher | Dyskami Publishing Company |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Expansion | Worker Placement: Cash Is King |
Worker Placement is an easy-to-learn strategy board game of earning cash and gaining reputation. In the game, you assume the role of a temporary employment agency CEO who is trying to build his or her start-up business into a thriving operation. The path to success seems simple enough: hire unemployed temp workers, help them to upgrade their skills, and find them the best short-term jobs so your company can get paid its cut. Competition with other temp agencies is fierce, though, so establishing a solid reputation as a reliable and dependable agency can bump your workers towards the front of the employment line.
Worker Placement plays in about 45 minutes and is suitable for 2-5 players, ages 10+. With a variety of engaging play mechanics – including card drafting, hand management, bidding, set collecting, and of course worker placement – playful illustrations with accompanying flavor text, and simple rules that take only minutes to learn, running a successful temp agency business has never been this much fun!
Gameplay Round Summary:
Player Order card + Thumbs Track position = position on the Player Order Track.
Deal one Job card for each player (minimum four cards) face up on the game board edge at the Job Centre building.
Deal three Business cards to each player, who selects one card to add to his or her hand, passes one to the player on the left, and places the final card face down on the Peer Networking Group building.
Place face up three randomly select Business cards from those at the Peer Networking Group building and discard the others. Starting with the first player and continuing along the Player Order Track, each player may pass or bid. Players with the top three bids select, in order, one of the Business cards up for auction and add it to their hands, reducing their positions on the Cash Track equal to their bids. Discard unselected cards.
Clockwise, beginning with the first player, players take turns placing all meeples on the game board buildings to gain benefits. Cash cost = number of meeples at the building. If a Job is filled, the player gains the Cash and Thumbs on the Job card.
Players reclaim placed meeples. Advance the Hourglass token one space on the Time Track. Players must discard down to five Business cards if holding more than five in their hands.
Vendor: Dyskami Publishing Company
Type: Board Games
Price:
23.95
Designer | Mark C. MacKinnon |
Publisher | Dyskami Publishing Company |
Players | 1-6 |
Playtime | 60 mins |
Suggested Age | 13 and up |
Expands | Upon a Fable |
Vendor: Dyskami Publishing Company
Type: Board Games
Price:
23.95
Designer | Mark C. MacKinnon |
Publisher | Dyskami Publishing Company |
Players | 1-8 |
Playtime | 60 mins |
Suggested Age | 13 and up |
Expands | Upon a Fable |
Vendor: Dyskami Publishing Company
Type: Board Games
Price:
35.95
Designer | Mark C. MacKinnon |
Publisher | Dyskami Publishing Company |
Players | 1-6 |
Playtime | 60 mins |
Suggested Age | 13 and up |
Expansion |
In Upon a Fable, players assume the role of a grand ruler in the fairy tale lands and start the game with one Small Realm (the Home Realm) overseen by a loyal Fable subject. During the nine game rounds, each ruler seeks to expand their fortunes through a variety of methods, including: adding more Small Realms to gain the support of more Fables (which in turn, grant additional game actions each round); expanding the size and influence of their realms, from Small to Large to Epic; playing Ever After cards that influence the flow of the game; and gathering the valuable fairy tale Wonders of Magic, Love, Honour, Followers, and Castles. None of these paths to greatness can be ignored, for only the most well-rounded ruler without weakness in any domain shall be granted victory over the others and awarded the title of High Emperor or Empress.