Players assume the roles of heads of influential families in Paris at the end of the 14th century. In the shadow of Notre Dame cathedral, players compete for prominence.

Players maximize wealth and prestige using action cards to shrewdly influence the sectors in their boroughs. Adding influence to banks increases access to money; spending on residences increases prestige. In addition to playing action cards, each round players have the opportunity to hire service professionals to help.

Players are presented with a myriad of alternatives, and must choose wisely. The most successful players will find just the right moment to take advantage of their opportunities. The player with the most prestige at the end is the winner. …

In 12th century Japan, the Minamoto and Taira clans vie for power while retired Emperor Go-Shirakawa plays his rivals against one another. One of the three factions will triumph to impose the coming social order.

In the shadow of these elite powers, a few ninja scheme to exploit the chaos. Daring raids, skill mastery, and subtle intrigue are essential to establishing one's honor. When the new era dawns, one ninja will flourish as the Ninjato, the Invisible Sword of the ruling family. …


  • 6 Big Rides
  • 6 Medium Rides
  • 6 Small Rides
  • 42 Visitors (7 for each of the 6 colors)
  • 20 Stands (4 for each of the 5 types)
  • 4 Starting Ground tiles
  • 4 Turn Order Tokens
  • 20 Additional Ground Tiles
  • 1 Turn Counter
  • 1 Final Dirt Track
  • 1 Turn Track
  • 4 Pig Boards
  • 24 dice (6 for each player)
  • 1 Cotton bag
  • 48 Dirt Tokens
  • 34 Bonus Cards
  • 84 Bank Notes (30x1, 20x5, 30x10, and 4x50)
  • 4 Reference Cards
  • 1 Rulebook

Simplified Rules For Beginners

Steam Park is a fairly simple game to learn as-is, but for your first games, if you feel you are not experienced or brave enough to play the game in all its blazing splendor, we have you covered. Feel free to play a simpler variant that we just thought up... We'll call it "Steam Park for Dummies", OK? You can …

To play, you will need: four sets of 18 Army tokens and 3 City tokens (each set a different color for each player). You may use anything small that you have available. The published game will use small wooden cubes for armies and small wooden discs for cities.


  • 4 Sets of 18 Wooden Cubes (Armies)
  • 4 Sets of 3 Wooden Castle Pieces (Cities)
  • 4 Map Boards
  • 43 Cards
  • 36 Coin Tokens
  • 3 Citadel Tokens
  • 5 Explore Tokens
  • 4 Encounter Tokens
  • 1 Poison Swamp Token
  • 1 Starting Region Token
  • 1 Rule Book


  1. Choose one player to set-up the board. Place the four map boards together on a flat surface so that they make a large rectangle. …

The game is played over several rounds (called voyages). In each voyage, 3 punts are loaded with wares and set sail for Manila. At the beginning of each voyage, the office of the harbor master is auctioned.

The office is important, as only the harbor master can decide which wares will be loaded and where the punts will sail from, giving some advantages over others. The harbor master is also the only one able to buy a new share as an investment in the future. …


A powerful melee warrior with high direct damage potential, the Warrior specializes in taking down high health foes and boosting ally damage. Weak at range, the Warrior needs to depend on others to finish off Creatures farther away in line.

The Warrior is the only Adventurer who can keep the excess remainder on dice spent on direct damage.


The Wizard makes up for weaker direct damage with powerful magic abilities. Wizard is one of the best ranged Adventurers since most of his abilities can attack any revealed Creature in the Line. …

A Standard Match is played up to 7 points (i.e. the first player to score 7 points is the winner). The match starts by playing an 'Initial Round', exactly as described above for Single Round play.

After the end of this first round (and subsequent rounds), two important things will happen:

A 'Sumo' (or 'Double Sumo') is Born!

The player who won the first (or previous) round places an octagonal 'Sumo ring' on the appropriate dragon tower (as described for a Standard Match). If the tower concerned has no rings on it already (i.e. it is an 'ordinary' tower), the largest size of Sumo ring is used. …

You're among a flotilla of four ships that survived passing through a black hole. The fabric of space and the general physics you've known have changed. You have entered a new physical dimension where even gravity behaves differently.

By mining asteroids and collecting basic elements from space dust (some never before encountered ), you muster just enough thrust to move your spacecraft. You typically travel toward the nearest object, usually another ship. But they may not be where you thought.

Sometimes you'll move forward, sometimes backwards. It's a real mind-bender! Time is running out to save your crew and ship. Around you are grim reminders of failing to escape. You gape at the frozen hulks of dead spacecraft that litter the escape route. …

In the kingdom of Myrmes, the ant colonies have been fighting for centuries to dominate their neighbors.

To put an end to this war, the council of the queens has decreed that a final battle will decide the issue of the final victory. Send your sol- diers and your workers to assault of the kingdom. Fill up your larder, hunt down insects and wisely place your pheromones to conquer the territory. But most importantly, don't forget to prepare for winter!


  • Main game board
  • 4 Individual boards
  • 3 Dice
  • 1 First player token
  • 1 Year token
  • 20 Objective tiles
  • 30 Larva cubes
  • 15 Earth cubes
  • 20 Food cubes
  • 18 Prey tokens
  • 8 Sub-colony tiles
  • 8 Aphid farm / Scavenging tiles
  • Rulebook

For each player: …

First Colonists Variant

When playing for the first time, it is recommended to use the 3 Mission cards shown below, the First Colonist tiles, and the First Colonist cards.

  1. Use the following Mission cards:

    The Mission markers should placed on the following actions: Obtain a Blueprint, Hire a Scientist, and Control Center.

  2. First Colonist tiles: Instead of choosing a Turn Order space, shuffle the tiles and give each player one of them at random. Players then place their Player marker on the indicated Turn Order space and receive the benefit of that space (as described in the Reference book). …