Meduris

Following the call of the gods, the players strike out to settle at the foot of Mount Meduris. They build huts, present offerings to the druid, collect valuable rune stones and construct monumental temples – this is the only way players can increase their favor with the gods.
  • Skillful use of the workers lets you obtain valuable materials. These are needed to build huts and temples.
  • The larger the settlement,the more expensive it is to build a hut there. But if you can get in the good graces of the druid by presenting an offering, then your effort pays off.
  • Keep an eye on the other players: Who will secure the best building sites at the right time, and collect the most valuable rune stones?
  • Only a player who skillfully places their huts and temples, and keeps enough materials ready for the big final round of offerings, will win the game.

Tiny Epic Western

Poker meets worker-placement! The West is growing day by day, and you’re looking to stake your claim. To win, you have to gamble your relationships with the most powerful bosses in town to win influence. This influence comes in many forms: Law, Money and Force. If you’re clever enough, you’ll be able to take claim over the buildings in the evergrowing boomtowns and gain powerful abilities. At the end of the day, the boss who has the best combination of wit and bluff will become the most powerful tycoon in the Wild Wild West.

The game is played in a series of rounds. Each round, poker cards are dealt between the locations, which are laid out in a circle. Players place posse members on these location cards, which will both give an action and count as a bid for the location’s valuable resources. Players also get a poker card of their own which uses the two adjacent cards from a location to form a three-card hand. This creates a clever mix of modern worker placement and poker that drives the game. In addition, players must manage their resources of Law, Money and Force to buy buildings and gunfight. If you have the highest stake in the most lucrative industry at the end, you will be rewarded bonus points. Add these points to the points you’ve collected from buying buildings and determine the winner! Yippie kay ya yay!

Pocket Madness

In Pocket Madness, you’ll meet nice people like Shub-Niggurath, visit lovely places like Innsmouth, and cross the path of friendly creatures such as the Shoggoths. Pocket Madness is a fast-paced card game inspired by the writings of H.P. Lovecraft, known worldwide for his short story “The Call of Cthulhu”. In the game, you evoke the powers of the Ancient Ones to drive your fellow cultists mad while securing your path to victory. To play, you first deal each player two cards from a deck that contains cards numbered 6-12, then you count out 17 face-down cards, flip the remainder face up, shuffle the deck, then lay it out in a row so that all players can see the cards.

On a turn, you either take 1-3 cards, open a portal, or open an investigation. When you take card, you pick up the first 1-3 cards in the row, then add them to your hand. To open a portal, you lay down three or more cards of the same type, then take the portal matching the number on those cards. Each portal has a different power, and you can use any one portal power on your turn. If someone else claims a portal that you own, too bad! You just lost the portal! To open an investigation, discard cards numbered 6-12, after which every other player gains as many madness tokens as the number of investigations this round.

A round ends when one player runs out of cards or the card row runs out. In the latter case, everyone takes one final turn, then all players gain madness tokens equal to the number of different types of cards in their hand. If a player empties their hand, that player loses half of their madness tokens while everyone else gains one. The game ends the round that a player has collected ten or more madness tokens.

Valeria Card Kingdoms

The land of Valeria is under siege by hordes of monsters. You and your fellow Dukes must recruit citizens and buy domains to build up your kingdoms and slay the foul creatures that lurk in the surrounding lands.

Valeria: Card Kingdoms is a tableau-building game for 1-5 players and will feel familiar to deck-building fans. The cards you buy can work for you on your turn and on all the other player turns, as well. On your turn, roll two dice and activate citizen cards with the result of each individual die and the sum of both dice. Other players will simultaneously activate their citizen cards based off of the roll. Next, take two actions from the following: slay a monster, recruit a citizen, buy a domain, or take 1 of any resource. The player with the most victory points at the end wins the game.

Shadowrun Anarchy

Shadowrun. The Sixth World. Orks in pinstripe suits with uzis; mohawked dwarves jacked into vehicles racing through megasprawls at breakneck speed; humans casting fireballs at corporate-trained paracritters; elves hacking the Matrix for a datasteal of the latest tech or working to topple an upstart corp. It’s where man meets magic and machine.

Dive into a cyberpunk dystopia and become a shadowrunner, a deniable asset who does the jobs no one else can—or will—do. It’s not an easy life, but it beats selling your soul to the megacorps. You’ll break into top-secret labs, stand up to gangs bent on destruction and chaos, encounter dark spirits hiding even darker secrets, and come face to face with some of the infinite dangers the Sixth World can throw at you. And you’ll come out on top—because if you don’t, you don’t get paid.

Shadowrun: Anarchy is a new way to get into the best cyberpunk/urban fantasy action around. Based upon the rules-light and easy-to-learn Cue System, Shadowrun: Anarchy is a narrative-focused game experience that has everything you need to quickly grab some gear, load up on spells, and get to throwing the dice. With loads of characters and missions, the book makes it simple to get up and running. Immerse yourselves in the Sixth World!

The Heroes of Kaskaria

Evil trolls have stolen the treasure of the ancestors and the magical tribal amulet; now the Kaskarians fear the wrath of their ancestors. Brave heroes immediately set off with flying scaled griffins and fast cliff runners to reach the trolls‘ lair which lies at the bottom of the volcanic crater. The hero who plays their action cards cleverly, rescues as much treasure as possible, and snatches the magic amulet back from the evil trolls will become the big hero of Kaskaria! A beginner‘s tactical fantasy adventure for 2-4 heroes ages 6-99 years.