In Sleeping Gods, you and up to 3 friends become Captain Sofi Odessa and her crew, lost in a strange world in 1929 on your steamship, the Manticore. You must work together to survive, exploring exotic islands, meeting new characters, and seeking out the totems of the gods so that you can return home.
Sleeping Gods is a campaign game. Each session can last as long as you want. When you are ready to take a break, you mark your progress on a journey log sheet, making it easy to return to the same place in the game the next time you play. You can play solo or with friends throughout your campaign. It's easy to swap players in and out at will. Your goal is to find at least fourteen totems hidden throughout the world. Like reading a book, you'll complete this journey one or two hours at a time, discovering new lands, stories, and challenges along the way.
Sleeping Gods is an atlas game. Each page of the atlas represents only a small portion of the world you can explore. When you reach the edge of a page and you want to continue in the same direction, you simply turn to a new page and sail onward.
Sleeping Gods is a storybook game. Each new location holds wild adventure, hidden treasures, and vivid characters. Your choices affect the characters and the plot of the game, and may help or hinder your chances of getting home!
Welcome to a vast world. Your journey starts now.
Craft unique, transparent cards in this shedding game where you uncover ancient ruins and find treasure.
On your turn, upgrade a card and play it. Upgrades can stack into wild, game-altering combinations (like a card that equals four 11’s!). You get to claim two cards the entire game – how will you construct the perfect combo?
Race to play your last card and score!
Every adventurer dreams of delving into a monster-packed dungeon and returning home to bask in fame and fortune. However, choosing the right dungeon can be tricky. Some have barely any monsters, while others are teeming with adventurers eager to split the spoils. And lurking behind it all is the fickle Dungeon Warden, forever tugging at the strings of fate. It’s no wonder adventurers carry a torch to light the way.
In this trick-taking game, you must decide when to win tricks and when to increase the value of the number of tricks you think you might take. However, points are limited, so if any players end up taking the same amount of tricks, they must divide the points among themselves. After 3 rounds of play, the player with the most points wins!
In the year 2021, after years of seclusion underground, humanity emerges onto the surface, propelled by the development of groundbreaking new technology. Decades of catastrophic fallout from a nuclear disaster during the Cold War have laid waste to the known world, compelling civilization to seek shelter beneath the earth. The pressing task now is the construction of regenerators, which will generate new habitats to facilitate the resurgence of life and the reclamation of the Earth. A world brimming with hope awaits aboveground.
Phoenix New Horizon is a Euro-style board game in which players assume control of a team of commandos tasked with the mission of recolonizing Earth. Throughout the game's four rounds, players accumulate victory points by constructing regenerators and buildings, bolstering the planet's population, and achieving diverse objectives that vary between playthroughs.
Players must adeptly allocate their commandos to various actions throughout the game while also specializing them to enable more potent abilities at the expenses of versatility. Fulfilling missions assigned by the governing authorities yields additional actions on a player's turn.
Twisted Paths is the final major addition to the world of Arnak. Its highlight is a new double-sided map, bigger than the one in the base game, that features two new research tracks, each with unique mechanisms and components.
On the map, you can choose to explore its daytime side and scale the white stone of the Owl Temple. It uses unique new temple tiles that, if combined together, can become extra idol slots, and a third research token, a lantern, that brings even stronger research rewards. You can also brave the night and journey through the dark caverns of the Spider Temple. This side uses a new resource, dark tablets, used to invoke mysterious altars and place artifacts directly onto the research track to be used when ascending the track. But beware—using the dark tablets can give you strong rewards, but also cost you points should you become too ambitious!
In addition to the two new maps, the expansion also contains new guardians, sites, and assistants. It also brings some solo content—Rival tiles for the new maps, as well as Purple Rival tiles and Rival Objectives, two mini expansions we’ve previously released online as print-and-play.
Bonjour, and welcome to Postcards, a board game about exploring the beauty of France — one postcard at a time!
Hop on your bicycle and set out on a picturesque adventure, as you compete with your friends to enjoy the most unforgettable holiday! Designed for 1-4 players, Postcards is a family friendly game that takes you on a journey across France, filled with inspiring culture, stunning landscapes, and delicious local cuisine.
The aim of the game is simple: cycle through the 13 different regions of France, visit as many iconic locations as possible, and share your travels by sending postcards back home. Each postcard you send brings you one step closer to victory, so grab your friends, get pedaling, and let the adventures begin!
On your turn, you'll be playing Travel cards to perform the different actions available: take a new Postcard, set up Camp, put a Stamp on one of your Postcards, or Move to a new region.
Postcards are the main way you'll be scoring points during the game, so be sure to look out for postcards from areas which match your travel itinerary objective! Certain Postcards are worth more points than others, but be careful: the higher its point value, the more stamps you'll need to send it off.
Stamping your Postcards uses up your precious Travel cards, limiting what you can do on your turn, so choose wisely… To send a Postcard, you have to be in the region it's from, so make sure you have enough Travel cards to get there!
All that cycling is hard work, so be sure to spend some time relaxing! The Camp action allows you to enjoy local attractions in the regions you visit, collecting souvenirs as you go, which give you extra points and bonuses during play.
The game ends when one player has sent their fourth postcard, and the winner is the player who’s collected the most points through their travels.
Are you ready to set out on a journey of a lifetime?
Postcards is a simple game that whole family can enjoy, but has plenty of strategy to keep you thinking as you play! Lovingly designed and illustrated by a team of self-professed francophiles, Postcards is sure to make you want to plan your own trip to France.
A mysterious wanderer has arrived in Magoria, and with him, the rules of illusion are changing. The Arcanist’s power grants new ways to perform, with supernatural workers aiding magicians and Enchantments transforming tricks into something far beyond mere sleight of hand. Arcane Shards provide an untapped source of power, while the Arcanist’s shifting influence brings dynamic challenges each round. Those who dare to embrace the unknown will rise above the rest.
Trickerion: Arcane Arts expands Trickerion: Legends of Illusion with new worker types, new ways to prepare Tricks, and a twist to the game's Action economy through Arcane Shards. The Arcanist, a wandering master of forgotten arts, moves between the Downtown, The Market Row, and the Dark Alley, and wherever he stops, players gain access to a set of Arcane Actions. Through the Arcanist, magicians can now recruit four new Supernatural Workers - the Specter, Golem, Trickster, and Shapeshifter - each with unique abilities. These workers follow special assignment rules, making them efficient but requiring careful planning.
The expansion also introduces Enchantments, a new mechanic that allows players to modify their tricks permanently. By spending Enchantments instead of owning certain components, players can enhance their performances with lasting magical effects. Each Enchantment grants a bonus whenever its trick is performed. Additionally, players can now acquire Arcane Shards, an advanced resource that functions similarly to Trickerion Shards but offers increased action efficiency, even in the Theater.
With its' new action economy, customizable tricks, and powerful supernatural allies, Trickerion: Arcane Arts offers a fresh, dynamic experience while seamlessly integrating with the base game and its expansions.
Paint from a new perspective! In Canvas: Reflections, the artistic puzzle has a new layer -- Mirror Cards! These reversible cards add deeper strategy, and also give you increased flexibility to string together combinations of Elements. Additionally, the new board offers a wider selection of Art Cards that allows you to better plan ahead and presents more choices even when running low on Inspiration Tokens.
Also features:Gold Bonus Ribbons - Grab a Gold Bonus Ribbon for lining up a specific Element next to a Gold Bonus icon.
New Scoring Cards for puzzling new challenges and added replayability.
Lurking in the depths of Mistwood, the cunning and villainous Nightweave plots to take over Everdell with the aid of her spiderlings. Pit your wits against Nightweave and her sticky schemes in solo or two-player games, and recruit heroes of yore from the More Legends and Corrin Evertail expansion packs as well as transform your farms with our new Through Every Season expansion pack!
The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions. However, each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged, betrayal is inevitable, honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought, each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You, honorable Shōgun, lead one of these great clans. Do you have the strength of honor, virtue, and spirit, as well as the mastery of steel necessary to deliver on this ancient promise?
Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income, Starting Honor Rank, and Home Province.Over the course of the game, players will forge and break alliances, choose political actions, worship the gods, customize their clans, and position their figures around Japan. In the process, Honor is a palpable element in Rising Sun: Having high Honor gives several advantages, while having low Honor may grant the allegiance of the darker elements of the world. But above all, Honor settles all disputes: Whenever there is a tie, the tied player with the highest Honor wins.
In Rising Sun, players are encouraged to use diplomacy, negotiation, and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding.Victory Points can be gained in several ways, from winning battles, to harvesting the right provinces, to playing to the Virtues accumulated by your Clan.
The game is played over the course of 4 rounds or Seasons: Spring, Summer, and then Autumn; when Winter comes, the game draws to a close and players calculate bonuses to decide who is the winner.Each Season is divided into five phases:1) Seasonal Setup because every Season has a certain Season deck with different cards,2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season,3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces,4) War Phase, during which players battle over several Provinces, and5) Seasonal Cleanup.
As already mentioned, the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow, and a new Emperor will rise under the power of the great Kami.
Moonrollers is a push-your-luck dice rolling game for 2-5 players where you compete to hire new crew for your starship.
Roll dice and commit them to cards, earning prestige and unlocking new abilities. Push your luck! Roll again to complete cards before your opponents or attempt hazardous missions for bonus end-game points. But risk losing all progress on a turn when you bust and risk losing all bonus points if you have the most hazards.
The game ends when one player acquires a matching set of cards, and the player with the most points wins.
The Moonrakers are on the brink. They have thrown off the oppressive yoke of the Utopian Alliance, but they are in a constant struggle to stay independent and find their identity. Alliances are formed and factions arise as the Moonrakers agree to turn their focus outward instead of squabbling over what little they have. Captains push out into unknown corners of the system in attempt to gain resources, influence, and power. The tenuous alliances will only last so long and soon someone must emerge to lead or they will fall.
Brink is a worker placement, trading, and hidden voting game that brings the world of Moonrakers to a new genre. It combines the strategy and planning of a worker placement game with the negotiation and “above the table” play found in Moonrakers and Fractured Sky.
Each turn, players will place one of three different sized ships (workers) onto a grid of hexes. Each hex will gain the player resources and actions, but even more importantly, it will give them power within a faction based on the color of the hex. At the end of each round, players will vote on which faction will score points, which is then multiplied by the amount of power each player has in that factions color on the board.
Players will upgrade their ships, hire ambassadors, explore new systems, and spend influence to complete faction objectives, granting them new abilities. Each game, the map will reveal in a totally new way as regions are explored, presenting new strategies as well as strengths and weaknesses to existing strategies. The player with the most prestige points at the end of 3 rounds wins!