Sanctuary: The Keepers Era is a competitive, fast paced, hand management card game, the starting chapter of a story which takes place in a brand new fantasy setting.
The game features six unique Faction decks illustrated with more than 135 stunning artworks by a team of international artists.
According to the legends of Elnerth, a powerful mystic energy was flowing dangerously through the world. To avoid catastrophic events, that energy was split into six parts called the Essences.
Sanctuaries are the only way to channel the power of the Essences. Players impersonate the Keepers, each one is attuned to an Essence and rules over a Faction. The Keepers are fighting each other to preserve their Sanctuaries and themselves. The goal of the game is to destroy all the oppponent’s Sanctuaries, to become the only Keeper able to shape the fate of the world through their Essence.
Choose your Faction, each one with its own peculiarity, and dive into the dark and wondrous world of Elnerth.
In Lawyer Up, a two-player asymmetrical card game, players take on the roles of attorneys facing off against each other in a courtroom case. One player takes on the role of the prosecution and the other takes on the role of defense. Each case has its own unique mechanisms and story from Murder to Racketeering.
Lawyer Up is a game of arguments, influence and strategies. Players start with Discovery, where they will go through all the evidence of the case and draft what they think is important for them to win. Then Players will take turns calling and questioning witnesses – building arguments by chaining together cards with the same symbols and earning influence. Attorneys then spend their influence to sway the biases of the jury to their side of the argument.
Their footsteps have shaken the earth for millions of years. Large, heavy and armored, but also small, agile and deadly, dinosaurs shaped their time from the top of the food chain. Today, another species dominates, it moves on two legs, builds huge colonies and shapes the landscape like no other species before. Evolutionary, however, every challenge is also an opportunity. Find your niches, face the new situation and become Darwin’s Choice.
Darwin’s Choice – Before and After is the expansion to Darwin’s Choice and requires the base game. The expansion brings over 240 new Animal Cards into play, with a focus on dinosaurs and prehistoric species. In addition, human-made events and territories set the focus of this expansion on the consequences towards nature and evolution created by humanity. The expansion fits seamlessly into the theme of the base game and creates a reference to today‘s environmental challenges. All artworks are again beautifully hand-drawn by the French artist Rozenn Grosjean, giving the game its very own style.
Since the team behind Darwin’s Choice cares for the environment, the expansion will once again be solely made out of sustainable wood and contain as little plastic as possible. In addition, both the base game and the expansion will be 100% carbon neutral.
Darwin’s Choice is a competitive card game in which players create their own animal species from more than 230 animal cards. These animal species will be placed in biomes that differ strongly in their requirements and food availability. The highest possible adaptation of animal species to their biomes not only ensures their survival but is also rewarded with the coveted Darwin points. In addition to a high adaptation the species with the highest competitive strength are also awarded across all zones.
Between the 3-4 eras played, conditions can change completely due to biome changes and event card effects. The task is now to adapt the successful animal species of the past eras to the conditions of the present, either through sophisticated mutations or smart migration to other biomes. However, you must always keep an eye on the animal species of the other players in order to anticipate their actions, because anyone who acts too quickly or imprudently might be unable to react at the decisive moment.
Darwin’s Choice is a strategic allocation game in which you must think carefully about how to use your cards. The large number of own possibilities and the ones of your opponent lead to a high variability, which makes thinking through each action and thinking ahead indispensable. The randomness caused by drawing cards (animal cards, biomes, event cards) requires flexibility and fast rescheduling. This results in each played game being completely different and thus guarantees a high replayability.
It’s the turn of the 20th century, the golden age of museums. As interest in and accessibility of museums grew exponentially, many institutions underwent an intense period of expansion on both an intellectual and physical level, searching to grow their collections for profit and science.
You play as a curator of one such museum and it’s your job to build the biggest, most coherent collection that you can in this game of collection and bartering featuring over 300 individual illustrations by Vincent Dutrait and authentic architectural facts. But it’s no simple task!
Each player in Museum has a small collection of relics to get them started, after which, they will have to send explorers around the world to uncover others. These relics each have a value which is either the cost to add them to your museum, or how much they contribute towards adding other relics to your museum. “Spent” Relics are added to your reserve. You can withdraw them from it by exchanging them for an equal amount of items however your opponents also has access to your reserve!
During the game you will be required to assemble different collections. These can be from different categories (war, agriculture, architecture, etc) or periods (Ancient Egypt, Rome, Aztec, etc). Patron cards will give you bonus cards for amassing certain collections. Explorer cards will allow you to hire famous archeologists to confer bonuses to your museum and event cards will provide you with some game changing circumstances that you’ll have to work around, based on historical events!
All these different elements make compiling your collection an interesting and sometimes tricky experience! At the end of the game points are scored based on collections and their value and the player with the most points wins!
In deep dark we live. It cold, it damp, but home to fancy emerald, yummy worms, and other lovely shiny bits. Big Boss say first goblin who collect set of shiny bits is BEST goblin. All goblin want help Big Boss. Me know goblin secret though. Best goblin always get what Big Boss want, because best goblin always cheat!
Goblin Teeth is a dice game for 2-5 players. You play as a goblin, bidding on valuable goblin items with goblin dice and using goblin Cheat cards from your goblin hand to gain advantages over the other goblin players. The round ends when everyone has placed all of their dice; each Item is awarded to the goblin who bid the most for it. Be the first to complete an Offering for the Big Boss to win!
If, at the end of a round, a player has acquired all of the Items to complete any one of the 3 Offering cards (6-Item, A, or B), the game ends and they win!
Daren has always been a land mired in conflict – from the moment the Mortal Races met in its rolling hills, tall peaks and primeval forests, there was bound to be strife between its wary peoples. With the discovery of Magic, however, came the potential for dramatic change in the world – for good or evil. Centuries after the discovery of the Art, magic has shaped the fears and hopes of countless people, and the heroes and villains that wield it have decided the fate of nations over all these years. Yet for all this struggle, a tenuous balance remained between those who seek to strengthen all Mortal Races and those that seek to lord over them. Little do they know however that amidst the shadowed boughs of the Dead Irall, an ancient evil seeks to rule once again. Few are aware that the fate of the land now lies with brave heroes who are the only ones who can prevent the oncoming Age of Darkness.
Chronicles of Drunagor – Age of Darkness is a fully cooperative and strategy board game of tactical combat in a dungeon crawl adventure for one to five players. CoD-AoD is based on multiple 3D scenarios, each of them played separately or on a continuous storyline. Each scenario has its own unique setup, darkness rules and different goals that will be needed to be achieved in order to obtain victory. Played over a series of rounds until either the chosen adventure objective is achieved by the heroes or a single hero dies or is corrupted by the darkness itself. The order of activation is dictated by the initiative track and it alternates between heroes, monsters and the darkness itself. Once they all activate, a round is over and a new one begins, so players win or lose as a team. The game is won when the adventure objectives are met. The game is lost when one player is either killed or corrupted by darkness.
On a hero’s turn he can freely move up to 3 spaces (orthogonal and or diagonal are permitted) and spend 2 of his action cubes to trigger his abilities. If when passing his turn he no longer has any cubes on his available action cubes pool, he must perform a recall action. On a monster activation he will always move to attack the heroes. Or if he`s in range of his target he will attack without even move. Each monster has its own primary target located on his card at the initiative track. On the darkness activation, draw from the bag the number of darkness tokens dictated by the chosen adventure and follow the darkness rules for that adventure.
As you go by the different adventures, your heroes will find themselfs in a wide variety of scenarios and instead of only reading thru the descriptions of the place you are, the game will show you beautifull illustrations of what you can see and how you can interact with the scenario. Every choice on how you interact with certain things could possibly change the way your adventure continues. Maybe you will find a secret passage, or maybe you can find a locked chest, the choice is up to you.
Choose one of the heroes and take upon this quest to defeat the power of evil and the everlasting darkness from the land of Daren.
Oathsworn is a Twisting Tales Game for 1-4 players where play is focused on narrative choices and rich miniature combat encounters. The game is set in the Deepwood where a Free company (the Oathsworn) fights for humanity’s survival against unnatural horrors and the Deepwood itself.
Each gaming session sees the players participate in a multi path game book where the story unfolds to an inevitable encounter. The encounters are multi phase scripted boss fights on the encounter board where players have to outwit and outplay the AI driven monsters and enemies. As the sessions unfold the group is taken into a deep legacy campaign where they gain levels, loot and new allies to join them in their journey.
Oathsworn boasts a unique push your luck combat system of exploding dice where players are always having to decide between hitting harder and potentially missing the attack. This coupled with a euro style cooldown system called ‘Battleflow’ makes for a vibrant and engaging play session.
A vendetta spanning decades reaches its terrible and bloody crescendo!
Suleiman the Magnificent’s 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta, with the express purpose of wiping them from existence, and changing the course of European history forever…
1565, St Elmo’s Pay is an asymmetric, competitive, tactical card game, and successor to the award-nominated 1066, Tears to Many Mothers, with which it is fully compatible. Each player, as either Ottoman Turks or Knights of St John, musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three fronts on the tiny island of Malta: Birgu, Senglea, and the doomed fortress of Saint Elmo.
Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins.
Note on title: When, after a relentless show of strength, the small fortress of St Elmo’s finally fell to the Turks they butchered the bodies of the Knights and floated the corpses across the bay to the remaining two forts to deter them from resisting further, lest they suffer the same fate. Instead, the Maltese forces chose to fight with ‘the spirit of St Elmo’s’. When they eventually turned the tides against the Turks and chased them away the people of Malta chanted ‘St Elmo’s Pay’ – an expression they still use today to mean ‘no mercy.’
Board Royale is a survival card game that combines Battle Royale mechanics with the social dynamics of board games. You will gather resources, craft items and use them against your friends to eliminate them and be the last survivor. When it comes to your own survivor, you need to think out of the box, make deals and collaborations, lobby against each other, betray your friends to save your ass. It is a game that has amazing mechanics and very socializing gameplay. It will be soon on Kickstarter.
An ancient conflict is arising from the burning sands of Egypt. The heirs of Anubis and Horus gather followers and initiates for the war to come. Which side will prevail and gain dominion over the other: light or darkness?
Omen: Heir to the Dunes is the latest chapter in the Omen Saga . This standalone expansion is the single largest expansion since Omen: A Reign of War. It not only includes all new unit cards and reward tiles compatible with all games in the Saga, but also introduces factions and an all-new path to victory in the form of structures.
Omen: Heir to the Dunes
– A fast paced, head to head strategy card game set in the burning sands of ancient Egypt. – Pledge your loyalty to Anubis or Horus and command your forces as you choose from multiple paths to victory. – Quick to learn and endlessly expandable with additional games from the Omen Saga.