Secret Unit Deployment

Beast

Welcome to the Northern Expanse, a place where nature is still unexplored, mystical and dangerous. When the humans first arrived, they thought they found an unspoiled paradise, filled with bountiful forests, lakes swimming with fish and cold freshwater flowing from the mountains. But as their settlements expanded and the surrounding forests grew thinner, nature itself pushed back. Great creatures known as Beasts emerged, and with their fangs, claws and mystical powers, they proved an incredible threat to the humans. In order to protect the settlements, humans enlisted specialised hunters, tasked with tracking and killing the Beasts before too many of their kin perish.

The Beast uses a deck of direction cards to move over forests, swamps and caverns, using guile and deceit to hide its track from the hunters. However, whenever a hunter moves over a location where the Beast has previously been, a trail appears. Only when a hunter searches a location or the Beast itself attacks an unsuspecting target is the Beast's actual position revealed. More so, each hunter has but one chance of searching each round, making it a tense and difficult decision. Hunters seldom have full information whether the trail they’re pursuing contains the Beast’s actual location, or if the trail has already gone cold.

Each action you perform in this game is done by playing a card from your hand (up to a maximum of two cards per turn). This means that if a player wants to search, attack or move, they need to have a card in their hand that lets them do that. Before each round, both hunters and Beast participate in a draft for the most important cards. All action cards can be used by both Beast and hunters alike.

In order to win this game, you either need to cooperate every step of the way if you play as a hunter, or skillfully outmaneuver your opponents if you play as Beast. On their own, hunters are never stronger than the Beast. Only when hunters communicate, strategize and combine their actions can they bring down the Beast before it’s too late.

—description from the designer

I'm Right You're Wrong

I'm Right You're Wrong is a fun-first game that promotes mental wellness, themed around petty arguments. In fact, it was inspired by a real life office spat. Outwit and outlast your opponent(s), by holding onto your hand, and not breaking a rule.

Take turns, drawing a card and playing one from your hand. Each card is empowered with consequences. Some cards reduce your hand, some cards restrict your options. The twist is… attacking opponents screws you over, not them. It’s the only card game where playing your least worst option is your best. Play is similar to other casual games (hand management, elimination, take-that). No actual role-play or arguing involved.

Each player starts with 5 cards with powers and consequences. Each turn, draw and play one card from your hand. Many cards are self-punishing, so choose your least worst option to outlast your opponent.

You lose if: you run out of cards, you break a rule (forced or not), or you get caught bluffing.

The game ends when all but 1 player is eliminated.

—description from the designer

The Court of Miracles

In The Court of Miracles, lead a guild of beggars, plot, use trickery and opportunism to build your renown and take over the old 16th century Paris.

Your goal is to establish your renown in Paris or to be the most influential when the Penniless King would have reached the end of his path...

At your turn, you may play a plot card, you have to place one of your (3) Rogue tokens, face down (secret ability), on any available spot in a neighborhood, and benefit from the effect of your spot (receive coins, draw plot cards or move the Penniless King forward along his path). You may then perform the action of the neighborhood.

When a neighborhood is fully occupied, settle a standoff revealing each player's Rogue(s) token to know which player takes control of the neighborhood.
Controlling a neighborhood will reward you eat time another player perform its action.

You will be allowed to buy a 4th Rogue, cards or move the Penniless King Forward at the Renown Square.

Unless the Penniless King reaches the last space of his path before, the first player to place their 6th Renown token wins. Otherwise, the player with the most Renown tokens placed on the board wins the game.

Milito

Refight battles between the greatest armies of the Ancient World: Republican Roman, Carthaginian, Alexandrian Macedonian, Achaemenid Persian, and more!

Milito is a card-based, diceless wargame by Martin Wallace that puts you at the head of an Ancient army, making the key tactical decisions that will win or lose you the battle. Commanding a combination of troops unique to your own army, you'll play unit cards to take control of the battlefield. Skirmish with light troops to hold the enemy at bay, use your cavalry's maneuverability to your advantage, and advance your units of well-armored infantry to drive the enemy away. Flank attacks and army-specific leaders provide further tactical depth. Choose the right moment to commit your best units into the battle line, and capture three terrain areas to win the game.

Each card in your hand represents one of your army's units, which has the same strengths and weaknesses as its historical counterpart. Units are rated for speed, attack strength, defense strength, and other modifiers based on battlefield performance. Leader cards offer combat bonuses and have their own unique abilities — but be warned that not every leader card is an Alexander or Hannibal!

—description from the publisher

Circadians: First Light

We were light years from our home, galaxies away, when we first discovered this ancient celestial body — a planet filled with intriguing, intelligent lifeforms, not too unlike our own. Some built kingdoms below the surface of the green seas, while others controlled the desert-filled plains and cliffs. Among them we found scientists, inventors, farmers, traders and fighters. While our presence has been unsettling for some, we have had very few incidents with the locals. Still, we Circadians, Earth's famed explorers, must do what we can to ensure peace. We must respect this world and its hosts. The heads of Moontide passed down orders from above. We are to open negotiations with the three clans, in hopes of gaining their favor, along with our own security while on the planet. We must also collect organic samples for the depository on Moontide. This is new ground for all of us, but we must be brave and resourceful. The future of the Circadians depends on it.

The aim of Circadians: First Light is to lead a team of researchers on the planet of Ryh. Players need to manage their crew (dice) to visit various parts of the planet for trade, farming, construction and research. Players score points for negotiating with the locals, harvesting resources for the depository, upgrading their research base, exploring the planet, and collecting gems. The game is played over eight rounds. At the end of the final round, the player with the most points wins.

—description from designer