Area Movement

Toy Battle

On land, on sea, in clouds, and even in space, battles are breaking out between toys. Your troops need your tactical talent to lead them to victory. Your mission? Be the first to reach the enemy headquarters or control more territories than your opponent.

On your turn in Toy Battle, you either draw two toy troops or place a troop on the board and apply its effect. When you place a troop, you can place it on an empty base, a base that you control, a base that the enemy controls with a lower-valued troop than the one you're placing, or the enemy's headquarters; however, in all cases you must place on a location that has a continuous path to your own headquarters through bases that you occupy, that is, that have your troop on top. If you occupy bases that form a continuous path around a region, you claim the medals within this region. (You don't lose these medals if the enemy later occupies one of these bases.)

The game ends as soon as you occupy your opponent's headquarters or win the required number of medals based on the current game board. If a player cannot draw or place a troop, the game ends, and whoever has the most medals wins.

—description from the publisher

Tabriz

Weave and sell luxurious carpets in the bustling Persian market city of Tabriz. Fill commissions for the commoners and before long the merchants and royals will take notice as well. Earn the most prestige from completed commissions to win the game and become known as the undisputed master of your craft.

On your turn, you move one of 3 assistant meeples through the Grand Bazaar and take the action where it lands. Actions include buying, trading, and rolling dice for wool, camel hair, silk, plant dye, and carmine dye. Each assistant has limited range, but with careful planning you can set up a quick and efficient series of actions to net you all the materials you need for your commissions before another player completes theirs.

At the end of each turn, if you have the necessary materials, you may complete 1 commission you have in hand.

Resources are limited and the market fluctuates every round. Watch for opportunities to grab more for less, and be careful to avoid moments when the resource you need is out of stock everywhere. Gain skill to attract better commissions, move your assistants further in each round, claim and complete multiple commissions at once, and earn bonus prestige. Optionally, play with the Advanced Workshop Mode so every weaver has their own unique ability taken at the start of the game and at the end of every round.

When any player completes 9 or more commissions, or gains the maximum of 14 skill, the current round is finished and the player with the most prestige wins!

Includes a robust solo mode with multiple AI opponents.

Ironwood

An eternal conflict for the land of Ironwood is raging between two factions: the stalwart and hard-working Ironclad, settlers of the iron mountains; and the ferocious Woodwalkers, swift and deadly shadows of the forests. Both factions struggle for the ultimate control over the land for its greatest treasure: the Larimor Crystals, a mysterious substance holding immense energy within. It can be found both inside the colossal mountains and scattered across the dense forests.

The Ironclad extract the essence of the crystals and process their energy to fuel their machines and mechanical inventions. If they succeed, their giant forges will swarm the land with endless armies, and establish ultimate dominance over Ironwood.

The Woodwalkers use the crystals’ raw magical power to discover and retrieve three ancient totems from secret ritual sites, hidden in the mountains. Once retrieved, the combined power of these totems will summon the Guardian, the ancient protector of the woods, to wipe out the Ironclad once and for all.

One way or another, the eternal conflict is finally coming to an end.

Ironwood is a rules-light, highly asymmetric, card-driven tactical game for 1-2 players. Each round, you and your opponent alternate playing a total of 3 of your faction-specific cards for their action effects. These effects include positioning your warbands, initiating combat, extracting crystals, bestowing temporary passive effects, and many more. When combat occurs, you will use the same cards for their combat values instead, in a simultaneous bid to gain combat bonuses, inflict and fend off casualties, and augment the Dominance value of your warbands to win the combat.

The two factions are completely asymmetric in their play styles, decks, victory conditions - even in which parts of the map they can access.

As the Commander of the Ironclad, your primary goal is to lay down the foundations of your forges in the outer mountains, and once you have collected enough crystals, build forges on the foundations. As the Chieftain of the Woodwalkers, your mission is to locate your people’s ancient totems through Vision cards, clear the path to them by defeating Ironclad warbands, and finally securing them in the outer forests, beyond the Ironclads’ reach. Once you have retrieved the third totem as the Chieftain, or built the third Forge as the Commander, you immediately win the game.

Ironwood also features a low-upkeep solo mode against the Ironclad or the Woodwalkers. Although both solo opponents work on the same main principles, each of them bears its faction’s unique aspects and features.

—description from the publisher

The Last of Us: Escape the Dark

The Last of Us: Escape the Dark is a new board game of atmospheric adventure set in the world of the critically acclaimed Naughty Dog franchise.

Powered by the latest evolution of the Escape the Dark system, The Last of Us: Escape the Dark offers solo and co-op multiplayer modes, allowing up to 5 players to experience this iconic setting in a brand-new way.

Playing as a group of survivors, you will weave your own unique story of survival and companionship as you explore an open-world map. Beginning your journey in a forsaken quarantine zone, your goal is to travel to the reputed safe haven of Jackson while keeping everyone in the group alive.

Carefully plot your route through the troubled landscape, resolving immersive Chapter Cards at each location to gain vital information, weapons, and equipment. Survival will depend on making difficult choices and tactical use of item cards and custom character dice to overcome a variety of threats including Hunters, FEDRA agents, and the dreaded Infected.

Endure and survive!

—description from the publisher

Civolution

Hello, student beings! The cosmic faculty of the Technical Academy of Creation is delighted to welcome you to your Civolution, the final exam in Civilization Design!

For this occasion, we prepared a humanoid scenario on an isolated continent. Here, each of you holds the rank of a local deity which is closely linked to its very own civilization and must lead it to success over the other civilizations. Your developmental possibilities are endless and reach from cultural and technical progress to evolutional adaptations. For example, what would you consider more beneficial to your tribes: inventing the wheel or growing wings? Demonstrate your ability to operate your civilization console and show us how well you can adjust to changeable environmental conditions and mild creational chaos.

When the exam ceases after four eras, whoever managed to gather the most success points will not only pass the exam but will become a full member of the Technical Academy of Creation and garner the opportunity to be promoted to the next instance.

Civolution is a medium heavy to heavy euro-style game that utilizes a dice selection mechanism to trigger actions on a tech tree-like structure. As you figure out how to best use your dice and put your unique cards into play, tons of strategies and paths to victory emerge, though each time you play, you will only explore a fraction of the possibilities that the game’s system and many cards provide.

—description from the publisher

A webapp implementation of the V.I.C.I solo automa is available.