Area Movement

Korrigans

Each player in Korrigans has two korrigans (a.k.a. fairies or spirits) and must use them to move about the landscape, claim animal tokens in order to access other parts of the land, and eventually find the pot of gold that will become visible once the rainbow's location is revealed.

In more detail, players take their first two turns to place their korrigans on the game board; with each korrigan you place, you look at the tokens in that location and keep one of them. These tokens show either gold (which possibly gives you points at the end of the game) or an animal (which allows you to pass through gates that bear that animal to reach a different landscape). From the third turn on, players use their animal tokens to move their korrigans and pick up more tokens. Each round the player holding the bag draws a rainbow token and places it in one of the rows or columns on the board; this means that the pot of gold won't appear in this row or column in the final part of the game.

Once the gold is finally placed on the game board, players have a final round in which they try to reach the pot with their korrigans. If a player reaches the pot with one korrigan, he scores 10 points and if both of his korrigans reach the pot he scores 15 points. Whoever has the highest score wins!

Hengist

Thirty years have passed since the Romans left Britain. The power of the Picts and the Scots is growing, and they are pushing inland. In order to save Britain, the great chieftain Vortigern has asked the Saxon brothers Hengist and Horsa to help defend Britain. You and your brother agree to help, but over the years Vortigern has become greedy and does not pay you enough.

It is time for you to take matters into your own hands and take what is rightfully yours! You have good maps, strong fighters, and stout boats. The coast is littered with villages, towns, monasteries, and estates. All are waiting to be pillaged! Who will win the thrilling hunt for fame and fortune: Hengist or Horsa?

In Hengist, both players compete for the same treasure tiles. The player who reaches a treasure tile with one of his raiding groups first gets the tile — but a part of the road is hidden and must be explored first. Not always is the direct path the most successful way. The player who uses their cards wisely and has a little bit of luck will get the more valuable treasure tiles and win the game.

Fire & Axe: A Viking Saga

Norse law dictates that every man shall posses a weapon at all times. The need to swiftly wield an axe in the name of battle, honor, or revenge was ever-present. Valhalla will not be filled with the weak.

In Fire & Axe: A Viking Saga, originally released as Viking Fury, you vie for glory across three epic Viking sagas, each one a different journey to raid, trade, and settle territories. Will you choose the path of diplomacy and trade for victory? Or will your longship cast a bloody wake?

Start your journey by gathering crew and goods to outfit your boat. Will your ships be filled with warrior or goods? Settlers or sackers? After your launch from bustling ports into the open sea, you must choose your path to power — but don't get lost in the wind; the sea will gladly devour souls who take her lightly...

The life of a Viking is one of power and glory, or untold sorrow. Which shall be your destiny?

Circular Reasoning

Circular Reasoning is an abstract strategy game developed by two students at the University of Texas at Dallas, Tomer Braff and Edward Stevenson, under the name "Giant Shoulder Productions". After being featured at IndieCade 2014, Circular Reasoning was then picked up by Ad Magic and is now being published under Breaking Games.

The board consists of a goal in the center and three concentric tracks of 16 spaces each. Each track has a gate to the next level, but the gates rotate around the board according to the number of tokens found in each level.

Each player gets a square, a triangle, and a circle, which move four, three, or two spaces respectively. In addition to racing toward the center, tokens can be used to block other tokens from using the gates to advance. Because of this, players must predict and work around their opponents moves to secure victory.

Utopia

The king of Utopia has invited princes of the greatest civilizations of antiquity to come and live within the walls of his city, welcoming in doing so, the architectural wealth of their far-away cities. As the King’s Minister, your Sovereign has given you the mission to welcome and accompany these princes and princesses who will present themselves at the gates of the city. Every development added to the city made by your guests increases your prestige.

Online play

Jeux sur un Plateau (turn-based)

Components:
40 Monument Figures: 8 for each of the 5 civilizations (Mayan, Persian, Egyptian, Greek and Chinese)
4 Wonder Figures
5 Minister Figures: 1 of each color (used for Score Track)
200 Prince Tokens: 40 of each color
40 Bases
10 Privilege tokens: 8 of each color. 2 per color
40 Guest tokens: 2 per civilization for each of the four islands on the board
50 Action Cards: 10 for each civilization
5 Rule Summary Cards: 1 per player
1 Bag

Basic Game play:

Turn order (after the first player) is derived from who has the highest score on the perimtere score track yet has not had a turn. Each game turn is broken down into three phases:
Phase 1: Welcoming the Princes
Phase 2: Development of the City
Phase 3: Calculation of Prestige Points

Phase 1: Welcoming the Princes

In the first phase, Guest tokens are placed on the board near ship icons but corresponding to the symbol on each token. These guest tokens are then replaced with Prince tokens that is their own color, or of the same civilization as the chosen Guest or in any District of the island indicated by the Guest or any combination of these. This is repeated three times until all Guest tokens have been removed from the board. While this is happening, players may Build a Wonder or Take Control of a District.

At any point during their turn, if a player has one prince of each of the 5 civilizations on one island (regardless of which Districts they are in), he may immediately construct a Wonder and receives 6 Prestige Points. There may only be one Wonder per island and a player does not have to construct Wonders.

At any point during their turn, if a player possesses 3 princes of the same civilization in the same District, and that District is not already controlled by another player, he may decide to take control of the District by placing a Monument on that District. There can only be one Monument per District, and this space, once acquired, cannot be retaken. For taking control of a District the player gains Prestige Points during Phase 3: Calculation of Prestige Points. Also, if the District belongs to an island where a Wonder has been constructed, the owner of the Wonder immediately scores the number of Prestige Points indicated on the District.

Phase 2: Development of the City

Each player receives 5 Action cards and discards based on their score in the score track. The person in the lead discards two cards, the last player doesn't discard any and all other players discard one. Four types of actions are possible and occur multiple times in a player's turn:

1) Move one or two princes:

If a player decides to move two princes with a single action card, these two princes must be within the same District and make the same movement.

LAND MOVEMENT: By discarding an action card, a player may move one or two princes of that civilization to an adjacent District (Districts are separated by alleys or bridges).

SEA MOVEMENT: By discarding an action card, a player may move one or two princes of that civilization from one maritime District (showing a ship) to another maritime District. These two Districts must be in the same maritime sector or in two adjacent maritime sectors. (The division of the maritime sectors is indicated by the dotted lines originating from the 3 lighthouses of the city).

2) Add a prince:

By discarding an Action Card, a player may place a prince in a District occupied by a Monument of that civilization.

3) Remove a Prince:

If the player possesses a prince in a District occupied by a Monument of that civilization, regardless of the player who controls the District, that player may, with an Action Card of that civilization, remove the Prince from the board. For this action the player immediately gains 2 Prestige Points. Th e player’s Minister figure is moved up two places on the Score Track.

or 4) Influence the King (altering the Prestige Scale):

If the player possesses a prince in a District occupied by a Monument of that civilization, regardless of the player who controls the District, that player may, with an Action Card of that civilization, remove the Prince from the board. For this action the player immediately gains 2 Prestige Points. The player’s Minister figure is moved up two places on the Score Track.

The value of each civilization, indicated on the Prestige Scale, determines the point value of the districts controlled by each player at the end of the turn. By discarding an Action Card, a player may increase the value of a civilization by 1. The Value figure of the civilization changes places with the figure directly above it. With two Action cards, a player may reduce the value of a civilization to 1. All the other figures are moved up accordingly. At the end of their turn a player can only have a maximum of 5 Action Cards.

Phase 3: Calculation of Prestige Points

Once all the players have carried out their actions, the points for the round are calculated. Each player, in turn order, gains points for each District that they control. The value of each civilization is indicated on the Prestige Scale. The players’ Minister figures are moved up the Score Track.

If one or more players have reached at least 50 Prestige Points at the end of this phase, the game ends. The player with the most points wins.