Card Game

Aerion

You are an air-shipwright, that is, an inventor of flying machines used by the dreams to traverse the skies of the Oniverse. You have been challenged to build a new fleet, the most beautiful ever seen. Now you must roll the dice to acquire the components you need to build airships.

In Aerion, a solo/co-operative game for 1-2 players, you must find the best blueprints, acquire the finest construction materials, and recruit the best crew. Discarding cards can adjust your die rolls, but be careful not to exhaust your resources! Can you build the best fleet?

Aerion includes six expansion modules with new options and challenges.

—description from the publisher

Claim

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that effects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

Doctor Who: The Card Game

Game description from the publisher:

Daleks, Cybermen, Sontarans – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.

In Doctor Who: The Card Game, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.

Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!

Captain Marvel: Secret Skrulls

Captain Marvel: Secret Skrulls is a hidden identity game in which players take on the roles of their favorite characters, including Captain Marvel herself, to defend Earth in an intergalactic war against shape-shifting Skrulls in disguise. Players must decide whom to trust, defend their alliance, and restore the planet's virtue.

The gameplay in Captain Marvel: Secret Skrulls is based on the hidden identity game BANG!

—description from the publisher

Sunset Over Water

Description from the publisher:

THE BEAUTIFUL WILDERNESS
Sometimes you need to get off the beaten path to find a beautiful landscape to paint. Wake up early, hike deep into nature, and find your perfect spot. Some paintings sell for commissions, others you’ll keep for yourself, but you’re always going that extra mile to find inspiration.

OBJECTIVE
Over six days, players gain Renown by hiking to beautiful locations to paint landscapes, which they’ll later sell. Each day, players choose a Planning Card, which allows them to travel through the Wilderness and paint (i.e., pick up Landscape Cards). At day’s end, they can sell paintings to earn Renown (i.e., turn in Landscape Cards to gain Commission cards worth Renown). Players also earn Renown by completing Daily Goals and by possessing Landscape Paintings at game’s end.

GENERAL PLAY
Each day starts with a simultaneous Planning Phase, followed by individual Trek Phases, and ends with a Clean Up Phase. After the sixth day, a final Scoring Phase occurs.

Planning Phase: Players draw three Planning Cards and select one for the day. This sets the time they'll leave (initiative) how far they can move, and how many paintings they can paint.

Trek Phase: Based on when players started their hike, each player completes their Trek Phase. During their Trek phase they'll move through the Wilderness, paint landscapes, and sell as commissions for Renown. There is also a end of turn check for the Daily Goal.

Clean Up Phase: Once all players have taken their Trek Phase, the Wilderness, Commission Cards, and Daily Goal are update and then next day begins.