Dice

Roll to the South Pole

Game description from the publisher:

The year is 1911. The earth holds only one unexplored place for man: the coldest place on earth. You are one of the five legendary arctic explorers racing to be the first to set foot on the South Pole.

By considering the terrain ahead in Roll to the South Pole, players must choose an optimal route and use their dice to take them farther into no-man's land. Will you know when to rest and when to keep pushing your luck? Will your route go straight south or through one of the depots? Can you properly manage your resources, or will you run short at the wrong time?

The race of high risks and careful planning is about to begin. Will you be the first player to the South Pole?

Reimplements:

Amundsen: Kappløpet til Sydpolen (According to the designer, the games share theme and graphics, but differ in game play, with Amundsen being a light game and Roll to the South Pole being a more strategic affair.)

Strike Dice

Basic Gameplay
Strike Dice is a game for 2-4 players. Each player owns 8 Pyramid Dice and must place on the board as many as possible. The purpose of the game is to collect the most Triangle Cards which they carry variable effects and help you during the game. To win a card you must place the most dice on the board at the end of every Triangulation.

The game board is separated into a number of shapes. The large kit shapes in Red and Blue are called Tribases. Each of you, can place max 1 die on a Tribase. The Red bases are strategically important as they help to spread your dice on the rest dark bases. The small red triangles, at the base of each Tribase is an Exit Point. There are 4 in total and through these, your dice can enter and move on the board.

Strike Dice is a clever, short in time and easy to learn game carrying a new innovative way to use Pyramid Dice. We call them Pawndice because they have 2 roles in the game. You can use them as Pawns and as Dice too!

Catan: Junior

Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games.

Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain!

Be the first player to control seven pirate hideouts, and you win!

What sets this apart from the previous Die Siedler von Catan: Junior:

This game is playable with two as it comes with a two-player map.
The three- and four-player map is larger and is more symmetrical, so that two of the colors don't operate at a disadvantage.
The map now shows die faces rather than numbers for resource production.
Many of the event cards have been removed to make the game simpler.
There are no cards in the game only tiles for more durability.
There are no longer harbors in the game. In the original game you had to set up the board with random secret harbor tiles that allow for better trades with the bank. Now the trading to the bank is simpler and can be done from the beginning and doesn't require people to build to the harbors.
The resources are different.
There is a race for the Coco the Parrot tiles (rather than 'CoCo Helps' cards) and those that have the most get to put an extra piece on the board (one step closer to winning), tied players take their piece off the island and leave it vacated.
The market is now a part of the board, and can be traded into only once on your turn
By default, Trading with other players is excluded and only part of the "advanced game". In Die Siedler von Catan: Junior trading with other players could be excluded to simplify the game.

As in Die Siedler von Catan: Junior you can't chain ships, you must build a pirate lair before continuing on.

Reimplements:

Die Siedler von Catan: Junior

Genegrafter

Genegrafter is a superhero card and dice game that was designed to be easy to pick up and start playing within minutes but still offer enough complexity so that more advanced players won’t get bored.

The core game is comprised of a deck of 54 cards that include Characters, Abilities, and Events. The goal of the game is to have more Genetic Markers than your opponents when the last DNA Strand is revealed.

To do so, you will have to make the best use of your Characters and Abilities as you draw them from the main deck (all players draw from the same deck). Game play is also randomly affected by Event cards that can completely change who is winning or losing. The core game includes hand manipulation, resource management (your Characters and Abilities), bluffing, and blind luck (dice and Event cards) which make each game interesting and unique.

Genegrafter is currently available only on Kickstarter and will offer customization and additional expansions.

Descent: Journeys in the Dark (2nd Edition): Lair of the Wyrm

Game description from the publisher:

Descent: Journeys in the Dark (Second Edition) - Lair of the Wyrm introduces five new quests that can be played individually or used to supplement a larger campaign. With inventive objectives like rescuing survivors from a burning inn and protecting valuable ore from a greedy ettin, the Quest Guide in Lair of the Wyrm delivers fresh new challenges to your adventures.

What's more, Lair of the Wyrm brings two new heroes to the fight against the forces of evil. Reynhart the Worthy is a fearless warrior whose prowess in combat means he rarely makes mistakes. He can reroll misses once per attack, helping to ensure that every strike is righteous and true. Meanwhile, High Mage Quellen is a master of body and mind, and is able to quickly recover from exertions that would devastate lesser men. Quellen has developed the ability to feed off the fatigue of those around him, gaining strength where his fellows fail.

But even as the heroes of Terrinoth gain new allies and tactics, their great enemy silently grows in sinister power. In addition to the Wyrm Queen herself, a fearsome Dragon Lord lieutenant seemingly formed from solidified flame, the Overlord gains two new monsters: mischievous and destructive Fire Imps, and flying Hybrid Sentinels...half-dragon monstrosities with a cruel penchant for preying on the weak. The Overlord's new advantages are not limited to his minions, however. His new available class, Punisher, specializes in making heroes pay for every inch they advance. With abilities like Trading Pains and Exploit Weakness, the Punisher class will make the hero players flinch with fear every time something seems to go their way.