Fantasy

Oh Captain!

Our intrepid adventurers have sailed on a journey, finding the hidden cave of a mythic monster. There are so many strange things there! The Captain allows the crew to search through the place and bring back to him what they have found, but by bluffing the Captain, they will try to keep the best part of the loot for themselves...

In Oh Captain!, an asymmetric game of changing roles, an adventurer must offer the loot cards they draw to the Captain, telling the Captain something about what the cards contain but not necessarily speaking truthfully. Indeed, some cursed objects can't be spoken of at all by the adventurers.

The Captain, who is safe from being attacked by objects, decides whether the crew member can keep the loot or not, and if the Captain turns down the offer, the crew member can decide to use an object against another adventurer. The latter player can overcome this by calling out a lie, winning or losing a coin based on who is right. The role of the Captain can be claimed by any adventurer who is richer than the Captain, and in the end the richest adventurer wins the game.

Dresden Files Cooperative Card Game

In The Dresden Files Cooperative Card Game, players work together to solve cases from the bestselling Dresden Files novels in the ultimate what-if scenario: What if Harry was on the scene with allies who weren't there in the original story? Play Harry, Murphy, Susan, Michael, and the Alphas in the first five novels, or take on "Side Jobs" in a random scenario generator based on the short story collection of the same name.

Play your hand, clear the board, and beat the odds in the final showdown at the end of the book. Use teamwork, strategy, and a wee bit of luck to win the day.

The game has plenty of in-jokes and references for Dresden fans (like the unreliable range of the Blue Beetle), but it’s accessible to people who haven’t read the books.

This is a tightly tuned, strategic, cooperative game that feels intense, vital, and a little bit risky (thanks to dice and other factors) throughout play. At 30 minutes per session, gameplay is fast-paced and down to the wire. In this game, players take on the role of Harry Dresden and his allies, investigating cases and taking on foes from the books. To accomplish this, you'll share a common pool of action points (called Fate points), and each player must choose between taking an action or generating Fate points each turn. Solve more cases than there are foes left standing to win!

In short, each player plays a character from the novels (one of them is always Harry), taking on a shuffled scenario deck based on one of the books in the series. Using a combination of cards, dice, and teamwork, players attack foes, investigate cases, take advantages, and overcome obstacles to make sure they have the best possible odds for a win in the final showdown at the end of the book! Like any good cooperative game, it's hard to win (no fun if there's no challenge!), but always rewarding to play, and scales smoothly from one to five players.

Dragon Rampage

Dragon Rampage, a competitive fantasy game by Richard Launius, is a strategic dice game for 3 to 5 players. Each player takes the role of one of the adventurers (all with different abilities) and the goal is to score the most points at the end of the game by fighting against or running from (or some combination of the two) the dragon you just woke up, and tallying up the treasure and gold you obtain in the dungeon. Players roll seven specially designed dice and choose whether to focus on grabbing treasure (from the dragon or from another player), fighting the dragon, protecting themselves (and their treasure), or running for the exit. Try not to draw the dragon's attention as you make your way, and note that your fellow adventurers may hinder (or aid) you in your strategy and the final scoring varies depending on how the game ends, so watch your step!

The contents of Dragon Rampage is:

1 rulebook

1 game board
6 character mats

30 hero wound tokens (red crystals)
1 first player token
1 re-roll token
8 dice

72 dragon wound cubes (12 per player)
54 hero action tokens (9 per player)
6 player movement tokens (1 per player)

128 cards:

24 dragon rampage cards
32 treasure cards
72 hero character cards (12 per hero)

50 coin tokens:

20 5-value coins
30 1-value coins

Maginor

This is a re-working of Reiner Knizia's Vegas. Maginor adds some cards, spells, and a different "dueling" mechanic.

The theme is that players are trying to gain votes from various oracles. Maginor visits each one in turn. The player with the most influence counters at an oracle can take either the points for the oracle or the spell card there. The player with the second most influence gets whichever the first player didn't take. Spells have one-time effects that alter different aspects of the game.

Influence is gained at the oracles both by playing cards and rolling a die. This gives a mix of random chance and control over the game. If a player tries to get influence in a position occupied by another player's influence counter, they must duel. This is a RPS mechanic with a twist. If both players choose an "earthbeast" in the duel, the defender wins.

When all oracles are scored, the player with the most total votes wins.