Fantasy

Metal Adventures

Space pirates are battling for honor, glory and wealth! Join them in their exploration of the universe and their quest for victory. Players will explore, challenge each others, and engage in short-term or long-term alliances, but there will be battles and mighty spaceships involved. In Metal Adventures, you'll use cards to explore, enhance your ship and your crew, and live up to bold challenges. There will be negotiations, battle tactics, and the uncertainty and risk that really make a pirate's life.

During the game, each player uses a fancy four-wheeled astrolabe to track their power (which can be improved via equipment), damage (which reduces power), glory (which is how players win), and the "judgement of pirates" (which affects glory).

On a turn, a player either rests (gaining money and repairing their ship) or else travels (paying to do so), battles (either starships, planets or opponents), and optionally takes the "tour of pirates", visiting one of the ten planets in the game and taken the action available there. Each player holds two trophy cards, and when they meet the conditions on one of them, they can reveal it to earn credits, glory or both. They can gain support (single-use cards) and equipment (providing power adjustments and possibly other special abilities), keeping at most four of these improvement cards at a time.

Players can negotiate alliances and trade anything but glory, and while they must keep their word for immediate exchanges and actions, they can break promises or alliances in later turns, although doing so requires them to suffer the "judgement of pirates", thereby affecting their glory count. Collect four such points, and they can no longer ally with other players or give or receive assistance.

When a player has nine or more glory points or the space deck contains two or fewer cards, the game ends and whoever has the most glory wins.

Vineta

In Vineta, 2 to 6 players take on the roles of angry Norse Gods, seeking to sink the city of Vineta beneath a succession of pounding waves.

However, each player is secretly assigned one of nine city districts to protect. Likewise, each player secretly protects one color of houses.

By use of cards, players send waves against districts, joining together to sink them and moving houses in and out of threatened districts. At the end of each round, the district that has the most waves played against it -- along with any houses in that district -- are removed.

After eight rounds of play, only one district (and any houses it contains) will remain. Players score for houses claimed during the game, and bonuses are given to whoever was secretly protecting the remaining district and its remaining houses -- if any.

Awards

Won the 2004 Concours International de Créateurs de Jeux de Société (as Waka-Waka Island)

Scarab Lords

Excerpted from publisher's blurb:

"The Age of the Locust is at hand. Foreboding shadows arise form the desert of endless storms. Dark magics stir in the silent streets, and words of ancient prophecy have come true; the Scarab Lords have come forth to wage war in the Heavens and on the Earth."

Set in a gorgeous fantasy Egypt, this clever card game depicts the battle of dominance between two mythical Scarab Lords. To win, power must be gained in the areas of religion, military, and economics. Powerful sorcerers, mythical beasts, epic monuments, and grand armies all play key roles in the Scarab Lords card game.

The non-collectible card game features two beautifully illustrated 30 card decks which players must customize to best fit their strategies.

Sequel: Minotaur Lords

Magic Labyrinth

The little magician apprentices have lost some magic objects inside of the master’s maze. Now they try to collect them before the Master notices anything. However, in the maze there are invisible walls and only one of the missing objects is revealed at a time. So they have to make their way through the maze by means of a good memory and lots of skill.

Each player moves their magician over the board while trying not to bump the labyrinth below. Each magician is joined with a magnetic ball so if you hit a wall the ball drops and you have to start all over again.

Dungeon Petz

Become the leader of an imp family that has just started a new business – breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them – but the profit is unbelievable.

Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.