Fantasy

Hexenkompott

Players are witches trying to make their potion. Each witch is associated to a secret color with match a cauldron. In turn each witch rolls a colored die and must put a face down mushroom in the cauldron indicated by the die using a wooden spoon. Other players try to guess whether she is putting a right color mushroom or a wrong one.
Guessing right stops the witch and reduce the number of available mushrooms of the guesser, accusing a innocent witch increases the available mushrooms of the guesser.
The game ends when a witch is left without mushrooms and she gets one extra point for herself and subtracts one point from a chosen cauldron. For each cauldron a right color mushroom scores one point to the secret owner and a wrong one subtracts one point.

Asara

In Asara, you take on the role of a wealthy builder competing to bring the most prestige to your name through constructing the largest and most ornate towers in the city. The game is played over 4 rounds (years), during which you will be acquiring the pieces for your towers and assembling them.

Players are given a hand of cards with different colors. On their turn, players play a card from their hand to an action space on the board. These spaces allow players to acquire tower pieces, get money, build a portion of their towers, etc. Once a card has been played in one of the action spaces on the board, all subsequent cards played in that area have to follow the original card’s color. Turns continue around the table until all players are out of cards for that round.

Scoring happens at the end of each round based on the number of towers a player has and the ornamentation present on those towers. After the scoring at the end of round 4, a final scoring occurs and bonus prestige points are given to the players with the largest towers of each color, the most towers, and the largest tower overall. The player with the most prestige points is the winner.

Dungeon Run

A tale of teamwork and betrayal!

The mole ogre howled out as it collapsed into a bloody pile of rent flesh and broken bone. The aging knight bent over, panting heavily, and gave his dwarven peer an approving nod. It had taken great effort between them both to slay the beast, and they had each taken their share of wounds. But in the end their cooperation had paid off and they both knew it. And then their eyes found the treasure chest sitting in the corner of the room.

They looked at each other. They looked back at the treasure... and then the real fight began.

The game where YOU are the final boss!

Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don't crawl - run!

Dungeon Run features a randomly assembled dungeon that changes each time you play, as do the monsters you face and the treasures you find. Eight different heroes each with unique options for customization further add to a wealth of game play options. Choose the vicious Tundra Orc and bash your way through everything that stands in your path. Play as the cunning Grounder Wizard and use your magic to cheat the laws of nature. Select the Guild Dwarf adventurer and lay traps to ensnare your friends. There are many paths to victory in Dungeon Run. Win by working with your friends or against them - just win!

Gnomes of Zavandor

Welcome to the world of the Gnomes of Zavandor.

Like most gnomes, you have two great passions: sparkling gems and wondrous machines.
The sought-after gemstones can be found around the mining town of Diamantina. They can be bought and sold at the gem exchange, shady traders are always willing to engage in a little wheeling and dealing, and then you can use the gems to claim valuable mining rights, artifacts and jewellery. Who will become the most successful gem trading mogul?

Zavandor is a fantasy setting which revolves around a capitalist economy based on trading in gems - sapphires, rubies, mystical gems etc. Other games in the family include Mines of Zavandor, and The Scepter of Zavandor.

Gnomes of Zavandor features two central boards. The first is a grid with markers indicating the current price of each of the gem types, and also indicating whether the price is going to go up or down next turn. Gems can be bought (or sold) for cash in the first phase of each turn. Buying gems makes them more valuable in subsequent turns; selling them reduces their value, and this is reflected on the grid. These gems can be used to buy tiles from the second board, a star-shaped arena featuring "mining rights" tiles positioned randomly around it. The position on the board indicates the cost to purchase these mining rights; the cost will be a mixed selection of coloured gems. At the end of each turn, players gain new gems according to the mining rights they have acquired and this affects the central economy, generally reducing the value of the relevant gems when they are purchased for hard cash, in future rounds.

The initial phase of the turn involves buying gems, selling gems, taking gold, trading with the central supply, and purchasing cards and tokens (with gems rather than cash). The items available for purchase include equipment improving your efficiency, jewels providing victory points, and mining rights. The second phase of the turn involves mining for new gems. Each player takes the gems they are allowed according to their mining rights. At the end of each turn, the market values are adjusted according to the actions which have occurred; the price of the available equipment is discounted (this rule is optional); and another area of the star-shaped board becomes accessible with more mining-rights available to purchase in the next round.

The game continues until one player has reached a victory-point target, dependent on the number of players in the game. Victory points are achieved by purchasing mining-rights, equipment, and most significantly (but also most expensively) jewellery.

Arcana

Game description of the 2011 revised edition from the publisher:

Welcome to Cadwallon, an infamous city known for the chicanery of its artful guilds! Can your guild sweep through its districts and gain power through recruiting influential citizens and acquiring valuable relics?

The revised edition of Arcana is a card game of recruitment and resource gathering for 2-4 crafty leaders. Command a guild of loyal agents during a series of district encounters against your opponents. Score the most prominent citizens, advantageous locations, and valuable treasures through bribery and power struggles. Collect the highest amount of victory points to become the master guild of Cadwallon!

This vibrant game creates a fantastical atmosphere for players to enjoy while they attempt to best their opponents through strategic card play. Make your guild the most influential by winning Stake cards and strengthening your deck with impressive Personalities, advantageous Locations, or tempting Relics to use in bribery.

The revised edition of Arcana introduces two new guilds to choose from, the Guild of Fortune-tellers and the Guild of Architects, as well a variety of optional rules that players can utilize to enhance their experience. Players can customize their guild, fulfill objectives, recruit Militia, invoke the ability of their Guild Masters, affect game play through random events, or optimize tactical strategy through card discards. Which variant will you use in your game?

Summary of Play

Arcana is played over a series of rounds that are comprised of two phases, the Intrigue phase and the Resolution phase. Send Agents from your unique guild deck to any of Cadwallon’s districts to claim control of Stake cards: Personalities, Locations, and Relics, all of which award victory points.

During these district encounters players gain control of Stake cards by playing their Agent cards. Stake cards are won through meeting or exceeding the card’s main arcanum: either Military, Political, Spiritual, or Financial. Whichever Agent has the highest matching arcanum type wins the current revealed Stake card in that district.

Of course if the Stake card you are after is a Personality card you can choose to bribe them with a Relic Card instead, immediately ending the phase and wresting the victory points from your opponents should you succeed.

Players can increase the mystery of the final outcome through bluffing. Players control two friendly distracts (piles of Stake cards) in which they can place their Agents facedown. Will your opponent chance opposing you when he is uncertain of your arcanum value?