Hand Management

Fast Forward: FLEE

"Quickly, we must flee!", you tell your companions. "THE MONSTER is almost upon us! Look to all sides for help as you never know where it will be!" Can your team survive long enough to finish all chapters of this exciting story?

FLEE is a cooperative game of escaping for ambitious puzzle solvers.

You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards you will discover all cards and rules as you play. It will take several games of FLEE before your group has explored the entire system. It can then be reset and played again by the same or different groups!

FLEE is the third of three completely different games in the Fast Forward series!

Fast Forward: FORTRESS

A great fortress looms in the distance...and it must be yours! Accept the challenge against all others to conquer the Fortress!

FORTRESS is a game about taking risks and out-witting and bluffing your friends to become the dominant ruler of the kingdom.

You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take twelve games of FORTRESS before your group has explored the entire system. It can then be reset and played again by the same or different groups!

FORTRESS is the second of three completely different games in the Fast Forward Series!

Fast Forward: FEAR

Do you fear ghosts? Or are you confronting the danger and scaring your opponents?

FEAR is a fast-paced and straightforward hand management game of tension-filled ghost chasing.

You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take 10-15 games of FEAR before your group has explored the entire system. It can then be reset and played again by the same or different groups!

FEAR is the first of three completely different games in the Fast Forward series!

Godfather: Corleone's Empire

Designer Eric Lang, known for his "dudes on a map" games, describes The Godfather: Corleone's Empire — a standalone big box board game with high-quality miniatures — as "thugs on a map".

In short, the game is a streamlined, confrontational worker placement game filled with murder and intrigue. You play as competing mafia families who are vying for economic control of the organized crime networks of New York City, deploying your thugs, your don, your wife, and your heir on the board to shake down businesses and engage in area-control turf wars.

Money, rackets, contracts, and special advantages (such as the union boss) are represented by cards in your hand, and your hand size is limited, with you choosing which extra cards to pay tribute to the don at the end of each of the five rounds. At the end of the game, though, cash is all that matters, and whoever has the most money wins.

The game also features drive-by shootings in which enemy tokens are removed from the board and placed face-down in the river.

Noxford

Welcome to Noxford, a timeless city in perpetual construction that extends continuously following the rhythm of the gears that hold it. Each player leads a crime syndicate and relies on their lieutenants and henchmen to become the most influential around rich districts of the city.

Set in a Steampunk universe, Noxford gives you the opportunity to take control of a Victorian city made up of cards. In turn, players place in the game either cards depicting influence of their syndicate, or neutral cards representing rich districts (victory points) as well as barracks (which cancel syndicate influence around those areas). Cards must be placed so that they touch at least two cards already in play and must have at least two edges aligned on the edges of the cards that it touches.

The game ends when a player plays their last syndicate card. Then, players wins neutral districts if they have more syndicate cards than their opponents around. Neutral districts give 1 victory point per symbol on them, and a +2 bonus if the district depicts the favorite field of the player's syndicate. The player with the most victory points controls the city and wins the game!