Puzzle

Koi Garden

Koi Garden is a tile-laying card game where you use your wildlife, with all different scoring styles and movement, to score through your ever changing pond. Your pond changes as you build and the wildlife tend to become obstacles, the more the pond is built up.

—description from the designer

Décorum

Decorum is a cooperative, hidden information game where you and your partner share the same objective: decorate your home in a way that makes you both happy. The problem is, different things make each of you happy and nobody says exactly what they need. Can you find a happy compromise, or is it time to move out?!

-Play through 30 unique scenarios, each introducing new twists and challenges.
-Keep your conditions a secret, they say how you want the house decorated.
-Add, remove, and swap objects or repaint rooms to make the house look just right… for you.
-Respond with “Love it”, “Hate it”, or “Fine with it” to work together toward a perfectly decorated home.
-There is a solution for each scenario, the trick is figuring it out in time.

At its heart, Décorum is a pretty straightforward logic puzzle. There are a small number of ways to arrange the internal pieces that meet all the requirements listed on the player’s rule sheets simultaneously. The twist of Décorum is that it’s also a hidden information game. No player has all of the rules. While playing, the players will have to watch their partner’s moves just as carefully as they’re planning their own. Even more crucially, they’ll have to communicate why they’re making the moves they’re making–using the very limited means we’ve provided them.

Décorum might be about solving a puzzle, but it’s really a game about communication and compromise. The real challenge isn’t just solving the problem with the limited information you and your players have; it’s dealing with the frustrations that will inevitably occur when your partner does something that messes up your plan. In order to be successful in Décorum, there will come a point where both players will have to let go of their initial strategy for how they were going to finish the board and start paying attention to what their partner is doing instead. By introducing and providing an incentive to resolve conflict, Décorum mechanically encourages (or even requires) a positive form of compromise.

Each player draws a "Scenario" card that lists a set of criteria of what types of décor a room must have or cannot have. For example "No room may contain a lamp" or "Every room must contain a wall hanging". Players keep their criteria secret.

The play surface is a board displaying various rooms in a house. Each room has multiple items that can potentially be placed in the room. Players take turns placing, moving, or removing colored tokens on the board, where each token represents an item of home décor. Each token placed may conform with, or violate, the other players' criteria. After each token is placed, other players may state they like the item of décor, as placed, or they do not like the item of décor, as placed. Further discussion or explanation is not allowed.

The game ends when all players' criteria are satisfied.

Vivid Memories

Every stick is a sword. Every bike is a steed. Every memory is a possibility.

In Vivid Memories, you’ll take turns collecting fragments of childhood memories, weaving a tapestry of colored threads in your mind. Throughout your journey, you’ll store important moments in your memory bank -- gaining new abilities to help you score.

Cleverly create connections and earn rewards for completing core memories, matching the imagination behind each moment, and working toward your lifelong aspirations for victory.

During the game, players take turns collecting fragments of memories from moment tiles, placing them in their "brain" board to weave a tapestry of colored threads. Using abilities at the end of each round to cleverly create connections, players are rewarded for how they store memory fragments while working toward completing “core memories”, which give repeated benefits each round. Through their journey, players store important moments in their memory bank -- gaining new abilities and new opportunities to score -- all while working to collect fragments and moments that match what they aspire to be.

—description from the designer

Azul: Queen's Garden

Welcome back to the palace of Sintra! King Manuel I has commissioned the best garden designers of Portugal to construct the most extraordinary garden for his wife, Queen Maria of Aragon.

In Azul: Queen's Garden, players are tasked with arranging a magnificent garden for the King's lovely wife by arranging beautiful plants, trees, and ornamental features.

Using an innovative drafting mechanism, the signature of the Azul series, players must carefully select colorful tiles to decorate their garden. Only the most incredible garden designers will flourish and win the Queen's blessing.

—description from the publisher

Mountains Out Of Molehills

Moles have traveled from all over to compete in the annual Mountain Maker tournament. In this light strategy game, competitors show their skill based on how high they can pile their Molehills, and by how many Mountains they control. The Mole that can build and control the most Mountains out of Molehills over 6 rounds will be declared the "Top Tunneler" and win the game. Features a two-level game board and full-color acrylic standees for each Mole!

Mountains Out Of Molehills is played over six rounds, and each round has four phases. In Phase 1 players take turns drafting action cards from a face up market to form a hand of 4 cards each. These actions will move Moles underground while adding Molehill pieces to the bottom of the Mountains above them.

In Phase 2, each player simultaneously determines the order they plan to resolve their action cards, they place these cards face down in a stack from first action, to last. Once the order is set it cannot be changed! Carefully planning will help ensure you take control of the most valuable Molehills, but be careful as your opponents may block your path, throw a Rock in your way, or even cause your best Mountains to Topple over, spilling the pieces onto other Mountains!

In Phase 3 players take turns revealing the top card from their stack and resolving its action. In Phase 4 players score the round. Each player controls the Mountains that have their color Molehill on the bottom, and they earn 1 point for each piece in the Mountains they control.

After scoring, players draft the turn order for the next round, starting with the player who has the most pieces on TOP of each Mountain. The player who goes first gets first choice when drafting cards, but the player who acts last gets the final movement of the round.

After six rounds players total up all their points from the 6 rounds and the player with the most points is dubbed the Top Tunneler and wins the game!