Re-rolling and Locking

Deep Regrets

Deep Regrets is a an unfortunate fishing game about pulling progressively more horrifying things out of the ocean. Decide what to eat, what to sell, what to mount, and how many regrets you're willing to carry, as you push yourself too far and spiral towards a conclusion in this strategic horror fishing game.

You'll roll bespoke tackle dice at the start of each turn to determine your strength for that round and then decide whether you'll stay at sea or return to port to sell fish, buy provisions, and recharge your energy.

Survey the sizes of shadows on the backs of 9 different fish shoals at three depths, determining what you think you can afford to catch and if you want to risk it for a potentially better reward. Flip fish, spend dice, add them to your collection - but beware of reveal and catch abilities that can have various effects on the game! As your eyes spy more and more horrifying things, you'll collect Regrets cards - which drive up your madness but also give you access to more dice and increase the value of weirder fish. It's a risk/reward scenario as you balance your madness, knowing that at the end of the game the player with the highest value of Regrets will have to discard their most valuable mounted fish.

Manage you resources, make strategic decisions, leverage madness to your benefit and suppress your Regrets as you try to catch the most valuable haul of weirder and weirder fish in this weird week at sea.

SOLO MODE:
In the solo mode (which you can also co-op), you'll act as an ichthyologist on a mission to catch and catalog every fish in the sea. Over a campaign of dozens of games, you'll try to reel in every last fish and document their attributes on provided catalog sheet. At the end of each game, you'll have to discard an equal value of fish to the regrets you've collected and may have to let some fish go to return to another day. At the end of the campaign, you'll have a catalog of all fish names, depths, values and difficulties that can be used by players in the multiplayer game to help identify what they might fish up!

King of Tokyo: Origins

King of Tokyo: Origins is a standalone game in the King of Tokyo series that's meant to serve as an entry point for new players since it's a smaller, more affordable package. The game includes four new monsters, an assortment of new power cards mixed with older ones, energy cubes, and green dice with yellow characters.

Gameplay remains the same as in the original game: To win, be the first to score 20 points or be the only creature still standing.

On a turn, roll six dice, which show the following six symbols: 1, 2, or 3 points, energy, heal, and attack. Over three successive throws, choose whether to keep or discard each die in order to win points, gain energy, restore health, or attack other players. When you attack, if you're outside Tokyo, you hit whoever is in Tokyo; if you're in Tokyo, you hit everyone else! If someone's health drops to 0, they're out of the game. (You can't heal damage while in Tokyo, and the only way to leave town is to have someone attack you...which might put you at death's door.)

When you gain energy, you store it in cubes, which you can use to purchase power cards, which have a permanent or temporary effect.

Runemasters

Runemasters is a co-operative tower-defense game in which 1-4 players work together as Runemasters whose sworn duty is to protect the Temple of Mankind against the forces of evil.

Each turn, new monsters (cards) spawn on the board and advance towards the temple. On their turn, Runemasters roll four unique dice and combine their results in various ways to attack enemies, move around the temple, prevent monsters from advancing, use their individual powers, or trigger powerful one-time effects.

Evil forces are relentless and will keep coming until dawn arrives. Werewolves, warriors, skeleton archers, trolls — all have their unique abilities, and you need to adapt constantly to new threats if you want to have a chance to survive until dawn. Runemasters have their own abilities, too, some particularly efficient at eliminating enemies while others focus on healing and protecting their teammates.

The game ends in victory if Runemasters successfully protect the temple until dawn (a special card placed among the final four cards of the deck) or in defeat if the Runemasters are killed or the temple destroyed.

-description from designer

Spots

Spots is a casual push your luck game from CMYK. On your turn, you'll be rolling and placing dice onto dog cards. Dice you can't place get buried in your yard. Bury too many dice and you bust. Complete 6 dogs and you win!

-description from designer

The Gig

In The Gig, players are members of a jazz group improvising their way through a song, vying for the spotlight, and trying to please the audience while working up mind-blowing solos!

The game takes place over six rounds, a.k.a. "songs". Each song, players count down, then roll and place dice in real time to gain symbols and create patterns. When one player has placed all four of their dice, they shout "Take it to the bridge!" and other players must stop re-rolling and place the remainder of their dice. After placing all of their dice, each player can add the shape that their dice formed to their instrument's unique solo board, each of which offers a different challenge and way of scoring. Players can use symbols gained via the song and their solo boards to quickly change their dice, keep them for endgame scoring, or spend them to buy audience cards, each of which represents a newly-gained fan who will give you another way of scoring points at game's end.

After the set list of six songs has been played, the player with the most points gained from their solo, audience cards, harmonies, and symbol sets and majorities wins.

The Gig includes a solo mode by Dávid Turczi.