Real-time

Stellar Conflict

Stellar Conflict is a fast-paced space combat game with real-time elements set in the Among the Stars Universe.

In this game, which reimplements the James Ernest and Tom Jolly design Light Speed, players take over the role of an alien race taking part on a space battle. Each player has his/her own fleet and based on the size of the battle, he/she chooses which ships will be deployed for combat (deployment phase). Each race has its own power and abilities which grants it different advantages in combat.

After both players have deployed their forces in this time-limited real-time phase, the combat phase begins.

The Combat Phase lasts a random number of Rounds based on which ships have been deployed on the battlefield. Each Round, different ships fire their weapons and perform their abilities trying to destroy enemy ships and/or complete objectives.

Stellar Conflict offers a more advanced, deeper alternative to Light Speed. Each race has its own fleet of different ships and abilities guaranteed to offer lots of replayability.

Quicksand

The object of this game is to be the first player to position his pieces in the opponent's starting row. The catch is that the pieces are (one minute?) sand timers and that their movement is dictated by a die.

A timer that runs out of sand is sent back to its starting space. The die rolls are 1, 2, 3, S, S, S; an S is used to start a timer from the starting row (flipping it and advancing one space) or to flip an already running one. The number rolls simply advance a running timer.

Camelot

In Camelot, players vie for control of Excalibur. Each player controls five Arthurs and a host of other Arthurian characters in a heated attempt to grab and retrieve the sword before any other player succeeds in this task.

On the surface, the game appears to be a very simple wargame, combat being quickly resolved without any dice as characters fight each other. The key to the game, however, is that two players are always taking turns at the same time, the turns being regulated by "turn tokens" that pass around the board. When one player finishes his or her turn, the turn-token is passed to the next player who does not already have one. If one player is a slowpoke taking his turn, then the other turn-token passes around the table, allowing other players to take turns. This forces players to take very fast turns, usually about 5 seconds each, allowing the game to move along with the intensity of a video game. Games usually take 20 to 30 minutes to play, even with three to six players.

Special rules resolve potential conflicts that could occur when two players try to perform actions simultaneously where priority is in question, resolving quickly and simply.

No player ever quite gets knocked out of the game due to loss of characters; Arthurs always "rejuvenate", returning to your pile of pieces (your "village") that can enter the board. Characters start at a chosen entry space at the edge of the board, and move to the center to grab Excalibur, returning the Sword to their entry space to win. Each of the 5 character-types (Merlin, Lancelot, etc) have their own unique abilities, but everyone starts with an identical set of pieces.

There are also two variants in the rules, allowing players to vary the game by going after the "Accoutrements of Kingship" instead of the Sword, or by gathering a number of gold pieces scattered around the board so as to "buy the kingship". Tokens are included for these variants.

The game is very intense and fast, requiring players to think on their feet and make fast realtime decisions; if you are a big fan of slow, deep thinking, strategy games, you might look elsewhere.

Captain Sonar

At the bottom of the ocean, no one will hear you scream!

In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.

All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat.

Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.

Multiple maps are included with varying levels of difficulty.

Bananagrams Party

Bananagrams is a Scrabble-like game without the board that's much like Pick Two!, but without the letter values.

In the basic game, using a selection of 144 plastic letter tiles, each player works independently to create their own "crossword". When a player has incorporated all of their letters in their crossword, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.

Bananagrams Party adds fourteen "party power" tiles to the letter mix, with each of these tiles — The Re-Gifter, The Thief, Switcheroo, Pouch Head, etc. — giving its holder a unique power in the game.