variable player powers

Arkham Horror (3rd Edition)

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

The game is split into a series of rounds made up of four phases.

The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase

The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
Focus – Focus one of your skills, increasing its value.
Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
Attack – Attack a monster engaged with you.
Evade – Try to escape from a monster engaged with you.
Research – Search for clues at your location.
Trade – Trade money, clues, items, and more with other investigators at your location.

—description from the publisher

Forbidden Sky

Soar to dizzying heights in the electrifying cooperative adventure. Work as a team to explore a mysterious platform that floats at the center of a savage storm. Connect a circuit of cables to launch a secret rocket — all before you are struck by lightning or blown off to the depths below. It's a high-wire act that will test your team's capacity for courage and cooperation. One false step and you all could be grounded…permanently!

This latest installment in the Forbidden... game series takes you to new heights with several novel challenges, including collectively planning a terrain using only limited information and constructing a real electrical circuit.

They Who Were 8

Gods and Goddesses are mercurial beings, given to jealousy and treachery, but they can also possess compassion and valor.

Who among the pantheon can win enough glory among their believers, so that their story of mythic victory can be passed down through the generations?

They Who Were 8 is a game for 2-4 players where each player serves two Gods, seeking to praise them for their Glory, and trying to avoid stories of their Infamy.

The game can be played in two different ways:

• Titanomachy:
A game for 2-4 players trying to achieve an individual victory.

• Pantheon:
A partnership game for 4 players, played in two teams of 2.

In both of these games, the players take actions that represent a bard’s retelling of the ancient story of They Who Were 8. They may also call upon the powers of their Gods to control the narrative and establish their version of the saga as the one told for eternity.

Note: They Who Were 8 was inspired by a cycle of poems by Todd Sanders written in 1999. The poems are fragments of a larger ancient saga, lost to time.

Dominant Species

Game Overview
90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.
Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Each player will assume the role of one of six major animal classes—mammal, reptile, bird, amphibian, arachnid, or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed "survival of the fittest".
Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration, and adaptation actions, among others.
All of this eventually leads to the end game—the final ascent of the ice age—where the player having accumulated the most victory points will have his animal crowned the Dominant Species.
But somebody better become dominant quickly, because it’s getting mighty cold...

Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles—converting them into tundra in the process—as the ice age encroaches.
The cylindrical action pawns (or "AP"s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration, or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.
Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points (or "VP"s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.
Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the "earth"). Element disks will be added to and removed from both animals and earth.
When the game ends, players will conduct a final scoring of each tile—after which the player controlling the animal with the highest VP total wins the game.

KeyForge: Call of the Archons

From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen—a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day!

Along with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet’s hidden Vaults to gain ultimate knowledge and power.

KeyForge: Call of the Archons is the world’s first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge, Call of the Archons, there are more than 104 quadrillion possible decks!

Every Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them—interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant!

KeyForge: Call of the Archons is played over a series of turns where you, as the Archon leading your company, will use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy’s forces, and forge enough keys to unlock the Crucible’s Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may only play and use cards from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare "Sanctum" at the start of your turn, you may only use actions, artifacts, creatures, and upgrades from Sanctum. Your allies from Logos and Untamed must wait.

Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival’s forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool.

Notably, no card in KeyForge has a cost—choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins!

—description from the publisher