variable player powers

Battlestar Galactica: The Board Game – Daybreak Expansion

Game description from the publisher:

The Battlestar Galactica, humanity's last beacon of hope, falters and crumbles. A tenuous solidarity between human and Cylon wavers under overwhelming desperation and doubt. For those seeking the promise of peace, a single vessel guards the future. The Demetrius, guided by unknown forces, plots a course through the stars – a course for home. Many would oppose this vision of the future. In this desperate time, both human and Cylon are driven to take matters into their own hands. For some, this means risking everything. For others, this means mutiny.

Battlestar Galactica: Daybreak Expansion brings humanity's plight to its gripping climax. With two supplemental game boards, twelve new character sheets, thirty new Crisis cards, twenty-five new Skill cards, and much more, Daybreak invites players to undertake desperate missions, struggle under the constant threat of mutiny (through the addition of a Mutineer card in the Loyalty deck that can affect either human or Cylon), and bargain with Cylon Leaders driven by motives of their own!

Daybreak also includes rules and components for an optional Battlestar Galactica experience titled "The Search for Home", featuring a new endgame and a new game board for the Demetrius, the sewage processing ship that becomes the fleet's best hope of salvation.

Chimera Station

Chimera Station brings a new twist to the worker placement genre: customizable workers. Each worker can be modified in-game by splicing claws, tentacles, leafs or additional brains (or any combination of those) on them. These workers are used to gather resources: points, food, credits, and living parts of aforementioned workers! During the game you'll build and expand the space station and open up tons of different strategical and tactical possibilities.

Featuring a grand total of 12 standard action spaces and 40 additional ones (modules), 22 perks, 16 different ways to configure your aliens (via components), and 4 different races, the possibilities are endless!

Wendake

"Wendake" is the name that the Wyandot People use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region together with the Iroquois, Shawnee, Potomac, Seneca, and many others. In this game, you explore the traditions and everyday life of these tribes during the 1756-1763 period when the Seven Years War between the French and the English took place in these territories.

But this white man's war is really only a marginal aspect of the game; the focus is on life in the Native villages, fields, and forests. In this game, you won't find the traditional teepees since those were used by southwestern tribes who moved their camps to follow the herds of buffalo. The Natives of the Great Lakes were sedentary, living in long houses. The women farmed beans, corn, and pumpkins, while men hunted beavers in the forests, mainly to sell their pelts as leather.

In the game Wendake, you are placed in the shoes of a chief of a Native American tribe. You have to manage all of the most important aspects of their lives, earning points on the economic, military, ritual, and mask tracks. The core of the game is the action selection mechanism: You have the opportunity to choose better and better actions over seven game rounds, and the winner will be the player who can find the best combinations of actions and use them to lead their tribe to prosperity. Each player has their own 3x3 action board that is comprised of nine action tiles. The first time you select an action tile each year, you may choose any tile; the second and third times that year, you must choose another action tile in the same column, row, or diagonal as your previously selected tile(s). If the action tile you choose shows more than one action, you can use them only in the order shown, from top to bottom. After the last player has placed (and resolved) their fourth action marker, the restore phase begins.

During the restore phase, all players remove the action markers from their tiles and flip the tiles they used face down so that they show the opposite side. All players then move their action tiles down one row so that the top line of their action grid is empty and the three tiles from their bottom row are now outside of the grid; if any of these three tiles shows the ritual side, they must be flipped back to the action side. The first player may now set aside one of the three tiles below their grid and replace it with one of the six advanced action tiles near the board or with any action tile they already set aside in previous years. This new tile is added to the tiles below the player's grid. Then, whether a new tile was taken or not, they shuffle the three tiles that are below their grid and place them in random order on the top line of their grid, all showing the action side.

During the game, you score points in four tracks, with these tracks being coupled randomly at the beginning of the game. The game ends at the end of the seventh year, and for each pair of tracks, you score only the number of points indicated by the score marker on the lower value. Sum these points from the two pairs of score tracks to see who wins.

Flip Ships

"It was an ambush. That’s the only way to describe it. The mother ship appeared out of nowhere, creating a massive shadow over the city. Within seconds, wave after wave of fighters poured out of it, filling the sky."

"We're launching the ships we have ready, but they aren't much. Our pilots must fight bravely to defend the planet while we ready the rest of the fleet. Explosions fill the sky, and we've taken some hits, but we won't give up. Will you?"

Flip Ships is a cooperative dexterity game in which players take on the roles of brave pilots defending their planet from an onslaught of firepower. Flip your ships to take out the encroaching enemies and to take down the powerful mother ship before it's too late.

Gaia Project

Gaia Project is a new game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven different kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other groups. In addition, Gaia planets can be used by all factions for colonization, and Transdimensional planets can be changed into Gaia planets.

All factions can improve their skills in six different areas of development — Terraforming, Navigation, Artificial Intelligence, Gaiaforming, Economy, Research — leading to advanced technology and special bonuses. To do all of that, each group has special skills and abilities.

The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica. A two-player game is hosted on seven sectors.

—description from the publisher