variable player powers

Two Rooms and a Boom

In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.

Explorers of the North Sea

Explorers of the North Sea is set in the latter years of the Viking Age. As ambitious sea captains, players seek out new lands to settle and control. They will need to transport their crew among the newly discovered islands to capture livestock, construct outposts and fulfill various other goals. So ready the longships, there are new horizons to explore!

Gameplay Overview
Each player starts with 7 Vikings and a Longboat on a shared, central Island. From there players will place tiles and begin to venture out to the newly discovered Islands.
Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players first place 1 of their 3 tiles, expanding the game board. They can then take up to 4 actions (any number of the following):

1. Load Longship
2. Unload Longship + Deliver Livestock
3. Move Longship + Destroy an Enemy Ship
4. Move Vikings + Raid a Settlement
5. Transport Livestock
6. Construct an Outpost (costs 2 actions)

After taking their actions, players draw a new tile to their hand, ending their turn.

End of the Game
The game ends immediately after the turn where the player holding the Winter Token has no more Tiles in hand. This should be exactly 48 turns (there are 48 Tiles). Victory Points are gained from:

1. Delivered Livestock
2. Constructed Outposts
3. Destroyed Enemy Ships
4. Raided Settlements
5. Viking Deaths
6. Controlled Islands
7. Captain Cards

The player with the highest total is the winner!

Lorenzo il Magnifico

Lorenzo de' Medici, also known as "Lorenzo il Magnifico" (Lorenzo the Magnificent), was one of the most powerful and enthusiastic patrons of the Italian Renaissance.

In Lorenzo il Magnifico, each player takes the role of a head of a noble family in a city during the Italian renaissance. You try to accumulate prestige and fame to gain more victory points (VP) than the others. To do so, you send your family members to different areas of town, where they can obtain many achievements. In one location they get useful resources, in another development cards (which represent newly conquered territories, sponsored buildings, influenced characters, or encouraged ventures), somewhere else they activate the effects of their cards.

Family members are not identical. At the beginning of each round, you roll three dice to determine the family members' value. You must carefully choose where to send your family members with a higher value...

You can gain VP several ways, and you must also pay attention to your relations with the Church. The game is divided into three periods, each formed by two rounds; at the end of each period, players must show their faith, and whoever hasn't prayed enough will suffer hard penalties.

After six rounds, you calculate your final scoring, and the player with the most VP wins.

Patchistory

Patchistory is a strategy board game with cards that symbolize historical heroes and wonders, with the whole game being divided into three eras. During the game, you acquire these cards through auctions and expand your territory by placing cards so that they overlap one another in a 5×5 space in the first era, a 6×6 space in the second era, and a 7×7 space in the third era. When your land—that is, the layout of your cards—is well built, the card functions are activated. You can earn victory points with diplomatic actions, domestic politics, war movement, the actions of production, etc., and at the end of the game, the person with the highest score after the third era wins.

Because you can make combos with lots of features on historical cards and you can score in various ways, Patchistory will give you another new exciting play every time it hits the table.

Werewords

In Werewords, players guess a secret word by asking "yes" or "no" questions. Figure out the magic word before time is up, and you win! However, one of the players is secretly a werewolf who is not only working against you, but also knows the word. If you don't guess the word in time, you can still win by identifying the werewolf!

To help you out, one player is the Seer, who knows the word but must not to be too obvious when helping you figure it out; if the word is guessed, the werewolf can pull out a win by identifying the Seer!

A free iOS/Android app provides thousands of words in hundreds of categories at various difficulty levels, so everyone can play.