variable player powers

Catacombs

Catacombs is an action/dexterity-based adventure board game. One player controls the Overseer, controlling the monsters of the catacombs; the other player(s) control the four heroes who cooperatively try to defeat the monsters and eventually the Catacomb Lord. Each of the heroes has special abilities that must also be used effectively if they are to prevail.

The main mechanism of Catacombs is for the players to flick wooden discs representing the monsters and the heroes. Contact with an opposing piece inflicts damage, but missiles, spells, and other special abilities can cause other effects. When all of the monsters of a room have been cleared, the heroes can move further into the catacomb. Items and equipment upgrades can be purchased from the Merchant with gold taken from fallen monsters. The Catacomb Lord is the final danger that the heroes must defeat to win the game; conversely, the Overseer wins if all of the heroes are defeated. The game is designed for quick set-up and fast play within 30 to 60 minutes.

Sword & Skull

From the publisher, Avalon Hill:

Ahoy, Mateys!

That scurvy villain, the Pirate King, has stolen the Sea Hammer - only the pride of Her Majesty’s Royal Navy - and taken to the seas like the dog he is! It’s up to you to commission a brave officer of the Royal Navy to pursue that black-hearted cur, catch him, and turn him into shark bait. But he’s a rascal, that Pirate King, so you’ll need to recruit one of the dregs of the Queen’s dungeons because sometimes it takes a pirate to catch a pirate. Iffn’ you discover where that swab is hiding, you’ll need to beat the Pirate King in a duel or acquire enough gold to buy back the ship. Act with haste because you’re not alone in this hunt. Whoever saves the Sea Hammer first wins the Queen’s undying gratitude - and the game!

Here's a description of the game from Timothy Rose, who saw a presentation on the game at GenCon:

The "S&S" pirate game is a "track" based game (think "Talisman" more than "Monopoly" ). Each player controls two characters, a "hero" and a "scoundrel" type, and the goal is to retrieve the Queen's flagship from the Pirate King. Of course, each character has different ways to do that, either by derring-do and combat or by more underhanded methods (if you have enough gold, you could even BRIBE the Pirate King to get the ship back!). They showed the box design, pretty standard pirate/cutlass stuff, but nice art.

Krysis

This game of tactics, strategy and confrontation is set in a fantasy world after the Great Depression. Each player runs a company of special agents, and their agents become teams in threes. The aim of the game is transporting the crystals and leftover artifacts (guns and transporting means!) from the mine to your own campsite and from the campsite to your home. The transport will succeed only if the team is strong and fast enough, and if you can use the transporting capacity of your men optimally. However, nobody is left alone with their problems. The competition and the robbers ensure interaction and surprises…

The basic game consists of 5 rounds. Players try gaining crystals and artifacts from the central mining project (bidding for the best bunch of crystals), then in the tactically most important phase they choose their 3-card "teams" to take actions in order of their speed. On your turn you can go to the mine to take crystals to your camp; you can attack others' camps for crystals and you can transport your crystals home or to the bank from your camp. You can also collect or use the artifacts found: they can help in increasing your transporting capacity or battle power, but if you don't use them they can mean lots of points in the end of the game. At the end of the game, whoever has the most points (from crystals and artifacts at home and points from the bank) wins.

Krysis website and rules

Fury of Dracula

In this game of Gothic adventure, one player takes the role of Dracula while up to four others attempt to stop him by controlling Vampire hunters from the famous Bram Stoker novel.

Dracula has returned, and is determined to control all of Europe by creating an undead empire of Vampires. Dracula uses a deck of location cards to secretly travel through Europe, leaving a trail of encounters and events for the hunters that chase him.

Meanwhile, the hunters attempt to track and destroy Dracula using the limited information available to them - a task easier said than done when their prey has the power to change forms into a wolf or bat, and can even melt away into the mist when confronted.

To save Europe and rid the world of Dracula's foul plague, the hunters must destroy Dracula before he earns enough victory points to win the game... will they have enough wit and bravery to defeat the dark count?

Note: This game is available by request only and requires having a membership to play.
See game associate for details.

El Grande Decennial Edition

Players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights in the form of colored cubes) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo - a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king pawn. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards varying from round to round.

The goal is to have a caballero majority in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any cubes you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande (large cube) and in the region containing the king.

Contains these expansions:

El Grande: Grandissimo
El Grande: Grossinquisitor und Kolonien
El Grande: König & Intrigant
El Grande: König & Intrigant – Unverkäufliche Sonderkarten
El Grande: König & Intrigant – Player's Edition (partialy, 3 of 11 cards)

Allows to play expansions:

Grandissimo
Intrigue & the King
Grand Inquisitor & the Colonies
The King & the Colonies (mixed Intrigue & the King and Grand Inquisitor & the Colonies)