variable player powers

High Frontier

In the near future, nanofacturing techniques will allow incredible new materials to be built atom by atom. But they can only be built in the zero-gravity and high-vacuum conditions in space. Various private and government enterprises race to establish a buckytube mechanosynthesis factory on a suitable carbonaceous asteroid. To do so, they accumulate tanks of water in orbiting fuel depots, to be used as rocket propellant. Also needed are remote-controlled robonauts to do the grunt work.

The key to success is water in LEO (low Earth orbit). At first, water will be expensively upported out of the deep gravity well of Earth. But for a third the fuel and energy, water can be supplied from Luna, the moons of Mars, or other nearby hydrated objects. Extracting resources at the work site is called In-Situ Resource Utilization (ISRU). Whoever develops ISRU technology able to glean water from space rather than Earth will gain the strategic high ground to make money through exoglobalization.

Now in its second edition. The second edition expansion (aka High Frontier Colonization) is now available for preorders with an expected publication in the summer of 2013. (this expansion is compatible with the 1st and 2nd editions).

Dungeon Run

A tale of teamwork and betrayal!

The mole ogre howled out as it collapsed into a bloody pile of rent flesh and broken bone. The aging knight bent over, panting heavily, and gave his dwarven peer an approving nod. It had taken great effort between them both to slay the beast, and they had each taken their share of wounds. But in the end their cooperation had paid off and they both knew it. And then their eyes found the treasure chest sitting in the corner of the room.

They looked at each other. They looked back at the treasure... and then the real fight began.

The game where YOU are the final boss!

Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don't crawl - run!

Dungeon Run features a randomly assembled dungeon that changes each time you play, as do the monsters you face and the treasures you find. Eight different heroes each with unique options for customization further add to a wealth of game play options. Choose the vicious Tundra Orc and bash your way through everything that stands in your path. Play as the cunning Grounder Wizard and use your magic to cheat the laws of nature. Select the Guild Dwarf adventurer and lay traps to ensnare your friends. There are many paths to victory in Dungeon Run. Win by working with your friends or against them - just win!

Ares Project

In The Ares Project, 2-4 players are competing to see which of their factions will lead mankind into the future. Each faction has its own deck of cards, buildings, upgrades, attacks, special powers, and a screen behind which a player will play cards. Your opponents do not know what you are building. When a player lays down an attack card, he chooses an opponent, the players drop their screens, and they battle for control of the Frontier, i.e. the center of the table. Whoever controls the Frontier scores points and also has the ability to attack player bases directly. Eliminate your opponent to win instantly, or have the most points when the game ends.

Empires: The Age of Discovery - Builder Expansion

An official expansion to Glenn Drover's Empires: The Age of Discovery, the Builder Expansion contains:

1) A NEW SPECIALIST: THE BUILDER
Abilities:
a) When placed on the colonist dock and sent to the New World it will increase the VP's scored for the region: +4 VP/Builder (of any color) for 1st place; +2 VP/Builder for second place. (The idea is that the colony is much more developed with cities and infrastructure).
b) When placed in the Capital Building track, the player pays $5 less.

The Builder may be acquired via new Capital Buildings or when a player places a colonist on the 5th spot (Builder is Free, other specialists cost 5)

2) 20 NEW CAPITAL BUILDINGS
These include some "buildings" that cost zero, but offer a one-time instant effect such as $7, 2 free specialists, and 2 free trade goods. So even if a player is short on cash, a building action is available.

3) A RULES SHEET with the new Builder Rules, Capital Buildings, and even special rules for a historical start (Each Nation has a special ability and one or two Capital Buildings to start the game). The idea is that the Spanish will feel like the Spanish (Conquistadors, etc.), The English will feel like the English, the Dutch like the Dutch, etc.

4) The MINT and OVERPOPULATION will, indeed be a part of the new expansion.

5) Expands the game to 6 players with a Complete set of purple colonists

Arcana

Game description of the 2011 revised edition from the publisher:

Welcome to Cadwallon, an infamous city known for the chicanery of its artful guilds! Can your guild sweep through its districts and gain power through recruiting influential citizens and acquiring valuable relics?

The revised edition of Arcana is a card game of recruitment and resource gathering for 2-4 crafty leaders. Command a guild of loyal agents during a series of district encounters against your opponents. Score the most prominent citizens, advantageous locations, and valuable treasures through bribery and power struggles. Collect the highest amount of victory points to become the master guild of Cadwallon!

This vibrant game creates a fantastical atmosphere for players to enjoy while they attempt to best their opponents through strategic card play. Make your guild the most influential by winning Stake cards and strengthening your deck with impressive Personalities, advantageous Locations, or tempting Relics to use in bribery.

The revised edition of Arcana introduces two new guilds to choose from, the Guild of Fortune-tellers and the Guild of Architects, as well a variety of optional rules that players can utilize to enhance their experience. Players can customize their guild, fulfill objectives, recruit Militia, invoke the ability of their Guild Masters, affect game play through random events, or optimize tactical strategy through card discards. Which variant will you use in your game?

Summary of Play

Arcana is played over a series of rounds that are comprised of two phases, the Intrigue phase and the Resolution phase. Send Agents from your unique guild deck to any of Cadwallon’s districts to claim control of Stake cards: Personalities, Locations, and Relics, all of which award victory points.

During these district encounters players gain control of Stake cards by playing their Agent cards. Stake cards are won through meeting or exceeding the card’s main arcanum: either Military, Political, Spiritual, or Financial. Whichever Agent has the highest matching arcanum type wins the current revealed Stake card in that district.

Of course if the Stake card you are after is a Personality card you can choose to bribe them with a Relic Card instead, immediately ending the phase and wresting the victory points from your opponents should you succeed.

Players can increase the mystery of the final outcome through bluffing. Players control two friendly distracts (piles of Stake cards) in which they can place their Agents facedown. Will your opponent chance opposing you when he is uncertain of your arcanum value?