Prehistoric

Skara Brae

Around five thousand years ago, a resilient group of farmers and hunters built a thriving community on the Orkney Islands of Northern Scotland. Rather than discarding their empty shells, broken tools, bones, and other waste, they used them to form large mounds of earth over hundreds of years. Later generations dug into these midden piles to create a series of rooms and tunnels to shelter from the harsh winds and cold winter months.

The aim of Skara Brae is to gather various resources in order to feed, clothe, and shelter the growing number of settlers. Players take turns drafting cards and using their workers to furnish, cook, craft, clean, and trade. At the end of each round, players need to provide for their settlers and will likely create more midden that needs to be cleaned up. After four rounds, the player with the most points wins.

—description from designer

Bone Wars

In Bone Wars, players take on the role of a palaeontologist in the late 1800s. During this time, a bitter rivalry was waged between Othniel Marsh and Edward Cope, two world-renowned palaeontologists. They both tried to outdo the other in discovering new species of dinosaurs, going so far as to bribe workers, steal or even destroy bones. The players are palaeontologists working for one of these legendary men or are perhaps working on their own behalf – trying to outdo all competition.

During the game, players have to make clever use of their action cards, which they play in the slots under their player board. These action cards can either activate their team - digging up fossils and discovering new species in the field - or their paleontologist - who spend their time publishing species, debunking other players' papers and getting awards.

Published species cards are added to bonus slots at the top of your player board. Each added species card gives a bonus depending on how many species cards are already in that specific slot.

When your paleontologist publishes a paper, it is added to either Marsh's or Cope's side, depending on which side the player is working for. Specific actions will also reward loyalty points with your current patron. At the end of the game, players multiply the number of loyalty they have (both with Marsh and Cope) with the published papers to gain VP. Published papers, therefore, count for all players. It is up to you to make them count the most for yourself.

Comet

Comet is characterized by fast gameplay despite high variability and strategic depth. In the prehistoric past, you try to save extinct and endangered species from their final extinction. So you do nothing less than change the course of history! You can cleverly combine card skills to save the animals from the threatening comet.

The basic techniques and rules of the game are quickly learned. However, this does not mean that Comet is quickly mastered! Each game presents a new challenge as you must cleverly adapt to your opponent's actions in order to win.

1. You can make animals hatch to use their card abilities after you have moved them to the safe cavern. Saved animals will score rescue points in different ways at the end of the game. However, you also need other animal cards to move your saviors around the board (and thus move your animals to safety). Be careful how you use your cards!

2. Different types of cards deepen the strategic choices. Skillfully use the ability of your asymmetrical hero cards and optimize the possibilities of the silver and golden animal cards. When the pile of silver cards is used up, the comet phase begins and initiates the end of the game.

3. Even the movements on the game board want to be well planned. Opposing saviors can be jumped over to reach the save cavern faster - this can be good for you or your fellow players.

—description from the publisher

Nunatak: Temple of Ice

In the three-dimensional construction game Nunatak: Temple of Ice, you build a step pyramid together in a mountain of ice — but this game isn't co-operative, so watch your step! (A "nunatak", by the way, is a hill or mountain completely surrounded by glacial ice.)

For each pillar stone placed, you receive cards with different values that will affect your score in the end. For every four pillars built in a square, a new level of the monument opens up, with the temple of ice growing step by step. Who can place their stones most wisely and rise to the icy challenge?

Doggerland

Doggerland was a landmass that connected Great Britain to mainland Europe that disappeared under the North Sea after the last ice age. Humans lived on these fertile lands where multiple resources and animals were found.

In Doggerland, you play a clan at around 15,000 BCE. Your goal is to expand your clan in order to leave a trace of its existence for centuries to come. Players increase their population, make crafts, paint murals in caves, raise megaliths for the gods, and (most of all) survive the rigors of the seasons. To do this, they explore the surrounding territory and adapt to the resources at their disposal. The territory differs in each game, thanks to modular tiles.

Each round, players program their actions, then carry them out. These actions vary, based on available resources, abundance or scarcity around their villages, and also based on the actions of other players. As time passes, resources run out, and clans must migrate to find what they need for their development and survival.

In each clan, there is a leader who brings bonuses, and a shaman who allows powerful and unique actions thanks to knowledge and magic. After 6-8 seasons, the clan with the most points wins.