This is the big game show, folks.
In Master of Worlds, you must decide to use military might or diplomacy to take control of planets in your ever-expanding galactic empire. Some worlds will prove to be worth more depending on how they enhance your overall strategy, and players will compete for control by deploying their space fleets to these planets. There are also events with may or may not be advantageous, but you can spend "tech cubes" to mitigate, or sometimes even buy-and-sell these cards. Play your cards, dice, and tech cubes carefully, and you can become the Master of Worlds.
In this game of cards and cubes, you assume the role of an entrepreneur in the far future investing in mineral mines on the planet Mars. Each of the two to four players is competing to harvest the raw ore, process it through their refinery, and eventually acquire a fortune to win the game. Some minerals require a longer process to reap the rewards of your investment, and as the factories run you also have a hand of cards that can influence the game in many ways. Can you be first to reach the winning goal - the most successful mining company on Mars?
The game of MuTorere originated among the Maori tribes of New Zeeland (though similar games are found elsewhere). No one knows how old the game really is, but when European colonists first recorded it in the 1850s, it had been around for generations. When the game was described by the famous game historian R.C. Bell in 1969, it found a new audience and became popular once again. It's a simple looking puzzle game for two, each player attempting to trap their opponent one step at a time. MuTorere is a great alternative to tic-tac-toe to introduce players to the genre of two-player puzzle games.
In the Age of Exploration, sailing ships and their gallant crews ventured out into the sea not knowing what they might find. The crew who could find a passage around the “known world” could reap unlimited fame and fortune. Will it be you? Or will your ship fall OVER THE EDGE of the flat earth?
Piracy! is a dice game, but with each player having unique abilities and tactical choices to make after each die roll. You control a classic pirate ship sailing the seven seas in search of treasure. You can call at friendly ports, or sail off the charts to bury your hard-won treasure. Beware the weather, which can damage your ship and blow you off course, and keep an eye on the Royal Treasury, which can be a positive or negative influence on your wealth-seeking adventures.
In the age of industry, there was a struggle between the inventors and the financiers. Both wanted to further the cause of progress, but each faction pursued that goal in very different ways. It’s money versus science in this game of card play and control, and you’re playing with a partner whose cards you can’t see. As in many partner style card games, you can only hope that your partner has the same strategy in mind as you do. In this game, however, all players have drafted their cards from hands passed around the table. You know what cards you saw, but did your partner take the cards you hoped for?
Players must cooperate as a team to rescue the Orb from the Kingdom of Dark before they run out of food, or get killed by all manner of nasty foes and unfortunate events along the way. There’s enough chance to make it interesting but enough self-determination to keep it exciting. Quest can be played alone or by up to five adventurers, keeping track of the health and possessions of the characters they play on individual status boards. With only a couple of tables to consult, the game is very easy to learn and ready to play within minutes.
The game of Rhombus begins with a large empty table space surrounded by two to four players, and each player holds a hand of three Rhombus cards. These cards are printed with geometric shapes in several colors, and the challenge is to play these cards to the table to form diamond shapes (rhombuses). Forming such shapes in different sizes and color combinations scores points, and it's possible to form multiple rhombuses with a single card placement. The colorful array of cards grows to cover the table until the last card is placed and final score tallied. Fast fun for all ages!
A planet has been discovered many light years from Earth - a likely candidate for colonization. But before the colonists arrive, they have sent ahead specially bred plants to take root, and hopefully to thrive. The plant breed that survives most successfully in the alien environment will not only begin to transform the planet to accept human life forms, but also will teach the colonial scientists and agronomists much about the challenges they will face. So each player much do their best to seek out sources of nutrition, to grow their plant life through roots and rhizomes, reaching out into the unexplored, and prepare a home for the new colony.
Round the Clock is adaptation of the old game "Shut The Box." The traditional game uses the numbers 1 through 9, and this variant expands it to 12. But instead of only addition, this one can also use multiplication. For example, a dice result of 3 and 4 could claim the 3 and 4, or the 7, or the 12, or any combination of available numbers that could be added or multiplied to equal 12. As usual with Shut the Box, after a die roll with no playable options, the total of the unclaimed numbers is the player's score, and the game is played in a predetermined series of rounds, the lowest final score winning the game.
"Then war broke out in heaven, Michael and his angels fought against the dragon, and the dragon and his angels fought back." This game of cards and dice is based on the epic struggle between the holy and the evil - and the players (on the side of the faithful angels, of course) cooperate to defeat the fallen host of Satan. Choose your angelic warriors carefully, roll the dice and pray for victory. The game is for two to four players, and can also be played solo. When the enemy cards are drawn, you choose from your own hand of holy heroes and charge into battle. A series of skirmishes will resolve each battle, but the eternal conflict goes on between the Holy and the Evil.
Seega - a game that has been played in Egypt for centuries, and spread throughout North Africa. Seega sets vary from finely crafted sets in ceramic and ivory to boards scratched out in the dirt using colored pebbles for the pieces. The game begins with each player's 12 pieces off the board, and a placement phase of two pieces at a time, turn-by-turn. Once all these are in play, the game becomes one of capture. Your opponent's pieces are captured by trapping one between two of your own orthogonally. Throughout this exchange, the center position remains immune to capture, but this is not such an advantage as it might seem. A deep abstract game, the moves are simple and quick.