Fantasy

Mindbug: First Contact

In Mindbug, you summon hybrid creatures and send them to battle against your opponent — but when you summon a creature, the opponent may use one of their Mindbugs to take control of it. Outwit your opponent in a fascinating tactical duel in which having the best cards and playing them at the wrong time can be deadly for yourself.

Cards in Mindbug represent weird creatures that all come with unique and powerful abilities such as a Compost Dragon, a Snail Hydra, or a Kangasaurus Rex. Each player starts the game with ten creature cards (five in hand and five in a draw pile) and tries to use them to reduce the opponent's life total to zero. In addition, every player receives two Mindbug cards that can be used to mind control an opposing creature when it is played. This innovative Mindbug mechanism is the core of the game and leads to a unique decision-making process that makes Mindbug feel utterly different from any other card game.

Playing a card doesn't require any resources in Mindbug. As a result, the game has no ramp-up phase (such as gathering resources) and doesn't require weak cards. Since there is also no deck-building, you can start playing right away from a single deck. There is also no unfair advantage as players draw cards from the same deck and always get the chance to mind control the strongest opposing cards. In the end, it all comes down to your own decisions, making the game extremely fair and competitive at the same time.

—description from the publisher

Age of Innovation

Age of Innovation is a standalone game set in the world of Terra Mystica.

Twelve factions, each with unique characteristics, populate this world of varying terrains. Here you will compete to erect buildings and merge them into cities. Each game allows you to create new combinations of factions, homelands, and abilities so that each game isn't the same as another.

You control one of these factions and will terraform the game map's terrain into your homelands where you can erect your buildings. Proximity to other factions may limit your expansion, but it also gains you significant advantages in the game. This tension adds to the appeal of the Terra Mystica series.

Upgrade your buildings to gain valuable resources such as tools, scholars, money, and power. Build schools to advance in different sciences and collect books, which you can use to make innovations. Build your palace to gain a powerful new ability or build workshops, guilds, and universities to complete your culture.

—description from the publisher

Hellton Palace

Somewhere, deep in the underworld, not far from the Styx and Elysian Fields, bellhops are preparing themselves to knock on their guest's doors. And YES : they ARE scared.

In Hellton Palace, both players are managing a hotel, hiring bellhops to address their guest needs. But in the end, they know the place is going to collapse at some point... Try to outlast your opponent!

An unsatisfied customer would penalize your reputation, but a too enthusiastic legendary creature or god can literally break the pillars supporting the building!

Twist your habit by having a new goal: Losing last!

On your turn:
1) Welcome a guest in one of the available rooms in the matching row.

2) Dismiss your bellhops by flipping their tile to their "break" side.

3) Hire new ones by paying the cost with your hard-earned money.

4) Move your Bellhop pawn from room #1 to #9. When they reach an empty room, ignore it and move on to the next one. When they reach an occupied room, choose whether to serve the Guest or not.
Serving a Guest removes their irritation token and makes them satisfied, which allows you to apply the effects on their door hanger
If you decide not to serve the Guest, place an Irritation token on them except if they have one already. In this case, remove it with a Bell token. In this case, remove all irritation token and lose one bell token.

5) Choose between collecting coins (of all satisfied guests/all guests without irritation token) OR gaining a Bell token back.
There are two ways of ending the game:

A player has no bell token left
A player has a column with no pillar token left

—description from the publisher

Not Enough Mana

Not Enough Mana is a "potion" drinking card game for 3-6 fearless wizards (legal potion drinking age may vary depending on your kingdom’s laws). You’ll be destroying each other using epic spells, curses and artifacts while replenishing your mana by drinking magical potions*.

Your goal is to eliminate all other wizards from the game, either through depleting all their health points or by K.O. (also known as Too Much Mana).

In their turn, players cast spells and curses, equip artifacts and face epic events by drawing and playing cards. Spells require mana points, which the player can replenish at any point in the game by drinking mana potions.

If a player loses all health points or is incapable of making a move in his turn, he is removed from the game. The last player wins.

Cosmoctopus

Welcome, devotees! The celestial gaze of the Great Inky One falls upon you; do you have what it takes to be the most dedicated follower?

Cosmoctopus is an engine-building, tentacle-gathering board game for 1 to 4 devotees. Guide Cosmoctopus through the Inky Realm, a flexible configuration of tiles, to gather resources and obtain powerful cards that represent relics, scripture, hallucinations and constellations. Harness the power of these bizarre objects and experiences, craft potent card combinations and be the first to gain 8 tentacles to win!

Your turns are simple; the game’s excitement and depth lie in working out how best to use an ever-powerful hand of cards. Unlike some other engine-builders, you’ll be straight into the fun, upgrading your engine from turn one. With variable setup, easy ways to alter difficulty and optional solo and co-operative modes, Cosmoctopus offers a versatile tabletop experience, whatever your gaming tastes.

—description from the publisher