pattern building

Neko Syndicate

The sushi production and distribution in the city of Mininogata is controlled by several feline clans. Leading those clans is the Kumichō, supreme leader of the syndicate, but he is now an old cat and soon will have to decide who will succeed him.

In Neko Syndicate you will lead one of those clans and you will prove the Kumichō who deserves to inherit his position, building an efficient chain of command and fulfilling the great amount of sushi demanded by the population. In addition, you will be rewarded if you are the fastest to achieve the missions by the Kumichō.

During the game you will build and walk down a card’s pyramidal structure which represents both a city district under your control and your chain of command. This pyramidal structure will be used as a board and action tree which will allow you to cook sushi and transport it into different delivery zones, trying to achieve the missions by the supreme leader. You will have 15 turns to obtain as many prestige points as possible to please the supreme leader Kumichō and, therefore, win the game.

Neko Syndicate is a "Thinky-filler" by Dani García, featuring an innovative tableau building mechanic where cards are both the actions and the goals to achieve: fast set-up, simultaneous play, low interaction and brain burner in a 30 minutes easy to play hard to master beautiful game.

Bohemians

In Bohemians, players take on the roles of artists wandering the streets of Paris at the turn of the 19th and 20th centuries, striving to create masterpieces while facing the challenges of daily life. Bohemians is a card-driven game in which players collect cards to find inspiration, seek muses, and manage everyday necessary tasks.

In each round, players must plan that day's routine and decide whether they will go on a date, participate in a social event, meet their muse, create new art, or...go to work. Each card offers them various bonuses and inspiration, so carefully managing your card supply and the order in which they're played is crucial to getting the most inspiration. Players then spend their inspiration to purchase cards and build their deck with new habits, inspiring muses, or new achievements in their career. The artist who acquires the most achievements from the achievements deck wins.

The prototype of Bohemians won three nominations and one award (Best Presentation, Best Innovation, Best Game) at Fastaval, Denmark's largest convention for board games and roleplaying games.

Yokai Carnival

You become the master of an army of monsters living in the night world. Gather more subordinates than other parade, prove your strength, and become the "King of Monsters"!

"Yokai Bakasaka" is a card game in which players play against each other. Players take their turns and play their "Yokai cards" into their own parade and potentially summon "Yokai General cards" for big effect. When the "Yokai General card deck" or the "Yokai deck" runs out, the player with the most cards in his parade wins!

Wispwood

Is that a light at the end of the… branch?

A curious cat prowls into the forest, lured by flickering lights of all colors dancing through the trees. What are they? Oh, the wisps from the old tales! Each one sparkles with charm and mischief, carrying a unique personality. Can you guide them just right and make your forest the brightest?

Welcome to Wispwood, a magical place populated by glowing wisps. On your turn, choose a wisp tile and a shape to place in your personal grid — your very own growing forest. Each wisp has desires about where it wants to shine, and even the magical trees have preferences! You'll aim to meet their expectations across three scoring rounds. Between rounds, the forest shifts — fading and expanding — yet the wisps you've already placed remain, shaping the possibilities ahead.

With each game, new goal cards redefine the wisps' whims, ensuring your forest grows in a unique way every time. Enter the forest and explore the magic of Wispwood!

Click A Tree

In the tile-laying game Click A Tree, players embody Ghanaian farmers. They have adapted to climatic conditions and learned to make use of their surroundings, planting their crops in the shade of trees. In this game, you want to plant trees in a strategic arrangement, deploy your harvest workers skillfully, and reap the most harvest.

To set up, randomly draw nine of fifteen tasks; each player places the matching task strips in the empty spaces at the top of their player board, then places seven fruit markers on level 1 of their board. Each player shuffles their fourteen harvest tiles and reveals two of them. Place the seven fruit markers in a circle, then place a random landscape tile between each pair of markers to form the market. Each tile shows one of six trees, one or two fruit types, and either A, B, or AB. Each player starts with a random landscape tile in front of them.

On a turn, choose a fruit marker on your player board, lower it by one space, then collect the two landscape tiles surrounding this marker in the market. Add these tiles to your board, then choose one of your face-up harvest tiles and add it to your forest. Each sickle on the harvest tile adjacent to a landscape tile earns you one fruit of that type for each tile in that fruit group, e.g., placing a sickle next to avocados in a connected group of four tiles will raise your avocado marker four spaces on your player board.

Except sometimes it won't. A fruit marker can't rise to level 2 until you complete a task and remove that strip from your board. To complete a task, you need to arrange trees of the same type in specific configurations, or create a long line of trees, or connect trees with the same letter, or use harvest tiles in defined ways. Whenever you complete a task, you remove that strip, then push all remaining tasks up, giving your fruit markers room to move up.

You also harvest fruit when you place a landscape tile next to a sickle already in play. When all sickles on a harvest have been used, that tile is fulfilled, which lets you lower a number marker on your player board. When enough of your fruit markers move past a number marker — e.g., two past the 2 near the top of the player board, five past the 5, or all seven past the 7 — the game ends at the end of that round. If only one player has triggered the end of the game, they win; if multiple players have, they sum the value of their fruit to determine a winner.