Science Fiction

Core Worlds

Introduction

The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.
Object of the Game

Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Game Terms and Game Play Mechanisms

Core Worlds is a deck-building card game for 2-5 players. The following are the central concepts of Core Worlds:

• Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game's common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.

• Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player's Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).

• Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World's Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.

• Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World's Ground Strength must be matched in order for it to be successfully invaded. Many Units possess a Ground Strength that a player can use to invade a World.

• Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.

• Warzone: Each player's Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.

Genegrafter

Genegrafter is a superhero card and dice game that was designed to be easy to pick up and start playing within minutes but still offer enough complexity so that more advanced players won’t get bored.

The core game is comprised of a deck of 54 cards that include Characters, Abilities, and Events. The goal of the game is to have more Genetic Markers than your opponents when the last DNA Strand is revealed.

To do so, you will have to make the best use of your Characters and Abilities as you draw them from the main deck (all players draw from the same deck). Game play is also randomly affected by Event cards that can completely change who is winning or losing. The core game includes hand manipulation, resource management (your Characters and Abilities), bluffing, and blind luck (dice and Event cards) which make each game interesting and unique.

Genegrafter is currently available only on Kickstarter and will offer customization and additional expansions.

Ginkgopolis

2212: Ginkgo Biloba, the oldest and strongest tree in the world, has become the symbol of a new method for building cities in symbiosis with nature. Humans have exhausted the resources that the Earth offered them, and humanity must now develop cities that maintain a delicate balance between resource production and consumption. Habitable space is scarce, however, and mankind must now face the challenge of building ever upwards. To develop this new type of city, you will gather a team of experts around you, and try to become the best urban planner for Ginkgopolis.

In Ginkgopolis, the city tiles come in three colors: yellow, which provides victory points; red, which provides resources; and blue, which provides new city tiles. Some tiles start in play, and they're surrounded by letter markers that show where new tiles can be placed.

On a turn, each player chooses a card from his hand simultaneously. Players reveal these cards, adding new tiles to the border of the city in the appropriate location or placing tiles on top of existing tiles. Each card in your hand that you don't play is passed on to your left-hand neighbor, so keep in mind how your play might set up theirs!

When you add a new tile to the city, you take a "power" card of the same color, and these cards provide you additional abilities during the game, allowing you to scale up your building and point-scoring efforts.

Disaster Looms!

The Earth is probably doomed, and rumors and speculation run rampant. Newspaper headlines from across the globe stir the populace to desperation:

"MELTING POLAR ICE CAPS" "RISING SEA LEVELS" "POLLUTION!" "OVERPOPULATION!" "NUCLEAR WINTER?" "RAVENOUS BLACK STAR GOATS?" "WILL METEORS STRIKE YOUR CHILDREN?" "DISASTER LOOMS!"

The race to escape Earth has begun! With the world's nations in decline, powerful corporations now stand as humanity's last hope. Take the reins of one such corporation, as CEO, and venture out into space. With your mission in hand; build ships, collect resources, research technologies, survive the dangers of space exploration, and, while ticket sales hold steady, preserve the human race. Remember to stay a step ahead of competing corporations, which can use slick marketing campaigns and 10 cent tchotchkes to buy the loyalty of the people you just saved from certain doom!

Players are rewarded points for sticking to the mission and building colonies, and saving colonists. As you are a CEO you are also rewarded points for filling the Corporate treasury, and building the company's value proposition by retaining rights to the best technologies. Game play is fast, and exciting. Events, and the vast variety of hazards that space has to offer will keep you on your toes, and your underlings busy on the paperwork for decades to come!

The game is played in 5 phases: Research, Fleet, Management, Revenue, and finally First Player Turn Auction. All players will complete each phase, in turn order, before proceeding to the next phase. This helps to keep the game moving, and keeps players engaged. In Research phase players can pay to research, or choose to license another players tech. In the Fleet phase players get one action with each ship they own. The Management phase is when players build new ships, special tech items, and sell technology to the public domain. The Revenue phase is when players collect their hard earned resources, including a small stipend from their home office on Earth. And finally, the turn auction phase is a bidding war for who goes first. Not that important at the start of the game, but monumental for the end.

Murder City

A game of detectives and justice

Murder City is a strategy game for 2 to 5 players. You assume the role of a futuristic investigator, from hard-boiled detective to alien sleuth to company man. Your goal is to track down killers and prosecute them. The player to survive "the life" best and earn the most credits is the winner, the foremost jovan in the city.

This game includes the following:

5 different detectives to play
25 Murder Cards, the cases you investigate
50 Legwork Cards, which advance your own cases or interfere in other players'
25 Hardship Cards, the troubles you suffer when getting too deep into your work
All the dice you need to play