Tile Placement

Run Run Run! (2nd Edition)

While exploring a mysterious Egyptian pyramid, you discover a huge vault. There lie the Ancient Relics of Tutankhanine, the Cursed Pharaoh! Were the legends true?

Examining the symbols on the Pharaoh’s sarcophagus triggers a hidden mechanism. The ground shakes and heavy stone doors start to descend. You escape being sealed inside the vault by dashing further into the pyramid, but now you’re cut off from the exit. You’re trapped!

In the distance, you hear frightening growls, as if angry mummies are waking up to punish those who entered their tomb. It seems the legends are indeed true!

Your only way forward is the stone hallway leading off into the darkness.

Your objective is now clear:
Prevent the mummies from touching the Relics of the Pharaoh (they would gain immense power, threatening all mankind).
Activate the hidden mechanisms to wake the most powerful mummy in the pyramid, then defeat all the mummies to lift the curse once and for all!
You have 5 torches left - Run! Run! RUN!

Thebai

Dark times loom over the kingdom of Thebes. The blind, old king Oedipus left the throne in disgrace and asked Polynices and Eteocles, his own sons, to rule the city together. But power corrupts and ancient feuds call for new blood to be spilled. Soon, Polynices finds himself leading an army from the rival city of Argos against his own brother. The Theban nobles support Eteocles as he maintains precarious rule over Thebes. The young king calls for defenders to man the seven gates of the city, while the invaders’ seven champions lead the attack on the gates. Meanwhile, the famous citadel of Thebes, the Cadmea, lies in disarray. It is as if the Fates themselves have lined everything up against the current rulers of Thebes!

While the common folks prepare for war, the noble families whisper among themselves that the time for new leadership has come, and the time to rebuild the Cadmea is now!

In Thebai, players assume the role of influential leaders from noble families during the tumultuous late Bronze Age. Throughout the game, players are tasked with rebuilding the Cadmea, the citadel of Thebes, while restoring the city’s exports, praying to the gods of the city, and protecting the lives of the citizens as grand heroes spill each other’s blood outside the gates.

The game lasts 10 rounds, each divided into an Action phase and a Fate phase. During the Action phase, players use one Citizen die, and then move their Archon on the Cadmea. During the Fate phase, players may get additional scoring opportunities, depending on their accomplishments and for protecting the city gates. After final scoring the player with the most Victory Points is the winner.

The Architects of Amytis

The King of Babylon wants to offer a marvelous present to his wife, Queen Amytis: The most beautiful city ever created. He asks two of the best Architects in the world to design the city, and only the very best one will be built. It's now up to you to create the best design.

Les Architectes d'Amytis ("Architects of Amytis") is a Tile placement game, containing some worker placement and even some "Tic Tac Toe" mechanisms.

During your turn, you'll have to select a tile among the available ones on the main board, and place one of your Architect Pawn on the corresponding pile. Then, you'll place the tile on your board wherever you want (on a free spot, or covering another tile to make your city grow higher). Each tile is colored and represents a building type. Buildings all have 2 types of scoring.

Each building type will score directly when you place the tile. And the colors will allow you to reproduce some of the King's projects (a colored pattern inside your city) that will grant you points at the end of the game. Furthermore, while placing your architects on the main board, if you manage to create a line, row or diagonal of 3, you'll be granted a King's favor: another type of score, triggered at the end of the game.

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!

Patchwork

In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player.

On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.

In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.

What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.

Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)

When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.