Abstract Strategy

Dust in the Wings

After a long hike through the woods, you finally find the perfect place to set up your camera — a lush meadow. A green sea of grass rolls gently in the wind, spotted with flowers opening up to morning dew and gentle sunlight, and flocks of butterflies hovering above in a slow, deliberate dance. Light flickers in the golden dust, as you take the first look through your lens and get ready to capture the most beautiful of sights in your photo!

Dust in the Wings is a family game of perception, planning, and picturing the beauty of nature. Built on the wisdom of Mancala — a beloved game known for thousands of years — Dust in the Wings creates an experience that is light on rules, engaging in its gameplay, and wondrous to the eye!

At the beginning of the game, Butterflies are placed on each flower in the Meadow, a 5×5 grid on the main game board. During each turn, a player attempts to fulfill the requirements of various objectives in order to score victory points.

The board is manipulated Mancala style. The active player will choose a single Meadow space and pick up all Butterflies from that space. One by one, these Butterflies are dispersed. The first Butterfly is placed onto any one Meadow space adjacent to the space which the Butterflies were picked up from. The next Butterfly is placed onto any one Meadow space adjacent to that space, and so on.

The goal is to place the last Butterfly onto a Meadow space so that the space fulfills the requirement of a Gathering objective or Composition objective.

A Gathering objective is fulfilled by gathering a precise number and types of Butterflies onto a single space in the Meadow.

A Composition objective is fulfilled by having a group of spaces that collectively contain a number of Butterflies indicated on the cards. The group of spaces must also match a distinct shape and size depicted on the card.

Even if you managed to fulfill the requirements of multiple cards, only one card may be scored each turn.

At the end of the game, a player's score is calculated. Each Composition card is worth a number of points as indicated on the card. The values of various Scoring markers, which were collected when completing Gathering objectives, are also added to the final tally.

The player with the most points is the winner!

—description from the publisher

Azul: Summer Pavilion

At the turn of the 16th Century, King Manuel I commissioned Portugal's greatest artisans to construct grandiose buildings. After completing the Palaces of Evora and Sintra, the king sought to build a summer pavilion to honor the most famous members of the royal family. This construction was intended for the most talented artisans — whose skills meet the splendor that the royal family deserves. Sadly, King Manuel I died before construction ever began.

In Azul: Summer Pavilion, players return to Portugal to accomplish the task that never began. As a master artisan, you must use the finest materials to create the summer pavilion while carefully avoiding wasting supplies. Only the best will rise to the challenge to honor the Portuguese royal family.

Azul: Summer Pavilion lasts six rounds, and in each round players draft tiles, then place them on their individual player board to score points. Each of the six colors of tiles is wild during one of the rounds.

At the start of each round, draw tiles at random from the bag to refill each of the five, seven, or nine factories with four tiles each. Draw tiles as needed to refill the ten supply spaces on the central scoring board. Players then take turns drafting tiles. You can choose to take all of the tiles of a non-wild color on a factory and place them next to your board; if any wild tiles are on this factory, you must take one of them. Place all remaining tiles in the center of the table. Alternatively, you can take all tiles of a non-wild color from the center of play; you must also take one wild tile, if present.

After all tiles have been claimed, players then take turns placing tiles on their individual boards. Each board depicts seven stars that would be composed of six tiles; each space on a star shows a number from 1-6, and six of the stars are for tiles of a single color while the seventh will be composed of one tile of each color. To place a tile on the blue 5, for example, you must discard five blue or wild tiles from next to your player board (with at least one blue being required), placing one blue tile in the blue 5 space and the rest in the discard tower. You score 1 point for this tile and 1 point for each tile within this star connected to the newly placed tile.

If you completely surround a pillar, statue, or window on your game board with tiles, you get an immediate bonus, taking 1-3 tiles from the central supply spaces and placing them next to your board. At the end of the round, you can carry over at most four tiles to the next round; discard any others, losing 1 point for each such tile.

After six rounds, you score a bonus for each of the seven stars that you've filled completely. Additionally, you score a bonus for having covered all seven spaces of value 1, 2, 3 or 4. You lose 1 point for each remaining tile unused, then whoever has the most points wins.

—description from the publisher

Climbers

They gazed at the large structure of colorful blocks neatly stacked before them. The goal was simple: climb to the highest level possible. Getting there was more challenging than originally thought. Only one climber will make it to the top. Will it be you?

Your goal is to climb to the highest level of the structure. To help with your climb, you may move and rotate blocks. Ladders can be used to climb large distances. Your blocking disk will prevent other players from using a specific block. Use your tools wisely and at the right time to make the best possible moves in your adventure to the top!

Senshi

You are a senshi, a warrior-monk studying diligently at the temple under the tutelage of the current master. You and your fellow students train vigorously every day to improve your mind and body, but your master is ailing, and only one senshi will become the next master. To prove your worth, you must develop four attributes: strength, agility, wisdom, and honor. A true master must be strong in all of these, and weak in none.

Senshi is a strategy game for 2-4 players that takes only 15 minutes to play! Carefully manipulate stacks of tiles that represent your four attributes: strength, agility, wisdom, and honor. Competing in a battle of wits, players will choose one of three actions each turn: study to take stacks of tiles, train to take a single tile off any stack, and test to score tiles when the time is optimal.

Whoever has the tallest scoring pile of any of the four attributes at the end of the game wins; however, first the player with the shortest scoring pile is eliminated. Watch your opponent's moves closely and exploit their weaknesses to achieve the great honor of becoming the temple's next master!

Tuki

In the Inuit language, "tukilik" is used to define an object that carries a message, and the northern landscapes are densely populated with such objects. The most well known of these are the inukshuk, that is, structures of rough stones traditionally used by Inuit people as a landmark or commemorative sign, with the stones often being stacked in the form of a human figure.

During each turn in Tuki, you attempt to construct an inukshuk based on the die face rolled using your stones and blocks of snow. Players have only a limited number of pieces with which to construct the inukshuk, so you'll need to be creative and use the three-dimensional pieces in multiple ways, such as to counterbalance other pieces or even build on top of existing pieces. A solution always exists — you just need to discover it!

You can choose from two levels of difficulty when playing Tuki to level the playing ground between newcomers and experts. Be swift, yet precise, and transform your stones into messengers of the north...