Action Queue

Baron Voodoo

Welcome in Baron Voodoo, a dice game in which you don't roll the dice!

You're a Loa, a voodoo god who become the new god of death in place of Baron Samedi.
To take his place, you have to catch the more soul in one night, before the another Loa !

To catch a soul, the main mechanism seems easy: move one of your dice (of your color) to catch a dice. But after this action, you have a lot of optional possibilities who make the game more strategic:

pay one skull to change the face of the die
apply the power of the face of the dice
pay 2 skulls to play a new turn
Valid your combo of dice in putting them down on the spirit world of your player board to increase your score

As a Loa, you have also special power. At the beginning or the end of your turn, you can apply it for free or pay one skull to apply the power of anther player!
During the game, depending the quantity of "special white game" you will catch, you can also become the "Baron Samedi" and use all power for free.

The game finishes when a player have 18, 15 or 12 points, depending the quantity of players.
After that, all dice are getting down to the spirit world to look at the majorities on each colors and check who is the new Baron Samedi!

—description from the publisher

Colt Super Express

Colt Super Express has the spirit of the original, award-wining Colt Express in the form of a fast-paced, survive-to-win format that players can take anywhere.

Players compete to be the last Colt Express rider standing because there can only be one when this train stops. Each round, players will place one of their five action cards face down in a pile to determine what they'll do when they are revealed, including moving, shooting, and more. At the end of the round, the last train car is removed...and so is anyone in it! If more than one player is alive in the final car, the entire train explodes, taking them with it.

Crown of Emara

Good times in the tiny kingdom of Emara: During the reign of King Thedorius the Wise, wars, uprisings, and other inconveniences became a thing of the past. Thedorius always cared more for the well-being of his subjects than for power or riches. Therefore, only the nobleman who is able to care for Emara's citizens as well as Thedorius himself did shall become Thedorius' successor and wear the Crown of Emara.

To test the skills of all aspirants, Thedorius and his counselors issue a challenge of practical use: Whoever can persuade the majority of the newly arrived citizens in the capital to support their claim shall become the future king of Emara. To achieve this, players have to cater to the citizens' needs and — most importantly — offer proper housing for everyone. This means that promoting the building activities in town will be one of the major tasks of the candidates.

Crown of Emara skillfully combines card actions with worker movement actions, allowing players to plan their turns carefully during their downtime. The two counselors available to every player move in two separate roundabouts, requiring players to optimize every move. Additionally, two scoring tracks lead to a multidimensional playstyle as only the lower score counts towards victory and thus both tracks have to be advanced equally.

Oriflamme

In Oriflamme, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

Chrono Corsairs

On the cursed shores of Ouroboros Island, a fearsome time storm has wrecked several pirate ships in a desolate harbor. What's worse, you're cursed to live the same day over and over again until the time storm subsides!

At the start of each loop in Chrono Corsairs, players simultaneously select plans to place into their timeline. Then, you follow those plans to move your crew around the island. Events happen at the same time in the same place every loop, so as you explore the island, you'll unlock its secrets and learn to avoid its many dangers.

At the end of each loop, all the pieces on the board reset as you collect treasure. Doubloons must be spent to upgrade your crew, while time gems can be kept from loop to loop. As the time storm's intensity increases over the course of the game, it unlocks new scoring opportunities and produces strange anomalies. When the time storm breaks, the game ends and the pirate with the most treasure wins.

—description from the publisher