Crowdfunding: Kickstarter

Wizard School

Wizard School is like normal school, except it's a card game where you have to carefully manage your abilities and resources to make sure that you don't flunk out of the most prosaic magical academy in all the world.

Wizard School is a cooperative card game in which 2-5 players take turns at passing tests, besting monsters in the most epic group project of all time. And yes, you are graded cumulatively. When one of you fails, you all flunk out.

Difficulty and length of games can be managed by choosing from among 20 different graduation cards, which helps ensure that each game is a new experience.

Your goal may be to graduate, but you can’t let the monsters overrun the school. As they pile up, you’re forced to use your magic just to stay alive, and you may have nothing left to pass the Graduation Milestones. If you reach an F (on the Graduation Card), it’s Game Over.

Rush M.D.

You are one of the doctors that were just hired for the brand-new, cutting-edge Medical Center. Alongside your colleagues, you have to cooperate well, to admit, diagnose and treat various patients who need your help. Combine your strengths and treat efficiently the patients arriving at hospital, but be careful, because mistakes can be of the highest value in Rush MD!

'Rush M.D. is an innovative, real-time, cooperative board game that simulates the challenging and high-pressure nature of medical professions. A worker placement mechanism, using hourglasses as workers allows, but also limits, players to perform a multitude of actions. Each player handles 1 Doctor hourglass running around the hospital, admitting patients, providing immediate medical care, performing different kinds of exams as well as performing surgeries. Additionally, there are 4 more Nurse hourglasses, which can be used by all players. Nurses provide medicines to patients, supply all necessary drugs and equipment that you need to carry out all your exams and medical procedures. Any worker placed on an action space may not be used elsewhere before the sand within the hourglass runs out, making each decision important as time is limited.

The game plays from 1-4 players and lasts for 4 rounds of 4 minutes each. That means you only have 16 minutes in total to treat various patients, overcome many difficulties and challenges and manage to cooperate efficiently with your teammates, combine your forces into helping as many of your patients. A highly thematic experience that is equally rewarding for gamers and families, filled with fun, challenges and sharp decision making!

In Rush M.D. pressure is high as human lives are upon your hands! Can you handle the Rush, doctors?!

Embarcadero

San Francisco, 1850. The Gold Rush is in full swing. Ships stream steadily in San Francisco Bay, brimming with would-be treasure hunters. Anchored off the coast of the boomtown lies a flotilla of abandoned vessels, their crews long since taken by gold fever. A few business moguls stake their claims on these derelict ships, towing them into the harbor to house their growing empires. Over time, this wharfside district, known as the embarcadero, would become the very heart of business enterprise in the thriving port city.

In Embarcadero, players step into the shoes of these savvy entrepreneurs. Build San Francisco on the hulls of these abandoned vessels and carve out a foothold in the city council. Do you have what it takes to rule the waterfront?

The game takes place over three rounds. In each round, players take turns playing cards and placing tiles to take control of wharves to earn points and influence.

—description from publisher

Biblios: Quill and Parchment

A "roll and write" version of the popular Biblios.

The life of a monastic scribe is not easy. Every day you spend long hours in the monastery copying books, praying, and performing tasks. Through hard work and prayer, earn the abbot’s trust and display your dedication to the pious life.

The object of the game is to score the most piety points. The game consists of 8 days (i.e., rounds). In the first 4 days, players simultaneously roll their own dice (that show various book types, abbot influence and travel points) and may do so up to 3 times. After each roll, the players have 3 options: (1) to keep the dice as shown, (2) to reroll exactly one die or (3) to roll all the dice.

Most of the dice are resource dice showing books monks are copying, but there are also abbot influence dice (abbot influences is accrued in the first half, but spent in the second half of the game), and a travel die (allowing a player's novice to go out into towns to do good works and find more books).

In the last 4 rounds, players use their abbot influence to bid for a priority of tasks.

This is a rare (if not unique) "roll + write" game that includes auctions and, unlike many roll + write game; it is highly interactive.

After 8 days, the game ends and the players calculate scores. As in the original Biblios, the relative value of books changes during the game, so players are unsure of which books will be most valuable until the end of the game.

—description from the designer

The Manhattan Project: Energy Empire

From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation’s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. The Manhattan Project: Energy Empire is set in the same "universe" as The Manhattan Project, but it's a standalone game, not an expansion.

The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.

Energy Empire uses worker placement, tableau-building, and resource management mechanics. On each turn, a player can choose to either work or generate. On a work turn, a player plays a single worker on the main board, then uses workers and energy to activate cards in their tableau. Players may spend energy to use an occupied space on the main board, so no spaces are ever completely blocked. On a generate turn, players get to renew their supply of energy by rolling "energy dice" that represent nuclear, coal, oil, solar, and other forms of energy.