Deck

Sierra West

In the late 1840s, thousands of pioneers headed out West to seek wealth and opportunity. Many of these brave souls traveled by wagon over the Sierra Nevada mountain range, into what would soon become the Golden State of California. In the game Sierra West, you are an expedition leader who must guide a party of rough-and-ready pioneers—employing a clever mix of strategy and tactics with each step.

Sierra West comes with four sets of special cards and parts, each of which can be combined with the game's basic components to create a unique mode of play. During setup, the players choose a mode, then build a mountain of overlapping cards with the corresponding deck. Each mode adds new thematic content, alternate paths to victory, and interesting twists on the core mechanics.

The four included modules are:

Apple Hill
Gold Rush
Boats & Banjos
Outlaws & Outposts

Overview of Play
At the start of each turn, you will overlap and arrange three cards into your player board—exposing and concealing a selection of the action icons available on them. This will create two unique paths for your pioneers to follow. Next, you will move your pioneers across their paths from left to right, performing a series of small actions. Common actions include: claiming cards from the mountain, building cabins, gaining resources, and advancing your wagon. Additional actions are brought into the game by the chosen mode—such as: harvesting apples, mining for gold, fishing, and fighting outlaws. As your pioneers complete their paths, they will gain access to the action spaces on the upper portions of your cards. On these, you will be able to exchange resources for to advance on the wagon trail and homestead tracks, or activate other special abilities unique to the mode.

As the game continues—and more cards are removed from the mountain—new and exciting things are discovered! Each piece of the mountain is either a card that can be gained to improve your deck, or a special card that is added to a face-up row at the mountain’s base. As this row extends, more of the mode’s opportunities and challenges come into play. For example, in Boats & Banjos mode, the row is a river that offers more fishing and gold panning options as time goes on.

Sierra West can be set up and played in under an hour, often leaving people with the desire to play it again right away—especially to explore the other modes! It is a highly thematic Eurogame that offers a truly novel and satisfying spin on action-programming, worker-placement, and deck-building.

Includes solo mode by Dávid Turczi.

—Description from the publisher

Note: Contained inside the box are 2 promos for other games:
Teotihuacan: City of Gods – Sierra West Promo
Dice Settlers: Sierra West Promo

Warp's Edge

You are Taylor Minde, rookie pilot of the Force’s Outer Rim. After a crucial battle you are stranded far away from your fleet, lost and alone. With resources running low you jump through warp gate after warp gate hoping to find the right combination home.

But home is not what you find. The warp takes you further out in the galaxy than the Force has ever gone. You are deep behind enemy lines and find yourself on the edge of a blackhole... and on the doorstep of the enemy’s mighty mothership.

You have a moment of bravery and approach the enemy’s fleet. Just maybe you can get through them and destroy the mothership... but before you have a chance to react the enemy is already upon you. Lasers fire. Photon cannons pierce through the blackness. A moment later your shields are gone, your laser battery empty, and your hull damage. Your powerless ship splits apart as you fall from the enemy and into the black hole below.

Just as your ship crests gravity’s edge you and infinite blackness takes hold... you are back where you started. The enemy fleet is before you. The mothership looming in the distance. And, most importantly, your laser battery is full. You have a second chance at the edge of space and now you know what’s coming...

Moonrakers

Moonrakers is a game of shipbuilding, temporary alliances, and shrewd negotiation set in a space-faring future. The players form a loose band of mercenaries, but while they are united in name, actual alliances are shaky as players are pitted against each other in the quest to become the new leader of the Moonrakers.

Moonrakers is a deck-building game in which players choose Contracts to attempt alone or with Allies in order to gain Prestige and Credits. After negotiating terms with Allies, players use their decks of Action cards to play Thrusters, Shields, Weapons, Reactors, and Crew to fulfill the requirements on each Contract. Each type of Action card has additional effects such as extra Actions, drawing additional cards, and protecting players from Hazards encountered while attempting Contracts.

Players create powerful decks and gain special abilities by upgrading their ships and hiring Crew Members. This helps them accomplish more difficult and rewarding contracts alone, letting them keep more Prestige and Credits for themselves.

Allies negotiate who will receive the Prestige, Credits, and risk of Hazard from Contracts, but if you don't make your offers enticing enough players may be tempted to betray you! The first player to 10 Prestige wins, but be careful as hazards encountered on Contracts reduce your Prestige!

-description from designer

For Glory

For Glory is a game of gladiatorial combat and deck building for 2 players. Players take on the role of gladiator school owners, or lanistas, in ancient Rome. The game utilizes a two-phase system for deck building and combat. During the Machinations Phase, players recruit gladiators, secure the support of influential patrons, increase their income, and train their gladiators in a multitude of tactics. When the crowd’s bloodlust becomes insatiable, the game shifts to the Arena Phase, during which players control their gladiators in various arenas to battle their opponents’ gladiators for glory. Each gladiator has a unique set of stats and a unique ability. Having the right synergies between gladiators often means the difference between death and glory. During arena battles, players also play tactic and reaction cards from their hand to support their gladiators, or turn the tides of battle. The first player to gain six glory by winning arena battles is the victor, and will be remembered for all time as the greatest lanista of Rome.

Lost Ruins of Arnak

On an uninhabited island in uncharted seas, explorers have found traces of a great civilization. Now you will lead an expedition to explore the island, find lost artifacts, and face fearsome guardians, all in a quest to learn the island's secrets.

Lost Ruins of Arnak combines deck-building and worker placement in a game of exploration, resource management, and discovery. In addition to traditional deck-builder effects, cards can also be used to place workers, and new worker actions become available as players explore the island. Some of these actions require resources instead of workers, so building a solid resource base will be essential. You are limited to only one action per turn, so make your choice carefully... what action will benefit you most now? And what can you afford to do later... assuming someone else doesn't take the action first!?

Decks are small, and randomness in the game is heavily mitigated by the wealth of tactical decisions offered on the game board. With a variety of worker actions, artifacts, and equipment cards, the set-up for each game will be unique, encouraging players to explore new strategies to meet the challenge.

Discover the Lost Ruins of Arnak!

—description from the publisher