Dice

Jingle Bell Roll

Jingle Bell Roll is a cozy, holiday dice game for 2-6 players, full of festive cheer, quick turns, gift-giving, and delightful combos!

Players take turns rolling 7 Christmas dice up to three times, setting aside symbols they want to keep. Dice show festive icons like Milk, Cookies, Stockings, Gifts, and Bells—each with unique scoring rules.

After rolling, players may play Gift Cards from their hand to boost their score or manipulate dice results. Players then choose when to stop rolling and score their dice, earning points and handing out Gift Cards for each Gift symbol they score. Rolling enough Bells lets players add Letters to Santa in your Mailbox, which gives bonuses like permanent dice faces to score every round. The game ends after 6 rounds, or immediately if a player rolls 7 Bells—whichever comes first! Choose from 10 unique characters from the world of Holiday Hills to help you score more points.

Aetherspire

The realm of Elementis, once a harmonious balance of earth, air, fire, and water, is now under siege. Elemental Aetherfiends have dispatched waves of invaders to drain our aethercore, the realm's lifeblood, causing chaos to reign. You and your companions must build powerful elemental spires to lure away and defeat these invaders. As each spire grows stronger, it will unleash a devastating resurgence against the Aetherfiends. Can you restore balance before it's too late?

Aetherspire is a cooperative 3D tile placement and tower defense game for 1-4 players.

You and your companions will take on the role of Elementis heroes, working together to mold elemental power into four spires, one of each element: earth, air, fire, and water. A spire is a set of four floor tiles, one on top of another, all of the same element. Each time you complete a spire, that element’s aether fiend is defeated. Once all four aether fiends have been defeated, the heroes share in glorious victory, having restored balance to the realm of Elementis!

However, if the precious aethercore is depleted, or if you take too long to defeat the aether fiends, then the heroes lose the game, and chaos will overtake your world!

Martian Dice

Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the chicken, cow, and human populations so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your death rays can't handle. Make Mars proud – be the first Martian to fill your abduction quota!

In Martian Dice, you roll thirteen custom dice in an effort to set aside ("abduct") humans, chickens, and cows. With each roll, you must first set aside any tanks, representing the human military coming to fend off your alien invasion, then you may choose one type of die to set aside as well — one type of earthlings to abduct, or death rays to combat the military. At the end of your turn, if you have at least as many death rays as tanks, then you may abduct the earthlings you've been setting aside. You can't pick any type of Earthling twice in one turn, but if you manage to abduct at least one of each, you'll score a bonus!

With each roll you will ask yourself, do you feel lucky?

Railroad Ink Challenge: Lush Green Edition

Railroad Ink Challenge is a quick-playing roll-and-write game for 1 to 4 players. Grab a board and a dry-erase marker, and get ready to reach networking nirvana! Roll the dice and draw the routes to connect the exits around your board. Expand your network with railways, highways and stations to collect points, but you will be penalized for any open connections, so plan carefully!

Railroad Ink Challenge has everything you love from the original Railroad Ink games and a lot more, with an all-new focus on player interaction thanks to in-game goals! Only those who achieve them first get the reward, so you have to keep an eye on what your opponents are doing and try to complete the goals before they do! A different set of goals is available each time, so no two games will be the same!

But wait, there's more! Draw unprecedented, mind-bending route configurations thanks to the new dice! Connect special structures to your network to trigger new effects: factories allow you to duplicate a die, villages give bonus points if they are close to a station, universities unlock extra special routes — use these effects wisely and you'll score big!

Railroad Ink Challenge comes in two versions, each one including one expansion with an additional dice set that adds new special rules to your games. Create placid forest landscapes and build into a beautiful arboreal paradise with the Lush Green Edition!

—description from publisher

Mythical Dice

In Mino Dice, first released as Skull King: Das Würfelspiel, players try to predict the result of dice battles, and whoever predicts most accurately will come out the winner of the contest.

The game includes seven types of dice: minotaurs, griffins, mermaids, and four types of number dice. The game lasts 6-8 hands depending on the number of players, and in each round each player draws a number of dice from the bag equal to the current hand, e.g., five dice for the fifth hand, then places them behind their screen, keeping these dice a secret from all. After getting their dice, each player simultaneously bids the number of tricks they think they'll claim during the round by putting out fingers on their hand. Record these bids on the scoresheet.

The first player in a hand chooses a die from behind their screen, then rolls it in public. If they roll a number die, each other player must roll a number die of this color, if possible; otherwise they roll a die of their choice. Alternatively, a player can always roll a minotaur, griffin, or mermaid die. After each player has rolled, see who has the highest die and claims this trick. A rolled flag is a 0 and cannot win the trick. The minotaur beats the griffin, which beats the mermaid, which beats the minotaur — and all of these special characters beat numbers. If no one rolls a special character, the highest number rolled wins the trick, with a tie being broken in favor of whoever rolled later. The player who wins the trick collects the dice in front of their screen, then chooses a die from their collection to start the next trick.

After all the tricks have been claimed, players score points. If you made your bid exactly, score 20 points per trick bid; if you missed your bid, lose 10 points for each trick your bid was off, whether higher or lower. If you bid zero tricks and make it, score 10 points for each trick in the hand; if you miss a 0 bid, lose 10 points for each trick in the hand regardless of how many tricks you made. If you made your bid and captured a minotaur with a mermaid without also capturing a flag, score 50 bonus points; similarly, if you capture a griffin with a minotaur without capturing a flag, score 30 bonus points.

Whoever has the highest total score after the last hand is complete wins.