Dice

The Fox Experiment

In 1958, Demitri Belyaev and Lyudmila Trut started an experiment on domestication. From a large group of foxes, they selected the ones that reacted to humans with more curiosity and less aggression. In each generation, they selected only the friendliest pups to become parents — hoping to recreate the process that originally led to domestication thousands of years ago. The experiment made stunning progress. Even though the foxes were chosen only for their friendliness, they soon started to get many of the physical traits that we associate with domesticated animals — like spots, floppy ears, and curly tails. As communication opened up, the foxes made major contributions to our understanding of how these traits are expressed. The experiment continues to this day.

In The Fox Experiment, you’ll breed your own domesticated foxes. In each round you'll select a pair of fox parents who have certain traits. You'll gain those specific trait dice, roll them, then try to move them around to make complete trait symbols which you'll then mark off on your pup card. You'll then gain trait tokens depending on how many traits you marked off which you'll use to upgrade tracks on your personal player board.

At the end of the round, the previous generation of foxes will be cleared and all of the new pups will be moved to the kennel — thus becoming candidates to be chosen as parents in the next round. The game ends after 5 rounds and you'll gain points for pleasing patrons (end of game scoring bonuses), studies completed (personal player objectives), if you ever won the friendliest fox award, upgrades on your personal player board, and extra tokens. The player with the most points wins!

—description from the publisher

Riverside

Far to the north, in a remote winter land, rivers are frozen most of the year. When the villages along the riverside eventually are accessible, a small river cruise company offers exotic tours like polar bear safaris, reindeer trips, ice fishing, and more. Lucky tourists may even get a chance to see the northern lights.

You work as a tour guide trying to attract tourists to your guide boats for spectacular excursions.

Riverside is a different kind of roll-and-write game: The game comes with a modular game board, which composes the route for the game. On a river cruise boat, everyone follows the same route, but you can take your tourists on different tours. You may plan ahead, but beware, the dice may force you to change your plans.

You start each round by rolling dice into a common pool. Simultaneously, each player chooses one die of one specific color (without physically taking it) and fill seats on the matching guiding boat on their own player sheet. Whenever they have completed a row of seats, they have sold a group ticket of the corresponding color (excursion). The longer the row, the more points they get. Additionally, this ticket is valid for the remainder of the game: Every time they go on an excursion in a village of this color, they take this group with them to earn even more points. The player with the most points wins the game.

Each dice color represents tourists with a preference for one specific type of excursion. The transparent green die is "wild" and represents the northern lights, something everyone wants to see.

Riverside offers tough decision-making within a short playing time: Some rows are short with low points and bonuses, while other rows are long with higher points and bonuses. Which one do you start to fill? Within each guide boat, you need to score higher and higher, so taking too many tourists on your first excursions could be fateful. Players are rewarded if they manage to please all five kinds of tourists, so maybe you need to score a new color instead of scoring really high in another color? Higher dice represent tourists who are freezing and cost fire symbols to get. Note that the "wild" green die always costs fire symbols to get! You have a limited number of fire symbols to use, so when will be the right time to use them?

—description from the designer

The White Castle

The heron flies over the Himeji sky while the Daimio, from the top of the castle, watches his servants move. Gardeners tend the pond, where the koi carp live, warriors stand guard on the walls, and courtiers crowd the gates, pining for an audience that brings them closer to the innermost circles of the court. When night falls, the lanterns are lit and the workers return to their clan.

In The White Castle, players will control one of these clans in order to score more victory points than the rest. To do so, they must amass influence in the court, manage resources boldly, and place their workers in the right place at the right time. The authors are Sheila Santos and Israel Cendrero, the duo known as Llama Dice who also designed the successful The Red Cathedral with Devir. In this case, we leave the Moscow of Ivan the Terrible behind to explore the most imposing fortress in modern Japan, Himeji Castle, where the banner of the Sakai clan flies under the orders of Daimio Sakai Tadakiyo.

The White Castle is a Euro type game with mechanics of resource management, worker placement and dice placement to carry out actions. During the game, over three rounds, players will send members of their clan to tend the gardens, defend the castle or progress up the social ladder of the nobility. At the end of the match, these will award players victory points in a variety of ways.

The central panel shows Himeji Castle in all its splendor, divided into several zones. The largest is inside the castle, with the Room of the Thousand Carpets, where the courtiers must ascend socially until they reach the circle closest to the Daimio to enjoy his favor. There is also the pond and the gardens, patiently tended by the gardeners where everyone can relax and contemplate its beauty without restriction. Another important area is the wall and the outside of the castle, where the warriors patrol and stand guard. Finally, we find the area of the three bridges, where the three types of dice that can be used to carry out actions are accumulated, and the personal domain of each player, where they will keep track of their resources and where they will have the reserve of workers.

With accessible rules and a very careful setting, The White Castle is a very versatile title that will fit in with different gaming groups. As is tradition with Llama Dice titles, its sleek and simple design belies a great deal of strategic depth within the grasp of players.

—description from the publisher

What the Cup!?

What The Cup!? is a game of luck and lies where you must do whatever it takes to end up with the highest or lowest value die.

Sabotage your opponents by changing the winning target, or follow card directives to spy, swap, re-roll, or reveal dice.

Bet your chips to raise the stakes and bluff your way to victory. Does your cup hold the winner?

In What The Cup!?, Each player shakes their cup with d12, peeking at the die value. Play starts with drawing a card from the pile - the player can take the action on the card (Spy, Swap, Re-roll, Reveal) or choose to flip the High/Low token.

Play continues around the table until the end-round card appears from the draw pile - the player with either the highest or lowest dice value (based on the token) wins the round!

The die don’t lie... but YOU can try!

–description from publisher

Paleovet

We’ve brought dinosaurs back to life, but who will care for these magnificent and dangerous beasts?

You are paleo-veterinarians, competing to save as many dinos as possible from modern illnesses and injuries. Roll dice, upgrade your hospital, and compete with fellow paleo-veterinarians to treat injured and sick dinosaurs. As long as the dinosaurs don’t wake up during treatment, nothing can go wrong…

In Paleovet, players take turns drafting dinosaur cards from a central river, rolling dice, and spending dice icons for various effects, most notably curing sick and injured dinosaurs. Each dinosaur card lists which icons are needed to cure it, and effect, victory points, its genetic order, and diet.
Dinosaur effects can occur when the dinosaur appears in the center of the table when it is added to your hospital, or while it remains in your hospital. These effects can change gameplay in a variety of ways.

On your turn, you’ll follow a series of steps:

1. Remove a sleep token from each dinosaur in your hospital.
2. If you have fewer than four dinosaur cards in your hospital, select a dinosaur card from the five cards showing in the center of the table. Move it into your hospital.
3. Roll your dice. You begin with three basic dice and can purchase specialty dice later. The dice faces show the three treatments needed to cure dinosaurs, a tranquilizer dart, and a wild icon.
4. You may now spend dice and wild tokens to:
a. Cure dinosaurs by matching the treatment icons on the dice to the treatments listed on the dinosaur card. Each dinosaur requires between 1 and 5 treatments to complete
b. Buy additional dice by spending three matching dice icons
c. Buy a one-use wild token by spending two matching dice icons
d. Buy an upgrade card that provides a permanent beneficial effect by spending two matching icons
e. Spend a tranquilizer dart icon to move an additional dinosaur into your hospital (if you have less than 4 in your hospital already)
5. Any dinosaurs that are not cured and have no sleep tokens on them at the end of your turn wake. When this happens, discard the dinosaur card. If it was a carnivore, you must also discard another dinosaur card in your hospital (if you have any).
6. Any dinosaurs that were cured during your turn are moved into a victory pile. You’ve now scored the points listed on that dinosaur card.

Play continues until one of the card piles in the center of the table is empty. The round is completed, then all players total the points on their cured dinosaurs. The player with the highest score wins.

-description from designer