Fantasy

Guilds

Description from the publisher:

The bloody War of the Seven Kingdoms has been over for more than thirty years, and the kingdom of Anderis is experiencing a period of great expansion, thanks in part to its central position which has quickly transformed it into an important commercial crossroads. New roads have been built in the kingdom, with a new city founded at their meeting point which has grown so much that the King has decided to move the capital there and build a new castle.

Numerous corporations of craftsmen were already present in the city, but now guilds are forming, which are larger and more wide-ranging, powerful and in competition with one another. With the goal of obtaining favor with the King, the guilds will gather together the most prestigious personages within them, not to mention those who can bring the largest influx of money or useful talent.

What better place than the central square to find new members? For this reason, each guild places its tents in the central square every week, inviting the persons it considers most interesting to sign up by incentivizing them with precious gifts. This is certainly not a low-cost operation considering that it can cost many pieces of silver to put together the most convincing gift.

At the same time, each guild must build its headquarters, spending large amounts of gold to enlarge it with a range of luxurious rooms suitable for its members; if this were not enough, the guilds must also take into account the King's current tastes on what is most important for a guild worthy of his approval.

Will you manage to make your guild stand out so that it becomes the most important in the city? Which means will you be willing to use in Guilds to win the King's favor?

Harry Potter: House Cup Competition

Welcome to another year at Hogwarts School of Witchcraft and Wizardry! The House Cup calls for the brightest students to compete in this worker-placement strategy game. In Harry Potter: House Cup Competition, use gained knowledge and magic to learn lessons and complete challenges. Players send iconic characters like Harry Potter, Cedric Diggory, Cho Chang, and Draco Malfoy out on the game board to enhance their skills. The player who earns the most points for their House will be named the House Cup Champion!

—description from the publisher

Blue Moon City

Blue Moon City - the board game - picks up where the two-player game, (Blue Moon), ended: the reconstruction of the destroyed city of Blue Moon. The board, illustrated by Franz Vohwinkel as well as many well-known American fantasy artists, consists of 21 large building tiles, which show building plans on one side and the buildings in their reconstructed glory on the other. As in the 2-player game, the game includes 3 large molded plastic dragons.

At the start of the game, the board tiles all show their building plan sides. The object of the game is to use cards featuring the races of Blue Moon to help rebuild the city and, at the end, put the large Crystal of the Obelisk in the middle of the city back together. Whenever a building is completely rebuilt, its tile is turned back over to its rebuilt side. The players who helped with a building get crystals and dragon favors, which can be traded in for crystals at certain times.

The player who first manages to add the required number of markers by paying crystals to the Obelisk wins the game. (four markers in a 4-player game, five markers in a 3-player game, and six markers in a 2-player game)

There are two mini-expansions for this game (Blue Moon City: Expansion Tile Sets 1 & 2), each consisting of two tiles that can be added to the main game either separately or combined. The first mini-expansion was included with the Der Knizia Almanach. The second mini-expansion was included in the 6/06 issue of Spielbox.

Original Knizia design--after dragon scales score, ALL players discard scales. This rule was modified by the publisher. [citation needed]

CABO Deluxe Edition

Spy, swap, and peek to find Cabo the unicorn in this simple card game.

Your goal in CABO is to minimize the total value of your cards, but you don't know what all your cards are at the beginning of the game. By using certain powers to peek at your own cards, spy on your opponent's cards, or swap a card with an opponent, you can try to minimize the value of your cards. When you think you have the lowest value, you can call "CABO" to end the round, but everyone else gets another turn. In the end, the player with the lowest total wins; can you shed your cards quicker than your opponents?

This second edition of CABO features modified rules, a scorepad, four player reference cards, and all new artwork. Rules modifications include the following:

Plays 2–4 players (instead of 2–5)
Cards taken from the discard pile remain face up for the rest of the game, even when in front of players (instead of always keeping cards face down)
Penalty for non-matching cards: Keep all cards including the one drawn — one more per additional cards that do not match (instead of no penalty)
10 point penalty for missing a CABO call (instead of 5)
All players score the sum of their points; if the CABO caller has (or is tied for) the lowest sum, they get 0 points (instead of the lowest player always receiving 0 points)
The round ends after a CABO call or the deck runs out (instead of just when CABO is called)
Limit of one reset to 50 when your score=100 exactly (instead of unlimited resets)

Wizard Kittens

Wizard Kittens is a semi-cooperative set collection card game. Players are wizard kittens who have accidentally released a few curses from the library's restricted section. Now they must defeat the curses before they're caught by the librarian, Professor Whispurr.

Each turn plays quickly but offers interesting decisions, most often around which spell to use and how to use it. Spells allow kittens to draw extra cards, sling cards at other players, discard cards out of their own play areas, or trade any two cards in play. No player can use the same spell two turns in a row, either.

The game ends when either the last of the six curses is defeated, or when the Professor Whispurr card is drawn from the ritual component deck. If the kittens defeated the last curse, then they tally up points (including a secret objective Extra Credit card), and the highest score wins. If they are caught by Professor Whispurr, then the Cleanest Paws Clause applies. All kittens with 10 or more points lose, and from those who are left, the kitten with the fewest cards in their play area wins.

-description from designer