Fantasy

Unita

Helvetia: a country in evolution, divided between the surrounding Empires who claimed taxes and allegiance. Primitiva was the first to wake up and decide to fight to obtain independence. The other regions followed their example: Luserna, Zugriga, Berena, Friburga, etc. However, between year 1 of unification and the day of the nation, several centuries went by with alternating periods of war and diplomatic peace, troubled and bloody times which you will discover in Unita!

Unita features 64 dice but not an iota of luck! You can be the men of Primitiva, the Nuns of Friburga, the Engineers of GermanLand or the Frogs of the Hexagone, but no matter your role, forge ahead on the warpath, lead your army in the mad rush to get to the Magic Gate, and put an end to all these afflictions. Move forward on the path of the war with your army compound of six-sided dice. Every time you contact an opposing army, a fight takes place, with the least hardy losing a point of strength. When your army reaches the magic gate, the army disappears, and the total of its points of strength (its dice) becomes your points of victory.

Fantasy Frontier

Fantasy Frontier is a fantasy board game of airships and exploration for 2 to 4 players with a playing time of 45 to 90 minutes. Each player controls a unique airship with a crew of pioneers. Players manage the actions of these pioneers each turn in an effort to scout the land, gather resources, construct townships, and even battle it out in aerial combat. Creating geographic patterns via tile placement, the players will develop a new world each time they play. Players compete to be the first to score the required number of victory points to win the game. Points are scored by building townships, completing geographic patterns, and fighting their rivals in airship battles!

Every turn, players must carefully manage the actions of five workers, which can be assigned the following tasks:

Piloting the Airship - Moving their airship token around the board.
Research & Development - Drawing map cards with geographic patterns and discovering development cards to improve their airships.
Scouting the Land - Drawing terrain tiles to place on the map to expand the community game board.
Gathering Resources - Landing the airship and exiting the workers to collect food, wood, stone and gold, with these resources being used to improve the performance of workers and to build townships.
Construct a Township - Landing the airship and disembarking the workers to build a township, which provides a reoccurring resource stream and is worth victory points.
Aerial Combat - Engaging in airship battles with other players to slow their progress and potentially score victory points.
Repair Ship Damage - Repairing the damage taken in battle.

Fantasy Frontier is a unique gaming experience, blending a peaceful Euro play-style with the optional take-that element of combat, creating a game unlike any other.

Princes of the Dragon Throne

The Land of Lo’en is vast. Its Kingdoms and Guilds are populated by Humans, Elves, Dwarves, Goblins, Kobolds, Trolls, and of course, the Dragons. The Dragon King is dead now and you, as one of his many overlooked offspring, have decided that it’s time for a change.

Can you raise the funds to bribe the dragon clans to join your coup and the food to keep them? Can your strength convince the citizens of Lo’en to support your claim to the throne? Can your followers influence the diverse Kingdoms’ many Guilds and Clan Houses, and use their powerful resources to aid your cause?

Your siblings have dynastic plans of their own and the dead King’s influence, though weakening, must still be reckoned with. There will be many obstacles to surmount in your quest to claim the Dragon Throne.

Princes of the Dragon Throne is an area control and resource management board game that uses deck building as a driver for the other game elements. Players select cards from a continually changing pool of opportunities to build a unique deck of recruits. Players manage resources to support their uprising, and use the influence of their recruits to gain control of the various Guilds of the Kingdoms, which in turn gives them special abilities to further their cause.

Clever Mojo Games has contracted with Don Aguillo, an amazing talent with card game art experience, to create 120 new original artworks for Princes of the Dragon Throne and our card design format will highlight Don’s art in a bold and beautiful manner.

Tiny Epic Kingdoms

You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed...

In Tiny Epic Kingdoms, a 4x fantasy game in a pocket-size package, each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game, players collect resources, explore other territories, battle each other, research magic, and work to build a great tower to protect their realm.

Kingsburg

In Kingsburg, players are Lords sent from the King to administer frontier territories.

The game takes place over five years, a total of 20 turns. In every year, there are 3 production seasons for collecting resources, building structures, and training troops. Every fourth turn is the winter, in which all the players must fight an invading army. Each player must face the invaders, so this is not a cooperative game.

The resources to build structures and train troops are collected by influencing the advisers in the King's Council. Players place their influence dice on members of the Council. The player with the lowest influence dice sum will be the first one to choose where to spend his/her influence; this acts as a way of balancing poor dice rolling. Even with a very unlucky roll, a clever player can still come out from the Council with a good number of resources and/or soldiers.

Each adviser on the King's Council will award different resources or allocate soldiers, victory points, and other advantages to the player who was able to influence him/her for the current turn.

At the end of five years, the player who best developed his assigned territory and most pleased the King through the Council is the winner.

Many alternate strategies are possible to win: will you go for the military way, disregarding economic and prestige buildings, or will you aim to complete the big Cathedral to please the King? Will you use the Merchant's Guild to gain more influence in the Council, or will you go for balanced development?

Expanded by:

Kingsburg: To Forge a Realm