Fantasy

3 Commandments

From the publisher: "Torches are blazing, mists are wafting ... in the Holy Circle the High Priestess celebrates her ritual with her novices. They sing with all their heart, cuddle the artifacts, and rearrange them in ever new patterns.

"But what if you do not know the religious rules? The best thing is to watch what the others are doing and imitate them. But cautious: Maybe your neighbor just violated a taboo and made the High Priestess angry …

"Each player takes the role of the High Priestess once and determines the rules of her own religion. The other players are novices trying to sense these rules and thus gather as much karma as possible."

The "priestess" player secretly chooses four cards that determine which actions are rewarded and which taboo. The other players simply move a pawn on the board and are awarded points by the priestess based on how their actions (including seemingly irrelevant ones like body movement or tone of voice) correspond with the rules. At the end of a round the priestess receives the same score as the highest-scoring adept, encouraging her to make the rules difficult but not impossible to guess.

Cave Troll

Excerpted from publisher's blurb:

In Cave Troll, each player controls a party of explorers raiding the cave troll’s lair. Using knights, dwarves, thieves, and other adventurers, the players search the lair for gold and magical artifacts. The players must be careful, however, because they aren’t only competing against each other, but against savage orcs, terrifying wraiths, and the fearsome cave troll itself!

Cave Troll is a fast-paced dungeon-crawling board game of strategy, looting, and monster-bashing from Tom Jolly, the creator of Drakon. Cave Troll is playable in 20-60 minutes for two to four players, Ages 10 and up.

Elfenland

Elfenland is a redesign of the original White Wind game Elfenroads. The game is set in the mythical world of the elves. A group of fledgling elves (the players) are charged with visiting as many of the twenty Elfencities as they can over the course of 4 rounds. To accomplish the task they will use various forms of transportation such as Giant Pigs, Elfcarts, Unicorns, Rafts, Magic Clouds, Trollwagons, and Dragons.

Gameplay: Players begin in the Elf capitol, draw one face down movement tile, and are dealt eight transport cards and a secret 'home' city card that they must reach at the end of the 4th round or lose points for each city space away from 'home' they are at the end of the game. Markers of each player's color are placed in each city on the board and are collected when the player visits that city (each counts as 1 point).

The round proceeds in 2 stages. The first part of the round consists of the drawing of Tiles showing the differing types of transport (except rafts) from a combination of face up and face down tiles (if a player doesn't like the 5 tiles that are face up; they can always draw blind from the face down tiles and hope to get one they need). These transport tiles need to match the Transportation cards in your hand to use them most effectively. After each player has a total of 4 tiles they take turns placing a tile on any one of the roads that run between the elf cities. Only one transport tile may be placed on each road; so players may use other players tiles to travel if they have the matching cards in their hand. This frequently causes a readjustment of planned travel routes as other players tiles can allow you to move farther or shorter than you had first thought. Players can play their tiles to help themselves or hinder others by playing a slow mode of transport on another players (perceived) path.

Each mode of transport has certain terrain it can travel through quickly or slowly, and those that it cannot. These are listed on the top of each transportation card by the number terrain symbols. The number of terrain symbols equals how many matching cards you must play to move across a given tile in a given terrain. For example, a Magic Cloud tile placed in a mountain would take one Magic cloud card to travel across (1 mountain symbol on card means Magic clouds are fast in mountains). If the same tile was placed on a road in forest terrain it would require 2 Magic Cloud cards to travel that route (2 Forest symbols on card means Magic Clouds are slow in Forest). Magic Clouds cannot travel in desert terrain at all (no desert symbols on card). All modes of transport are different and Rafts can be used on rivers or lakes without needing tiles. Rafts go slow upstream (2 raft cards needed) and fast downstream (1 card needed). The small lake requires 1 raft card to travel across and the larger lake requires 2 cards to travel across. Players may keep one unused transport counter and up to 4 Transportation cards from one round to the next.

The second part of the round begins after all players have finished placing their transportation tiles for the round. Each player plays his cards and moves his elf-boot around the board collecting his tokens from the cities visited. If there is a Transport tile on a route and a player has no matching Transportation card he may 'Caravan' across it by playing any 3 Transportation cards from his hand.

As a bit of 'take that' each player has a trouble tile which can be placed next to any transportation tile during the first part of the round. This counter means that in order to travel that path an additional card of the transport type must be played or 4 cards to 'Caravan'.

Victory: if at the end of round 3 a player has visited all 20 cities he is the winner. If not the game ends after round 4 when 'Home' cities are revealed and each player subtracts points for each city he is away from his 'home' subtracting that from his collected city tokens. The person with the highest score wins.

Catacombs

Catacombs is an action/dexterity-based adventure board game. One player controls the Overseer, controlling the monsters of the catacombs; the other player(s) control the four heroes who cooperatively try to defeat the monsters and eventually the Catacomb Lord. Each of the heroes has special abilities that must also be used effectively if they are to prevail.

The main mechanism of Catacombs is for the players to flick wooden discs representing the monsters and the heroes. Contact with an opposing piece inflicts damage, but missiles, spells, and other special abilities can cause other effects. When all of the monsters of a room have been cleared, the heroes can move further into the catacomb. Items and equipment upgrades can be purchased from the Merchant with gold taken from fallen monsters. The Catacomb Lord is the final danger that the heroes must defeat to win the game; conversely, the Overseer wins if all of the heroes are defeated. The game is designed for quick set-up and fast play within 30 to 60 minutes.

Krysis

This game of tactics, strategy and confrontation is set in a fantasy world after the Great Depression. Each player runs a company of special agents, and their agents become teams in threes. The aim of the game is transporting the crystals and leftover artifacts (guns and transporting means!) from the mine to your own campsite and from the campsite to your home. The transport will succeed only if the team is strong and fast enough, and if you can use the transporting capacity of your men optimally. However, nobody is left alone with their problems. The competition and the robbers ensure interaction and surprises…

The basic game consists of 5 rounds. Players try gaining crystals and artifacts from the central mining project (bidding for the best bunch of crystals), then in the tactically most important phase they choose their 3-card "teams" to take actions in order of their speed. On your turn you can go to the mine to take crystals to your camp; you can attack others' camps for crystals and you can transport your crystals home or to the bank from your camp. You can also collect or use the artifacts found: they can help in increasing your transporting capacity or battle power, but if you don't use them they can mean lots of points in the end of the game. At the end of the game, whoever has the most points (from crystals and artifacts at home and points from the bank) wins.

Krysis website and rules