Grid Movement

Micro Robots

Micro Robots, a simultaneous play game inspired by Alex Randolph's classic Ricochet Robots, challenges players to quickly determine how a robot can move from one spot on the grid to another.

To set up, choose to use the black or copper side of the four game boards, then arrange them in a 2x2 square. Each game board shows nine dice, and once arranged the completed grid shows 36 dice, with the dice being numbered 1-6 and showing six colors, with each combination of number and color appearing exactly once. Roll the color die and number die to determine the starting location for the transparent robot, then mark this space with the transparent starting token.

In a round, roll the two dice to determine the target space; you can mark this space with a transparent victory token or simply have everyone remember which space they're trying to reach. Everyone simultaneously tries to figure out how to move the robot to the target space, and to move the robot, it must move orthogonally to a space that shares either the color or number of its current location. If the robot starts on "3-green", for example, it can move orthogonally to any space that shows either a 3 or is green; if you'd move it to "5-green", it can now once again move orthogonally to any space that shows either a 5 or is green; and so on.

As soon as a player has a solution, they yell out the number of moves, then take the robot and demonstrate the solution. If the solution takes exactly the number of moves claimed, the player earns a victory token; if not, the player gives one of their victory tokens (if they have any) to the player with the fewest tokens. In either case, the former target space becomes the new starting space for the next round.

If any player possesses five victory tokens, they win! If the 25 victory tokens are distributed before someone collects five, then whoever holds the most tokens wins, with ties being possible.

Expert Micro Robots players can increase the challenge of the game by placing the target victory token on the board, then rolling the two dice once again. The players must now determine a solution that first moves the robot to the space showing on the dice, then to the final destination.

The transparent robot in Micro Robots can also be used in Ricochet Robots. This robot moves like any other robot in that game except that for an additional move it can pass through a wall instead of stopping at it. It cannot move through the central barrier or the exterior walls, and the only target space on which it can land is the colored vortex.

Sentinel Tactics: The Flame of Freedom

Sentinel Tactics: The Flame of Freedom is a tactical combat game that uses a hex grid map to represent terrain. Each player controls one or more heroes or villains, each of which has unique powers. Combat is based on the rolling of six-sided dice. Whereas Sentinels of the Multiverse is a fully cooperative game, Sentinel Tactics is a team-based game. Groups of players will cooperate against either a villain player or against another team of players, so while the game is competitive, cooperation and teamwork are still vital to the gameplay.

Onitama

Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle.

Each player has two open cards that each display a possible move for any of his pieces. There is a fifth card that cannot be used by either player. On a player's turn, he chooses one of his cards, moves one of his pieces according to the chosen card, then replaces the card he used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card — which is, of course, the card the first player just used.

Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game.

Captain Sonar

At the bottom of the ocean, no one will hear you scream!

In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.

All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat.

Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.

Multiple maps are included with varying levels of difficulty.

Apotheca

Players craft potions in a secret marketplace. Hide ingredients to deceive opponents, and use magical powers to mix concoctions. But beware - your opponents are brewing schemes of their own!

Apotheca is played on a 4x4 grid. Players gain points by making matches of three potions of the same color in a row. The first player to make three matches wins. It's easily learned, but the combination of asymmetric powers and secret facedown potions make the game a delicious challenge.

On each turn, players take 2 of 4 possible actions:

Reveal: Reveal a secret potion and gain a gem of that color
Restock: Draw, look at, and place secret potions on the board until there are exactly 3
Power: Use one of your active apothecary powers
Hire: Spend gems to hire new apothecaries

Whenever a player makes a match, they must place it on one of their apothecaries. This removes that apothecary's power for the rest of the game, so it's important for players to keep revealing potions, collecting gems and hiring new apothecaries... all while keeping their opponents at bay!

Deduction is key to Apotheca. Players trap each other with clever spatial moves, bluffing and misdirection. The action economy is very well balanced, so every turn offers an opportunity for strategy and tough decisions.

The feeling of the game differs with every number of players:

2 player is the most cerebral and controlled
3 player is the most chaotic, yet still within your grasp
4 player is played in teams, offering neat collaborative gameplay