Hand Management

Adrenaline

In the future, war has left the world in complete destruction and split the people into factions. The factions have decided to stop the endless war and settle their dispute in the arena. A new virtual bloodsport was created. The Adrenaline tournament. Every faction has a champion, every champion has a chance to fight and the chance to win. Will you take the chance of becoming the next champion of the Adrenaline tournament?

Play a first-person shooter on your gaming table. Grab some ammo, grab a gun, and start shooting. Build up an arsenal for a killer turn. Combat resolution is quick and diceless. And if you get shot, you get faster!

Mountains of Madness

1931: Your scientific expedition discovers a new and intriguing mountain range in the middle of the Antarctic polar circle. Under these challenging conditions, the survival of your team will depend on your ability to communicate with each other and to coordinate your efforts to overcome each obstacle — but what you discover on the way to the highest peak will strongly test your mental health. Will you even be able to understand yourself despite the madness that gradually insinuates itself into your mind?

Based on the novel by H. P. Lovecraft, Mountains of Madness is a fully cooperative game with a pinch of real-time gameplay.

Spirit Island

In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there.

Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island.

The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present.

The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight.

The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history.

At game start, winning requires destroying every last settlement and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory.

The game includes different adversaries to fight against (eg: a French Plantation Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.

Louis XIV

Louis XIV, by Rüdiger Dorn, is about power and influence in the French court at the end of the 17th Century.

The players take on the roles of members of the Court, where they carry out their missions and goals at Versailles. By using cards and influence markers, they influence high-ranking Court attendants, such as the King's Mother or one of the countless Royal mistresses. Naturally, the Sun King himself has a special role here too.

An excellent time and a high level of tension are guaranteed. The final outcome is in doubt right up to the end. Each game is different. A change of pace but still a highly promising strategy game in the finest Alea tradition, one that sits at level 5 on the Alea complexity scale.

12 Thieves

In 12 Thieves, first published as The thief of Baghdad, each player leads a group of thieves and tries to gain the best booty for themselves, but the treasure is well-guarded in the palaces of Baghdad, so you must slip your thieves into the guard corps and attempt to bribe those you can't represent with one of your own.

The player who plays their cards best and reacts most cleverly to the different situations will succeed in getting their thieves and guards well distributed in Baghdad, and therefore be the first to collect four pieces of treasure.