Medieval

Mascarade (second edition)

Who are you in Mascarade? Whoever you want to be...at least until someone else calls you out on it!

Each character receives a face-down role card at the start of the game, and in a game with 4-5 players some role cards are placed in the center of the table. On a turn, you take one of three actions:

1) Announce your character: Claim the power of a certain character and take the associated action. You don't have to have that character card in front of you to take this action, but if someone else says that they're that character and reveals the card to prove it, that player takes the action instead while you lose one coin to the tribunal.

2) Swap cards or not: Take another player's character card along with yours, place them under the table, shuffle them around a bit, then give one card back to the other player while keeping one for yourself. You (presumably) know whether you changed characters and can have some idea of who you are now, but that other player might be in the dark.

3) Secretly look at your character: Look at your character card to make sure of who you are.

Play continues until one player obtains 13 coins and wins — or until a player has lost all of their coins, in which case the player with the most coins wins.

Mascarade includes more character cards than the number of players, so not all characters will be used in each game. The rules suggest that you use certain characters in your first games, but once you know the game, you can try many other distributions.

Note that this second edition of Mascarade includes 17 role cards, with these cards being a mix of roles from the original base game and the 2014 expansion.

Little Town

In Little Town, you lead a team of architects and must dispatch workers to the town, collect resources and money, build buildings, and develop this little town.

In the game, which lasts four rounds, you can acquire resources such as wood, stones, fish, and wheat from the surrounding squares by putting workers on the board, with three workers being placed each round. When you place a worker, you acquire the resources available in all eight surrounding spaces. You can build buildings by using these resources, and you — or any other player — can gain the effect of the building when place a worker next to it; if you place next to a building owned by another, however, you must pay them a coin before you can collect those resources.

Players collect victory points by using the powers of buildings, by constructing buildings, and by achieving goals dealt to them at the beginning of the game. After four rounds, whoever has the most victory points wins.

—description from the publisher

Paper Dungeons: A Dungeon Scrawler Game

Prepare your adventurers for a challenging dungeon exploration in Paper Dungeons, a roll-and-write game that seeks to reproduce the feel of a dungeon-crawler.

In the game, you control a classic group of medieval adventurers: warrior, wizard, cleric, and rogue. In each of the nine rounds, you select three of the six rolled dice and use these results to raise the level of your characters, produce magic items, obtain healing potions, and explore the dungeon to face challenges and collect treasure. You'll also find three large monsters waiting in the dungeon, and you can fight them for glory.

In the end, whoever collects the most glory wins.

Brian Boru: High King of Ireland

In Brian Boru: High King of Ireland, you strive to unite Ireland under your domain, securing control through might, cunning, and matrimony. Join forces to fend off Viking invaders, build monasteries to extend your influence, and gather support in towns and villages throughout the land. To become High King of all Ireland, you need to navigate a web of shifting alliances, outmaneuver your enemies, and grab history by the reins.

The success of the historical Brian Boru rested on three pillars: his victories against the Vikings, the favor he managed to garner with the Church, and the alliances he forged through political marriages. This became the foundation of the game, with each pillar becoming a suit in the trick-taking that forms the core of the mechanisms. Win a trick and you gain influence in a town, which, in turn, gains you majorities in the regions; if you lose the trick, however (deliberately or otherwise), you instead take an action corresponding to the suit of the card.

Bellum Magica

Each player represents an evil lord.
Recruit creatures, ranging from simple goblins to terrifying dragons, and assign them a task in your kingdom: some will go to gather resources and explore the surroundings, while others will join your army to attack the human kingdom and other players.

Collect chests full of treasures and become the richest and most powerful evil lord of all time!

But how to do it?

Choose an active horde: The Captain rolls the dice to define which horde will work today (with the possibility to make the Captain to roll again with one barrel resource).
Gather resources: Gather units of food at the level of your active horde capacity.
Call back scouts: Your treasure cards could make you win immediately Metal or Wooden chest!
Attack! Following the turn order (starting with the Captain in clockwise), each player can carry out one attack by choosing between attack the human kingdom or attack another player's castle. (number of shield vs number of sword)
Recruit creatures to end the turn: Each player can recruit creatures by spending their food and symbols, recruit to have more resources and more chests!

The first player with 10 or more chests ends the game and the player with the more values in those chests wins the game!

—description from the publisher