Modular Board

Nab-It!

Description from BoardgameNews.com:

Nab-It! is reminiscent of the word game Upwords in that players can stack letter tiles on existing letter tiles in order to create new words, but there are three differences: (1) the game includes no board, (2) each player has her own set of tiles in a particular color, and (3) the player who has the highest or most tiles in a word scores one point for that word (no matter how long) once the game ends.

Explorers of the North Sea

Explorers of the North Sea is set in the latter years of the Viking Age. As ambitious sea captains, players seek out new lands to settle and control. They will need to transport their crew among the newly discovered islands to capture livestock, construct outposts and fulfill various other goals. So ready the longships, there are new horizons to explore!

Gameplay Overview
Each player starts with 7 Vikings and a Longboat on a shared, central Island. From there players will place tiles and begin to venture out to the newly discovered Islands.
Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players first place 1 of their 3 tiles, expanding the game board. They can then take up to 4 actions (any number of the following):

1. Load Longship
2. Unload Longship + Deliver Livestock
3. Move Longship + Destroy an Enemy Ship
4. Move Vikings + Raid a Settlement
5. Transport Livestock
6. Construct an Outpost (costs 2 actions)

After taking their actions, players draw a new tile to their hand, ending their turn.

End of the Game
The game ends immediately after the turn where the player holding the Winter Token has no more Tiles in hand. This should be exactly 48 turns (there are 48 Tiles). Victory Points are gained from:

1. Delivered Livestock
2. Constructed Outposts
3. Destroyed Enemy Ships
4. Raided Settlements
5. Viking Deaths
6. Controlled Islands
7. Captain Cards

The player with the highest total is the winner!

Flamme Rouge

The excitement in the air is electric as the leaders round the last corner and head for the finish line. Each team has used cunning and skill to position their sprinter for this moment, but only one has done enough to pull off the win!

Will your team lead from the front and risk exhaustion? Should you play it safe in the middle of the pack? Could you surprise everyone by striking from the back? Can you time your move perfectly?

Anyone can race, few become champions!

Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players’ goal is to be the first to cross the finish line with one of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion and position your team for a well timed sprint for the win.

Zombies!!!

Players take on the role of a survivor amid city streets sprawling with Zombies. Movement is determined by dice roll as is combat when the player's piece is in the same square as a Zombie. Players must conserve bullets and protect their life counters. At the end of the turn a dice roll directs the player to move a number of Zombies one square (because they are the slow George Romero type).

First player to reach the center of the Helipad tile and kill the Zombie there, or kill a total of 25 Zombies wins. When a player is killed they move back to the starting tile and lose half their Zombie kills.

Zombies!!! is the original game in the Zombies!!! series.

Yamatai

In Yamatai, 2-4 players compete to build palaces, torii, and their own buildings in the land of Yamatai. The game includes ten numbered action tiles, each showing one or more colored ships and with most showing a special action. You shuffle these tiles, place them in a row, then reveal one more than the number of players.

On a turn, each player chooses a tile, collects the depicted ships from the reserve, optionally buys or sells one ship, then places the ships on the board. The land has five entryways, and you must start from these points or place adjacent to ships already on the board. You can't branch the ships being placed, and if you place your first ship adjacent to another, then that first ship must be the same color as the adjacent one; otherwise you can place ships without regard to color.

After placing ships, you can either claim colored resources from land that you've touched with new ships this turn or build on one vacant space. To build, the space must have colored ships around it that match the ships depicted on one of the available building tiles. If you build a personal building that's connected to others you own, you receive money equal to the number of buildings.

You can bank one ship before the end of your turn, then you can use any three resources or a pair of matching resources to purchase a specialist, each of whom has a unique power.

After all players go, you shuffle the action tiles, place them face down in the row, then reveal enough tiles at the front of the line to set up for the next turn, with the turn order being determined by the numbers on the tiles that players chose the previous turn. Once you trigger one of the game-ending conditions — e.g., no ships of one color or no more specialists — you finish the round, then count points for buildings built, specialists hired, and money on hand.