mythology

Tzolk'in: The Mayan Calendar

Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up. 

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...

Kemet

In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.

The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.

As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!

Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.

Venture Forth

Across the realm, ordinary souls are longing for their dreams. Some seek wealth or power, others seek knowledge, but all pursue their own personal quest. Guiding your party, you populate a fantasy world with adventurers and enemies, recruit new companions, and venture forth out into the world of adventure!

In Venture Forth, players have a party of adventurers who each have their own personal ambition. Achieving an ambition allows the player to convert that adventurer's "will" into points and to possibly level him up. All ambitions require the player to venture forth, which means moving his party from one site to another along a path. One of the main actions in the game is playing an enemy or adventurer card to these path spaces. Once a path is completely filled in, any player can choose to venture forth down it and encounter each card one by one, recruiting adventurers, defeating enemies, and possibly gaining treasure along the way. A combination of resource management, path planning, and timing will help you along the way.