Pick-up and Deliver

Ahoy

Ahoy is a lightly asymmetrical game where two to four players take the roles of swashbucklers and soldiers seeking Fame on the high seas.

One player controls the Bluefin Squadron, a company of sharks and their toothy friends, who patrol these waters and keep order with shot and sword. Another player controls the Mollusk Union, an alliance of undersea creatures and their comrades-in-arms, who fight to reclaim their ancestral home. In games with more people, some players control Smugglers, maverick captains who run blockades to smuggle luxuries and essentials, delivering them to those with the most need—or the most coin. Explore the seas. As you play, you’ll make a unique map full of treasure troves, dangerous wreckage, and mighty sea currents, using deluxe double-layer region tiles.

Featuring development from the same team that brought you Root and Oath, Ahoy offers deep, interactive gameplay in a fast-playing and easy-to-learn design with a colorful setting brought to life by Kyle Ferrin's gorgeous illustrations.

Yum Yum Island

Yum Yum Island is populated with hungry animals, animals that you and your fellow players must feed before the giant on the island can take food from you and fill his own belly first.

In the game Yum Yum Island, players take the role of pelicans trying to feed the animals on the island. Each animal is represented by a cardboard cutout that has a raised, second level to identify the animal's mouth. Inside the mouth is a pair of numbers — one green, one red — that shows how much vegetarian and meat-based food the animal needs in order to be satisfied.

On a player's turn, they first roll the die to determine the difficulty level for that round, then they don the blindfold so that they can't see the playing area. The player scoops up some amount of food from the supply (which has a mix of red and green tokens), reaches out their hand, and tries to place the food in an animal's mouth. Any food that falls out or doesn't match the animal's needs is placed in the giant's intestinal tract. The die roll might let other players give advice ("Move left! Pull your hand back!") or allow the player to recover one bit of food or otherwise receive aid during the round.

Home Sweet Home (or Not)

The sun shines through the window, the aroma of recently cooked food wafts through the kitchen, and the dining room looks splendid as it awaits the guests. Everything's pointing to a memorable Sunday — except for the flying dish that just smashed into the attic. Why does this stuff always happen to us?

In the co-operative board game Home Sweet Home (or Not), 2-5 players must collaborate to complete the objectives laid out in one of the five missions included in the game. Each mission requires a different layout of the house, which is constructed of different rooms connected by 3D wooden doors.

Each player represents a family member who must spend action points to recover objects from the rooms and return them to their correct places according to the mission. Will you be able to get all of the stuff out of the rooms and into the attic before the aliens abduct you? Can you help Santa Claus load all of the presents into the sled that's parked in your garage?

—description from the publisher

Asking for Trobils

Asking for Trobils is a worker-placement boardgame where the player is trying their best to rid the star system of Trobils (space pests). You play a Trobil Hunter - flinging the space vermin into the star, and dealing with unsavory folk just to get the job done.

Players start with one ship, placing it at various locations to gather resources that will allow you to trap Trobils. But just one ship may not be enough, so you can fly through a wormhole to create two or even three ships to help you gather resources.

You can make connections to gain more resources or hang around the local Riffraff. Send pirates, bounty hunters, or gangsters out to make areas rougher for your opponents, or enhance locations for everyone by sending out traders and courtesans.

For every Trobil card you capture, you gain victory points. The player with the most points at the end wins

The Transcontinental

In 1871, with Canada only four years old, the Prime Minister calls for a massive undertaking: a transcontinental railway to link the established eastern provinces with the newly-added western province. Between them lay the vast, undeveloped interior. It would be a nation-defining project, opening up the resource-rich Canadian shield, the fertile prairies, and the breathtaking Rocky Mountain Cordillera, shaping not only the economy of the young country but its identity as well.

The Transcontinental is a medium-weight Eurogame with worker-placement and pick-up and deliver mechanisms about the development of the Canadian transcontinental railway.

Players are contractors who work to complete the railway. They send out telegrams along a linear worker-placement track — reserving those action spaces for themselves — then take turns in telegram order, loading and unloading to a shared train that travels across the country. Players can use these resources to complete developments ranging from lumber mills and farms to cities and national parks, or they can use the resources to bid to extend the railway. Powerful one-time-use ally cards, themed around a rich and inclusive cast of Canadian historical figures, allow players to make powerful combined actions.

—description from the publisher