Point to Point Movement

Marco Polo II: In the Service of the Khan

The journeys of Marco Polo continue in Marco Polo II: In the Service of the Khan, an epic follow-up to The Voyages of Marco Polo. After traveling to Beijing, your travels now take you back to the West in the service of the Khan, sending you to the farthest reaches of his empire in search of wealth and fame.

Marco Polo II is a standalone game based on The Voyages of Marco Polo, and you don't need the original game to play this one. This new journey will present unique challenges, with new and different actions, new scoring rules, and a new good: rare and valuable Chinese jade.

Retread old paths with renewed purpose, or find new ones as you explore farther west, continuing to build the immortal legacy of Marco Polo!

—description from the publisher

Stop Thief!

An alert pops up on your smartphone: A crime has just been committed! Grab your investigator's license and your keen powers of deduction and hunt down the suspect. But watch out because you're not the only private eye on the hunt, and only one of you can slap the cuffs on the suspect and claim the reward. Get enough reward money, and you can finally leave this rat race behind and retire to a sunny tropical beach in the Caribbean.

Stop Thief is a family game of logical deduction for 2-4 players. An invisible suspect commits a crime. Only the sounds they make give them away. Listen to the clues and figure out where they are hiding. Play cards from your unique deck to move around the board, sneak through a window, or even get a private tip. Once you have the suspect pinned down, swoop in and make the arrest.

The obvious first step in this restoration was taking the electronic device and turning it into an app. Doing that allows for better sound quality and a more dynamic platform for different modes of play. Next step was ditching the roll-and-move mechanism and, in general, stripping out some of the luck and adding in a healthy dose of strategy. By replacing the dice with decks of movement cards, it also allows asymmetrical decks, which increases the fun and replayability. Game effects were also added to the suspect cards to further spice things up.

Lancelot

In the Court of King Arthur, you are the Knights that prove their individual valor by performing heroic deeds, setting out on the quest for the Grail, and obtaining the Knightly Virtues. The goal? To be elected First Knight — Lancelot — he who will steal the heart of Queen Guinevere.

In Lancelot, you will travel the lands of ancient Britain, courting ladies and defeating enemy knights to gain Knightly Virtues. You will walk other paths to fulfill quests. You will meet the Lady of the Lake and as reward, she will gift you the legendary sword, Excalibur — and Excalibur will keep you safe for just as Merlin may be your ally, your true enemy will be Morgana!

Mesopotamia

At the center is the Ziggurat, where you must bring 4 sacrifice tokens to win. But to deliver them, you must have sufficient Mana reserved by praying in temples, which players build. You bring your sacrifices from 4 huts that you build, and you can breed at an empty hut to increase your people. To build huts, temples, and Mana, you use rocks and timber that you collect from quarries and forests.

Each turn, you can move 5 places, placing new tiles if you go off the map, seeding stones or timber if they are quarries or forests, and carrying resource to empty plains if you want to build. Building a hut or temple, breeding, or drawing an action card ends your turn, and you bank Mana if you have people on temples. So gradually, you build up your clan and have them do different things. Some stand at temples to pray, some explore and carry resource, others help build or breed. And when you deliver a sacrifice, you kill the messenger too, thus needing to breed more.

Expanded By

Mesopotamia: Expansion

The Arrival

Description from the publisher:

In a time long forgotten, the cruel Fomori rule over Érin, the green island. They praise their king Balor, who reigns from his fortifications in the north with an iron fist. Old paths and ruins spread over the island's face, which will be called Ireland many generations from now. But new tribes arrive at the island striving for permanent presence. Who will control Érin's fate over the next centuries to come?

Each player in The Arrival represents a tribe leader who tries to gain predominance over the mythical island of Érin while pushing back the demon-like Fomori. But the players are facing a dilemma, for spreading too quickly means becoming more and more corrupt and strengthening the Fomori in their power...

Over 4-6 rounds, the players determine their resources by means of a unique game mechanism, which will be used later on profitably. During a first phase (Earning Phase), players draw four cards, each showing three sections of different resources. Two of these sections are gradually blocked by the player, thus leaving one section. The resources shown on this section are the ones the player gets. During this phase, they have to decide which section is the best one; while the upper section of the cards offers many resources, it also results in unwanted Corruption Points. The middle and the lower sections offer fewer resources, but also less Corruption.

After that, the Action Phase takes place and the players must use their resources wisely while having the choice from different kinds of actions in order to get Fame Points.

The game ends when a certain number of rounds have been played or somebody reaches the corruption limit.

The winner is either the one with the highest amount of Fame Points or the one with the fewest Corruption Points. This depends on the scene of the board at the end: Do the tribes (players) control more locations on Érin than the Fomori do — or is it the other way around?