Science Fiction

Edison & Co.

Mad professors test their experimental racing machines on the lab roof. Each player has a favorite machine, a set of movement cards for the racers and a secret score card. The score card shows the actual result you want to achieve, each player wanting the 4 cars to finish in a different order. The movement cards have 3 functions, showing number of spaces to move, or direction to move in, or 2 vehicles out of the 4 available that you could move. Start order changes each turn, the first player chooses one card of the three available, the next chooses a different type of card, the 3rd player the last type. The final player decides which car moves of the 2 cars that have been chosen as possible cars to move. The board also has random oil patches and hazards.

Cry Havoc

Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal, science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.

Terraforming Mars

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table until all players pass.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

Project Dreamscape

Study Parameters
The mind really can shape reality! Scientists have invented a machine that can tap into a person’s dreams and make them real. However, only the strongest minds--those who can control their dreaming--are able to utilize the machine. Thus Project Dreamscape was created to find the ultimate dreamer.

Study Goal
Participants will collect dream cards on their turns with the goal of chaining matching dream types together. The more dream cards a participant chains together, the more points that chain will score. The participant with the most points at the end of the game is the winner!

There are 8 dream types in the 52-card sleep deck, each of which appears exactly 13 times. Each dream card depicts 2 different dream types. Whenever you collect a dream card, you must choose one of the dream types to perform and follow its directions.

Paradox

In the near future of Paradox, a space-time disturbance called The Quake is fracturing entire worlds’ timelines and removing these worlds from existence. Two to four players take on the roles of scientists working quickly to repair these worlds’ connections to their past, present, and future by making new time strands — however, every repaired connection ripples through time and fuels the Quake to fracture more worlds. When the storm’s power fades, the most successful scientist will be hailed as a hero throughout the multiverse.

Paradox takes familiar board game elements such as card drafting, set collection, and resource management, then adds a Bejewelled-like grid of colorful disks for each player to manipulate, along with a universe of worlds that must be protected by game’s end. As a result, Paradox presents players with a unique experience that is simple to learn yet challenging to master as players navigate three interlocking systems to protect these worlds from the chaotic forces of the Quake.

Paradox is designed by Brian Suhre and is illustrated by 15 artists, each with their unique view of one of the worlds. Paradox plays in about 20-30min per player.