Set collection

Nestlings

In Nestlings, players assume the role of birds competing to gain priority across four biomes: savannah, alpine, freshwater, and desert.

Each round, players roll their biome dice, then place the dice in biomes one at a time, alternating in clockwise order. Once players have placed all their dice or have chosen to pass for the round, each biome is resolved.

The player who first placed dice in a particular biome gains priority and reaps the rewards of doing so: selecting a resource first, and discarding a resource to thwart their opponents' plans. However, if another player places more of their biome dice in that same biome, that player gains priority. Once priority order has been established for the biome, players each claim resources to feed their nestlings and gain the matching segment to add to their resource ring on their player board.

Once all biomes have been resolved – including the wild grasslands biome in the center of the board – players score points based on how many nestlings they fed and how many segments are in their resource ring, regardless of which round they were assigned.

As the game progresses, the tension rises as players must make key decisions along the way, decisions that could secure victory or usher in defeat. Will they feed their nestlings for more immediate points, or take a different resource to complete a section of their resource ring, thus earning a bonus and triggering a powerful chain reaction? Will they use in-game currency to activate another end-of-game nest goal or save it for victory points? Will they place a second die to secure priority or risk it and head to another biome to take other much-needed scraps?

At the conclusion of round four, the game ends and players reveal their endgame nest goals and tally their points.

Molly House

In Molly House, players take the roles of the gender-defying mollies of early eighteenth century London. Throw grand masquerades and cruise back alleys while evading moralistic constables who seek to destroy your community. Be careful, there may even be informers in your midst!

Over the course of an hour, players will draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and to the ultimate ruin of the molly house.

As players encounter the Society’s enforcers, they will often have to pay bribes or may be coerced into becoming informers for the Society. Informers must try desperately to undermine the community around Mother Clap’s Molly House without being discovered by their fellow mollies.

Everdell Duo

In Everdell Duo, you either compete against your single opponent or play co-operatively with another player to earn the most points. You accomplish this by placing workers to gather resources, then use those resources to play cards face up in front of you, creating your own woodland city.

Cards may be played from your hand or from the face-up area on the board called the meadow. However, only cards touching the sun or moon token may be played from the meadow, and players move these tokens each time they perform a turn. Therefore, planning for and timing which cards you play is critical.

Each game you try to achieve various events, the requirements of which differ from game to game, making certain cards and combinations more important to pursue.

The game lasts for four seasons, then players add their scores to determine the winner. If you're playing co-operatively, check the requirements for the chapter you are playing to see whether you have won.

—description from the publisher

Deep Regrets

Deep Regrets is a an unfortunate fishing game about pulling progressively more horrifying things out of the ocean. Decide what to eat, what to sell, what to mount, and how many regrets you're willing to carry, as you push yourself too far and spiral towards a conclusion in this strategic horror fishing game.

You'll roll bespoke tackle dice at the start of each turn to determine your strength for that round and then decide whether you'll stay at sea or return to port to sell fish, buy provisions, and recharge your energy.

Survey the sizes of shadows on the backs of 9 different fish shoals at three depths, determining what you think you can afford to catch and if you want to risk it for a potentially better reward. Flip fish, spend dice, add them to your collection - but beware of reveal and catch abilities that can have various effects on the game! As your eyes spy more and more horrifying things, you'll collect Regrets cards - which drive up your madness but also give you access to more dice and increase the value of weirder fish. It's a risk/reward scenario as you balance your madness, knowing that at the end of the game the player with the highest value of Regrets will have to discard their most valuable mounted fish.

Manage you resources, make strategic decisions, leverage madness to your benefit and suppress your Regrets as you try to catch the most valuable haul of weirder and weirder fish in this weird week at sea.

SOLO MODE:
In the solo mode (which you can also co-op), you'll act as an ichthyologist on a mission to catch and catalog every fish in the sea. Over a campaign of dozens of games, you'll try to reel in every last fish and document their attributes on provided catalog sheet. At the end of each game, you'll have to discard an equal value of fish to the regrets you've collected and may have to let some fish go to return to another day. At the end of the campaign, you'll have a catalog of all fish names, depths, values and difficulties that can be used by players in the multiplayer game to help identify what they might fish up!

Fantastiqa: The Rucksack Edition

Welcome to the wild, weird world of FANTASTIQA!

Fantastiqa is a deck-building board game set in a fantastical landscape of dark forests, mist-shrouded highlands, and frozen wastes. As you and your foes journey around the board, you will subdue strange creatures and fulfill fabulous quests.

Each creature you encounter has both an ability and a vulnerability. By playing card symbols to which a creature is vulnerable, you can subdue it and recruit it as an ally. Each creature you defeat is added to your expanding deck of cards, making its special ability into an ability of your own! A defeated Enchantress will wield her beguiling charms to help you overcome wandering Knights. Knights in turn subdue Dragons, adding their fiery breath to your cause. By combining the powers of different creatures you can fulfill curious quests, for example:

Send forth your Rabbits of Unusual Size to Nibble Through the Violin Strings of the Violent Vampire Volnar!
Deploy a party of web-slinging Spiders to String a Bridge Across the Chasm of Chaos!
Send your Dragons and Vampire Bats together on a mission to Ignite the Whisker-Wick'd Candle Guarded by the Ice Cats of Kituviel!

Some of the creatures you encounter carry precious gems, which you can spend to purchase powerful artifacts or to summon mythical beasts to your aid. You begin with a handful of household items, but you will grow in power as you adventure and gather allies! By completing quests you score victory points and claim other special rewards. The board changes every time you play, so prepare for a new, exciting adventure each time you enter the world of Fantastiqa!

Fantastiqa is easy to learn but challenging to master – a game for families and gamers alike. Additional simplified rules are included for beginners and children.

The components are lavishly illustrated with fine art by Caspar David Friedrich, Vincent van Gogh, Claude Monet, Arthur Rackham, John William Waterhouse, John Bauer, Edward Burne-Jones, Francisco Goya, and others.