Set collection

12 Rivers

You are the leader of a tribe whose people explore the fabled twelve rivers flowing from a mystical lake high in the mountains. Your goal? To find the magical coloured pearls that roll down the rivers in the current. Perhaps a helpful fairy may help you on your quest! Where the rivers converge there is a village where many people and animals live in harmony. There you can make life-long friends and deliver the pearls you have collected, to be used to heal, grow, and ensure another prosperous year for all.

In each of 5 rounds of play, take turns paying camp cards (resources) to place your 3 tribe tokens into various slots along the rivers, to get the magic pearls you need. Pay more camp card resources to place higher up the rivers to pick pearls earlier. However, with clever placement and use of camp card powers, you can still get valuable pearls efficiently downstream. Use your Tribe tokens to block then collect magic pearls that flow down the 12 rivers. Collect pearls needed by villagers to ensure prosperity for the village at the bottom of the 12 Rivers.

Once all tribe tokens are placed, release the magic pearls to roll down the rivers. Then collect a pearl at each tribe token you placed, and store it on your Alpaca for now. Remaining pearls roll downstream to be blocked and picked at other tribe tokens, or end in the lake.

Along the way you will pick up helpful fairy tokens, and try to match Alpaca goals that reward you with points for collecting sets of particular pearl colours first.

To score the pearls you collect, transfer them to villagers you recruit from the village, and strive to score their bonus goals too. After 5 rounds the player with the most points wins.

—description from the publisher

Agent Avenue

Agent Avenue is a competitive card game that combines bluffing, strategic set collection, and a race to uncover your opponent's identity. Set in a colorful anthropomorphic world, players assume the roles of retired spies in a suburban neighborhood, outsmarting each other with cards that can score points or trigger special effects. The game's art brings to life a quirky neighborhood of animal spies.

Use a unique "I split, you choose" mechanic to play one card face-up and one face-down each turn. Your opponent chooses one, influencing both your strategies. Cards feature different agents and tools that impact scoring and game progress on a track, advancing the "catch me" race to uncover the opposing spy.

Outwit your opponents by strategically collecting agent sets and effectively using spy tools. The game ends when a player successfully uncovers their opponent, combining both strategic depth and bluffing elements.

Perfect for those who love a mix of strategy and lighthearted competition, "Agent Avenue" challenges you to think like a spy and act like a friendly neighbor.

—description from the publisher

Gatsby

Welcome to the Roaring Twenties! Gatsby is a two-player game in which you take on the role of either Dorothy Williams or James Miller, competing to spread their influence and draw the attention of the great Jay Gatsby.

On the board are three locations, each offering different opportunities to get character tiles: the cabaret, the finance center, and the racetrack. To claim these characters, each player will take turns moving the action marker on one of the four action spaces — but not the one just taken by the opponent — then activating it.

These actions let you place two influence tokens on one or two locations, allowing you to claim characters in different ways, depending on the location. In the cabaret, your tokens must form a continuous line from one side of the board to the opposite side or cover the four-star icons at the same time. In the finance center, influence lets you climb up the track. In the racetrack, your tokens are placed in races, trying to be the player with the most tokens on that race line when it's filled.

On all three locations, some special spaces on the board grant bonuses when you place a token on them: swapping two tokens on the board, forcing your opponent to take a specific action, or gaining a special action tile!

A player wins immediately if they control three characters of the same color or one character of each of the five colors. If all character tiles from a single location have been claimed before one of these conditions is met, the player with the most stars on their characters wins.

—description from the publisher

Martian Dice

Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the chicken, cow, and human populations so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your death rays can't handle. Make Mars proud – be the first Martian to fill your abduction quota!

In Martian Dice, you roll thirteen custom dice in an effort to set aside ("abduct") humans, chickens, and cows. With each roll, you must first set aside any tanks, representing the human military coming to fend off your alien invasion, then you may choose one type of die to set aside as well — one type of earthlings to abduct, or death rays to combat the military. At the end of your turn, if you have at least as many death rays as tanks, then you may abduct the earthlings you've been setting aside. You can't pick any type of Earthling twice in one turn, but if you manage to abduct at least one of each, you'll score a bonus!

With each roll you will ask yourself, do you feel lucky?

Forest Shuffle: Dartmoor

Forest Shuffle: Dartmoor is a stand-alone game within the Forest Shuffle family and introduces a brand new habitat and features new species with new abilities and bonuses to explore. As in the earlier original Forest Shuffle, in Forest Shuffle: Dartmoor players compete to build the most valuable environment by placing trees and shrubs, then attracting species to these locations to create an ecologically balanced habitat for flora and fauna.

What's new in Dartmoor is the introduction of TERRAIN cards that are played horizontally and serve as a home or feeding ground for different species than trees or shrubs. Due to the nature of the terrain, species can only be placed above and below a terrain card. Deer and other species stay clear from bogs or peat areas in the moorland. They need their drink, but won't feel safe at dwells or next to rivulets. So players have to be watch out, where to place their species.

Like its predecessor, Forest Shuffle: Dartmoor comes with a unique back side: Each of the 180 cards of the deck can be placed face down, creating a bog, if the action allows it. The caves in Forest Shuffle: Dartmoor now will be drafted at the beginning of the game and offer asymmetrical starting conditions. On top, the number of tree symbols has been reduced from eight to six to enable bonuses more easily.

The game mechanism stays untouched: To start, each player has six cards in hand, with cards depicting either a particular type of tree, shrub or terrain or two moor dwellers (animal, plants), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half. On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by discarding other cards to pay the cost, then putting that first card into play. In the end, the player with the highest score wins.