Tile Placement

Dinosaur Island

In Dinosaur Island, players will have to collect DNA, research the DNA sequences of extinct dinosaur species, and then combine the ancient DNA in the correct sequence to bring these prehistoric creatures back to life. Dino cooking! All players will compete to build the most thrilling park each season, and then work to attract (and keep alive!) the most visitors each season that the park opens.

Do you go big and create a pack of Velociraptors? They'll definitely excite potential visitors, but you'd better make a large enough enclosure for them. And maybe hire some (read: a lot of) security. Or they WILL break out and start eating your visitors, and we all know how that ends. You could play it safe and grow a bunch of herbivores, but then you aren't going to have the most exciting park in the world (sad face). So maybe buy a roller coaster or two to attract visitors to your park the good old-fashioned way?

Scarabya

As the head of an international archaeological team, it is your job to establish camps across the four corners of the globe and uncover the long-lost golden scarabs of Scarabya.

Scarabya is a tile-laying puzzle game, in which your goal is to score scarabs by positioning your tiles such that they create enclosed zones of 1 to 4 squares. Each scarab in an enclosed zone is worth a number of points equal to the number of squares in its zone. Players all play the same tiles, in order. Each turn, a new tile is drawn and all players simultaneously place their copy of the tile on their individual boards. The game is over after all 12 tiles have been drawn (and either placed or discarded). The player with the most points wins.

Patchwork Express

Patchwork Express features the same basic gameplay as Patchwork, but with a smaller playing area and with larger and less complex pieces.

In the game, each player tries to build the most aesthetic (and high-scoring) patchwork quilt on a personal 7x7 game board. To start play, lay out all of the light-colored patches at random in a circle and place a starting marker in a particular location. Each player takes some buttons — the currency/points in the game — and someone is chosen as the start player.

On a turn, a player either purchases one of the three patches standing clockwise of the starting marker or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the starting marker to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.

In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.

What's more, the time track depicts six 1x1 patches on it, and during set-up you place six actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on their game board.

At some point during the game, dark-colored patches are added to what's available for players to take, and these pieces are smaller than the light-colored ones, making it more likely that they'll fill in holes on a player's board.

Woodlands

Woodlands transports you to the wonderful world of legends and fairy tales, with four different stories of increasing difficulty. Each story consists of several chapters, with each chapter showing a plastic overlay that features various collectibles, obstacles, and that chapter's goal. Each player then builds their own network of pathways on their personal playing board to beat the chapter and score as many points as possible. Once players are satisfied with what they've built, the overlay is placed on top of each player's pathways to check which goals they've met.

Two additional overlays may be used to increase the difficulty of any chapter — and to increase the difficulty further, players may use the back side of their path tiles for a greater challenge.

Agricola: All Creatures Big and Small

Agricola: All Creatures Big and Small is a new take on Uwe Rosenberg's Agricola designed for exactly two players and focused only on the animal husbandry aspect of that game. So long plows and veggies!

In Agricola: All Creatures Big and Small, you become an animal breeder of horses, cows, sheep and pigs and try to make the most of your pastures. Players start with a 3x2 game board that can be expanded during play to give more room for players to grow and animals to run free. Sixteen possible actions are available for players to take, with each player taking three actions total in each of the eight rounds.

The player who amasses the most victory points through enclosing space with fences and acquiring the largest number and variety of animals and victory point-generating buildings will be the winner.

Four Standard Buildings and 4 special buildings are available in the base game. These buildings each provide unique special abilities during play and/or VP at game end. Balancing the tension between building infrastructure (fenced pastures and buildings) and acquiring animals (the single biggest source of end-game scoring) is the key to success!