Action Point Allowance System

Arraial

"Arraial" is the name given to traditional Portuguese summer celebrations during which people take to the streets eating, drinking, and having fun in the old neighborhoods that are bedecked with arches, colorful balloons, popular music, and the aroma of sweet basil.

In the game Arraial, players try to make their neighborhood traditional event the most popular by attracting visitors to their celebration. Grab the most beautiful decorations, hire the most inspired performers, serve the most traditional delicacies, take to the streets, and host the party of the year! Arraial is a fast-paced game in which players take turns spending action points to get the best tiles (decorations, artists...) and place them on their player boards to form the perfect match and attract visitors to their party. In the end, whoever attracts the most visitors in their neighborhood wins.

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?

Trismegistus: The Ultimate Formula

You are an adept of the mysterious art of alchemy, seeking a way to become the successor of the greatest alchemist ever living — Hermes Trismegistus. In order to do so you will be transmuting mere metals into pure gold, performing experiments, and inventing artifacts to finally achieve everlasting greatness.

Trismegistus: The Ultimate Formula is played over three rounds during which you will draft exactly three dice. By expertly utilizing the potency of your drafted die, you will be able to transmute precious materials, collect alchemical essences, purchase and activate artifacts, and perform experiments that will progress you along four mastery tracks. You will also build a secret hand of publication cards which — together with the value of your experiments, the completed formulas of your Philosopher's Stone, and your collected gold — will determine your final score in victory points and, perhaps, make you the greatest alchemist, someone able to rival Hermes Trismegistus himself!

The game features custom dice, the sides of which represent alchemical materials. At the beginning of each round, the dice are rolled and grouped by their respective types. On your turn, you must either draft a new die or utilize the untapped potency of a previously drafted die. Based on the material associated with your chosen die, you will be able to collect certain essences in addition to the material to which the die is keyed. Additionally, the color of the die will determine which types of transmutations you can perform, refining raw materials and increasing your mastery of the elements.

Acquire precious artifacts in order to maximize the effects of your transmutations. Conduct experiments. Increase your knowledge and expertise and discover the ultimate formula!

The game includes a solo mode by Dávid Turczi and Nick Shaw.

—description from the publisher

Dragon Boats of the Four Seas

In Dragon Boats of the Four Seas, Zhong-Guo, the Middle Kingdom, is an island surrounded by the four Dragon Seas. After a long period of strife, Zhong-Guo has once again been unified and the noble houses rise from the ashes, hoping to cross the Dragon Seas and reach the wealthy vassal states of the former Empire. In Zhong-Guo, Dragons are believed to be good luck and sources of celestial power, so the people make offerings to Dragons at temples and cast coins with the images of Dragons on them to bring fortune at the marketplace. Farmers invoke Dragons over their fields for a bountiful harvest and boats are made in the likeness of Dragons for protection on the dangerous waters. As the leader of one of the noble houses of Zhong-Guo, you must build farms, trade, and make offerings for the safe passage of your ships to these forgotten lands. Recapture the glory of the old Empire and ride the Dragon Boats to victory!

Drako: Dragon & Dwarves

Drako: Dragon & Dwarves is an asymmetrical game for two players, with one player leading a team of three dwarves who are experienced dragon hunters and the other playing a red dragon that has spread terror amongst local peasants. The dwarves have managed to trap the dragon in a shady valley at the foot of the mountain where it lives – apparently dragons can't resist the smell of freshly slaughtered sheep – but despite being in chains, the dragon is still young and ferocious, providing the dwarves with the difficult task of killing it without being killed themselves.

Each player has a unique deck of cards, and each card has symbols on it to indicate possible actions. The dragon can move around the game board, bite, shoot fire, fly (in a limited way), and defend itself from attacks; the dwarves can attack with their axes, shoot crossbows, move individually or in groups, protect themselves with shields, and cast nets.

Each player can have up to six cards in hand, and managing these cards and maneuvering their characters on the game board are the keys to victory. Has the opponent run out of defense cards? Can the dragon nip the strongest dwarf and take him out without opening himself up to attacks from the others? The dwarves can attack the dragon's wings to keep it from flying, chop its legs so it can't move, and cut its throat to prevent it from breathing fire.

If the dwarves kill the dragon before it breaks from the trap – that is before dwarves run out of cards – they win. If the dragon survives or defeats the dwarves, he will manage to free his trapped leg and fly away, triumphing over his opponents.