Ancient

Amun-Re: The Card Game

Amun-Re: The Card Game is a card-based version of Amun-Re, and the auction at the heart of that game is still present in this design, with the results of those auctions driving the rest of the action.

In more detail, Amun-Re: The Card Game lasts three rounds, with three auctions in each round, followed by other actions, then a scoring. Each player starts the game with money cards valued 0-8, and at the start of the game, everyone chooses money cards that sum to 14 (with the 0 being included) and lays those cards face up on the table. Province cards equal to the number of players are revealed, and players take turns bidding on provinces by placing exactly one money card next to one province, outbidding an opponent if someone else has already bid there; if you're outbid, you take back your money card, then bid again on your next turn. Eventually everyone will have bid on separate provinces, after which you discard the non-0 bids, then lay out new province cards and run through two more rounds of bidding.

Province cards show different numbers of pyramids, ankhs, and fields, with a caravan possibly being visible as well. Whoever has the most ankhs visible is Pharaoh, going first in each action with ties broken from the Pharaoh going clockwise.

After three rounds of auctions, players will have some amount of money (possibly only the 0) still in hand. Everyone simultaneously makes an offering of gold, and the sum of the offerings determines how much the Nile floods, which determines how much money players will earn from fields. If the sum is 10 or less, players with caravans receive 10 gold per caravan. Whoever offers the most gold receives three pyramids to place on their province cards, with others receiving two and one pyramids.

In player order, players determine their income level, then spend gold to build pyramids on their cards (distributing them as equally as possible), then they take money cards into their hand to account for any income not spent. They then score points for sets of pyramids, for having nine or more fields, and for having the most ankhs.

The second and third rounds of the game play out similarly, except that when you claim cards following the auction, you place these province cards on top of your previous province cards so that only the imprinted and acquired pyramids are visible. Everything else is buried in the sands. You score again at the end of each of these rounds, then the player with the most points wins.

Atlandice

In one day and night, the island of Atlantis has been overwhelmed beneath the sea. The greater city of Atlantis is about to sink. You, as the last Atlanteans, have to save as much wealth as possible before you flee the fury of the elements. The clock in the center of the city shows the remaining time before the end. But because of the cataclysm, the gates between the locations are broken down. They open and close randomly. Collecting goods will not be so easy...

The mechanisms in Atlandice are unique, but simple. On their turn, a player chooses one of the available dice, which is, in fact, a gate. This gate brings the player to a location; in this location are randomly distributed resources and effects. The effects are randomly dispatched with tiles at the beginning of the game, so that each game will be different! Effects can help the player or can interfere with other players' plans. Earn prestige by collecting more resources than your opponents, both at the key moments of the game and at the end...

—description from the publisher

Minerva

The Roman Empire. An Empire so large and powerful its fame remains still today. In order to keep its vast territories under control, the Roman Empire sent out state managers to exercise its policies.

The players are one of these managers, in charge of one of the Roman cities, all aiming to become a prosperous and important city, like Rome, the glorious capital. Only the player who develops his city best, will earn the favour of the goddess Minerva and win the game.

The player who has the most Victory Points (VP) at the end of the game wins.

In order to gain VPs, the players will build military facilities to earn military fame, develop cultural facilities to assist cultural activities, and construct temples and layout the city so
that it is worthy of its temples.

But all of this requires resources and gold. And only building impressive buildings won't get anyone far without any inhabitants. The players will have to build living quarters so that the other buildings can have an effect.

Curio: The Lost Temple

A sinkhole formed west of the Tigris river in the heart of Mesopotamia, revealing a large stone door with curious, unknown markings. A special team of archaeologists, from all over the world, ventured to the site to solve its puzzle, allowing them inside. Therein, a massive man-made cavern, stretching for what seemed to be a mile straight down, could be seen. But just as the team decided to leave, the door slammed shut, sand slowly started filling the room, and the team was faced with new puzzles to solve. Can they do it in time?

In the real-time cooperative game Curio: The Lost Temple, players take the role of the archaeological team as they try to escape the Lost Temple. To do this, they need to communicate and collaborate to solve an unending slew of puzzles.

Unlike other games in this genre, Curio: The Lost Temple is endlessly replayable, even by the same players. Using a unique module-based system, players manipulate, sort, rotate, and search puzzle components to arrive at a distinct answer.

—description from the publisher

Luxor

On the hunt for priceless treasures, groups of adventurers explore the legendary temple at Luxor. Their ultimate goal is the tomb of the pharaoh, but many treasures can be collected as they search. As they explore, the challenge unfolds: The player who manages to quickly get their team of adventurers to the tomb, while salvaging as many treasures as possible, will be the winner.

Luxor offers variable game play as the path that leads to the tomb is different for every game — and will even change during play!

—description from the publisher

In Luxor, players move their adventurers through the temple with the goal of reaching the tomb in the middle of the game board. At the start of the game each player gets dealt 5 cards, which he is not allowed to change the order of.

In each round players take turns that consist of 3 actions:

1. Choose either the left or right most card to play to the discard pile.

According to the played card move, one adventurer that many tiles forward towards the tomb. An adventurer only moves from tile to tile, jumping over empty spaces and not counting them.

2. When the adventurer has completed his movement, he performs the action of that tile, if possible. Depending on the tile this can have various effects:

Treasure tile - If enough of a players adventurers player are placed on a tile, the player can collect that tile and earn points for it. Additionally he keeps the tile, trying to collect treasure sets consisting of the three different treasure kinds, vase, statue and necklace.

Horus tile - The player can either gain a key or a Horus Card. He will need the key to enter the tomb and the special Horus card offers unique and strong ways to move his adventurers once he plays that card.

Osiris tile - The tile acts as an catapult instantly moving the adventurer a certain amount of tiles forward.

Temple tile - On these tiles players get special bonuses, like scarabs that are worth victory points or joker tiles, which complete treasure sets. The most unique tile is the tunnel. If an adventurer lands on a tunnel he instantly gets teleported to the next tunnel in play, creating a shortcut through the temple.

3. After performing the action of the tile, players draw one card from the draw pile to refill their hand to five cards. The drawn card is placed in the middle of the hand.

At the start of the game, players can chose to move one of 2 adventurers. Every time an adventurer crosses over an Anubis statue for the first time he gains a new adventurer which is placed at the start.

The game ends once two adventurers reach the tomb. But in order to get in the tomb and collect the valuable sarcophagi, players need to have a key, which they collect from landing on Horus tiles. One key is needed for each adventurer wanting to enter the tomb.

The round is finished and then the game ends with a final scoring.

The player who now has the most points is the winner!