Crowdfunding: Kickstarter

Trekking Through History

We designed Trekking through History for gamers and non-gamers to play together. The goal was to make a game inviting for non-gamers, but with a little subtlety under the hood for gamers.

In the game, you go on a three-day tour of human history, traveling thousands of years in a time machine to experience great moments from our past.

The game takes place over three rounds, each representing one day of your trip. Each day, you visit a series of historical events, spending a different number of hours at each.

On each turn, you choose to visit one historical event, and spend a certain number of hours doing it. Doing so will yield benefits, like checking off items on your itinerary for points, and earning Time Crystals so you can bend the space-time continuum on future turns.

Along the way, you’ll also score points for visiting historical events in chronological order.

The player with the most points after three rounds wins.

—description from the publisher

It's a Wonderful Kingdom

It's a Wonderful Kingdom is a standalone solo or 2-player game in a Low-Fantasy universe. Inspired by the core mechanics of its predecessor "It's a Wonderful World", this new game offers more interaction, a bluff mechanism and new challenges.

The game is played using modules, each different and offering mechanical twists. Each game, players will choose one of the different modules to compete against each other. The game is divided into 4 rounds. Each round having 3 phases.

Split & Trap
Players take turns offering their cards to one another in two areas in the center of the table.

One player picks 2 cards from their hand and either places them in the same area or splits them between the two areas. The other player chooses an area and claims the card(s) in it. The players take turns repeating this step until both players have offered all of their cards. Each player has 2 Trap tokens which can be used to place cards face down, otherwise all cards are played face up.

Planification
Each player chooses which of the cards they have collected to build and which ones to recycle for immediate resources.

Sequential Production
Each player produces their Kingdom's resources sequentially. Since resources are produced in a specific order, it is important to plan ahead to optimize your production and development.

At the end of the fourth round, the player with the most victory points wins the game.

—description from the publisher

The Transcontinental

In 1871, with Canada only four years old, the Prime Minister calls for a massive undertaking: a transcontinental railway to link the established eastern provinces with the newly-added western province. Between them lay the vast, undeveloped interior. It would be a nation-defining project, opening up the resource-rich Canadian shield, the fertile prairies, and the breathtaking Rocky Mountain Cordillera, shaping not only the economy of the young country but its identity as well.

The Transcontinental is a medium-weight Eurogame with worker-placement and pick-up and deliver mechanisms about the development of the Canadian transcontinental railway.

Players are contractors who work to complete the railway. They send out telegrams along a linear worker-placement track — reserving those action spaces for themselves — then take turns in telegram order, loading and unloading to a shared train that travels across the country. Players can use these resources to complete developments ranging from lumber mills and farms to cities and national parks, or they can use the resources to bid to extend the railway. Powerful one-time-use ally cards, themed around a rich and inclusive cast of Canadian historical figures, allow players to make powerful combined actions.

—description from the publisher

I'm Right You're Wrong

I'm Right You're Wrong is a fun-first game that promotes mental wellness, themed around petty arguments. In fact, it was inspired by a real life office spat. Outwit and outlast your opponent(s), by holding onto your hand, and not breaking a rule.

Take turns, drawing a card and playing one from your hand. Each card is empowered with consequences. Some cards reduce your hand, some cards restrict your options. The twist is… attacking opponents screws you over, not them. It’s the only card game where playing your least worst option is your best. Play is similar to other casual games (hand management, elimination, take-that). No actual role-play or arguing involved.

Each player starts with 5 cards with powers and consequences. Each turn, draw and play one card from your hand. Many cards are self-punishing, so choose your least worst option to outlast your opponent.

You lose if: you run out of cards, you break a rule (forced or not), or you get caught bluffing.

The game ends when all but 1 player is eliminated.

—description from the designer

Space Explorers

The conquest of space was one of the greatest achievements of the 20th century.
In 1957, the first satellite - named Sputnik 1- was launched into orbit. Just four years later, Yuri Gagarin was the first human in space, aboard the spaceship Vostok 1.

This game is dedicated to the early space explorers: all the outstanding people who worked to make space travel possible. As Yuri Gagarin said at the moment of his launch: “Let's go!”

You are the head of a Research & Development Hub in a Space Research Center, competing with other such Hubs in the spirit of the Golden Age of Astronautics. Your goal is to complete large- scale space projects by gathering the best and brightest minds humanity has to offer.

Thanks to your efforts, satellites, manned spaceships, and orbital stations will be launched into space!

You score Progress points by recruiting Specialists and completing Projects. The game ends when all available Projects are completed, or you have recruited 12 Specialists to your Hub. The player who made the most Progress is the winner!

Key game features:

Closed loop resource system: when recruiting a Specialist to your team, you pass Research tokens to a player to your left.
Specialists are assigned to the Divisions according to their skills. The more Specialists you have in a Division, the easier it is to recruit new ones to that Division.
All Specialists have unique abilities. Only the ability of the top card in each stack is active. Therefore, by adding a new Specialist, you often get a new ability but lose the other one. Think carefully what is more important for you at that moment in the game!