Deck

Scholars of the South Tigris

Scholars of the South Tigris is set during the height of the Abbasid Caliphate, circa 830 AD. The Caliph has called upon the keenest minds to acquire scientific manuscripts from all over the known world. Players will need to increase their influence in the House of Wisdom, and hire skilled linguists to translate the foreign scrolls into Arabic. In this Golden Age of wisdom and knowledge, be mindful not to neglect one in pursuit of the other.

The aim of Scholars of the South Tigris is to be the player with the most victory points (VP) at the game’s end. Points are gained by translating scrolls, increasing knowledge in various areas of science and mathematics, influencing the 3 guilds, and by retiring translators after their years of faithful service. The game end is triggered once all 4 caliph cards have been revealed.

—description from the publisher

Dune: Imperium – Uprising

In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will expand your resources, or you can learn the ways of the Fremen and ride mighty sandworms into battle!

Dune: Imperium Uprising is a standalone spinoff to Dune: Imperium that expands on that game's blend of deck-building and worker placement, while introducing a new six-player mode that pits two teams against one other in the biggest struggle yet.

The Dune: Imperium expansions Rise of Ix and Immortality work with Uprising, as do almost all of the cards from the base game, and elements of Uprising can be used with Dune: Imperium.

The choices are yours. The Imperium awaits!

After Us

2083. Humankind died out decades ago, leaving behind mere vestiges of its time on Earth. As time went by, nature reclaimed land all over. In this resurgent world, apes have kept evolving. They've been gathering in tribes, growing, mastering human items, and advancing in their quest for knowledge. As the leader of such a tribe, you need to guide it towards collective intelligence.

After Us is a deck-building and resource management game featuring an original and intuitive combo system in which players are each leading a tribe of apes. Starting only with tamarins, they combine their cards each turn to collect resources and gather victory points, attracting new apes into their tribe along the way: powerful gorillas, resourceful orangutans, versatile chimpanzees, and wise mandrills. The first player to obtain 80 points prevails in the race to collective intelligence — and wins the game.

— description from the designer

Paleovet

We’ve brought dinosaurs back to life, but who will care for these magnificent and dangerous beasts?

You are paleo-veterinarians, competing to save as many dinos as possible from modern illnesses and injuries. Roll dice, upgrade your hospital, and compete with fellow paleo-veterinarians to treat injured and sick dinosaurs. As long as the dinosaurs don’t wake up during treatment, nothing can go wrong…

In Paleovet, players take turns drafting dinosaur cards from a central river, rolling dice, and spending dice icons for various effects, most notably curing sick and injured dinosaurs. Each dinosaur card lists which icons are needed to cure it, and effect, victory points, its genetic order, and diet.
Dinosaur effects can occur when the dinosaur appears in the center of the table when it is added to your hospital, or while it remains in your hospital. These effects can change gameplay in a variety of ways.

On your turn, you’ll follow a series of steps:

1. Remove a sleep token from each dinosaur in your hospital.
2. If you have fewer than four dinosaur cards in your hospital, select a dinosaur card from the five cards showing in the center of the table. Move it into your hospital.
3. Roll your dice. You begin with three basic dice and can purchase specialty dice later. The dice faces show the three treatments needed to cure dinosaurs, a tranquilizer dart, and a wild icon.
4. You may now spend dice and wild tokens to:
a. Cure dinosaurs by matching the treatment icons on the dice to the treatments listed on the dinosaur card. Each dinosaur requires between 1 and 5 treatments to complete
b. Buy additional dice by spending three matching dice icons
c. Buy a one-use wild token by spending two matching dice icons
d. Buy an upgrade card that provides a permanent beneficial effect by spending two matching icons
e. Spend a tranquilizer dart icon to move an additional dinosaur into your hospital (if you have less than 4 in your hospital already)
5. Any dinosaurs that are not cured and have no sleep tokens on them at the end of your turn wake. When this happens, discard the dinosaur card. If it was a carnivore, you must also discard another dinosaur card in your hospital (if you have any).
6. Any dinosaurs that were cured during your turn are moved into a victory pile. You’ve now scored the points listed on that dinosaur card.

Play continues until one of the card piles in the center of the table is empty. The round is completed, then all players total the points on their cured dinosaurs. The player with the highest score wins.

-description from designer

Call to Adventure: The Stormlight Archive

Call to Adventure: Stormlight is a 120-card standalone game containing everything you need to play. Based on the works of Brandon Sanderson, this expansion, and others to follow, add new challenges, new destinies, and new paths to follow.

Call to Adventure is a hero-crafting game that combines strategy and storytelling. It's similar to some "tableau-building" games in which you're creating a kingdom or civilization, but in this game you're building a character. Each player begins with cards that define your hero's origin, motivation, and destiny. Over the course of the game, you overcome challenges and gain traits. It's a game with points and a clear winner, but the highlight of every game is telling your hero's story at the end.