Dice

Aquileia

Aquileia, the second most important city of the Roman Empire, had been originally founded as an outpost against the Barbarian invaders. From its military origin comes the peculiar quadrilateral structure divided by the main streets. Later, the city developed to become an important political and cultural center and a prosperous trading city, especially for precious goods, thanks to its convenient and efficient river port. Important monuments such as the Gladiator Arena, the horse-racing Stadium, and the famous theater were built, as well as craftsmen's workshops, patrician villas which completed the architectural network of the city.

In Aquileia, players want to become the most powerful figure in the city by trading and building. Each player, representing a wealthy Aquileian patrician, owns a certain number of henchmen (pawns) which he uses for these main activities: sports playing, culture, trading, and building. Each activity can bring expenses, earnings and sometimes victory points (VPs).

Each round begins with a placement phase in which players take turns placing their henchmen on action spaces and their tiebreaker disc on the tiebreaker track. Placing the tiebreaker is mandatory; placing henchmen is not (but you probably want to place them). Once everyone has passed or placed all of their tokens, players resolve the action spaces in numerical order:

The Mercatus allows players to buy weapons, arms and slave cards, collect money through a die roll, claim four blue dice for use with the Arena and Stadium, and trade one currency for another. (This is the only way to make change, and some actions require specific currencies; if you must pay bronze and have only silver and gold, then you cannot take that action!)
At the Arena, players compare fighting strength, with that number determined by the starting strength on the action space claimed, the roll of three dice and the playing of slave and weapon cards. The winner gets three bronze coins and either double his strength in VPs or a slave card. The second and third best players receive lesser rewards.
The Stadium is similar to the Arena, with the horse cards coming into play and the winner receiving gold or silver coins and his choice of two laurel cards; laurel cards deliver 3-10 VPs or are a multiplier for endgame scoring.
The Theatrum brings a bid for a dual-colored laurel card, with players needing to ante and raise in particular currencies.
In the Forum, players build villas and private banks, sometimes scoring points for doing so when they pay the specific costs with the proper coins.
Finally, the Portus gives players a chance to activate their buildings, thereby earning them VPs or money.

After six rounds, the game ends and players score VPs for their hidden point cards and the product of their villas' values times laurel cards of a matching color. (For example, a total of 8 points of blue villas and three blue villa cards equals 24 points.) The player with the most victory points wins.

Bora Bora

Stake your fortunes in the mysterious island world of Bora Bora. Journey across islands, building huts where the resilient men and women of your tribes can settle, discovering fishing grounds and collecting shells. Send priests to the temples, and gather offerings to curry favor with the gods.

In Bora Bora, players use dice to perform a variety of actions using careful insight and tactical planning. The heart of the game is its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you'll generally get a better version of that action: more places to build, more choices of people to take, better positioning on the temple track, and so on. Place a low number and you'll get a worse action – but you'll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action.

Three task tiles on a player's individual game board provide some direction as to what he might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do. The player who best watches how the game develops and uses the most effective strategy will prevail.

Roll For It!

Roll For It! is a casual, family-friendly dice and card game. Each player starts the game with six dice of a single color, and three target cards are laid face-up on the table. Players take turns doing the following: On a turn, a player rolls all of her dice not already on cards, then places any dice that match the targets on the corresponding cards. (Alternatively, before taking her turn, a player can first choose to reclaim all of her dice from all cards.)

If the player now fulfills the target with her dice – e.g., a pair of 3s, a quartet of 6s, or a specific combination of numbers – she claims the card, takes back her dice (and returns any other dice on the card to their owner), then places a new card on the table. Each card is worth a certain number of points. The first player to earn forty or more points wins!

There are two sets of Roll For It! available -- the red set comes with translucent dice and the purple set comes with pearl dice. There are no duplicate cards between the sets. Each set allows play for 2-4 players, but when they are combined, up to eight players can compete in the same game of Roll For It!

Tales & Games: The Three Little Pigs

As a little pig, your dearest wish is to build a strong and beautiful house in which you can spend your long winter evenings. But you won’t need trowels nor scaffoldings, as only dice will allow you to construct your dream home. Beware the wolf prowling around, whose only thought is to literally blow down your comfy house!

The Three Little Pigs is an easy and fun dice game for the whole family. On your turn, roll the special pink dice up to three times and try to generate symbols to trade for doors, windows, and roofs made of straw, wood, and brick. The more beautiful and voluminous your house is, the more points you will earn at the end of the game. If you generate two wolf symbols, take a huff and puff and blow someone's house down!

This original game comes in a box decorated to look like a storybook and includes an illustrated version of the famous tale of the Three Little Pigs.

Yspahan

1598. Yspahan the fair becomes the capital of the Persian empire. Thus, being placed at the center of the world, the city enjoys a period of cultural and economic blossoming. The cities and villages of the region intend to take advantage of this expansion. Caravans loaded with goods and jewels set out for the desert, bearing the promises of a radiant future....

The players embody merchants trading with Yspahan. Meaning to take advantage of the coming of the Shah’s supervisor, they score points by placing their merchandise in the right shops, by sending them to the caravan, and by constructing buildings.

In Yspahan, players draft their action for the turn in order, but a roll of the dice determines which actions are available and how powerful they will be. You can earn points in the short-term by claiming shops in the city or by sending your traders to the caravan. You can also improve your infrastructure by constructing buildings that improve your actions or picking up action cards that give you extra options. Every 7 turns (each "week"), points are scored in the city and caravan, and after 3 weeks, the wise traders will see who among them has profited the most....