Modular Board

Trapwords

The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play.

It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are "traps", it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team.

You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end.
You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can't say. Because both teams are simultaneously preparing secret traps for each other, words that you can't use. And further you get, the more trapwords you might expect.

Let's see the example of one possible turn when you are trying to give clues for the word "Axe":

You: "It is a thing that a dwarf can…"
Opponents team: "A-ha, dwarf! Gotcha!"
You: "How did you know that? Was it obvious I will use that?"

Or when you would try another approach it could look like this, the successful turn of your team:

You: "This thing is used by a man with a beard, in a checkered shirt...."
One of your teammates: "A coffee maker?"
[Everyone laughs]
You: "He uses it for work in nature."
Another teammate: "A chainsaw!"
You: "He makes smaller pieces from a big plant with it."
Any of your teammate: "An axe!"
You: "Yes! Very good!"

Could you avoid your opponent's trapwords when you don't know what you can't say?

City of Gears

City of Gears is a unique steampunk game of exploration, area control, worker placement, and engine building. From your incredible Factory, you must race to claim ownership over the magnificent ruins of an abandoned clockwork metropolis. Each game plays in under an hour, and because only nine of the city tiles (from dozens available) are randomly chosen and placed each game, no two games ever play the same.

Each turn, you roll a number of production dice and activate City Tiles, then you move your automaton workers and perform a variety of actions (such as drawing and placing gears to reactivate areas of the city, sabotaging opponents, and activating unique steam powers) as determined by your resources. Along the way, you will develop your Factory with special powers which set it apart and provide you with powerful bonuses.

As the city is revealed and its abilities are discovered, players must concoct plans to accrue prestige and hinder opponents so that once Opening Day arrives, they will emerge victorious! Do you have what it takes to set the City of Gears in motion?

Forbidden Sky

Soar to dizzying heights in the electrifying cooperative adventure. Work as a team to explore a mysterious platform that floats at the center of a savage storm. Connect a circuit of cables to launch a secret rocket — all before you are struck by lightning or blown off to the depths below. It's a high-wire act that will test your team's capacity for courage and cooperation. One false step and you all could be grounded…permanently!

This latest installment in the Forbidden... game series takes you to new heights with several novel challenges, including collectively planning a terrain using only limited information and constructing a real electrical circuit.

Dominant Species

Game Overview
90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.
Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Each player will assume the role of one of six major animal classes—mammal, reptile, bird, amphibian, arachnid, or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed "survival of the fittest".
Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration, and adaptation actions, among others.
All of this eventually leads to the end game—the final ascent of the ice age—where the player having accumulated the most victory points will have his animal crowned the Dominant Species.
But somebody better become dominant quickly, because it’s getting mighty cold...

Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles—converting them into tundra in the process—as the ice age encroaches.
The cylindrical action pawns (or "AP"s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration, or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.
Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points (or "VP"s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.
Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the "earth"). Element disks will be added to and removed from both animals and earth.
When the game ends, players will conduct a final scoring of each tile—after which the player controlling the animal with the highest VP total wins the game.

Rise of Tribes

In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply grow and conquer.

In Rise of Tribes, players control a tribal faction in prehistoric times that's looking to grow, move, gather, and lead their people. The board is modular, composed of hexes in various terrain types. Each turn you roll two dice, and may select from four actions. The power of your action depends on your die roll PLUS the last couple of dice on that action card. Victory is possible in a couple ways: gathering resources to build villages and/or completing development and achievement goals for your civilization.