Modular Board

Labyrinth (formerly The aMAZEing Labyrinth)

The aMAZEing Labyrinth has spawned a whole line of Labyrinth games. The game board has a set of tiles fixed solidly onto it; the remaining tiles that make up the labyrinth slide in and out of the rows created by the tiles that are locked in place. One tile always remains outside the labyrinth, and players take turns taking this extra tile and sliding it into a row of the labyrinth, moving all those tiles and pushing one out the other side of the board; this newly removed tile becomes the piece for the next player to add to the maze.

Players move around the shifting paths of the labyrinth in a race to collect various treasures. Whoever collects all of his treasures first and returns to his home space wins!

The aMAZEing Labyrinth is simple at first glance and an excellent puzzle-solving game for children; it can also be played by adults using more strategy and more of a cutthroat approach.

Sedition Wars: Battle for Alabaster

Sedition Wars: Battle for Alabaster is a fast-paced tactical miniatures game for two players. Survival horror at its finest, game play is fast and bloody, creating urgency and claustrophobic terror as the Vanguard fight for their lives against an unrelenting Strain.

Battle for Alabaster is a survival horror themed tactical science fiction miniatures game from Studio McVey. Pitting the stalwart Vanguard and the horrific Strain against one another in a miniatures board-game for two players, Sedition Wars: Battle for Alabaster is exciting and easy to learn and calls to miniature enthusiasts, hobbyists and gamers everywhere.

Featuring an innovative one-roll resolution system, and reactive game-play turn that keeps all players always on alert and ready for action, as well as infection and mutation game mechanisms, the game is unique and revolutionary. Featuring beautiful models from some of the most talented sculptors in the industry, the furious action and deep tactical play in Battle for Alabaster marry the best of board game and miniature design!

Catan: Traders & Barbarians

Traders & Barbarians is distributed as the third major expansion for The Settlers of Catan, although it is actually a compilation of small expansions and variants. (It is independent of the Seafarers and Cities & Knights expansions, but can be combined with them.)

All of the variants and three of the scenarios have been available from various sources in Europe and the United States or through official websites. The Great Rivers and the Fishermen of Catan have been expanded somewhat for this expansion through extra tiles and player pieces.

This compilation includes 5 scenarios:

The Fishermen of Catan - Originally released in the 05/2006 Spielbox magazine and then subsequently released in Games Quarterly magazine. Expanded in this edition.
The Rivers of Catan - Originally released in the Atlantis scenario box, then subsequently in Games Quarterly magazine as "The Great River". Expanded in this edition to include two rivers, one occupying 4 tiles, and one occupying 3.
The Great Caravan - Originally released as a free expansion in Germany.
Barbarian Invasion - New in this edition. - Barbarians are invading Catan and the players have to try to stop them with new knight pieces. This plays very similarly to the flood mechanic in the Atlantis scenario from the Atlantis and Das Buch scenario packs.
Traders & Barbarians - New in this edition. - You get new hexes, one for the castle, one to produce glass, and one to produce marble. You try to rebuild Catan after the invasion. You get gold and victory points if you finish tasks in the castle, but to do so you have to travel back and forth to the castle on roads and undeveloped paths. There are still some barbarians around who interfere with trade routes.

It also includes 4 minor variants:

2-Player Rules - Use the new "Commercial Chips" to force trade with your opponent. Use 3rd and 4th neutral player to block your opponent. Also available online: Klaus2player.pdf
Catan Event Cards - Originally released in the Atlantis scenario box, then subsequently released for sale separately. Replaces the dice with a deck of cards to minimize randomness.
The Harbormaster Card - Originally released in the Atlantis scenario box, then subsequently available online: harbormaster.pdf. Gives two victory points to the player with the most harbor points.
Friendly Robber Rules

This game belongs to the Catan Series.

Graenaland

In 982, a Viking jarl called Erik the Red sailed from the western coast of Iceland and discovered a new land. He named it Graenaland, a green land. Four years later the first colonists arrived to Greanaland and founded settlements that lasted more than four centuries.

Take the role of one of the jarls leading their clans to the new home. You have to settle the coast and to agree with your neighbors on how to distribute the spare resources the land is giving away. As Eric wants no fights amongst Vikings, any conflicts are solving by voting. You could improve your position in order to gain more votes; however, you can also try to be righteous and to keep good relations with all your neighbors. Cooperating with them, you can fertilize and improve the land easier than when struggling for influence; just keep your position strong enough for the case something goes wrong.

At first glance, it might remind you just another settler-like game – there are tiles of different terrains, there are villages and other buildings built on the tiles, and there are resources produced to build more of them. However, Graenaland uses these elements by very unusual way, and offers brand new player interaction.

The main difference is that villages produce no resources; the tile produces them. They remain placed next to the tile, until players agree how to distribute them. Every village on the tile gives one vote to its owner, as well as the traveling heroes just visiting the tile – and you need more than half of the votes total for your proposal how to distribute the resources.

A tile produces only one resource per turn, no matter how many villages of how many players is built on it. Building more villages on the same tile strengthens your position here; however, if another player does the same, you both are spending lots of efforts and resources struggling for still the one resource card. May be it would be wise to live in peace instead. If you are able to come to an agreement, you can take turns taking the resource. You can vote together in the case an intruder appears. You can build some improvements on the tile together, increasing its resource production. You can spread your villages to other tiles and let your hero travel where it is more needed, rather than struggling for influence on this tile.

If you trust each other, you can work much more efficiently. However: does your neighbor deserve your trust? What if he returns with his hero unexpectedly, and confiscates the whole harvest of several turns? What if he builds another village here instead of the improvement he promised? And especially – what would you do if you get such an opportunity yourself?
The game mechanics – simultaneous movement of heroes, small anomalies in player roles (one player has special role every turn), and decent randomness and uncertainty in resource harvesting (each terrain produces resources of more types, with different probabilities) lead to enough interesting asymmetric situations, and it is up to you whether you take any advantage you have, or whether you try to appear fair and righteous to the others instead. As the others take it in to account when searching for partners for their deals.

Conquest of the Fallen Lands

In Conquest of the Fallen Lands, you and your fellow players have a task to free a land invaded by vile hordes of monsters, and win back the treasures they plundered.

The game board is composed of hex tiles representing orc scouting parties, encampments, fortifications, dragons, etc. Each tile has a difficulty level.

Players take turns conquering these tiles by playing troop cards on them. Each conquered tile creates new opportunities to tackle tougher tiles around it, both for you and your opponents (so you have to be careful!).

Conquering a tile gets you a reward equal to its difficulty level. This money is used in the game to purchase assets and abilities, and it is also used to determine who has won this game, once it's over.

A number of magic cards introduce a variety of special effects and abilities that can greatly benefit the players.

The game includes two rule sets, Normal and Advanced, that play very differently:

The Normal game is very accessible; it is a lighter game that plays with little downtime and yet has a lot of strategic depth.
The Advanced rules lead to a more complex game that can sometimes be a bit of a brain burner. It also moves at a much slower pace.