Novel-Based

Elder Sign

Game description from the publisher:

It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.

Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.

To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.

Sherlock Holmes Consulting Detective

Have you ever had the desire to walk the streets of Victorian London with Sherlock Holmes in search of Professor Moriarty? To search the docks for the giant rat Sumatra? To walk up Baker Street as the fog is rolling in and hear Holmes cry out, "Come, Watson, come! The game is afoot!"? Now you can! You can enter the opium den beneath the Bar of Gold, but beware, that may be Colonel Sebastian Moran lurking around the corner. You can capture the mystery and excitement of Holmes' London in this challenging and informative game. You, the player, will match your deductive abilities against your opponents and the master sleuth himself, Sherlock Holmes.

In Sherlock Holmes Consulting Detective, you are presented with a mystery to solve, and it is then up to you to trace the threads of evidence through the byways and mansions of nineteenth century London. You will interview suspects, search the newspapers for clues, and put together the facts to reach a solution.

Why were two lions murdered in Hyde Park? Who is responsible for the missing paintings from the National Gallery? Who murdered Oswald Mason and why? These are just a few of the cases that will challenge your ingenuity and deductive abilities.

This is not a board game: No dice, no luck, but a challenge to your mental ability. The game has been thoroughly researched for Holmesian and Victorian accuracy so as to capture a feeling of that bygone era.

Parade

The characters of Alice in Wonderland are having a Parade!

All players are producers of this parade. Characters from Lewis Carroll's books such as Alice, The White Rabbit, and The Mad Hatter are steadily invited to join this weird procession.

On your turn, you play a card (from your hand of five) to the end of the parade. Unfortunately, that card might cause other cards to walk off the parade. These cards count as negative points in the end.

The length of parade line is important. If the number of the card you just played is less than the line length, you may receive the excess cards (counting from last played to the first of the line). But you do not take all cards, only the cards that meet one of these requirements:

1. color is the same as just played, or
2. number is the same or lower than just played

The game ends when the draw deck is exhausted or when one player has collected all six colors in their point piles. Then everyone plays one last card. From the four cards remaining in their hand, players choose two cards to add to his or her point piles. The player who has the least negative points after this is the winner.

Scoring:
Normally, negative points are same the number on the card. But if you have the most cards in a certain color, each of your cards of that color counts only 1 negative point!

Thus, play your cards well!

Lord of the Rings: The Fellowship of the Ring Deck-Building Game

In The Lord of the Rings: The Fellowship of the Ring Deck-Building Game, you take on the role of Frodo, Gandalf, Aragon or one of their brave and heroic allies in the struggle against the forces of the Dark Lord Sauron! While you begin armed only with basic combat maneuvers, you will add new, more powerful cards to your deck as you go, with the goal of defeating the deadly forces that serve Sauron as you make your way towards Mount Doom. In the end, the player who has accumulated the most victory points (VPs) from the cards in his deck wins.

Each player takes the role of one of seven iconic heroes from The Lord of the Rings: The Fellowship of the Ring: Aragorn, Frodo, Gandalf, Legolas, Gimli, Samwise, and Boromir. Each hero comes with a special power unique to that character and usable only by that player.

Each player starts with his own basic ten-card deck and draws a hand of five cards each turn. Power is the currency you will use to buy new, stronger cards to add to your deck. The goal of a deck-building game is to craft your personal deck into a well-oiled machine. There are five different types of cards that can be acquired: Enemies, Allies, Artifacts, Manuevers, and Locations.

To bolster their existing deck of cards, players use Power to acquire cards from "The Path", a large, central stack of cards that supplies a five-card line-up from which players make their purchases. Each player will always have five face-up cards from which to choose each turn, so every turn there are new options and surprises.

When a player has amassed enough Power, he or she may defeat more powerful enemies from the "Archenemy" deck. "Archenemy" cards are represented by the notable enemies from The Lord of the Rings: The Fellowship of the Ring, including Saruman, and the Balrog, among others. When an "Archenemy" is defeated, a new one appears and makes an Attack against each player in the game! Players can defend themselves with Defense cards like Boromir's Shield, Mithril Armor, "You Shall Not Pass!" and several others.

The objective for each player is to acquire the most VPs by the end of the game. Nearly every card acquired during the game has a VP value, with the "Archenemy" cards providing the most VPs. In the end, the player who has accumulated the most VPs from the cards in his deck wins.

Integrates with

The Lord of the Rings: The Two Towers Deck-Building Game
The Lord of the Rings: The Return of the King Deck-Building Game

Kingsport Festival

That flaming column was spouting volcanically. The combustion does not lay warmth, but only the clamminess of death and corruption. – The Festival, H.P. Lovecraft, 1923

In the unimaginable darkness of Kingsport, silent wanderers are called to a profane celebration. Their goal: to invoke unthinkable horrors! A dread terror that is not of this world or any other — but rather from the spaces between the stars — demands your submission. Meanwhile, unwary investigators vainly attempt to halt this appalling chapter in the dark history of Arkham.

As the high priest of one of these shadowy cults, you must dominate the city. You will invoke cosmic creatures and unholy gods to receive their "gifts", but you must take care to preserve your sanity and thwart the investigators who seek to stop you. This time, you are the bad guys. Why settle for the lesser evil?

Kingsport Festival, a game of bizarre cults set in the terrifying world of Howard Philips Lovecraft, lasts 12 rounds, each divided into six phases. All Cultists roll their dice and the one that rolled the lowest sum will play first and so on, then (in turn order) each one may invoke an Elder
God by using one or more of his dice, where the sum of their values is exactly equal to the number of the Elder God, or pass. Once all the dice are placed or players have passed, in ascending order, the Elder Gods give their gifts to the Cultists who invoked them: the Cultists may have to
lose Sanity points to receive the rewards. After Cultists have taken their dice back, in turn order each one may place his disk on one Building that is connected to another one he has already marked (starting from the House). To do so, he must pay the Domain resources required.

In turns marked with a blue marker on the Calendar, a Raid takes place: first the Event card and then
the Investigator card is revealed. Each Cultist calculates his Strength by adding up any modifiers he has due to Spells, Buildings, and other game effects (such as Events, Scenarios, etc.). If his strength is greater, the Cultist receives rewards; if is less, he suffers the penalty.

The game ends after the twelfth round is played. If the Scenario has a Festival card, it is revealed and its effects resolved at this time.
The Cultist who has the most Cult points is the winner.