Novel-Based

Disney Villainous

In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character.

On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition.

One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain.

Hunt for the Ring

In Hunt for the Ring, one player takes the role of Frodo and his companions, who are journeying from the Shire to Rivendell, while up to four other players represent the Nazgûl who are trying to hunt down the hobbits. While traveling, Frodo and others must resist being corrupted by the Ring that he wears.

Hunt for the Ring is a hidden movement game played in two chapters, with each chapter being played on a different game board. In the first chapter, the Frodo player attempts to move from the Shire to Bree, gaining corruption points if they fail to do so after sixteen turns. If the Frodo player succeeds, they can either record their exit point (and other game details) to play the second chapter at a later time, or they can continue immediately, with the second chapter having the Frodo player move from Bree to Rivendell. In this chapter, the Frodo player doesn't control the hobbits directly, but instead draws cards from a journey deck, with each card showing one of many paths to Rivendell.

Pillars of the Earth

Die Säulen der Erde / The Pillars of the Earth is based on the bestselling novel by Ken Follett and the 2006 game in the Kosmos line of literature-based games.

At the beginning of the 13th century, construction of the greatest and most beautiful cathedral in England begins. Players are builders who try to contribute the most to this cathedral's construction and, in so doing, score the most victory points. Gameplay roughly consists of using workers to produce raw materials, and then using craftsmen to convert the materials into victory points. Workers may also be used to produce gold, the currency of the game. Players are also given three master builders each turn, each of which can do a variety of tasks, including recruiting more workers, buying or selling goods, or just obtaining victory points. Getting early choices with a master builder costs gold, as does purchasing better craftsmen. Players must strike a balance between earning gold to fund their purchases and earning victory points.

Expanded by:

The Pillars of the Earth Expansion Set (which include the Expansion Cards in some editions)
The Pillars of the Earth: Expansion Cards (which are included in the Expansion Set in some editions)

Mountains of Madness

1931: Your scientific expedition discovers a new and intriguing mountain range in the middle of the Antarctic polar circle. Under these challenging conditions, the survival of your team will depend on your ability to communicate with each other and to coordinate your efforts to overcome each obstacle — but what you discover on the way to the highest peak will strongly test your mental health. Will you even be able to understand yourself despite the madness that gradually insinuates itself into your mind?

Based on the novel by H. P. Lovecraft, Mountains of Madness is a fully cooperative game with a pinch of real-time gameplay.

Mythos Tales

Macabre detection in the worlds of H.P. Lovecraft

Welcome to H.P. Lovecraft’s Arkham, the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents and a map of Arkham - your job is to follow the clues from location to location, suspect to suspect - to unravel the mystery and answer the questions posed at the end of each scenario.

Your score will depend upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations and your ability to find the correct answers to the questions.

Match wits with Armitage's final score the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?

With that in mind it is time to collaborate with Armitage’s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.

The cases that appear in print edition are:

Case 1 - A Grain of Evil
Case 2 - Flesh and Blood
Case 3 - The King Cometh
Case 4 - The Slumbering Solace
Case 5 - The Serpent's Vengeance
Case 6 - The Star of Tokelau
Case 7 - The Vanished Girl
Case 8 - Pasquel's Wager