Race

Knarr

In Knarr, you are the leader of a band of Vikings that you send to new destinations. Manage the recruitment of your crew, and choose the best territories to explore. Depending on the destinations reached (for trading or influence) and the Vikings who accompany you, you can increase your reputation to gain even more wealth. Each turn, you:

Place a new member in your Viking crew, activate the effects of all of them with the same icon, and get another one from those available under the matching color on the central board, or

Explore new destinations, with the opportunity to trade with those places and get more gains or reputation.

Elimino

Based on the classic card game Garbage (or Trash), Elimino is a fast paced card game that features strategy, luck, and sabotage!

In Elimino, each player races to complete their numbered collection of cards in successive rounds while stealing from and sabotaging each other to try and get ahead. However, the further a player gets ahead in the game, the bigger of a target they place on their back. Designed and developed by 11 and 13-year-old sisters, this all-ages game is quick to learn and challenging to win.

—description from the designer

Hike!

Hike! is a light and fast card-drafting racing game with huskies. Players take on the role of mushers (dog drivers) who assemble their husky sleds and race through the snowy wilderness.

The players carefully select the huskies for their abilities to move over treacherous terrain and place them in the sled according to their character. They gather the equipment and train their huskies. And then the race is on! The players rely on their huskies’ abilities and the preparations they've taken, a combination of luck and skill that would get them the first across the finish line.

Hike! is a command that mushers (dog drivers) use to start the team.

—description from the publisher

Glory Islands

The year is 1660. The pirate ship crews are determined to find out who is the best captain amongst the pirates.

Glory Islands features easy-to-learn rules and fast, simple turns! You must outwit your opponents to claim fame and fortune. It has two different game boards and also includes a mini-expansion in the main game box.

Glory Islands is played over a series of rounds in which players simultaneously play sailing cards from their hands. The card values define the turn order, how far ships can move on the board, and where a player’s pirates may be placed on the board. Depending on where they are placed, pirates may receive glory, treasure tokens, or barrels. The cards may also provide bonus actions that players can use to gain an advantage over their opponents. When pirates occupy all of the spaces on an island, the player with the most pirates on that island will gain the most glory.

The game is over when one or more pirate ships have completed the route around the islands. The player with the most glory is crowned the "King of the Pirates"!

Hellton Palace

Somewhere, deep in the underworld, not far from the Styx and Elysian Fields, bellhops are preparing themselves to knock on their guest's doors. And YES : they ARE scared.

In Hellton Palace, both players are managing a hotel, hiring bellhops to address their guest needs. But in the end, they know the place is going to collapse at some point... Try to outlast your opponent!

An unsatisfied customer would penalize your reputation, but a too enthusiastic legendary creature or god can literally break the pillars supporting the building!

Twist your habit by having a new goal: Losing last!

On your turn:
1) Welcome a guest in one of the available rooms in the matching row.

2) Dismiss your bellhops by flipping their tile to their "break" side.

3) Hire new ones by paying the cost with your hard-earned money.

4) Move your Bellhop pawn from room #1 to #9. When they reach an empty room, ignore it and move on to the next one. When they reach an occupied room, choose whether to serve the Guest or not.
Serving a Guest removes their irritation token and makes them satisfied, which allows you to apply the effects on their door hanger
If you decide not to serve the Guest, place an Irritation token on them except if they have one already. In this case, remove it with a Bell token. In this case, remove all irritation token and lose one bell token.

5) Choose between collecting coins (of all satisfied guests/all guests without irritation token) OR gaining a Bell token back.
There are two ways of ending the game:

A player has no bell token left
A player has a column with no pillar token left

—description from the publisher