Racing

1000 Mille Bornes

One Thousand Milestones. On French roads there are small marker stones giving the distance in kilometres to the next town. In this famous old French card game, players compete to drive 1000 km, dealing with hazards along the way. Draw a card to your hand, play or discard. You must lay a green traffic light to start, play cards showing mileage, dump hazards (flat tire, speed limit) on the other players, remedy hazards (spare tire, end of limit) from yourself, play safety cards (puncture proof), and try to be the first to clock up the distance.

Junkyard Races

From the back of the Box:
The Junkyard has been turned into a racing track, by ‘The Race-Kart Crew’, a team of 8 speedster enthusiasts. They have built their own racing karts and invented some crazy gadgets and traps made from junk found in the Junkyard. You take on the role of one of the crew to create the fastest, meanest racing kart in the Junkyard. Use all your cunning to outwit your opponents, roll bombs, release missiles, lay down dastardly traps whilst speeding through mud and grass and jumping over collapsed bridges. Be the first to complete 5 laps of this mad and hazardous Junkyard to win the race. Sounds dangerous? Sounds crazy? Sounds like a challenge!

Fearsome Floors

The storyline in Friedemann Friese's Fearsome Floors (aka, Finstere Flure) continues the FFF-saga from Friese's earlier game, with players trying to escape from Fürst Fieso. Story aside, what we have is a wonderful race game in which the players must move through a dungeon as quickly as possible – or at least within 14 turns – before it crumbles over their heads.

Players could reach the exit in only seven turns if everything were peaceful and quiet, but unfortunately the dungeon is also the home of a very hungry monster! Each round, players take turns moving one disk at a time, flipping over the disk after moving it to reveal the movement points available for the next round. They can try to lead the monster, who is always after fresh prey, to opponents' pieces, but they may find themselves eaten instead! Pieces can slide along blood slicks or might be crushed between a boulder and a wall. You can even try to get the monster to teleport to another part of the board, where it will fall upon its next victim!

Drakon (3rd Edition)

The old dragon Drakon has captured a brave band of adventurers who have sneaked into her lair to steal her gold. But rather than eat them immediately, Drakon has decided to make it a game: Greed shall set one of the adventurers free. She sends the frightened adventurers into her magical, mad vaulted chambers, and the first one to collect ten gold from Drakon’s maze gets to go free. The rest get to be lunch.

Each turn, players must choose one of two options: (1) place a tile from their hand onto the board, expanding the dungeon; or (2) move their Hero to an adjacent tile. Many of the dungeon tiles have an icon that allows players entering that space to take a special action (for example, taking a piece of gold from the dragon's hoard, stealing gold from another player, or destroying a tile that is already in play).

This is the third edition of Drakon, and includes the following updates:

plastic miniatures are used for the heroes and the Drakon
new tiles are larger (measuring 2.5 by 2.5 inches) and have all new artwork
tiles include a combination of rooms from Drakon (second edition) and Drakon Expansion 1
new rules, variants, and player aids are provided
each gold piece now has a value between 1 and 3

In the basic game, the first player to earn 10 gold wins the game. Some variants provide different winning conditions.

Game last between 20 and 60 minutes.

Lewis & Clark

On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.

Lewis & Clark is a board game in which the players manage an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance.

Lewis & Clark features dual use cards. To be activated, one card must be combined with another one, which becomes unavailable for a while. Thus, players are faced with a constant dilemma: play a card or sacrifice it. During the game, each player acquires character cards that enlarge his hand, building a crew that gives him more options but it needs to be optimized as he will recycle his cards more slowly. This new "handbuilding" mechanism fits strongly the historical background.

Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players' positions are crucial.