Rock-Paper-Scissors

The Potion

An epic encounter between the world’s savviest alchemists is drawing universal attention. Each alchemist starts with the same basic ingredients: rare mushrooms, secret liquid vials, and poisonous beetles. In a match of wit and bluff, they compete to get rid of their ingredients and take control of the final potion. Closely watching each other's moves, will you prevail in this unique and original game of deception?

At the beginning of each round in The Potion, a player rolls the dice to determine the ingredients players will be bidding on. After considering the roll, players secretly choose one ingredient from their palm and place it in their other hand. Once all players have made their choice, everyone reveals their selected ingredient.

Compare the type and quantity of the ingredients revealed with the result of the dice roll. Players who meet the winning conditions set by the dice may discard their ingredient and place it into the bottle. The players who did not meet the winning condition keep their ingredient. Dice are passed clockwise to the next player who rolls the dice, and a new round begins.

—description from the publisher

ALDR: The High Sage

Long before sages battled in the arena, Aldr, the first High Sage, mastered the elements and passed his teachings on to his students. However, even the most powerful cannot train every day. Aldr himself created this game of strategy to reinforce sharpen their minds and reinforce is hard-won lessons.

ALDR: The High Sage is a card game unlike any other. Tactically place drafted cards to build the four elemental patterns before your opponents can. Place your sages strategically to restrict the options of other players, and move Aldr himself to further thwart your opponents. Be the first to place your four sages and claim victory in this unique card game of area control.

Although ALDR: The High Sage is a standalone game, rules are included to use ALDR as an expansion to Element!

—description from the designer

Scare It!

What are all those animals scared of? Well, it’s really simple: the mouse is scared of the cat, the cat is scared of the dog, the dog is scared of the elephant. And what is the giant elephant scared of? The tiny mouse, of course!

Scare It! is a simple, fast-playing family game of scaring animals off the table. At the start of the game, you receive two secret objective cards: one with an animal type, and one with a color. On your turn, you choose an animal to be scared off, and an animal to do the scaring. When a number of animals have run away in panic, everyone reveals their secret animal and color cards, then scores points for what's left on the table.

Ninja Taisen

Ninja Taisen is a two-player, dice-driven open information abstract game with a random set-up. Both players have identical sets of ten fighters, with three fighters in each of three colors with values 1–3 along with a tri-colored boss valued at 4; these fighters are placed in small stacks of varying size onto a line that's eleven steps long. On a player's turn, he rolls the three colored dice and can make up to three moves accordingly, with the blue die moving a blue fighter, etc. Moving a fighter that has other fighters on top of him moves these other fighters as well.

If, as a result of movement, his fighter (or stack of fighters) encounters an enemy, a fight between the two top cards in each stack occurs, the result of which is decided primarily by the color (via a rock-paper-scissors mechanism) and secondarily by the number (highest wins). If the boss wins a fight, its power is reduced by the enemy's power for the remainder of the current fight; if two fighters draw, they both retreat one step toward their own village, possibly precipitating other fights on the same turn. The fight continues until either pile is depleted.

The first player to either defeat all of the opposing fighters or reach the end of the line (and clear out the opponent's fighters in his village) wins.

Maginor

This is a re-working of Reiner Knizia's Vegas. Maginor adds some cards, spells, and a different "dueling" mechanic.

The theme is that players are trying to gain votes from various oracles. Maginor visits each one in turn. The player with the most influence counters at an oracle can take either the points for the oracle or the spell card there. The player with the second most influence gets whichever the first player didn't take. Spells have one-time effects that alter different aspects of the game.

Influence is gained at the oracles both by playing cards and rolling a die. This gives a mix of random chance and control over the game. If a player tries to get influence in a position occupied by another player's influence counter, they must duel. This is a RPS mechanic with a twist. If both players choose an "earthbeast" in the duel, the defender wins.

When all oracles are scored, the player with the most total votes wins.