Set collection

Money!

The object of this Reiner Knizia card game is to collect as many of one type of currency as possible. Players bid cards from their hands to exchange for 'lots' of cards, with the order being determined by whoever put out the highest valued cards. The cards themselves are renditions of currencies from around the world.

Ace of Spies

A card game of stealth and sneakiness! Players act as spymasters, collecting sets of cards in order to complete missions. Only the greatest player will be declared The Ace Of Spies! By taking two cards at the start of each turn, you'll build up a selection of Agents, Tools, Intelligence and Locations that will allow you to hopefully finish more missions than everyone else. More missions mean more points - as long as they're complete! If they're left incomplete by the end of the game, they score negative points and pretty much ensure you're not going to win...

Four separate decks are needed to play the game. The Mission Deck cards state what combinations are needed in order to complete a mission. The more specific the requirements the more points the completed mission is worth - some can be very difficult to finish but will prove very lucrative, but there's always the risk they'll count against you.

The other decks represent three different cities - London, Paris and Berlin - and contain the Agents, Tools, Intelligence and Locations you'll need. Intervention cards can be used as instants and will allow you to turn the game in your favour (as long as you play them at the correct time. Should that all important card you require be lost in the discard piles, you may be able to retrieve it, but that'll come at a high cost.

Between two and five spymasters can attempt to become the Ace of Spies! May the most devious and sneaky win!

Tokaido

In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.

The potential action spaces in Tokaido are laid out on a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action. So, players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces.

The action spaces allow a variety of actions which will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow players to engage in various set collections which score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types.

All of the actions in Tokaido are very simple, and combined with a unique graphic design, Tokaido offers players a peaceful zen mood in its play.

Cinque Terre

The Cinque Terre are five coastal villages in the Liguria region of Italy known for their beauty, culture, food, and proximity to one another. Produce carts are commonly found in each village marketplace.

In Cinque Terre, a game of strategy, players compete to sell the most valuable produce in the five villages. Players act as farmers and operate a cart in which they will harvest produce and deliver them to the five villages to sell. Additionally, players will compete for Produce Order cards, which reward Lira points for selling desirable produce in specific villages. Players track sold produce in each village using their Fulfillment Cards. The winner is the player who gains the most Lire by selling valuable produce, gaining popularity in the villages, and fulfilling Produce Orders.

Game Set Up and Play

During setup in Cinque Terre, colored dice are randomly pulled from a cloth bag and rolled to establish the prices each village will pay for select produce. Each player also begins play with a private order only she can fulfill. Five public orders are turned up that all players can work on, though only the first player to fulfill each public order will score points for it. The Most Popular Vendor cards (1 for each village) are placed face up along one side of the board. The first player to fill an entire row with produce cubes for a particular village earns the Most Popular Vendor card for that village, which provides bonus points. Four Produce cards are turned face up and each player receives 4 to begin with along with a Fulfillment board and Produce Truck in their color.

On your turn, you can perform 3 actions in any order or combination you choose:

Take a Produce Card - either a faceup card or one from the deck.
Move your Produce Cart up four spaces clockwise around the board.
Harvest produce from the location your cart is currently at. Each produce cube you wish to harvest requires a matching card. Two identical cards can be used in place of any one other card. Your cart can hold up to 4 produce cubes at a time.
Deliver produce to a village. Unload the produce cubes you wish to deliver and place them in the appropriate spaces for that village on your fulfillment card.

At the end of your turn, if you complete a public order or achieve Most Popular Vendor, take the appropriate card, scoring the points indicated. You can only complete one public order per turn. When you complete a public order, you must draw a new card from the Order Deck. If you would like to keep that card as a private order, add it to your hand and draw another and place it face up to replace the public order just completed. If you do not wish to keep the card you drew as a private order, place it face up instead. Any private orders not fultilled by game end count as negative points against you.

Players take turns taking their 3 actions until one player has completed 5 public orders (Most Popular Vendor Cards also count as public orders for determining game end), then everyone gets one more turn, including the player who caused the game to end.

Alcatraz: The Scapegoat

Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.

Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in," you don't always keep your promises, and you don't do "what's best for the group." Instead, you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players.

In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist.

The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.