Set collection

Covert

Control your network of spies, gather intel, and break codes in Covert, a game of tactical dice placement, set collection, and timing set in Cold War Europe. Players race to complete high risk Missions by deploying their agents and acquiring the necessary equipment, all while keeping an eye on the needs of future missions and the advances of rival agencies.

Each round, players roll their hand of dice and in turn allocate them to different actions, like moving their Agents, acquiring Agency Cards, completing and acquiring new Missions, and more. Dice are placed on action circles that require players to place their dice numerically adjacent to dice that have already been placed, allowing for rival agencies to thwart their plans — but a good Agent always has a backup plan, and there are ways around everything that stands in your way.

Covert combines simple concepts with a depth of play that allows players the freedom to combine special abilities and card combos to complete their Missions and overcome obstacles. Utilize your assets. Make your move. Don't let anyone stand in your way.

Pandemic: Reign of Cthulhu

Beings of ancient evil, known as Old Ones, are threatening to break out of their cosmic prison and awake into the world. Everything you know and love could be destroyed by chaos and madness. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity.

In Pandemic: Reign of Cthulhu, you'll experience the classic Pandemic gameplay with an horrific twist that'll have you face twelve Old Ones, each threatening the world with their unique powers. As players take on the roles of investigators attempting to seal a series of portals before monsters of unspeakable horror pour into our world there is, of course, a high risk of the investigators losing their own minds.

Instead of curing diseases like in the original Pandemic, players seal portals and shut down cults in the classic New England fictional towns of Arkham, Dunwich, Innsmouth, and Kingsport. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity and the evil that lurks beneath your feet...

Dragon Lairds

In this cousin of Saint Petersburg, each player represents a monarch dragon clan, and attempts to assert herself as the Dragon Monarch by game end, by securing the most Royals (victory points). In order to facilitate this process, players will use their Geld (money) to hire Dragon Lairds (aristocrats) and buy Resources (buildings) and Commoners (peasants). You can use precious Royals (your victory points) to acquire Dragon Havocs, which empower you to do anything from getting extra cash, to stealing things from your opponents. The Havocs tend to be one-shot little guys, however, and are always discarded to the bottom of the discard deck, as far out of reach as possible from those cards that pilfer the discard pile.

At the end of each round, you accumulate the Geld and Royals that your acquisitions generate for your clan. At the end of the game, you additionally receive any Finale Royals on cards as end-game victory points.

From the Margaret Weis web site:
Deep in the heart of an island continent, many years ago, was a long forgotten land of ancient Saureans… Dragons of all sizes and shapes, who had, through the generations tamed the foolish races of men, dwarves, and elves that lived among them. Over the centuries, they refined their techniques and now were trying to gain control over all the surrounding dragon countries. There could be only one Dragon Monarch, but who would it be?

At the start of the game, each player is given a dragon clan and chooses to play either the king or queen of that clan. The object is for your clan to score the most points in Royals by the end of the game and thus become the ruling Dragon Monarch.

Royals

In Royals, players take on the roles of the great noble houses of the 17th century, fighting for supremacy in Europe at that time. With the help of the right country cards, they occupy influential positions and obtain bonuses for this in the form of victory points. The higher the rank of the title associated with the position, the more country cards required. Already-occupied positions can be contested by playing intrigue cards.

The game proceeds over three periods, with a scoring taking place after each of them. During scoring, the players with the greatest influence in each of the four countries score victory points. After the third period scoring, the game ends with the scoring of the individual titles. The player with the most victory points wins.

Guildhall Fantasy: Fellowship

Description from the publisher:

Do you have a thirst for adventure? Is your middle name danger? Do you just like treasure? Form a party of adventurers to help you be victorious! The more members of each class you have, the greater the bonus they'll give you - but be careful; your opponents might try to poach your party members!

In Guildhall Fantasy: Fellowship, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you and the gamemaster know!