Get Bit! is a card game where players are competing to stay alive as the others are being eaten by the shark.
The order of the swimmers is determined by simultaneously playing cards face-down then revealing the values. The number on each player's card determines position in line (higher numbers in front, lower numbers in back), however ties don't move. The swimmer at the back loses a limb to the shark and is flung to the front of the line! The process is repeated until only two swimmers remain on the table. When this happens, the swimmer at the front of the line wins the game!
No one will remember the tale of these unlucky heroes except the hapless group of awestruck hirelings now standing in Rovert's lair, frozen with fear. Feeling helpless as the dragon moves closer and curls his tail behind them, the survivors tremble. The snorting dragon crawls right up in front of them, but instead of breathing fire, it opens his mouth menacingly, as if to draw another breath – or maybe to eat them! At that moment, the bravest of the group yells, "Run!"
In an instant, the terrified hirelings scramble away, seeking the quickest way out of the dragon's lair. Unfortunately, that's not the way the heroes brought them in, but a new escape route fraught with danger! Their only hope of survival is to use their quick feet and the items strapped to their backs. Unfortunately, they are not too bright (and not very fast) and they have no clue how anything they're carrying might help them. Will they make it out? Only you can determine their fate...
Hirelings: The Ascent is a board game for 2 to 6 players who become the frantic escapees, trying to find and fight their way back above ground. As a hapless hireling, will you be able to make it out? Can you win the game by being the first one out of danger?
Each turn, players receive money from their professions, then use the money to bid for new professions and to cast votes on the buildings to be added to town. The professions employed by a player influence the income of that player as well as the income of the player on his left, making the game fun and unpredictable. Every profession has up to 4 abilities, banning other professions from the game, adding a bonus for bidding on a specific building and providing extra income if some specific building/profession card is in the game.
There are 12 Character cards from which the players can choose, each with a special ability, adding to the game diversity.
The game ends as soon as the town includes four or more of the buildings listed on a player's objective card, that player being the winner of the game.
In Exodus: Proxima Centauri, the six factions fight for dominance in an epic empire-building game, striving to build a new human empire on the ashes of the Centaurian civilization. Each player will build his own space fleet of customized ships and conquer new planets, fight the Centaurian Resistance and the other players, negotiate and vote for political decisions, research Centaurian technologies, and much more.
In Fallen City of Karez, each player will take the role of a lord of one of the guilds who seek to tighten their grasp on the rising city. The players will strive to maintain a balance between keeping the city safe for its citizens by sending exploration parties to defeat any threats, and at the same time attracting to the emerging city new adventurers wishing to fill their pockets with fortunes and their names with glory.
In the action phase at the start of each of the eight turns, players can assign two citizens or one adventurer to act on their behalf in the various buildings of Karez, send an exploration party to remove any threats that lurk near Karez, or buy new equipment to reinforce their parties of heroes. Some guild houses may choose to erect their own private Dungeons (!) in an attempt to inflict havoc and dismay on the other houses. After everyone performs their actions, the players must check how these actions affected migration to Karez; the results of this phase will reflect on the growth of Karez towards a city state, which is the common aspiration of all players.
Players start with different initial possessions and owned buildings. In addition to the common goal of raising the city, each house also has some unique goals (ambitions), which will eventually determine the sole winner. That said, the game is semi-cooperative in that while each guild has its own ambitions, all players must succeed in raising the city by the end of the game or else everyone loses.
Medieval Mastery incorporates area control, hand management and modular board design as well as variable player powers and phase order. The rules include alternate gameplay variations. This, coupled with a modular game board and a random combination of crowns, orbs and sceptres, means that no two games will ever be the same! In addition, the number of components included allows for up to three games of varying sizes to be played simultaneously!