Treelings is the first design from Paul Schulz, who won the Spiel des Jahres scholarship in 2017. Here's an overview of this 2-5 player design that plays in 15-30 minutes:
In game terms, the guilds are represented by a deck of 108 cards, with each of the six guilds appearing 18 times. To set up, deal three cards face up to each player, grouping those cards in columns by color. Lay out five cards face up to form the market. Place the game-ending firefly festival card twenty cards up from the bottom of the deck.
On a turn, a player takes all the cards of one color from the market or one card of each color that appears only once in the market; they then add these cards to their collection. If you already have cards of that color, you place the new cards upward in a column so that everyone can see how many cards you have; if you don't have this color, place cards of the new color to the left or right of your current columns. Then refill the market. When the firefly festival card is revealed, end the game after each player has taken the same number of cards.
To score, look at each column of cards in your collection and compare the number of cards in it to the number of cards in the columns to the left and right. (For the columns on the outer edge of your collection, you compare their height to the height of your neighbor's closest column and the adjoining column in your collection.) For each column, if it's at least as tall as each column adjacent to it, you score points equal to the number of cards in that column. Whoever scores the most points wins!
Which is the shortest way back? You're in luck as the fairy tale characters decide to show you, but your friends are constantly changing the path in Memorinth in their own attempts to get home the quickest. However, with a bit of luck and memory, you'll be the first to get out of the labyrinth!
To set up, place the clearing tile on the table, then place all of the player pieces on this card, then lay out the other tile to form a 5x5 grid with the clearing tile at the center; alternate the light and dark sides of the tiles, with the clearing tile starting on the light side. Place two of the eight fairy tale characters on each side of the grid.
On a turn, a player flips over an unoccupied tile that matches the light/dark status of the clearing tile. If the revealed side of the tile has one of the eight fairy tail characters on it, you must move your player piece one space toward the side of the grid where this character is located — but only if a path connects the tile you current occupy and the tile to which you must move. If no path exists, you don't move. Starting with the second round, the clearing tile will flip from light to dark and back again, challenging you to remember which characters are where so that you can move in the direction that helps you best.
Memorinth also has a "master mode" in which you place four of the fairy tail characters around a special double-sided action tile. On one side of this tile, when you reveal one of the characters next to it, you'll remove a tile from the grid, then add it back on the opposite side of the grid, sliding everything in that row or column. On the other side of the action tile, when you reveal one of the characters next to it, you'll swap two tiles, swap two fairy tail characters, look at the bottom of a tile, or receive a lucky clover token, which you'll need in order to walk on a path with goblins.