Fantasy

Krysis

This game of tactics, strategy and confrontation is set in a fantasy world after the Great Depression. Each player runs a company of special agents, and their agents become teams in threes. The aim of the game is transporting the crystals and leftover artifacts (guns and transporting means!) from the mine to your own campsite and from the campsite to your home. The transport will succeed only if the team is strong and fast enough, and if you can use the transporting capacity of your men optimally. However, nobody is left alone with their problems. The competition and the robbers ensure interaction and surprises…

The basic game consists of 5 rounds. Players try gaining crystals and artifacts from the central mining project (bidding for the best bunch of crystals), then in the tactically most important phase they choose their 3-card "teams" to take actions in order of their speed. On your turn you can go to the mine to take crystals to your camp; you can attack others' camps for crystals and you can transport your crystals home or to the bank from your camp. You can also collect or use the artifacts found: they can help in increasing your transporting capacity or battle power, but if you don't use them they can mean lots of points in the end of the game. At the end of the game, whoever has the most points (from crystals and artifacts at home and points from the bank) wins.

Krysis website and rules

Magdar

Magdar is a light game of risk management with a board that is slowly destroyed over the course of play. Players control dwarves mining mithril and gems on a randomly assembled tile-based board. After each player's turn, he or she rolls a die and chooses a tile with that number on it at one end of the board for Magdar to destroy. Any dwarves on the destroyed tile are sent back to the cavern entrance and lose anything they were mining at the time. The game ends when one row of tiles has been completely destroyed. Scoring is based upon having a good mix of mithril and gems. Other elements such as claim jumping are added in the advanced version of the game.

Warhamster Rally

To be the produced version of Aquarium Derby. The board is covered with hexes containing arrows. A player plays the movement card lying facedown in front of themselves then chooses a new one for NEXT turn. Each movement card describes movement relative to the arrow on your current space. The biggest problem is that you are frequently not on the space you were on when you played that movement card

The cool part are the action points which can be used over the course of the game a la Trip Tickets in Wildlife Adventure to save yourself and hose everyone else in further ways. It also adds a touch of a puzzle element as there are usually a couple of ways to save yourself from a bad situation.

Duke: Robert E. Howard Expansion

This expansion to the The Duke core game, adds a little literary flair, while still maintaining the the major goal of the game, which is to capture the opponent's Duke tile. It introduces four characters taken from the Robert E. Howard literary universe.

1. Conan the Barbarian
2. Kull the Conqueror
3. Dark Agnes de Chastillon
4. Soloman Kane

This expansion does make some modifications to the starting tile set, as well as providing two possible playing options for the expansion set.

When using The Duke: Robert E. Howard Expansion you replace the following tiles in the core game:

Conan = Champion
Kull = Wizard
Agnes = Ranger
Solomon Kane = Priest

The rulebook for this expansion provides two ways to incorporate these tiles into the game.

1. Utilizing a draft selection process between both players.

2. Allowing players to choose whether to accept the expansion tile in place of the corresponding core game tile when it is drawn from the bag.

Duke: Arthurian Legends Expansion Pack

This expansion to the The Duke core game, adds the atmosphere of the Arthurian mythology, while still maintaining the the major goal of the game, which is to capture the opponent's Duke tile. However, with this expansion the actual Duke tiles are replaced by the opposing characters of Arthur and Mordred. It introduces seven mythical figures taken from the Arthurian legends and stories, as well as a new terrain tile.

1. Arthur
2. Merlin
3. Lancelot
4. Guinevere
5. Perceval
6. Morgana
7. Mordred
8. Camelot/Fort

This expansion does make some modifications to the starting tile set, including the creation of asymmetrical opposing forces. It also provides one alternate playing scenario for the game using the expansion tiles.

When using The Duke: Arthurian Legends Expansion you replace the following tiles in the core game:

Arthur = Light Stained Duke
Merlin = Light Stained Wizard
Lancelot = Light Stained Champion
Guinevere = Light Stained Duchess
Perceval = Light Stained Assassin
Morgana = Dark Stained Duke
Mordred = Dark Stained Duchess

The rulebook for this expansion provides one alternate playing scenario to incorporate these tiles and the Camelot tile into the game. This alternate playing scenario gives the player special advantages whenever their Arthurian tiles are moved into or out of Camelot while its on the board.