Medieval

Kingdom Rush: Rift in Time

Welcome to Kingdom Rush: Rift in Time, where you and your allies must work together to fend off the furious onslaught of the mysterious Time Mage. Command Heroes and build Towers to defend the realm by placing polyomino pieces to attack your enemies and deploying soldiers to hold back the ever-advancing horde. Be careful, though! The Time Mage’s portals are wreaking havoc, causing all of the Towers to warp in and out of existence! Will you play your Towers to defend the Kingdom, or will you pass them to your compatriots so that the Towers can be upgraded? The decision is yours!

Play through a unique campaign to foil the Time Mage’s plan for total domination of the space-time continuum. Each new scenario in the campaign is more challenging than the one before it, introducing formidable foes, game-changing events, and epic bosses to battle! The only way to stop the Time Mage is to close all of their pesky portals but you’ll have to do so while combating wave after wave of their minions. Fight back with unique Heroes, special abilities, and an awesome arsenal of upgradable Towers. The Time Mage will stop at nothing as they try to take over the Kingdom and neither should you - archers ready!

Oriflamme: Ablaze

In Oriflamme and Oriflamme Embrasement, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

In Oriflamme Embrasement (second installment of the award winning game Oriflamme), the incendiary war threatens to bring the kingdom to the ground. But nothing will stop your house to conquer the throne by putting forward every inch of your famous lust for power and vengeance.

Oriflamme Embrasement offers 11 new action cards that can be mixed with Oriflamme or be used as a standalone.

—description from the publisher (translated)

The Court of Miracles

In The Court of Miracles, lead a guild of beggars, plot, use trickery and opportunism to build your renown and take over the old 16th century Paris.

Your goal is to establish your renown in Paris or to be the most influential when the Penniless King would have reached the end of his path...

At your turn, you may play a plot card, you have to place one of your (3) Rogue tokens, face down (secret ability), on any available spot in a neighborhood, and benefit from the effect of your spot (receive coins, draw plot cards or move the Penniless King forward along his path). You may then perform the action of the neighborhood.

When a neighborhood is fully occupied, settle a standoff revealing each player's Rogue(s) token to know which player takes control of the neighborhood.
Controlling a neighborhood will reward you eat time another player perform its action.

You will be allowed to buy a 4th Rogue, cards or move the Penniless King Forward at the Renown Square.

Unless the Penniless King reaches the last space of his path before, the first player to place their 6th Renown token wins. Otherwise, the player with the most Renown tokens placed on the board wins the game.

Viscounts of the West Kingdom

Viscounts of the West Kingdom is set at a time when the King’s reign began to decline, circa 980 AD. Choosing peace over prosperity, our once strong King began offering our enemies gold and land to lay down their axes. But peace is a tenuous affair. As poverty spread, many people lost faith in his ability to lead and sought independence from the crown. Since finding favour in his courts, our future has also become uncertain. As viscounts, we must be wise and decisive. Loyalty is to be upheld, but gaining favour among the people must be our priority, should there be a sudden shift in power.

The aim of Viscounts of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing buildings, writing manuscripts, working in the castle and acquiring deeds for new land. Players begin with a handful of townsfolk, but should quickly seek out more suitable talents to advance their endeavours. Each turn they will be travelling around the kingdom, looking to increase their influence among the various areas of society. The game ends once the Kingdom reaches poverty or prosperity - or potentially both!

—description from the publisher

Crown of Emara

Good times in the tiny kingdom of Emara: During the reign of King Thedorius the Wise, wars, uprisings, and other inconveniences became a thing of the past. Thedorius always cared more for the well-being of his subjects than for power or riches. Therefore, only the nobleman who is able to care for Emara's citizens as well as Thedorius himself did shall become Thedorius' successor and wear the Crown of Emara.

To test the skills of all aspirants, Thedorius and his counselors issue a challenge of practical use: Whoever can persuade the majority of the newly arrived citizens in the capital to support their claim shall become the future king of Emara. To achieve this, players have to cater to the citizens' needs and — most importantly — offer proper housing for everyone. This means that promoting the building activities in town will be one of the major tasks of the candidates.

Crown of Emara skillfully combines card actions with worker movement actions, allowing players to plan their turns carefully during their downtime. The two counselors available to every player move in two separate roundabouts, requiring players to optimize every move. Additionally, two scoring tracks lead to a multidimensional playstyle as only the lower score counts towards victory and thus both tracks have to be advanced equally.