Memory

Gaïa

Gaïa is a 2-5 player game in which you create a world, instill life in it, build cities, try to satisfy their needs, and use godly powers to shape the world to your benefit.

In game terms, Gaïa involves tile placement, area control and influence with a twist of power cards. Each player has five wooden figures, and if you're the first to place all five of your figures on the board, you win!

Gaïa includes two levels of rules, with the basic rules allowing for play with those as young as eight thanks to the game's simple mechanisms and non-attacking nature. The advanced rules give you the opportunity to use godly powers — lightning, volcanoes, rain, sun, earthquakes, etc. — to shape the world after it has been created. You can even steal an opponent's cities, making it a more aggressive game with a higher level of strategy.

Spy Club

"We could start a Spy Club," suggested Beatrice. "You know — search for clues and try to find mysteries to solve!"

In Spy Club, players work together as young detectives to solve neighborhood mysteries. It includes a replayable campaign format, with variable unlocking content, for playing a series of 5 games connected together to tell a larger story. Throughout the campaign, you'll unlock new modules with additional rules and story elements. With 40 new modules and 174 cards in the campaign deck, you can reset everything and play multiple campaigns — with a different story and gameplay experience emerging each time.

In the standard game, each player has double-sided clue cards in front of them. On your turn, you use actions to flip, draw, and trade clue cards, gain ideas, and confirm clue cards as evidence. Confirm 5 clues of the same type to solve part of the case. As you discover more and more of the solution, a story starts to emerge: your Neighbor stole something from the ice cream shop, but what? And why? To crack the case, you must find the solution to all 5 parts before the suspect escapes or you run out of clues.

You can always play a single, standalone game of Spy Club, but the campaign mode is the recommended way to play:

Each game plays in 45 minutes, and each campaign consists of 5 games.
Some elements from each game carry forward and affect future games, with new rules and story elements are unlocked each play.
The sequence of content isn’t scripted, so each campaign will unfold differently.
Everything can be fully reset and replayed.
You only unlock a small portion of the total content in one campaign (just 4 of the 40 modules), so you can play multiple campaigns and continue unlocking new content each time!

Beyond Baker Street

A heinous crime has been committed. A team of the Kingdom's finest detectives has been assembled and put on the case. They have a prime suspect, they have a motive, and they know what the opportunity to commit the crime was. Now all they have to do is prove it.

Using powers of deduction and communication, the players work as a team to eliminate dead leads and find clues to prove who, how, and why. All the relevant clues are available to them to do so. They just won't know it. On top of that, Sherlock Holmes himself is already on the case. Can they solve the crime before he does?

At the start of Beyond Baker Street, players select one of the crimes to solve, and a number of suspects, motives, and opportunities will be available for the players to convict of the crime. Each player holds a set of clues, but they won't be able to see their own clues — only those of their counterparts. Each turn, a player must take exactly one of the following actions:

ASSIST another detective
INVESTIGATE crime scene
CONFIRM evidence
ELIMINATE dead leads
PURSUE new leads

Players win together if they can gather enough evidence to make a conviction before Holmes does; otherwise, they crumble under the stress of the case.

Nyctophobia

Welcome to the experiential table top game that is going to redefine what it means to play a game. Nyctophobia, which means "fear of the dark", is a cooperative game of survival in which up to four players must work together to escape a maniacal predator chasing them in a pitch-black forest. But there's a wrinkle: Would-be survivors play the game with blackout glasses. Players cannot see the board and have to rely on touch to navigate their way to safety. So, are you afraid of the dark?

In more detail, Nyctophobia is a cooperative tactile maze game for 3 to 5 players. All but one of the players play the game completely unable to see the board. The blinded players make up the Hunted team. They are tasked with finding the car space on the board and surviving until the police arrive to rescue them. The sighted player is the Hunter, who is tasked with chasing down the Hunted and reducing one of the Hunted to zero health before the police arrive.

Nyctophobia includes two versions of the Hunter that you can use: the axe murderer and the mage. The axe murderer is stalking you and your friends in the forest, plodding forward without care or thought, chopping down the trees that separate you to get to you all the quicker; this is the most basic and carnal of all of the experiences you can encounter in Nyctophobia. The mage, by contrast, is a trickster. It's not enough for the mage to hunt her victims. Messing with their mind, manipulating the forest around them, and leaving the blind opponents more lost than when she found them is her aim. The mage can rotate the map, move trees around the forest, and generally confuse the players.

Memoarrr!

Memo...ARRR! You flipped over the wrong card again!

To play the match-and-memory game Memoarrr!, 2 to 4 players need the power of recollection and the luck of pirates. Only then can they make their escape from the island of Captain Goldfish, their pockets lined with rubies, before the lava swallows them up.

In turn order, players reveal locations that are connected via the animal or the landscape to the most recently revealed location. If someone reveals a location without any connection, that player is out of the round. The last remaining pirate grabs one of the valuable treasures. Then, all revealed locations are turned face down before the search can start afresh.

As the cards do not change position during a game, players collect more and more information each round, enabling them to reveal new connections — but sometimes a little bit of luck is all it takes to get that treasure.

For advanced players, each animal comes with an additional special action that is triggered when a connected location is revealed — and they make Memoarrr! even more exciting and fun to play.