Science Fiction

Martian Dice

Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the chicken, cow, and human populations so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your death rays can't handle. Make Mars proud – be the first Martian to fill your abduction quota!

In Martian Dice, you roll thirteen custom dice in an effort to set aside ("abduct") humans, chickens, and cows. With each roll, you must first set aside any tanks, representing the human military coming to fend off your alien invasion, then you may choose one type of die to set aside as well — one type of earthlings to abduct, or death rays to combat the military. At the end of your turn, if you have at least as many death rays as tanks, then you may abduct the earthlings you've been setting aside. You can't pick any type of Earthling twice in one turn, but if you manage to abduct at least one of each, you'll score a bonus!

With each roll you will ask yourself, do you feel lucky?

Grand Central Skyport

In Grand Central Skyport, you want to efficiently operate your airship station and attract the most prestigious tycoons to your city. During the game, you attract new airships to your skyport, and each airship has a color and an initial slotting movement. Try to maneuver your airships to group them by color so that they stack to score increasingly more points. Unfortunately, with each new ship entering your station, its movement will trigger the rearranging of previously placed airships, so ideally you can race other skyport owners around a central rondel to choose the incoming airships that are best for you.

Drafting tycoons to your skyport will bring unique advantages in manipulating your docked airships, as well as additional scoring opportunities at the end of the game.

Do you have the operational skills to handle the airships arriving at your station as efficiently as possible? If so, you may very well crown yours the grand central skyport.

Earthborne Rangers

Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago. The story of Earthborne Rangers is presented as a branching narrative campaign consisting of a main storyline and a multitude of side stories. In it, you can choose to follow the critical path or to strike off on your own to discover the Valley's many engaging characters, mysterious ruins, and beings both familiar and strange.

You begin by building a deck that reflects your Ranger's interests, personal history, and personality. Then, as you explore the open world and your story takes shape, you augment your deck with improved equipment, refined skills, and the memories of your journey.

Each game session represents one day in the Valley, and you'll pick up in the same location on the map where you rested the night before. Your goal is to either complete one of your available missions or to explore the open world. The session ends when you're either forced to rest (through either fatigue or injury), or you choose to rest for the night.

An individual game session is played in rounds, and those rounds consist of turns. On your turn, you perform one action: either play a card from your hand, or choose an action from a card on the table. Each action allows you to interact thematically and narratively with the world, and each time you take an action, the world comes to life around you. Predators stalk their prey, rain pours from the sky, rocks tumble down the mountain to block your path, and much more.

—description from the publisher

Citizens of the Spark

The fate of creatures touched by the spark of intelligence hangs in the balance. You must recruit strong animal allies to your city and unlock the potential of your citizens if your settlement is to survive the days to come.

Citizens of the Spark is a variable set-up card game in which players take turns attracting citizens, taking actions, and claiming sparks. The more citizen cards a player has of a specific type, the more powerful that citizen's action becomes. The player with the most sparks in their city when the deck runs out wins!

Play with 7-10 animal citizen types per game, chosen from 30 available creatures and combined into one shared deck. Every citizen type has distinct powers, making each game's action combos uniquely variable.

On your turn, recruit multiple citizens by selecting an available group of cards, placing them in your city tableau, and grouping like citizens together to grow their action strength. Next, select one type of citizen in your tableau to activate, taking the effect of the card and discarding it from your city. But keep watch on rival cities, because when you activate a citizen, all players can follow your move and activate a matching citizen of their own!

Zenith

In the far-off future, the solar system is inhabited by 3 races: Humans, Robots, and Animods.
Civilization runs off of Zenithium, a clean and renewable energy source, but coexistence is a struggle.
Your goal: unite the planets to gain control of the senate!

Players will struggle to gain Influence on the 5 planets: Mercury, Venus, Earth, Mars, and Jupiter. This Influence is represented by discs in different colors.

In Zenith, there are 3 victory conditions:

Absolute victory: Gain 3 Influence discs from the same planet.
Democratic victory: Gain 4 Influence discs from strictly different planets.
Popular victory: Gain 5 Influence discs (from any planets).

The game ends immediately as soon as one player meets 1 of these three conditions.

—description from the publisher