Worker Placement

Keyper

Keyper is a game with high player interaction for two to four players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter.

Each player starts the game with their own village board, a mini keyp board, 12 village tiles, a keyper (waving meeple) in their player color, and a team of eight multi-colored keyples, including two white keyples. Each differently colored keyple is a specialist in one activity: the brown keyper is a woodsman, the black keyple is a miner, the orange keyple a clay worker, etc. The white keyples are generalists who can represent any other color.

Keyper is a worker placement game. (Keyper is the eighth new title in the medieval Key series of games, with Keydom, the second in the series being widely recognized as the first of the worker placement genre of games.) What makes Keyper special is that when one player places a keyple on a country board, another player can join them with a matching colored keyple on the first player's turn to the benefit of both players. In this way, some players are likely to have played all their keyples before others. All keyples have the potential to work twice. If a player has played all of their keyples, but another player still has some, then on their turn, the player with no remaining keyples can lay down one or more keyples on the country board they have claimed or in their village board to secure additional resources or actions. It can therefore be doubly beneficial to co-operate with your fellow players, although Keyper is not a co-operative game in the usual sense of the term.

The country boards are also noteworthy, in that they can be manipulated and folded at the beginning of summer, autumn, and winter to show one of four different permutations of fields for that season. A player will chose the one to suit their strategy, often hoping that another player will complement their choice. Certain fields on the country boards are available only in certain seasons, e.g., raw materials can be upgraded to finished goods only in spring and summer, after which you can only convert using tiles in your own village. Gem mining occurs only in autumn and winter.

A player's strategy is likely to be influenced by which (seeded) spring country tiles they acquire and by the particular colored keyples they have available in the later seasons. Different combinations will encourage a player to develop their farm or village, help with their shipping or mining activities, and prepare for the seasonal fairs. Players constantly need to evaluate whether or not to join other players, when to claim a country board, whether to play on their own or another player's country board, when to use their own village, and whether to create a large or small team of keyples for the following season. The winner is the player to gain the most points, usually through pursuing at least a couple of the different strategies.

In addition to the theme and mechanisms, Keyper has similar traits to the earlier Key games: Game actions are positive and constructive, not destructive; player interaction is through the game mechanisms not direct, and like Keyflower, the previous game in the series, there is a lot of player interaction.

A special English-language Kickstarter edition of Keyper with "character" keyples and keypers will also be released.

Pursuit of Happiness

We all have one common desire: the desire for happiness. As we build our life, taking steps towards the pursuit of happiness, we come closer to the realization that happiness lies in the pursuit.

The Pursuit of Happiness is a game in which you take a character from birth and you live the life you always wanted. Using a worker-placement mechanism with time as your workers, you take on projects, you get jobs, you buy items, you establish relationships, you raise families. The possibilities are endless as you live the life you have always wanted.

How much will you be able to achieve in just one lifetime during The Pursuit of Happiness?

Barrage

In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers.

Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses.

Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers.

Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you.

Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players.

Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.

Wayfinders

Engines purring, goggles down — the seaplane is set for take-off! Welcome to the whimsical world of Wayfinders in which intrepid explorers race to chart new paths through the skies.

You will need to think on your feet and outfit your planes with the right gear to arrive safely — but building hangars on islands and stocking them with parts can help you zip around with ease! Be sure to be keen in your planning and you will unlock the charms of the islands. Wheels up — adventure awaits!

—description from the publisher

Caylus 1303

A classic game is back! As one of the first worker placement games, Caylus stands among the true board game classics of the 2000s. The original designers' team, together with the Space Cowboys, have now created a revamped version!

The mechanisms of Caylus 1303 have been streamlined and modernized for an intense and shorter game. Don't be fooled, though, as the game has kept both its depth and ease of play while a lot of new features have been added:

Variability of the starting position for a virtual infinity of possibilities. No more pre-set strategies!
Characters with special abilities, with a wavering loyalty, offer their services to the players.
And of course, brand new graphics!

The King calls you again, so it's time to go back to Caylus!

—description from the publisher