A little mandrake root, a little raven’s feather. Toss them in the cauldron and see what they make. Should you drink it? Maybe not. After all, that’s what students are for.
Welcome to the world of Alchemists! Perform experiments to discover the magical properties of your ingredients. Demonstrate your knowledge by selling potions. Use the money to buy artifacts that further your research. Publish, publish, publish! Earn grants. And expose the fallacies published by those fools who think they can be your rivals.
Alchemists is a game of strategy, risk assessment, and deduction. Do you experiment to get more knowledge or do you publish now to get more points? Pay to endorse the latest theory of toads or save your money for an artifact? And should you really be selling that potion to the large axe-wielding barbarian when you aren’t quite sure of its effects? The choices you make will prove whether you are the world’s greatest alchemist.
120 minute play time
In Last Will: Getting Sacked, the lawyers have found a hidden clause in your uncle’s last will. Spending money faster than all your relatives will not be enough. To inherit your uncle’s fortune, you must also lose your job! After all, your uncle’s heritage can’t go to someone who’s employed!
With this expansion added to Last Will, each player begins the game with a job card that provides him with a regular income each turn and details a number of things the player must do in order to get fired. Unlike in real life, it can be difficult to persuade your employer to give you the old heave-ho. When you miss work, he’s inclined to be charitable because he liked your uncle and he’s sorry for your loss. To make him angry, you need to get caught living it up when you should be working. He won’t sack you straight away, but he will at least dock your salary. Even your kindly old boss has his limits, though; when you earn enough demotions to cancel out every line of income, you can discard your employment card. Congratulations: You have been sacked and are one step closer to winning the game!
You will also have a chance to find yourself a good, demanding wife. A wedding is such a romantic way to spend piles of money in a hurry, right? The expansion has six nuptial cards, so get down on one knee and ask the question!
45-75 minute play time
Once again, the hunter prowls the forest. All the animals flee in terror! Well, not really. Only a dumb animal would call attention to itself. In our forest, the animals are smart, otherwise their heads would be decorating the hunter’s mantelpiece. Our animals just casually saunter away, while convincing the hunter that he must be looking for something else. “Are you hungry for rabbit, Mr. Hunter? Well, you see, I’m a moose. Oh, no, not a moose with antlers like that…”
In this merry game, players take on the roles of rabbits and moose. While the hunter strolls through the forest, players are trying to look like an animal the hunter won’t shoot. And because they do so by making rabbit ears or moose antlers of various shapes on their heads, the spectators enjoy the game as well as the players.
20 minute play time
Tash-Kalar is the ancient art of magical combat performed in arenas and combat pits throughout the known world. Tash-Kalar is also the name of the oldest and most famous arena, the place where the game began. You can play the game with 2, 3, or 4 players, in teams or individually.
Whether you are playing the High Form or a deathmatch, all games of Tash-Kalar have the same basic rules: Players take turns creating magical stones and placing them in patterns that allow them to summon fantastical beings. Here you will find the mystical intrigues of the Sylvan, the brutal fury of the Highlanders, and the incisive tactics of the Imperials.
Your beings can move around the arena, disrupt opponents’ patterns, and form new patterns that allow you to summon more beings. Each form of Tash-Kalar has its own means of scoring and deciding on a victor. Lay your plans, strengthen your position, then unleash your full power as you summon a tremendous creature of legend to dominate the arena of Tash- Kalar.
30 minute play time
In Dungeon Lords, you are an evil dungeon lord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down. Each turn, players use a hand of cards to choose where to place their worker imps. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available – with each spot having different effects (e.g., mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn.
The entire game lasts two “game years”, and each year consists of four seasons (a.k.a. turns). At the start of each season, players see the heroes and events to come in the following season, allowing them to prepare. At the end of each season after the first, heroes are allocated to each player according to the players’ level of evilness. Heroes range from mighty heroes to sneaky thieves. Each hero has its own power for which the player needs to prepare for. At the end of each year, the heroes travel into the dungeons to fight.
90 minute play time
Become the leader of an imp family that has just started a new business – breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them – but the profit is unbelievable.
Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.
90 minute play time
The year is 1870. For centuries, sails have ruled the seas, but now the steam engine is beginning to dominate. shipbuilders are experimenting with new designs, competing for the prestigious Blue Ribbon, which honors the fastest ship to cross the Atlantic. Their efforts are watched closely by the world’s imperial powers; for the strength of every empire depends on its commercial and military fleet. It is an exciting time to run a shipyard.
Found a company, build a fleet and show the world that your ships are the fastest, the safest, and the best.
You take the role of a shipyard owner. Your goal is to build the best ships within the allotted time. as your completed ships leave the yard, they are evaluated on many criteria and your company’s stock rises. You decide whether to build fast merchant ships, trans-ocean steamers, or small sailing yachts, while keeping in mind the bonuses you can receive from your secret government contracts.
30 minute play time