Amazonas Expedition
Strategy game.
Age: 12+ / Players: 2-4 / Playing time: 120’
Mechanics: worker placement, follow, contracts, delayed pick-up-and-deliver. Players compete as expedition leaders; they collect natural and cultural treasures in the explored area (in the prototype: the Amazon jungle) and then deliver them, through agents, to museums, zoos or press outlets in order to earn prestige points and revenues. From the latter, they have to cover the costs of the expedition itself.
Decorateur
Family/gateway game.
Age: 8+ / Players: 2-4 / Playing time: 60’
Mechanics: Tile placement, hexagon grid coverage, contracts, rondel. By placing selected tiles on the board, a complete visual design takes shape. Stylish solutions and contract performance give bonus points.
The Wardrobe
Family card game.
Age: 10+ / Players: 1-4 / Playing time: 10’
Mechanics: Set collection. The goal is to collect and pair matching pieces. Sets (in the prototype: attire) made up of different or identical elements are worth points. The game can also be played as solitaire.
Pilgrim
Strategy game.
Age: 12+ / Players: 2-4 / Playing time: 90’
Mechanics: Set collection, contracts, dice pool. Players (in the prototype: pilgrims) compete to explore the modular board step by step, gathering resources and using them to raise the cost of their journey and reach the remote destination.
Arsene Lupin’s Legacy (working title)
Family game.
Age: 12+ / Players: 2-4 / Playing time: 60’
Mechanics: Semi-cooperative, scenario-mission-campaign game mode, programmed movement. In the prototype, placed in a Steampunk world, master thieves join forces to tackle increasingly challenging missions, but they all have a personal goal as well: to collect points and some loot.
The Zoo Project
Strategy game.
Age: 14+ / Players: 2-4 / Playing time: 120’
Mechanics: tile placement, resource management, action points, plus a special dual action selection rondel are among the game’s most important mechanics. It is a competitive game, but everyone is working on the same project, allowing for high interactivity.
Cogburgh
Strategy game.
Age: 14+ / Players: 2-4 / Playing time: 120’
Mechanics: worker placement with variable worker types, resource management, commodity speculation, contracts. Players fulfil orders through a complex production process from the excavation of raw material to the finished products.
Secret Diceland
Family game.
Age: 10+ / Players: 2-4 / Playing time: 60’
Mechanics: cooperative game, tile placement, deck building, dice pool. After completing the first part of the mission ( in the prototype: an adventurous exploration), the double-sided game board is turned over, thus the mission continues in a new location.
RoboRescue
Strategy/family game.
Age: 10+ / Players: 2-4 / Playing time: 100’
Mechanics: Card-driven programmed movement, resource management. The object of the game is to be the first to assemble a structure through a multi-step workflow with remotely controlled robots, whose movement is hindered by various obstacles all around the place.
Sahara Ride
Family race game, even for younger players.
Age: 8+ / Players: 2-4 / Playing time: 60’
Mechanics: progress is card-driven, but victory depends on players’ scores gained by overcoming obstacles. Plenty of decisions, high luck factor.
Lanterns of Chunking
Family game.
Age: 10+ / Players: 2-4 / Playing time: 60’
Mechanics: Cooperative game, variable player powers, pick-up-and-deliver, card-driven movement – where the cards determine not only the direction, but also the method of movement to avoid dangers. The objective is to acquire an object with clever tactics and collaboration, hidden in a hard-to-access location.
Brilliant
Strategy game.
Age: 12+ / Players: 2-4 / Playing time: 80’
Mechanics: worker placement with dice workers, rondel, resource management, commodity speculation, industrial process from extraction of raw materials through processing to the final product; contracts (in the prototype: making jewelry by order).
Go-Kart
Family race game, even for smaller children.
Age: 7+ / Players: 2-4 / Playing time: 20-30’
Mechanics: Card-driven movement, bonuses at certain points of the track. The first player to reach the finish line wins the game.