Copper Country by CMX Games (David Lankton and Scott Diehl)
The year is 1840 and America’s first mining boom is about to change COPPER COUNTRY forever. Each player takes on the role of a mining company and competes for copper by casting men and machines into the underground lottery. As the industry grows, so do the communities surrounding your mines. But every attempt to wrest copper from the ground hangs the fortunes of your company, and the lives of your men, in the balance. Life, Work, Profit, Death: COPPER COUNTRY.
Give No Quarter by Scott Metzger
A deck building Pirate game where you must go to sea to gain Treasure and Ships to build your reputation and power. Then you must defeat the Royal Navy to make the seas safe for Pirating and gain the biggest Reputation.
Lords of the Underworld by Eric Jome
This is a large scale worker placement game in early development. Thematically, it involves dungeon lords competing to have the best subterranean minions and lair. And using those minions to wreak havoc on their rivals!
Towers of Candor by Seth Van Orden
A Tower Defense Board Game. Defend your Nation from on coming waves of enemies. Protect your nations wealth. Send your heroes at your opponents in hopes to get pass through their towers and take their wealth for yourself.
Mine the Moon by Dan Cunningham
Mine the Moon is a competitive strategy game that pits players against each other in a race to become the most dominant mining entity on the moon. Players will compete as AIs tasking worker robots among buildings on their Outposts or on common locations across the moon’s surface. They will mine resources and then either export those resources off-world for profit, or use them to upgrade their mining facilities. But beware, the resources on the moon may not be endless...
Apocalypse How by Glenn Buettner
You are all doomsday preppers, but there is a problem. You don't know what the apocalypse will be. You must gather supplies and how you prepare better than the other players and hope you palnned for the right end of days.
The Captain is Dead by JT Smith
Imagine the last 10 minutes of any Star Trek episode, but things have gone so poorly that the captain is dead and now the crew must find their own way out of the situation.
Zaibatsu by Wooz
Players found a Zaibatsu to secure a strong future for their family. Starting from a humble beginning on the family rice farm, players must diversify for both financial security and family honor. Only the strongest, most honorable Zaibatsu will survive!
Dig Down Dwarf by Jason Glover - Grey Gnome Games
A dice roller where players take on the role of a dwarf on a quest for the throne. Draw gems from a bag, and roll to win them. End the game with the best set and you win. Winner of the Micro Game Challenge. New additions have been added and need to be tested prior to a KS.
Minutes to Midnight by Brandon Tibbetts
20 years after the end of The Manhattan Project, the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer a challenge, as all nations are now capable of churning them out at a rapid pace. The new challenge is the development of various delivery systems, called the "Nuclear Triad:" strategic bombers, ballistic subs, and land-based ballistic missiles.
Kings of Sun Tzu by Patrick Dailey
Late stage proto, mainly looking for rules clarity, but all feedback is appreciated!
Kings of Sun Tzu is a 2-4 player competitive game played in rounds centered on situational strategies, resource management, and calculated gambles. Each player is a king of a powerful military state, vying to unite and rule all of China. Players start each round by rolling dice and placing them on the battlefield. Each player must then puzzle out the best move they can make by evaluating dice positions, resources on the battlefield, and the opponent’s goals. Troops, heroes, tactics, and strategies can all be used to alter the outcome as players try to defeat their opponents and be declared the first emperor of China.
Crusaders by James Mathe
You've been chosen by your Emperor to embark upon a crusade into newly discovered lands. You shall be required to conquest territory and convert the natives to your faith using strategic battle cards, industrialization, market domination and the power of the Temple.
Table Wars by David Sheppard
Giving a toss about tactics, Table Wars is another card dropping style game using circular cards. Each turn, you're given a set number of Command Points which may be saved for later turns. Spend these command points to deploy different units, retrieve defeated units, or use special actions. When a units is successfully deployed, the unit may fire once and, should you hit an opponent, gain the glory of their downfall. Special cards may provide cover. Designed to be a quick game, it may play up to 4.
Monster Moves by David Sheppard
Player choose a 3 story tall monster, grab a set of cards, set their course, and scramble to the top of a 3 dimensional game board in the center of the table. Players duck and dodge through a maze of missile, biplanes, fireballs, and even stunner traps. Monster Moves is a programmed movement game up to 4 players. Concept is locked in, just needs play balancing and of course input on whether it's a good game or not.
Our Manifest Destiny by David Sheppard
A desert planet that hasn't known the firm embrace of mankind and our destiny to own all that has been given to us. Colonization ships fire to the surface, all needing one thing, a transit system to connect these points.
Our Manifest Destiny is a tile laying game where players score points for the 5 different train companies. They can then deliver goods from Supply Depots to the various cities to fulfill contracts and buy stock into the train companies. This one is very early in development so feedback is definitely needed.
Doomed Atlantis by Carl Klutzke
Doomed Atlantis is a fully cooperative tactical adventure game. You control a powered armor suit with up to three modules, such as the incandescent lance, the parabolic thruster, the aphotic cloak, or the adhesive eructor. You explore the modular board, seeking the parts you need to repair your escape craft. However, each objective you reveal accelerates the decay of the city, causing more monsters and hazards to appear, and causing sections of the board to be removed from play. Will you make it back to the hangar and escape before the last area of the city collapses around you?
Divine Intervention by Gabriel Cohn
In Divine Intervention each of the players takes on the role of one of the five gods and goddesses of a small planet on which civilizations are just beginning to emerge. Over the course of the game, the players may influence the development of the four civilizations by selecting dice that represent the direction in which the civilizations are putting their energy. Players can gain Faith Points when civilizations pray to them, and they may use their power to bend the civilizations or even the entire planet to their will. Players will move up or down in the esteem of each civilization. At the end of the game, the gods or goddesses who are held to be the Chief God of each civilization will score the most points for those civilizations. OVERALL: a civ game meets an investment game with a unique dice-drafting mechanic. Heavy-ish euro with tons of player interaction.
Children of Frankenstein by Gabriel Cohn
Players build monsters to scare villagers and win their daddy's approval. Medium-length, fairly light, but currently lacks the art it needs to make it wonderful...
Also bringing CoF JUNIOR! This is a much faster, lighter game. And, sadly, probably better.
Building Democracy by Dusty Oakley
Everyone wants political power, but it’s hard to get eligible voters when none of the amendments to the Constitution have been passed. Strategically play your cards and place your voters. Get the right amendments passed, and you could win the election.
Deckbuilder RPG (TBD) by Dusty Oakley
Think D&D meets Eminent Domain or what the Pathfinder Card Game should have been. As they explore dangerous dungeons, players hone their character decks, defeating enemies and gathering treasure. The larger game uses a novel recursive design for infinite expandability. (But work has just begun!)
Shogun Showdown by Sean Howard
In Shogun Showdown each player uses their hand to win tricks. After a round of play where all cards are exhausted the player who won the most ‘temple cards’ during the round must put their temple(s) on a table to endure the other Shoguns attack. The other players flick their ‘throwing-star’ cards won during the round at the Shogun’s temple(s). If the Shogun’s temple(s) survive, the Shogun gains another temple card. Once a Shogun earns 4 temples, the Shogun becomes the Emperor of Japan and wins the game.
Fantasy SG by Sean Howard
A quick fantasy based card drafting skirmish game with the purpose of leading to larger and more immersive games.
Pater Familias: The Rise of a Roman Family by Espen Klausen, Ph.D.
In this fast-paced and quick card-game, players seek to bring their family up through the ranks of Roman society. Players compete to get rid of their cards first, while simultaneously trying to complete other (and often competing) objectives. It comes in a simple 15 minute version for families and casual gamers and a 30-45 minute version with added layers of complexity that satisfies more serious gamers.
The Vacation Stay-Tion Game by Todd Rausch
Has the economy and weather got you down? Can't go anywhere far or warm for a needed vacation? Need to have a "Staycation" instead? No problem. Enjoy one of the eight most common vacation trips through this competitive board game. Be the first traveler to collect all the necessary cash and items and make it to your vacation "stay-tion" ahead of all the others.
Backyard Astronaut by Adam Buckingham
Players are amateur rocket enthusiasts building rockets in their back yards. Players visit the junkyard to acquire parts, then attach them to their rockets. Tiles represent parts such as fuel tanks, engines, science instruments, or control devices. Each part can be attached in limited places on a rocket, so arrangement of parts matters. The junkyard uses a unique drafting mechanic that allows players to choose from a few free parts or pay to dig into the pile for a specific part.
The City Beneath by Adam Buckingham
The city beneath is a deduction area control game. Players are thieves who have just split the take from a major heist. Players have 7 days to stash their loot in locations around the city. At the end of the game, the player with the most loot at a location keeps all the loot at that location. However, a location may attract the attention of the cops, reducing its value. Each visit to a location also gives players a special ability they can use to gain more information or improve their game.
Consolation Prize by Eric Young
In Consolation Prize, you are competing to gather cash and prizes matching the contestants you represent. Players will bid cash to win prizes during the fifteen auctions of the Mega-Prize Round. during this time, some contestants are revealed, giving you a glimpse of what the other players are looking for. The top two scorers then move on to the Final Showcase for a chance to win either a pile of cash or the prize package!
The game winner is the one who ends the game with the most value of cash and prizes. Sounds straight-forward? Here’s the twist... each auction will have a Grand Prize (taken by the highest bidder) and a Consolation Prize (taken by the second-highest bidder). If you want the Consolation Prize, and could care less about the Grand Prize, you need to bid just high enough that someone else will outbid you, putting you in second place.
Brooklyn Bridge by Ed Marriott
In Brooklyn Bridge you run a crew of workers who have to collect and utilize resources to build the Brooklyn Bridge. This is a time-based worker placement and resource management game undergoing early playtesting.
Quantum Orcas by Ed Marriott
This goofy-themed game involves you playing the role of a killer whale that wants to eat boats. It is a 2 player game that plays in about 10-15 minutes. It is very beta in design and I'm looking for all sorts of feedback.
Relics of Rantepole by Espen Klausen, Ph.D.
Relics of Rantepole is a 60-90 minute gem collecting and artifact making game for 3-6 players. Players bid gems (in a unique bidding system) to win land segments (triangular tiles) and then combine these into landscape combinations that yield gems and artifacts. Bidding, tile placement, and recipe fulfillment are the driving mechanics of this game that is deliberately designed to have minimal waiting time and players are always engaged.
Joust! by Espen Klausen, Ph.D.
A complete tournament of tilting knights in just 15 minutes! This quick "beer and pretzels" dice game supports 2-6 players (i.e., teams of knights). Making this game has been all about keeping fluff out and working hard at keeping it light and easy, yet creating an element of strategy and a sense that the game (and knights) is developing and changing character as the game moves on - not an easy task in a 15 minute game.
Skyship - The Jungle Relic Game by Carl Klutzke
The Jungle Relic Game is a early prototype of encounter mechanisms for a campaign-length cooperative adventure game. You are the crew of a skyship, struggling through forest, caves, and ruins to find an important relic before your rival.
Prohibition by Neil Roberts
With the passing of Prohibition in the mainland, your skill navigating the nearby islands will finally earn you the wealth and respect you’ve always wanted. Hop between island outposts and cities, picking up booze, making trades, and expanding the island economy.
N^ The Game by Joshua Siegal
N^ comes out of some thoughts about game design, resources, and geography: N^ is a game where players compete for resources, but they do not dominate or take away one another’s territory. Don’t worry – there is plenty of deviousness and strategy, and common resources are limited.
Innkeepers by Rob Couch
Players are Saloon owners in an old west Gold Rush town. Business is booming, and these savvy entrepreneurs are planning to expand! Earn gold from your patrons, build new special rooms and add floors to your Saloon to make it a thriving center for commerce (you actually stack tiles and cubes to build your Inn on the table). Attract wealthy City Folk for extra bonuses, but beware of some Notorious Characters who might get in your way. Innkeepers is a tongue-in-cheek strategy game for 2 to 4 players that one playtester called, "like building a Wal-Mart in the old west!"
Lexicards by John Nguyen and Wade Johnston
Lexicards is a deck of letter cards that allow you to play a variety of word games. Games range from children word building games to intellectual anagram challenges.
We'll be testing WordWhirl a faster pace single word building challenge, UpSets an anagramming game and potentially a crossword game using playing cards and dice (name TBD).
The Witch King by Carl Klutzke
The Witch King is an early prototype of a roleplaying / storytelling adventure game. You all are working together toward defeating the Witch King, who is trying to take over these lands, but you each are also working individually toward a personal goal. Even if the Witch King is defeated, only those who complete their personal goal win the game.
Biosphere by Gabriel Cohn
OK. I'll list one more. This, in fact, is the game that needs the most work. As players compete to colonize a new planet, they also compete over whether or not to terraform the atmosphere. Some want to keep it natural, some want breathable air. Likewise, the colonists you attract will have their own opinions. Using an action point allowance system, a bidding round, and a variable scoring track, there's a lot going on. But the scoring is the part that needs help. Help!!!
Brickworks by CMX Games (David Lankton and Scott Diehl)
A brick-building worker placement game for (most) ages. 2 players, 20 minutes.
Spaceborn by Steve Lykowski
Spaceborn is a quick and simple game of just 32 cards. The goal of the game is to capture 3 energy cards using the all-powerful battleships, but nearly every other card has some way of foiling them! Bluff and strategize with Diplomats, Merchants, Colony Ships, Spies, Commandos, Energy Worms, and more. (3-5 players)
Les Miserables: The Card Game by Steve Lykowski
In this team game for 4-8 players, players recreate the story of Victor Huge’s 1862 bestseller, Les Miserables. Light and quick-paced, the team of Nationalists, led by Inspector Javert, are trying to locate which player on the opposite team has the runaway Jean Valjean card. The other team, the Revolutionists, are trying to locate 5 escape cards which progress the story and will lead Jean Valjean to freedom.
HAZE by Steve Lykowski
In a post-apocalyptic world, you must set out to escape your waste-ridden planet. On your turn, 5 cards are drawn in front of you, creating an actual horizon of your planet. Will you explore the outskirts, the wasteland, hunt beasts, meet vagabonds, or enter a city guarded by droids? If you can piece together a false identity, the droid-commanding CorpNet will let you off the planet! (3-4 players).