Alien Frontiers. Friday 7p-9p.
Roll and place your dice to gain advantages over your opponent and block them out of useful areas of the board. Use Alien Tech cards to manipulate your dice rolls and territory bonuses to break the rules. Steal resources, overtake territories, and do whatever it takes to get your colonies on the map first!
Flash Duel - Co-op Mode. Friday 10p-11p.
Up to five fighters spar against one player who is the Deathstrike Dragon. Play a number card to end your move on an opponent's space by exact count to land a hit. When attacked, reveal the same number from your own hand to block the hit. But choose wisely when to show your cards to your allies-- one of them is secretly on the Dragon's side!
Unpublished Prototype: Mirage. Saturday 12p-1p. Sunday 11a-12p.
Players are leaders from an isolated coastal community which has just opened up to the outside world, rich in opportunity and hazard. They quickly agree to split up, and explore the surrounding desert and ocean, competing to establish the most far-flung network of trading encampments. By laying tiles, you will seek to claim regions of sand or dirt with your camels, and regions of shallow water or deep water with your ships. When someone encounters an oasis in the desert or an island in the sea, the player with the most camels or ships in the regions attached to it will set it up as their own trading encampment (a tent). Can your foresee uncertain spots in the geography, indeterminate in the distance? Will they resolve in your vision, to reveal your verdant destinations? Or evaporate into salt and sand?
Unpublished Prototype: Terracosm. Sunday 9a-11a, and 2p-4p.
Control the weather cycle. Dominate the food chain! Change the position of discs on the track so your own actions arrive earlier. Place your carnivores, herbivores, and plants where they will not starve or be eaten. This is an unpublished but highly-playtested prototype.