Dragon vs Kingdom (Saturday Review)

The new town was going to be glorious. Here in this wasteland that had seen many battles, it was important to create defenses, while also ensuring there were enough shops and houses for the people. It was going to take some time and our initial focus was on building towers that would allow us to see invaders far into the distance. The towers would also allow us to protect ourselves, because in these lands it was a matter of Dragon vs Kingdom by Chris Backe from No Box Games.

Ultramassive (Saturday Review)

A black hole is a region of spacetime where gravity is so strong that nothing, not even light, can escape. Black holes are enormous and entirely ungovernable. They form when massive stars collapse on themselves at the end of their life. They grow by absorbing mass from their surroundings and if they absorb other stars or merge with other black holes, they become supermassive, millions of solar masses in size. Yet, some black holes are even more gigantic and powerful. They are Ultramassive by Alex Greenberg and Jacob Phillips from Studio Unknown.

Vrahode: Age of Prophecy (Saturday Review)

The Age of Inception is all but over. People are starting to forget the stories that were passed down. Tabuhl's Tail, a sign of things to come, will soon return. While our memories fade, that most ancient of omens is ready to lighten the night sky once again. It is time for a few of us, whose memories are more vivid, to get ready for a new age, when Tabuhl's Tail returns and reigns supreme in Vrahode: Age of Prophecy by Jeffrey Irving from Weathervane Games.

Mischief (Saturday Review)

In Tir na-Nog, ethereal Queen Titania and Lord Oberon have finally decided to not only end their age-old rivalry, but also to get married. For the big day, they have invited delegations from all the vassal faeries to come together and celebrate the grand occasion. As a faerie noble yourself, you also received one of these invitations, but which role your folk will play in this new combined kingdom is unclear. It is up to you and your delegation to be true fairies and form as many alliances as you will cause Mischief by Dan Cassar from Dream Cult Game Studio.

Star Trek: Away Missions – Captain Kirk: Federation Expansion (Saturday Review)

Captain's Log - Stardate... well, nobody is really sure. After having been drawn into some sort of temporal disturbance, the Enterprise is now floating helplessly in space without thrust and only minimal power. Our viewscreens show the presence of another vessel. It isn't completely clear, but it looks like we have been transported into the aftermath of a massive battle. To find out what we are dealing with, Spock, McCoy, Chekov and myself, the captain, have decided to beam across and investigate. I know this is going to be our first of many Star Trek: Away Missions - Captain Kirk: Federation Expansion by Andrew Haught, Mike Haught and Phil Yates from Gale Force Nine.

Hidden Agendas (Saturday Review)

We all had our different plans. Getting the right bills through the Senate was never easy. There would always be compromises and endless debates. We all wanted to further our own goals. The odd promise of a bribe, digging up dirt on the other parties' representatives and some last-minute voting changes all helped to get what your party wanted. At the end of the day, we all had our own Hidden Agendas by Josh Rossman from Big Boom Games.

Knarr (Digital Eyes)

Vikings were known for plundering, but what many people forget is that they also did a lot of trade. In fact, the Viking Era saw an increase in trade in the English Channel, the North Sea and the Baltic. There was one vessel that was specifically made for the exchange of large quantities of goods. It was a cargo ship with a shorter hull than the commonly known longships, which were mainly warships, and that had only a partial deck or sometimes none at all. It was specially adapted to the high seas to transport goods safely from shore to shore. To the Vikings, it was known as the Knarr by Thomas Dupont from Bombyx.

Flamme Rouge (Saturday Review)

We had started in Florence when everyone was still fresh and raring to go. An endless sea of bicycles with teams sticking closely together had lined up at the starting line. The support teams had only done their last checks minutes before and everything was shiny and gleaming. Now, several thousand kilometres later, everyone started to show signs of slowing down. Yet, at the horizon a welcome sign became visible. We knew it wasn't going to be much further. There it was, the red flag, the Flamme Rouge by Asger Harding Granerud from Lautapelit.fi.

Shikoku 1889 (Saturday Review)

The period of sakoku has only recently ended, and now with the Meiji Restoration in full swing, the country is investing heavily in new technologies. Locomotives have become the leading symbol of the nation's modernization. Across all four islands, new railway operations are created and entrepreneurs attempt to profit from the money being injected into the economy. Our small island is no different. It's the same here on Shikoku 1889 by Yasutaka Ikeda from Grand Trunk Games.

Mayan Curse (Saturday Review)

We made it! We finally decoded a very important ancient Mayan manuscript and found the temple described in the old document deep in the jungles of El Salvador. As we were standing at the entrance, we saw in front of us a very long paved road, leading to a circular pyramid. Each paving slab had a different symbol on it and we knew from the manuscript that we had to align them to make our way safely across. As keen as we were to get to the end, we also knew we had to get back out alive. After all, the secret underground pathway we had discovered was protected by an ancient Mayan Curse by Sylvain Plante and Joe Slack from Crazy Like a Box.