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Wilderness
"You have been assaulted, robbed, and left to your fate, with not enough clothes or equipment to manage. Now it's up to you to fight thirst, hunger, exhaustion, bad weather, sickness, and wild animals. Get out of the wilderness, alive!!!"
The world has been hit by a zombie virus and society has fallen apart. Can you survive in this dangerous time and bring some sort of order and security?
Space station
"At last the international space industry is beginning to grow! To encourage development, global funds are awarding prizes to companies that are outstanding in different areas. You control one of these companies and want to compete for the biggest, best and most beautiful space station the world has ever known…"


GAMES
The world has been hit by a zombie virus and society has fallen apart. Can you survive in this dangerous time and bring some sort of order and security?
After the Virus
Wilderness
"You have been assaulted, robbed, and left to your fate, with not enough clothes or equipment to manage. Now it's up to you to fight thirst, hunger, exhaustion, bad weather, sickness, and wild animals. Get out of the wilderness, alive!!!"
Space station
"At last the international space industry is beginning to grow! To encourage development, global funds are awarding prizes to companies that are outstanding in different areas. You control one of these companies and want to compete for the biggest, best and most beautiful space station the world has ever known. But the competition is hard…"
Fleets - The Pleiad Conflict
In 3400 AD, mankind has colonized the Pleiad star cluster where mighty corporations vie for control and influence. Each player equips fleets with escort ships and upgrades and uses them to control star systems for VPs. Diplomatic leverage, cunning, and brute force will determine the victor.
The king encourages all barons to expand their domains as new land is conquered. To gain favor in his eyes, each baron must show his worth by constructing buildings and thus increase the splendor of the kingdom, or by supporting the king in the war with military units. With the king's eyes fixed on the frontlines, he probably wouldn't notice your sharp elbow in your neighbour's side… right?
Terraforming Mars
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable.
Brawling Barons
The king encourages all barons to expand their domains as new land is conquered. To gain favor in his eyes, each baron must show his worth by constructing buildings and thus increase the splendor of the kingdom, or by supporting the king in the war with military units. With the king's eyes fixed on the frontlines, he probably wouldn't notice your sharp elbow in your neighbour's side… right?
Brawling Barons
After the Virus
Fleets - The Pleiad Conflict
In 3400 AD, mankind has colonized the Pleiad star cluster where mighty corporations vie for control and influence. Each player equips fleets with escort ships and upgrades and uses them to control star systems for VPs. Diplomatic leverage, cunning, and brute force will determine the victor.
Terraforming Mars
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable.
After the Virus (2017)
A Cooperative Zombie Deckbuilder by Jacob Fryxelius
For 1-3 players | Ages 10+ | Playing time: 30 minutes
The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and defenseless. You must rescue as many as you can while gearing up to hold off the ever-increasing number of zombies.

After the Virus is a cooperative deckbuildning game where ever increasing numbers of zombies are added to your deck while you work to complete mission goals.

Gear up! Save survivors! Mow down hordes of zombies!

Check out the rules and instruction videos in the right menu.

Also, we've updated the scenario sheet and offer print and play for 3 additional characters for the game, also available in the right menu.

Game Design: Jacob Fryxelius
Graphic Design: Daniel Fryxelius
Artwork: Daniel Fryxelius
BGG
Wilderness (2011)
A Survival Board Game by Thomas and Daniel Fryxelius
For 2-8 players, ages 10+. Playing time: 1 hour
"You have been assaulted, robbed, and left to your fate, with not enough clothes or equipment to manage. Now it's up to you to fight thirst, hunger, exhaustion, bad weather, sickness, and wild animals. Get out of the wilderness, alive!!!"

In Wilderness, 2 to 8 players race to the nearest civilized village. But the village is not close, and the way there is not paved. You will have to find water, hunt for food, avoid wolves, bears, and snakes, endure sickness, and keep your strength up to be able to get there.

Each player's health is kept track of with 3 parameters: thirst, hunger, and strength. Every turn you get more thirsty, hungry, and fatigued. The thirstier and hungrier you are, the more tired you become, and that determines how many action points you have each turn. If your strength hits bottom, you die. The action points are used to walk, but also to hunt or rest. To regain your strength you also have to sleep.

One of the biggest risks is encountering a predator, since they attack you with two dice and you defend with only one die, and lose strength equal to the difference. And they can scent you from a mile away…

The game board is discovered gradually as players progress across it, and there are 6 turns each day (4 day turns, 2 night turns). Each day has different special rules, and each board segment has its own challenges. Each board segment has 21 hexes in a big triangle and each hex has a terrain type like mountain, woods, swamps and so on, and the segment may also include a predator lair. Different terrain types have their benefits and challenges. The combination and orientation of different board segments make the way forward uncertain and new every game. To top it off, the players have a limited supply of cards that can be played to help themselves or thwart opponents.

You can play with either 4, 6, or 8 board segments.

Game Design: Daniel & Thomas Fryxelius
Graphic Design: Daniel Fryxelius
Artwork: Daniel Fryxelius

BGG
Space Station (2011)
A Station Building Card Game by Jacob Fryxelius
For 1-6 players, ages 10+. Playing time: 1 hour
"At last the international space industry is beginning to grow! To encourage the development, global funds are awarding prizes to companies that are outstanding in different areas. You control one of these companies and want to compete for the biggest, best and most beautiful space station the world has ever known. But the competition is hard…"

You start your space station with a core module card on the table, and during 6 years (rounds) you expand it by paying and placing new module cards. Each year you start with a 5-card hand, some crew tokens, and you get new MegaCredits (money). How much crew and money you get depends on how your station is built. The money is used primarily to pay for new modules, and crew is used on many of your modules to get specific effects.

During the year, the players take turns doing actions such as building, using module actions, playing event cards, repairing, or passing. When everyone passes, the year ends, and victory points are awarded: There are 6 kinds (colors) of modules and for each kind, the player with the most modules of that kind is awarded a victory point. After victory points are awarded, all crew tokens are reset, players get new money, and may discard a card before filling their hand to 5 cards again for the next year. At the end of the 6th year, the player with most victory points is the winner.

During the game, players need to optimize their economy, hand efficiency, crew efficiency, and at the same time gaining victory points, and safeguarding against the trouble the other players are bound to throw at them.

Solo rules can be downloadable from the menu to the right.

Game Design: Jacob Fryxelius
Graphic Design: Jonathan Fryxelius
Artwork: Daniel Fryxelius
BGG
Brawling Barons (2012)
A Medieval Card Game Brawl by Jonathan and Benjamin Fryxelius
Teamplay for up to 6 players, ages 10+. Playing time: 30 minutes.
The king encourages all barons to expand their domains as new land is conquered. To gain favor in his eyes, each baron must show his worth by constructing buildings and thus increase the splendor of the kingdom, or by supporting the king in the war with military units. With the king's eyes fixed on the frontlines, he probably wouldn't notice your sharp elbow in your neighbour's side… right?

Brawling Barons is a strategy card game consisting of 54 cards. From this deck of cards each player draws cards and collects resources. Units (peasants and squires) can then be played from the hand. The peasants can be upgraded (rotated) to buildings, and squires can become various military units. The military units can be sent to the frontlines to gain Victory Points, or they can attack opposing towns. When the last card is removed from the deck, the game ends and Victory Points are counted.

Strategic options include choosing units to play, waiting for the perfect timing to play them, optimizing the actions and playing the right events. At first glance, it may seem too simple, but new depths can certainly be discovered.

Brawling Barons can be played in 10-20 minutes by 2 experienced players. 3 player games take about 30 minutes. By combining 2 identical Brawling Barons decks, up to 6 players can play, either in a deathmatch or in teamplay. There is no maximum number of players, but we do not recommend playing more than 6 players.

Game Design: Jonathan and Benjamin Fryxelius
Graphic Design: Jonathan Fryxelius
Artwork: Isaac Fryxelius, Benjamin Fryxelius

BGG
Fleets – The Pleiad Conflict (2014)
A Fleets Building War Game by Daniel Fryxelius
For 2-4 players, ages 12+. Playing time: 2 hours.
In 3400 AD, mankind has colonized the Pleiad star cluster where mighty corporations vie for control and influence. Each player equips fleets with escort ships and upgrades and uses them to control star systems for VPs. Diplomatic leverage, cunning, and brute force will determine the victor.

In Fleets, mighty corporations combat each other for control of the Pleiad star cluster. It is a twofold battle of diplomatic influence and brute force. In each game round, players take turns developing their fleets and buying new ones. Equipping them with escort ships and upgrades in different combinations will determine their strengths and weaknesses. But building and developing the fleets is just the beginning.

The inhabited worlds of the Pleiad star cluster are not numerus enough for all ambitious corporations. Each player must distribute his/her fleets among the desired systems, trying to avoid the larger fleets of the opponents, and at the same time occupying the wealthiest planets. But then the diplomacy begins! As each player has an equal basic influence in the Pleiad Council, they will all play out their will as diplomatic actions. These include retreating their fleets from battle, forcing opposing fleets to retreat, gaining benefits from systems, and so on.

When all is said and done, there will be a battle at each system where two or more fleets are located. With a lot of adrenaline and cunning gameplay, this is where the fate of each fleet is determined. In each battle, all ships get to shoot once. Fleets will be destroyed, there will be weeping and gnashing of teeth. When the battles are over, each fleet that is alone at a system will give 1 Victory Point to its owner. The players also receive resources from the systems where they are stationed. Then a new round will start. When a player reaches 7 Victory Points, he/she wins the game.

Game Design: Daniel Fryxelius
Graphic Design: Daniel Fryxelius
Artwork: Daniel Fryxelius
BGG
Terraforming Mars (2016)
A World Changing Game by Jacob Fryxelius
For 1-5 players, ages 12+. Playing time: 2 hours.
The taming of the Red Planet has begun!

Corporations are competing to transform Mars into a habitable planet by spending vast resources, and using innovative technology to raise temperature, create a breathable atmosphere, and make oceans of water. As terraforming progresses, more and more people will immigrate from Earth to live on the Red Planet.

In Terraforming Mars, you control a corporation with a certain profile. Play project cards, build up production, place your cities and green areas on the map, and race for milestones and awards!

Will your corporation lead the way into humanity's new era?

Game Design: Jacob Fryxelius
Graphic Design: Isaac Fryxelius
Artwork: Isaac Fryxelius, Daniel Fryxelius, various
    BGG
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