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Explore dangerous dungeons on the tabletop, fight epic battles on your phone πŸ“±



Taelmoor is a cooperative dungeon crawling and storytelling game. It ties together physical boards, cards, and standees with a smartphone app using scan-and-play technology. Each scenario typically involves a combination of exploration, puzzle-solving, storytelling, and combat in a classic sword and sorcery setting.

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1-6 players
45-90 minutes
Cooperative, digital/physical hybrid, dungeon-crawling
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Games of Taelmoor begin with players selecting an archetypal class (i.e wizard or rogue), and forming a party by joining the host's game with their smartphone or mobile device. Players then take turns exploring and interacting with the game world. New rooms are laid out tile by tile as they are explored, and each may include unique elements like NPCs to talk to, puzzles to solve, or combat. The story is relayed simultaneously to all players via the app, though players are encouraged to read new passages aloud as they are discovered.

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Combat features simplified deck construction elements. Each class has unique strengths and weaknesses, and can build a custom combat deck as they level up throughout a scenario. Strategy between players is emphasized as many attacks become more powerful when combined with others. Attacks are played by scanning the physical card and then discarding it.

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Scenarios typically take 60-90 minutes to complete. Some are broken into multiple parts and are meant to be played across separate sessions.



The creator of Splendor presents a new take on the adventuring genre πŸ’Ž



Soul Raiders is a story-driven cooperative game, created by best-selling author Marc AndrΓ© (Splendor) and a team of talented artists, such as Guillaume Tavernier (De Architectura) or Magali Villeneuve (Magic The Gathering).

In this fast-paced narrative game, the players become powerful heroes. They will be able to roam freely in a variety of settings, cooperating to overcome the threat of impending doom before it is too late!

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[h3]An epic narrative game[/h3]
  • Soul Raiders immerses the players in a high-fantasy setting; as powerful heroes, they will overcome the many threats to their order of warrior-mages and the universe as a whole.
  • Designed like a book, the game is divided in chapters, or game sessions (1 to 2 hours per session). Each chapter depicts a specific setting in which players will complete quests, collect information and increase their power to progress through the overarching story.
  • Soul Raiders will spread on several chapters, weaving an epic tale around the players and their characters from one book to the next.

[h3]A fast-paced and cinematic game system[/h3]
  • The game system features a fast-paced and streamlined gameplay', entirely geared towards the experience of a story-driven, cinematic and cooperative adventure.
  • The players act simultaneously to explore their surroundings. Without turn order, they can progress together or split the party as they see fit to hop from one scene to the next.
  • Each setting is composed of a set of tiles, places where the heroes can interact with their environment. Taking a variety of actions while battling the forces pitted against them, they jump from one tile to another as the story unfolds, sometimes spread out on different scenes, always focusing on the heart of the action.

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[h3]Building cooperative tension[/h3]
  • The heroes live and die as one. Their health points is a common pool, tracked on the side of the board: each time a player takes damage, the marker progresses. If it goes too far, the whole party fail at completing the chapter.
  • Even if they manage to stay safe, time runs out fast... The Threat track is another timer that brings the heroes to their demise. It progresses as they encounter new creatures and events, leading to their capture if they stay idle for too long.

[h3]Narrative story with a strong replay value[/h3]
  • If they cooperate efficiently, any path can lead to the completion of the current chapter, as the players do not have to follow a specific set of events, but try to achieve independent and interwoven quests.
  • If the party fails, it can still move onto the next chapter, triggering a unique setback. Only the final chapter of the story needs to be completed successfully β€” or else they will go back to the beginning of the tome.
  • This non-linear approach to a narrative system, combined to the time pressure and the possibility to push the story further, ensure a very good replay value to the gaming experience.






The second expansion for Pulp Invasion πŸš€



Pulp Invasion uses a bag builder mechanic to add and remove dice from a bag. Cards are played to explore various sectors of space and 5 custom dice are used for combat situations.

As with Pulp Detective, all the artwork is licensed from real 30's pulp comics!

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Sending down landing teams aids in your search for the Super Weapons to prevent the Cosmic Hegemony from their nefarious plans. Beware though of 3 new Vassal aliens who have joined the Hegemony to rule the galaxy.

The Pulp Invasion X2 expansion adds new exploration cards, new captains, a new crew die, and a helpful landing team.

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For this expansion there are 2 new Captain cards that use the new Landing Crew die, 3 new Alien Vassals that affect game play while in the various Hegemony sectors. 2 new Planets to explore and 2 additional Super Weapons with new actions.

Additionally, there are 8 new exploration cards, which change game replay-ability since you only deal a subset during the game. Most have beneficial actions and allow for greater player strategy.



NEW FUNCTIONALITY: Objects Grouping



Objects grouping functionality lets you select multiple objects of the same type or group and β€œglue” them together. After being grouped, the objects behave as a single object unless you ungroup them. Grouping functions with the tile, token, card, game piece, counter, & picture counter objects.

To group multiple objects of the same type (tile, token, card, game piece, counter, picture counter):
  • Hold β€œShift” and select all the objects you want to group one by one
  • Right-click any of them > Group
To ungroup previously grouped objects:
  • Select the group
  • Right-click > Ungroup


Objects grouping can be used for different purposes. In some games, components must be assembled together at certain moments of gameplay. For example, in Argent: the Consortium players can acquire miniatures of different colors representing their unique abilities. To mark ownership of a miniature, they attach them to bases of their player color. If a miniature and a base are grouped together, they become a single object just like in real life:

In Argent: The Consortium, you can use object grouping to attach miniatures to bases

In Dwellings of Eldervale (coming soon!), buildings are built by attaching a roof to a meeple already placed on the game board. By grouping them together, you will make sure that the building will stay connected until the end of the game.

In Dwellings of Eldervale, object grouping can be used to connect Dwelling Rooftops to Workers

[h3]Read more about the functionality in our Help![/h3]

A fast paced, laughter inducing, team vs team memory game!



Two teams come face to face to perform the best routine in this synchronized swimming card game!

Memorize your routine, and recreate it all with cards. The team with the highest score after four rounds wins Synchronized!

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4-8 players
20 minutes
Team vs. team, describing, memory!
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Every round is in three phases: Rehearsal, Competition, Performance.

In Rehearsal, both teams will lay out a routine with 6 to 11 pose cards and memorize the sequence. Once a team has their routine memorized, they grab the whistle to end this phase for both teams, and cards are flipped face down.

For the Competition, a duplicate deck is dealt among team members. Players place cards face down below their corresponding rehearsal cards.

Once both teams are done, each team will Perform, flipping and comparing all their cards. For each matching rehearsal and competition card pose, they score a point.



Each round increases with one additional routine pose, and a Challenge card adding rules.