I’m a fan of hidden-information games. Being able to bluff your opponent to make moves they think they should make, but actually help you, is something I love (to try) to do. Archmage Origins lets you do stuff like that, as you and your opponent are looking to capture the most powerful monsters on the board. But where are those monsters located, and have they moved since you last looked, are two things you might not know until the very end. The game is up now on Kickstarter.
From the campaign:
In the time before the Dawn, the mages of Sorcado were locked in a constant struggle for power. They would gather and battle for the control of monsters, building a force they could use to destroy their rivals. The mage with the greatest monstrous fighting force would become the leader…but that was then.
Players take turns manipulating the field of monsters and focusing their mystical power to “enlist” monsters to form the strongest force possible.
The goal is to control the strongest force of monsters from the Realm, which is made up of cards indicating the monster that occupies that space and its power level.
Players take turns peeking at the cards to determine where the most powerful monsters are hiding, deviously moving the monsters around, and strategically placing their Mage Cards around the borders of the Realm. Once all the Mage Cards are in place, players compare the power value of the magical energies that intersects at each monster. The player with the higher total mystical power value gains control of that monster (usually). The player who collects the most powerful force of monsters wins.
The Kickstarter is already over its funding goal and headed to stretch goals with still 20 days left on the clock.