Welcome to New Angeles home of the Beanstalk. From our branch offices in this monument of human achievement NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee news and sitcoms classic movies and sensies. We cover it all. Ours is a brave new age and as humanity hurtles into space and the future with an astonishing series of new advances every day NBN and our affiliates are keeping pace bringing you all the vid that's fit to view.Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration the game pits a megacorporation and its massive resources against the subversive talents of lone runners.Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need they must secure their servers and data forts with ice. These security programs come in different varieties from simple barriers to code gates and aggressive sentries. They serve as the corporation's virtual eyes ears and machine guns on the sprawling information superhighways of the network.In turn runners need to spend their time and credits acquiring a sufficient wealth of resources purchasing the necessary hardware and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate driven by tight timelines and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses there's no telling what it holds. Sometimes the runner finds something of value. Sometimes the best he can do is work to trash whatever the corporation was developing.The first player to seven points wins the game but not likely before he suffers some brain damage or bad publicity.The Revised Core Set for Android: Netrunner released in late 2017 includes cards from the original Core Set released in 2012 as well as cards from the Genesis Cycle and Spin Cycle series of Data Packs. While the cards in this set have been released previously the art on some of them is new.
In the quiet village of Ravenswood Bluff a demon walks amongst you. During a hellish thunderstorm on the stroke of midnight there echoes a bone-chilling scream. The townsfolk rush to investigate and find the town storyteller murdered their body impaled on the hands of the clocktower blood dripping onto the cobblestones below. A Demon is on the loose murdering by night and disguised in human form by day. Some have scraps of information. Others have abilities that fight the evil or protect the innocent. But the Demon and its evil minions are spreading lies to confuse and breed suspicion. Will the good townsfolk put the puzzle together in time to execute the true demon and save themselves? Or will evil overrun this once peaceful village?Blood on the Clocktower is a bluffing game with players on opposing teams of Good and Evil overseen by a Storyteller player who conducts the action and makes crucial decisions. The goal of the game is to successfully deduce and execute the demons before they outnumber the townfolk.During a 'day' phase players socialize openly and whisper privately to trade knowledge or spread lies culminating in a player's execution if a majority suspects them of being Evil. During a 'night' time players close their eyes and are woken one at a time by the Storyteller to gather information spread mischief or kill.The Storyteller uses the game's intricate playing pieces to guide each game leaving others free to play without a table or board. Players stay in the thick of the action to the very end even if their characters are killed haunting Ravenswood Bluff as ghosts trying to win from beyond the grave. If you arrive late to a game you can enter after it's started as a powerful Traveller character with unusual talents and questionable allegiances. Each character comes with their own special ability and no two players in a game are ever the same character.
The great and forgotten Kami have returned from the underworld displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable spiritual traditions. However each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged betrayal is inevitable honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You honorable Shōgun lead one of these great clans. Do you have the strength of honor virtue and spirit as well as the mastery of steel necessary to deliver on this ancient promise?Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income Starting Honor Rank and Home Province. Over the course of the game players will forge and break alliances choose political actions worship the gods customize their clans and position their figures around Japan. In the process Honor is a palpable element in Rising Sun: Having high Honor gives several advantages while having low Honor may grant the allegiance of the darker elements of the world. But above all Honor settles all disputes: Whenever there is a tie the tied player with the highest Honor wins.In Rising Sun players are encouraged to use diplomacy negotiation and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding. Victory Points can be gained in several ways from winning battles to harvesting the right provinces to playing to the Virtues accumulated by your Clan.The game is played over the course of 4 rounds or Seasons: Spring Summer and then Autumn; when Winter comes the game draws to a close and players calculate bonuses to decide who is the winner. Each Season is divided into five phases: 1) Seasonal Setup because every Season has a certain Season deck with different cards 2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season 3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces 4) War Phase during which players battle over several Provinces and 5) Seasonal Cleanup.As already mentioned the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow and a new Emperor will rise under the power of the great Kami.
The shifting Warp Storms that surround the long lost Herakon Cluster have finally abated leaving the ancient treasures and planets within this sector open to the rest of the galaxy. Now the great factions of the galaxy mobilize their fleets and race to establish a foothold. The reward for successful domination surpasses all other concerns and the price for conquering this sector will be paid in lives.Forbidden Stars challenges you and up to three other players to take command of a mighty fighting force: the Ultramarines chapter of Space Marines the Eldar of Craftworld Iyanden the Evil Sunz Ork clan or the World Eaters Warband of the Chaos Space Marines. Each faction offers unique armies and play styles but your goal remains the same — to claim the key objectives selected for your faction. These objective tokens are scattered throughout the Herakon Cluster but your opponents are sure to defend your objectives against you. You need to build massive armies and command them in unending war to best your enemies and claim your objectives. The fight for the Herakon Cluster is brutal and bloody and either you will stride triumphant over the bodies of your fallen foes — or they will do the same to you.Each round in Forbidden Stars is divided into three phases. In the planning phase players take turns placing order tokens face down on the separate tiles (systems) that make up the game board; the four types of order tokens that players can place correspond to four types of actions that players can resolve in the second phase of play. In the operations phase players reveal their tokens to:The last phase of each round is the refresh phase during which players profit from the planets they control reveal event cards to move the impassable Warp Storms and heal any units wounded in battle.Because of the game's three-phase structure strategy in Forbidden Stars is balanced between short-term bluffing and long-term tactical military action. The game's set-up also poses strategic opportunities. Players start the game by taking turns assembling sections of the Herakon Cluster placing individual system tiles along with their own starting forces and the enemy objectives that they must defend. This intentional construction along with the unique domination abilities of the game's four factions means that players must work to best utilize their own force's strengths while exploiting the weaknesses of their opponents.
Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew plan your maneuvers and complete your mission!Whatever your chosen vessel the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial which is used to secretly select a speed and maneuver each turn. After planning maneuvers each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire or dance away from him as you attempt to acquire a targeting lock you'll be in total control throughout all the tense dogfighting action.Star Wars: X-Wing features (three) unique missions and each has its own set of victory conditions and special rules; with such a broad selection of missions only clever and versatile pilots employing a range of tactics will emerge victorious. What's more no mission will ever play the same way twice thanks to a range of customization options varied maneuvers and possible combat outcomes. Damage for example is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains you'll draw a card that assigns a special handicap. Was your targeting computer damaged affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet your pilot could be injured compromising his ability to focus on the life-and-death struggle in which he is engaged...The Star Wars: X-Wing starter set includes everything you need to begin your battles such as scenarios cards and fully assembled and painted ships. What's more Star Wars: X-Wing's quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.Reimplemented by Star Wars: X-Wing (Second Edition)
Imagine you can control the forces of a noble family guild or religious order on a barren planet which is the only source for the most valuable substance in the known universe.Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe - melange the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future enabling them to plot a safe path through hyperspace.Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!—description from the publisher
The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain a promise of prosperity and honor yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil but he must speak of this only in riddles. If his true identity is discovered all will be lost.The Resistance: Avalon is a standalone game and while The Resistance is not required to play the games are compatible and can be combined.
Game description from the publisher:King Robert Baratheon is dead and the lands of Westeros brace for battle.In the second edition of A Game of Thrones: The Board Game three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force use honeyed words to coerce your way onto the throne or rally the townsfolk to your side? Through strategic planning masterful diplomacy and clever card play spread your influence over Westeros!To begin the game each player receives an army of Footman Knight Siege Engine and Ship units as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards which are used as leaders in battles against rival Houses.Each round in the game is made up of three phases: the Westeros Phase the Planning Phase and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks and each denotes a different global action potentially affecting all players.The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight Footman Ship or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace for example) but these promises are never binding. The result is tense and compelling negotiations often ending in backstabbing worthy of Westeros!During the Action Phase the orders are resolved and battle is entered! When armies meet in combat they secretly choose one of their House cards to add strength to the battle. Finally the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.In addition to featuring updated graphics and a clarified ruleset this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions including ports garrisons Wildling cards and Siege engines while introducing welcome new innovations like player screens and Tides of Battle cards.Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat representing erratic shifts in the momentum of war due to factors such as weather morale and tactical opportunity. During each combat both players draw one Tides of Battle card from a communal deck and its value modifies the strength of his chosen House card. What's more such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
Crossroads is a game series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside. Dead of Winter: A Crossroads Game the first title in this series puts 2-5 players in a small weakened colony of survivors in a world in which most of humanity is either dead or diseased flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition but for each individual player to achieve victory they must also complete their personal secret objective which could relate to a psychological tick that's fairly harmless to most others in the colony a dangerous obsession that could put the main objective at risk a desire for sabotage of the main mission or (worst of all) vengeance against the colony! Games could end with all players winning some winning and some losing or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's looking out only for their own interests!Dead of Winter is an experience that can be accomplished only through the medium of tabletop games a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives but must still find a way to work together to fight off outside threats resolve crises find food and supplies and keep the colony's morale up.Dead of Winter has players making frequent difficult heavily-thematic wildly-varying decisions that often have them deciding between what's best for the colony and what's best for themselves. The rulebook also includes a fully co-operative variant in which all players work toward the group objective with no personal goals.
Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority.At the beginning of the game players close their eyes and the fascists reveal themselves to one another. Secret Hitler keeps his eyes closed but puts his thumb up so the fascists can see who he is. The fascists learn who Hitler is but Hitler doesn't know who his fellow fascists are and the liberals don't know who anyone is.Each round players elect a President and a Chancellor who will work together to enact a law from a random deck. If the government passes a fascist law players must try to figure out if they were betrayed or simply unlucky. Secret Hitler also features government powers that come into play as fascism advances. The fascists will use those powers to create chaos unless liberals can pull the nation back from the brink of war.The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.
Deception: Murder in Hong Kong is a game of deduction and deception for 4-12 players that plays in about 20 minutes.In the game players take on the roles of investigators attempting to solve a murder case – but there's a twist. The killer is one of the investigators! Each player's role and team are randomly assigned at the start of play and include the unique roles of Forensic Scientist Witness Investigator Murderer and Accomplice. While the Investigators attempt to deduce the truth the murderer's team must deceive and mislead. This is a battle of wits!The Forensic Scientist has the solution but can express the clues only using special scene tiles while the investigators (and the murderer) attempt to interpret the evidence. In order to succeed the investigators must not only deduce the truth from the clues of the Forensic Scientist they must also see through the misdirection being injected into the equation by the Murderer and Accomplice!Find out who among you can cut through deception to find the truth and who is capable of getting away with murder!RolesForensic Scientist x1 As the game master the Forensic Scientist holds the solution to the crime. They are responsible for assisting the Investigators in identifying the “Key Evidence” and “Means of Murder.” When an Investigator does that successfully the crime is solved and the Forensic Scientist and the Investigators win the game.During the game the Forensic Scientist is NOT allowed to hint to the solution with words gestures or eyes.Murderer x1 When the crime takes place the Murderer chooses 1 Clue card and 1 Means card as the solution to the crime. These will be the “Key Evidence” and “Means of Murder” respectively.The Murderer tries to hide their role and look for a scapegoat. Even if they are identified the Murderer still wins the game if no one correctly identifies both the “Key Evidence” and the “Means of Murder”.Investigators x8 To solve the crime the Investigators must analyze the hints given by the Forensic Scientist. As long as one of the Investigators correctly identifies both the “Key Evidence” and “Means of Murder,” the Murderer is arrested and the Investigators win the game (as does the Forensic Scientist).Bear in mind that the Murderer (and sometimes Accomplice) is among the Investigators! The innocent Investigators must make a vigorous effort to defend themselves from false accusation.Accomplice x1 The Accomplice is an optional role for games with six or more players. The Accomplice knows who the Murderer is as well as the solution to the crime. The Accomplice and Murderer both win if the Murderer gets away with his crime.Witness x1 The Witness is an optional role when playing with six or more players.* The Witness is an Investigator who has witnessed the culprits leaving the crime scene. They have no way of knowing which is the Murderer and which is the Accomplice and they do not know how the crime was committed.If the Murderer is arrested but can identify the Witness the Witness is considered to be killed allowing the Murderer and the Accomplice to get away with murder and win the game.
Dead of Winter: The Long Night is a standalone expansion for Dead of Winter: A Crossroads Game that introduces the Raxxon location where horrible experiments will spill out into the town unless players can contain them.The game has players at a new colony location trying to survive with new survivors against brand new challenges. Can you handle being raided by members of other colonies? Will you explore more and unravel the mysteries of the Raxxon pharmaceutical location to find powerful items but release stronger enemies? Or will you upgrade your colony to help it better withstand the undead horde? These are all choices you will get to make in this new set and if you want you can mix in the survivors and cards from the original set to increase the variety even more.Part of the Dead of Winter series.
Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys hawkers shouting merchants dirty children covered in rags who run through the crowd and beg for money and prostitutes – called the wretched – on every street corner.The board game Letters from Whitechapel which plays in 90-150 minutes takes the players right there. One player plays Jack the Ripper and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play Jack the Ripper the Policemen and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles while policemen move on their patrols between crossings and the Wretched wander alone between the numbered circles.
Edited description from Bruno Faidutti's write-up of the game in his Ideal Game Library:Skull & Roses is the quintessence of bluffing a game in which everything is played in the players' heads. Each player plays a face-down card then each player in turn adds one more card – until someone feels safe enough to state that he can turn a number of cards face up and get only roses. Other players can then overbid him saying they can turn even more cards face up. The highest bidder must then turn that number of cards face up starting with his own. If he shows only roses he wins; if he reveals a skull he loses placing one of his cards out of play. Two successful challenges wins the game. Skull & Roses is not a game of luck; it's a game of poker face and meeting eyes.Skull & Roses Red features the same gameplay as Skull & Roses with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.
In Citadels players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their seventh building. Players then tally their points and the player with the highest score wins.Players start the game with a number of building cards in their hand; buildings come in five colors with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round the player who was king the previous round discards one of the eight character cards at random chooses one then passes the cards to the next player etc. until each player has secretly chosen a character. Each character has a special ability and the usefulness of any character depends upon your situation and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round the thief stealing all gold from another character the wizard swapping building cards with another player the warlord optionally destroys a building in play and so on.On a turn a player earns two or more gold (or draws two building cards then discards one) then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them and each building is worth a certain number of points. In addition to points from buildings at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels ten from the Dark City expansion and nine new ones — along with thirty unique building districts and the rulebook includes six preset lists of characters and districts beyond the starter list each crafted to encourage a different style and intensity of gameplay.
Black Rose Wars is a competitive fantasy game of deck-building strategy and combat set in the hectic universe of Nova Aetas in Italy. Each player is one of powerful mages of the Black Rose Order who aspires to become the new Supreme Magister in order to acquire the mighty power of the Black Rose Artifact and the Forgotten Magic. Mages must fight fulfill Black Rose desires and gain strength with their spells until their power reaches the containment threshold of the prison where they are exiled finally freeing themselves. Each mage has at their disposal six schools of magic each one with its own strategy to annihilate their opponents and increase their power.At the start of the battle mages start with a grimoire of six cards; as mages study more spells during play their grimoire will increase. Every spell in Black Rose Wars has two different effects increasing a player's adaptability during a fight.Mages fight each other in a modular arena of hexagons called rooms. They summon powerful creatures cast destructive spells or devise dark deceptions with their enchantments. The game system is divided into different phases. Each turn after choosing new spells from the six schools of magic players plan their strategy in advance placing cards face down. Later they reveal the played cards to kill each other solve missions summon creatures or destroy the prison rooms one against each other and against the Black Rose (the playing system). After being killed mages are reborn immediately allowing them to re-enter the fight without delay — although their death still fed energy to those mages who caused it. The mage with the most power at the end of the battle will be crowned Supreme Magister of the Order by the Black Rose itself.
Prince John is coming to Nottingham! Players in the role of merchants see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However players must first get their goods through the city gate which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit or risk it all by sneaking in illicit goods? Be mindful though as the Sheriff always has his eyes out for liars and tricksters and if he catches one he very well may confiscate those goods for himself!In Sheriff of Nottingham players will not only be able to experience Nottingham as a merchant of the city but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods who gets inspected and who may have their goods confiscated!Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods negotiate deals and be on the lookout for the Sheriff of Nottingham!Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
Pagan: Fate of Roanoke is an expandable deduction card game set in the colonial America of 1587.The essence of this asymmetrical game is a witch's struggle against a witch hunter. As the witch strives to complete a ritual of renaturation the hunter tries to discover her true identity among nine villagers. Each turn the two players use their action pawns on active villagers to draw cards play cards and gain influence. Each player has their own variable card deck of fifty cards; with these cards the witch can brew powerful potions improve their familiar and cast enchantments and charms while the witch hunter enlists allies claim strategic locations and ruthlessly investigates the villagers.As the witch your objective is to collect enough secrets to perform a ritual so potent that the entire region will fall under your spell and Mother Nature will reclaim the island. As the hunter you gather all the allies and support you can muster to bring the witch to justice before her fatal ritual comes to fruition.The prototype won the Danish design award Otto at the Fastaval for best game of show in 2018.-description from publisher
X-Wing Second Edition puts you in command of your own squadron of advanced starfighters locked in thrilling tactical space combat. Following in the footsteps of the first edition the second edition refines the intuitive and exciting core formula of maneuvering your ships into position by placing a central focus on the visceral thrill of flying starships in the Star Wars galaxy.During a battle you’ll use your squadron’s unique capabilities to give yourself an advantage in the thick of combat. Each X-Wing ship flies differently with its own set of maneuvers ranging from gentle banks to aggressive Koiogran turns. As in the game’s first edition you’ll need to use every ship’s maneuvering capabilities to the fullest in order to strategically position your ships. A round begins with players secretly selecting a maneuver on each of their ships’ unique maneuver dials. Once you’ve decided how each of your ships is going to fly you’ll begin revealing the dials and moving your ships starting with the lowest skilled pilots.As you move you’ll enter a tense duel with your opponent as you both try to line up the perfect shot. Before you can open fire on an opponent’s ship however they must be in your firing arc and within range. By carefully selecting your maneuvers you can get enemy ships in your sights and once you’ve locked onto your target you’re free to choose your plan of attack. You might pepper the enemy with blaster fire to whittle away their shields. Or you could go for massive damage and launch a devastating volley of proton torpedoes. No matter how you approach the battle you have complete control of your squadron. One player wins when all of their opponent’s ships are destroyed!Slick flying is certainly important but it isn’t the only consideration you’ll have to make in the midst of a dogfight. As in the first edition of X-Wing once your ships have completed a maneuver you can also perform an action to gain the upper hand. Whether you choose to acquire a target lock on a rival ship or barrel roll out of an enemy’s firing arc the actions you take affect the course of the battle and determine the fate of your squadron.Now in the second edition of the game your actions offer greater strategic depth than ever before. Some actions are red and induce stress when they are used. Other actions may be linked allowing you to chain two actions together and push the limits of how your ship can handle in a dogfight!—description from the publisher
The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston Massachusetts with nothing out of the ordinary to look forward to. However strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship's chapel signs of a strange ritual littered around the corpse.Lurking within the depths of the Atlantic Ocean are a swarm of vicious unspeakable horrors: the Deep Ones led by Mother Hydra and Father Dagon. For reasons unknown they have set their sights on the Atlantica and their minions taking the form of human-Deep One hybrids have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship.If you're a human you need to fend off Deep Ones prevent the Atlantica from taking too much damage and carefully manage the ship's four crucial resources if you want any hope of making it to Boston all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group's resources is harder than you think especially when you take crises into account!At the end of each player's turn that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises such as Food Rationing call for a choice that could potentially put the ship's passengers or resources at risk while others such as Hull Leak call for a skill test in which failure could have disastrous consequences.During a skill test each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to) the cards are shuffled then revealed. If enough of the correct skills were contributed then the group passes the test! But if the wrong skills were contributed they can actually hinder the results leading to failure. Thus skill tests are dangerous opportunities for traitors to sabotage the humans' efforts so you have to stay on your toes at all times.—description from the publisher
Martin Wallace and Treefrog Games present Ankh-Morpork set in the largest city-state in Terry Pratchett's Discworld. Lord Vetinari has disappeared and different factions are trying to take control of the city. Each player has a secret personality with specific victory conditions which means that you're not sure exactly what the other players need to do in order to win.The action takes place on a map of Ankh-Morpork with players trying to place minions and buildings through card play. Each of the 132 cards is unique and the cards bring the game to life as they include most of the famous characters that have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them and you can choose to do some or all of these actions. Some cards also allow you to play a second card so you can chain actions (Wallace).A team of artists have recreated the city and its residents for the cards game board and box with Bernard Pearson coordinating that team. Ankh-Morpork has been sublicensed to Mayfair Games for the North American market and Kosmos for the German market.
No moderator no elimination ten-minute games.One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves the tricky Troublemaker the helpful Seer or one of a dozen different characters each with a special ability. In the course of a single morning your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!Because One Night Ultimate Werewolf is so fast fun and engaging you'll want to play it again and again and no two games are ever the same.This game can be combined with One Night Ultimate Werewolf: Daybreak.
Space Empires is a game in the finest tradition of 4X space games - eXplore eXpand eXploit and eXterminate. Each player builds up a space empire and uses it to conquer the other players. Exploration on the mounted map is simple for players (and dangerous for their ships) revealing different space terrain that affects movement and combat.Space Empires was developed to keep a rich theme without overcomplicated rules. The game includes carriers and fighters mines cloaking a very large technology tree fifteen ship classes merchant shipping colonization mining terraforming bases shipyards black holes warp points and non-player aliens. Yet the rules are short and intuitive: The basic rules are 8 pages long and increase to 11 pages in length when the advanced rules are included.
You are head of a family in an Italian city-state a city run by a weak and corrupt court. You need to manipulate bluff and bribe your way to power. Your object is to destroy the influence of all the other families forcing them into exile. Only one family will survive...In Coup you want to be the last player with influence in the game with influence being represented by face-down character cards in your playing area.Each player starts the game with two coins and two influence – i.e. two face-down character cards; the fifteen card deck consists of three copies of five different characters each with a unique set of powers:On your turn you can take any of the actions listed above regardless of which characters you actually have in front of you or you can take one of three other actions:When you take one of the character actions – whether actively on your turn or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case if you can't (or don't) reveal the appropriate character you lose an influence turning one of your characters face-up. Face-up characters cannot be used and if both of your characters are face-up you're out of the game.If you do have the character in question and choose to reveal it the opponent loses an influence then you shuffle that character into the deck and draw a new one perhaps getting the same character again and perhaps not.The last player to still have influence – that is a face-down character – wins the game!A new & optional character called the Inquisitor has been added (currently the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.
October 1888: During the construction of the Metropolitan Police headquarters near Whitehall which would later be known as Scotland Yard the remains of a body were found. In September a severed arm had already been discovered in the muddy shore of the River Thames.There is another murderer roaming the streets of London in Whitehall amusing himself by spreading the pieces of a poor woman around Whitehall like some kind of macabre treasure hunt. The identity of this monster and his unfortunate victim are a mystery the Whitehall Mystery.
Game description from the publisher:Return to a bustling Plymouth Harbor in 1572 as an aspiring Elizabethan captain making preparations for three exciting voyages to the Spanish Main in search of fame and fortune! As captains players will have to plan their missions and provision their ships accordingly.Francis Drake is a race to see who can set sail and reach the Spanish Main first. The riches of the Aztec and Inca Empires await these swashbuckling captains. Many tough decisions must be made before each voyage:Each new voyage has its own challenges to overcome but the captured gold silver and jewels should greatly please the Queen. Get ready for the voyage of a lifetime!
エセ芸術家ニューヨークへ行く – which is pronounced as Ese Geijutsuka New York e Iku and can be translated as Fake Artist Goes to New York – is a party game for 5-10 players. Players take turns being the Question Master whose role is to set a category write a word within that category on dry erase cards and hand those out to other players as artists. At the same time one player will have only an X written on his card: they are the fake artist!Players will then go around the table twice drawing one contiguous stroke each on a paper to draw the word established by the Question Master then guess who the fake artist is. If the fake artist is not caught both the fake artist and the Question Master earn points; if the fake artist is caught and cannot guess what the word is the artists earn points.
In A Game of Thrones: The Card Game the warring factions of Westeros await your command inviting you to engage in a life-or-death struggle. In every game you select devious plots and challenge your opponents on the field of battle through back alley intrigue and in the political arena. Whether you play a against a single opponent in a game known as a joust or engage in a battle of three or more players called a melee winning challenges against your opponents is the way to victory.Your ultimate goal in A Game of Thrones: The Card Game is to gain influence over the greatest seat of power in Westeros: the Iron Throne! To achieve this goal you must call upon iconic characters such as Tywin Lannister Robb Stark Stannis Baratheon Daenerys Targaryen Euron Crow's Eye The Red Viper and dozens of others. You must maneuver the members of your House and your allies in a constant battle to gain power. The first player to claim fifteen power wins!In the game each player has two decks: a draw deck and a plot deck. Your draw deck contains the tactical elements of your struggle including the characters locations attachments and events that you call upon in your struggle to claim the Iron Throne. You can command characters from throughout A Song of Ice and Fire and you can march forth from the icy walls of Winterfell or muster your armies around Casterly Rock. You may even equip your characters with storied weapons such as the Valyrian steel blades Ice or Widow's Wail. The draw deck holds these powerful characters locations attachments and events. This deck is randomly shuffled and players draw their hands from this deck.At the start of each round each player simultaneously chooses and reveals one of the plot cards from their individual seven-card plot decks. Your plot for a round determines how much gold you can spend on cards which player starts with initiative and how powerful your challenges are. Your plot also bears a reserve value which determines how many cards you can keep in your hand past the end of the round. Plots may also offer powerful effects that can trigger when the plots are revealed or persist to shape the entire game round. You may scorch the earth with a deadly wildfire assault or call upon all players to support the faith of the Seven.A Game of Thrones: The Card Game (Second Edition) differs from the first edition of the game due to elements being cut elements being revised or updated and elements being added. Influence was a holdover from the game's origin as a CCG and is now unnecessary while crests offered nothing to distinguish them from traits and made the game more difficult for new players to learn. Existing keywords have been pruned and some new keywords have been added to showcase the most interesting and essential interactions.The timing rules — such as the details of moribund passive effects with triggers and save/cancel responses — will be replaced with a more straightforward timing system that takes advantage of the Interrupt Reaction and Forced triggers that have been successfully employed in some of FFG's newer LCGs.The second edition also includes two new factions beyond the six Houses in the first edition. New deck-building rules empower players with more options in combining factions alongside a means of building more focused and specialized plot decks.
One Night Ultimate Werewolf Daybreak is a fast game for 3-7 players in which everyone gets a hidden role each with a special ability. (No plain villagers here!) In the course of a single morning your village will decide who among them is a werewolf...because all it takes is finding one werewolf to win!Daybreak includes eleven new roles and it can be played on its own or combined with the original One Night Ultimate Werewolf game; when combined you can have up to ten players in a single game.
Long John Silver's crew has committed mutiny and has him cornered and tied up! Round after round they question him about the location of his treasure and explore the island following his directions — or perhaps his misdirections? Who knows... The old sea dog is surely planning an escape after all after which he will definitely try to get his treasure back.Treasure Island is a game of bluffing and adventure in which one player embodies Long John trying to mislead the others in their search for his treasure. The hunt reaches its climax with Long John's escape when he will make a final run to get the booty for himself!
In the U.S. wild west the eternal battle between the law and the outlaws keeps heating up. Suddenly a rain of arrows darken the sky: It's an Indian attack! Are you bold enough to keep up with the Indians? Do you have the courage to challenge your fate? Can you expose and defeat the ruthless gunmen around you?BANG! The Dice Game keeps the core of the Bang! card game in place. At the start of the game players each take a role card that secretly places them on a team: the Sheriff and deputies outlaws and renegades. The Sheriff and deputies need to kill the outlaws the outlaws win by killing the Sheriff and the renegades want to be the last players alive in the game.Each player also receives a character card which grants him a special power in the game. The Sheriff reveals his role card and takes the first turn of the game. On a turn a player can roll the five dice up to three times using the results of the dice to shoot neighboring players increase the range of his shots heal his (or anyone else's) life points or put him in range of the Indians which are represented by nine tokens in the center of the table. Each time a player rolls an arrow he takes one of these tokens; when the final token is taken each player loses one life point for each token he holds then the tokens are returned to the center of the table.If a player collects a trio of Gatling symbols on the dice he fires one shot at everyone else and rids himself of Indian tokens. Who'll get his shot off first? Play continues until one team meets its winning condition – and death won't necessarily keep you from winning as long as your teammates pull through!
Detective Club is a board game for players who enjoy party games with simple rules that take just a minute to explain. Intrigue sudden revelations limitless creativity and tons of fun await you in this game! Lead the investigation as a detective or cover your tracks as the infiltrated conspirator. Discuss accuse object and try to convince everyone.In Detective Club on each round one of the players secretly teams up with another — the Conspirator — and tries to make them guess a secret word using just two illustrated cards! Other players are detectives who also know the word but don't know the identities of each other. Detectives have to find out who the conspirator is making sure they don't get accused by their fellow players!
It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are NOT ALONE! Will you survive the dangers of Artemia?NOT ALONE is an asymmetrical card game in which one player (the Creature) plays against the stranded explorers (the Hunted).If you play as one of the Hunted you will explore Artemia using Place cards. By playing these and Survival cards you try to avoid confuse or distract the Creature until help arrives.If you play as the Creature you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia you try to wear down the Hunted and assimilate them to the planet forever.NOT ALONE is a immersive thematic card game where you use guessing bluffing hand management and just a pinch of deck-building to achieve your goal which is survival for the Hunted... or total assimilation for the Creature!
Once upon a time three big cats became exhausted fighting to be top cat. They agreed to quit the fight and spice up their nine lives with a hot spice eating contest. Alas everyone was soon cheating so the cats invented a very hot often tearful bluffing game.Spicy is a bluffing card game for 2-6 players. The cards are played face down so you can cheat when you announce your card. That said this clever card game isn't just about bluffing for you can almost always play a card that is at least half right if you cleverly play your hand. This means tactically deciding which card to use to get through: Do I play a Pepper 10 or a color wild on a Wasabi 9 and declare it a Wasabi 10? Or do I better pass because surely someone has noticed me thinking for so long now?Spicy contains six game-variant cards but even without these a high replayability is guaranteed.The cards are illustrated with forty separate pieces of art. In addition not only the game box sparkles in chic metallic gold but also the card backs are adorned with a gold-colored finish.
Fugitive is a two-player card game set in the world of Burgle Bros. One player is a fugitive trying to make it out of town while being pursued by an unstoppable agent. The fugitive plays cards face down to the table trying to work their way to a goal while the agent must guess those cards to uncover them. If all the cards are face up the fugitive is caught.
Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes.13 Days: The Cuban Missile Crisis is a nail-biting theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game and the conflict.1) Will you push to gain prestige at the risk of escalating the crisis to global nuclear war? 2) How do you best manage your hand of cards to further your own plans while depriving your opponent of options?Work out these dilemmas in order to emerge as victor of the Cuban Missile Crisis after thirteen suspenseful days.13 Days: The Cuban Missile Crisis is a meaty filler utilizing the card-driven game mechanisms. Rich with history yet accessible to gamers with no prior knowledge of the crisis. It is targeted specifically at catering to two groups of gamers: the enthusiasts that just don't have the time they used to and the curious newcomers that are scared off by the heavy commitment and long play times of the classics in the genre.Official FAQ/ERRATA Designer Diary
In an abandoned warehouse a gangster band is splitting its loot but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive.Each round one player is the Boss and he controls the pace of play. First loot cards are revealed on the table to show what's up for grabs. Next players load their guns by secretly selecting either a Bang! or a Click! Click! card from their hand. The Boss counts to three and on Three each player points his foam gun at someone else; due to his status the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round.Everyone who's pointing a gun at someone still in the round now reveals their card and anyone who's the target of a Bang! takes a wound marker and gets none of the available loot. Starting with the Boss everyone still in the round takes one loot card at a time from the table — money diamonds paintings the position of Boss medical care (to remove a wound) or a new bullet (to add a Bang! card to your hand) — until everything has been claimed.After eight rounds the game ends. Whoever has the most diamonds receives a big bonus and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins!
Spyfall is a party game unlike any other one in which you get to be a spy and try to understand what's going on around you. It's really simple!Spyfall is played over several rounds and at the start of each round all players receive cards showing the same location — a casino a traveling circus a pirate ship or even a space station — except that one player receives a card that says Spy instead of the location. Players then start asking each other questions — Why are you dressed so strangely? or When was the last time we got a payday? or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is so he has to listen carefully. When it's his time to answer he'd better create a good story!At any time during a round one player may accuse another of being a spy. If all other players agree with the accusation the round ends and the accused player has to reveal his identity. If the spy is uncovered all other players score points. However the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct only the spy scores points.After a few rounds of guessing suspicion and bluffing the game ends and whoever has scored the most points is victorious!
Tragedy Looper is a scenario-based deduction game for two to four players: one mastermind and one to three protagonists. The game consists of four location boards and a number of character cards. Each scenario features a number of characters hidden roles for these characters (serial killer conspiracy theorist friend) and some pre-set tragedies (murder suicide).Each day (turn) players and the mastermind play three face-down cards onto the characters then reveal them to move the characters around or affect their paranoia or goodwill stats. At the end of each day (turn) if the scenario has a tragedy set for that day it happens if the conditions are met i.e. certain characters have certain stats or are in a certain location together (or not together) with others. As tragedies happen players loop back in time restarting the scenario from the beginning and trying to deduce who the culprit was and why the tragedy occurred.The players win if they manage to maintain status quo — that is if no tragedies occur to the key individuals — for a set number of days within a set number of loops. If not the mastermind wins.Tragedy Looper was originally released in Japan as 惨劇RoopeR in 2011; the first english version of the game was released in 2014.
A Study in Emerald is a game for two to five players based on the award-winning short story of the same name by Neil Gaiman. In this stylistic mash-up of Sherlock Holmes and H.P. Lovecraft the worst has already happened and the world is now ruled by the Old Ones. However a secret war is being fought to free mankind from their servitude. The game A Study in Emerald fleshes out this core idea by including historical figures from the late nineteenth century most being persons involved in the anarchist movement of the time.Deck-building forms the core of the game. You use influence cubes to bid for the right to draft cards and take control of cities. Each player has a secret identity either a Restorationist fighting against the creatures or a Loyalist attempting to defend the status quo. Which side you are on determines what you score points for. An additional twist is that the performance of other players on the same side as you can stop you from winning if they are doing particularly badly so you really want to know who is on which side. More specifically when the game ends – and this can result from multiple causes such as a marker on the War or Revolution track hitting 15 or the assassination of a Restorationist player agent – then the sides compare their scores; which side has the lowest score automatically loses then the player with the highest score on the remaining team wins the game.The game takes around ninety minutes to play and is more complex than most so more suitable for the experienced gamer.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e. separate playing areas). The game consists of five timed rounds. At the end of each round some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
Do we really have free will? Who decides this? Are we controlled by what we hear and what we see even while thinking we decide freely? Insider is a game that deals with these questions. While communicating to others you have to find the right answers to a quiz or find the insider who is manipulating the discussion. The insider will do everything to hide their identity while misleading the others.In more detail players are assigned roles at random. One player is the master and they secretly select a word from a set given in a deck of cards. (In a variant given in the rulebook they can freely select and write down a word.) The insider player whose role is not known to the other players will then secretly view the word. The rest of the players are known as commons. The commons then have approximately five minutes in which to ask the master yes or no-type questions so that they can deduce the secret word. The insider attempts to secretly lead the commons towards the correct word. If the commons fail to guess the correct word everyone loses.If however the word is correctly guessed in the allowable time the master flips the sand timer and the commons and master have until the sand runs out to discuss the game and deduce the identity of the insider. If they guess correctly they win the game together; if they do not the insider wins.
Can you remember a few items? Sounds easy? It's a challenge in That's not a Hat! Players give gifts to each other while trying to remember who gave what and which gift they have in front of them. If they can't remember they have to bluff to avoid a penalty point. An unforgettable game!
As in its parent game Kakerlakenpoker Kakerlakenpoker Royal has nothing to do with poker – except that the game is all about bluffing but with cards showing cockroaches rats and stink bugs instead of queens 10s and aces. To set up the game shuffle the deck and deal the cards out to players. On a turn a player takes one card from his hand lays it face down on the table slides it to a player of his choice and declares a type of critter e.g. Stink bug. The player receiving the card either:The game ends when a player has no cards to pass on his turn or when a player has four cards of the same critter on the table in front of him. In either case this player loses and everyone else wins.To this Kakerlakenpoker Royal adds new rules and new nasty royal critters to create more options for players during the game.
The Sorcerer is out to get you! Find your way among the illusions but beware of the traitor in your ranks!The Grimoire guides their team towards the exit using images upon which they point at certain details. Working together the other players have to find the exit as quickly as possible while avoiding picking the wrong cards. However a member of the team is a traitor looking to lead the other players astray. A wide variety of traps are on your way to the exit of the library making player communication harder!Obscurio is a family game an original mix between an image-based communication game and a secret role game in which the players have to be careful when sharing ideas with their team. Supported by rich contents Obscurio proposes a fresh new experience in its genre by putting the emphasis on the details of the images and the constant doubt created by the presence of the traitor.Communicate efficiently and avoid the illusions on your way to escape the Sorcerer's library!—description from the publisher
Cosmic Encounter 42nd Anniversary Edition welcomes new players to the game of infinite possibilities with a freshly revised rulebook and a beautifully illustrated Quick-start Guide that captures the nostalgia of the original game and makes it easy for anyone to learn. The Quick-start Guide’s comic book style throws readers back to the 1970s providing vital insight into the core rules of the game while embracing the fun of a cosmic conquest filled with wacky aliens and outrageous abilities. What's more with the beautiful translucent ship pieces (as shown above) spreading your colonies across the galaxy has never been more stylish!A newly discovered species joins the classic line-up of aliens. You can of course play as old favorites such as Mite or Remora or you can try your hand at leading the ruthless Demon to victory. Previously only released at Cosmic Con this species was exiled from their original galaxy for unprincipled opportunism. Now they seek cosmic vengeance using their power to possess other players’ hands to bolster their own strength and sap others’ will to win.In addition to this monstrous newcomer Cosmic Encounter 42nd Anniversary Edition offers you new ways to customize your games with the introduction of Cosmic Combo cards. These carefully assembled cards offer a list of alien species with a brief description of their powers to create themed matchups and explore different types of games. You may find yourself among some Big Time Clubbers or Cellar Dwellers that can be integrated into three four or five-player games. Every card spins a new challenge and with these new options for customization no two games are ever the same.—description from the publisher
You've finally reached the Temple of Secrets with its immense treasure of gold — but what awaits you here? Fabulous wealth or total destruction? The proud and mysterious temple guards who are hiding amongst the adventurers are trying to lure them onto the wrong track in order to protect their gold. Skillfully and with a deceitful tongue they try to convince you to open the grave chambers behind which lies a dangerous fire trap. Can you trust anyone in the group when you don't know whether they're friend or foe?Tempel des Schreckens is a quick-playing bluffing game that reimplements the gameplay of TimeBomb in a new setting and for a larger group of players.
Will the Merchants get their goods past the Sheriff?The bustling market in Nottingham is filled with goods from all over the kingdom. Most of it is entirely legal however Prince John is looking to make sure no contraband gets sold. He’s tasked the Sheriff to inspect Merchant’s wares looking for any illicit goods. The Sheriff’s shrewd but not above taking a bribe to look the other way. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls?In Sheriff of Nottingham 2nd Edition players take turns playing the Sheriff looking for contraband goods and the Merchants trying to stock their Stall with the best goods. The Sheriff can inspect any bag they want but they must be careful as they’ll have to pay a penalty if they find the Merchants were telling the truth. This new edition includes updated rules as well as expansions such as the 6th Merchant Black Market and Sheriff’s Deputies.The game box contains 110 Gold Coins 216 Goods cards 6 Deputy cards 6 Black Market cards 2 Deputy standees 6 Merchant stands 6 Merchant bags a Sheriff standee a Booty tile and a rulebook
Watson & Holmes is a game of deduction set within the magnificent works of Arthur Conan Doyle. Two to seven aspiring detectives step into the shoes of Doctor Watson working alongside the detective Sherlock Holmes to try to solve a series of so far unpublished cases directly extracted from Doctor John H. Watson's diaries. Those who accept the challenge relive the adventures of the crime-solving duo visiting each of the locations where the inquiries were made. Following the trail each clue brings players closer to solving the case.The objective of the game is to immerse yourself in the Victorian world depicted in each story. Visit the right places decipher the clues and above all find the path that leads you to solve the mystery before anybody else. Victory goes to the player who accurately uses the deductive reasoning so famously and ingeniously implemented by the hero of 221B Baker Street.The game consists of a series of separate cases each of which raises a number of questions that each player tries to solve before anyone else. To do this once the case and the questions have been read aloud players proceed to visit the locations where the clues are located. Each location cannot be accessed by more than one player at any one time so if two or more players want to go to the same place the player who travels there the fastest (i.e. he who uses the largest number of Carriage Tokens) gets the clue forcing the others to go to a different location. Once every player has a destination they proceed to read in secret the clue that was discovered at that location. They can discreetly take any notes they deem appropriate. Once this is done the cards are returned to their place so that others can read them in later turns.This procedure is repeated during each turn until one player believes he has found the solutions to the case; at that time he must go to 221B Baker Street to check if his answers are correct. If all the answers are correct the player wins; if they are wrong he will have lost and retires from the game and the game continues.Each detective will also have the invaluable assistance of a number of Sherlock Holmes' allies above all the good Dr Watson and of course of the detective himself.
Viceroy is a board game of bidding and resource management set in the fantasy universe of the famous Russian CCG Berserk. As the players struggle for control over the world of Laar they recruit a variety of allies and enact various laws. These cards allow players to develop their state's military and magical might increase their authority and get precious gems they need to continue expanding their nation.As the game progresses each player builds their own power pyramid using character and law cards. Each card has its own effect that depends on the level of the pyramid where the card is played. These effects may give more resources more cards or victory points. The player who has the most power points at the end of the game becomes the ruler of entire Laar and the winner!
In La Cosa Nostra you take on the role of a mafia boss. In the beginning you control a crew of gangsters and a couple of businesses. During the game you will hire new gangsters to do the dirty work and collect your money. Investments lead to new lines of business or monopoly positions: take control of the drug dealing moneylending or prostitution. Bribe politicians and cops invest your money in night clubs casinos or the waste management industry. To get the big deals you need to cooperate with the other families — but never rely on those friendships. The others will take the first opportunity to stab you in the back so you better do it first...Each player controls gangster cards that serve to either gain money or attack other players. Actions are planned secretly placed face down then played in turn. Often you need certain business cards to succeed. If you don't own them yourself you can negotiate deals with the other players. The players bargain spy threaten and deceive each other.Each of the four rounds brings new action cards into the game and the number of gangsters increases. Thus the possibilities for actions become more diverse the jobs more profitable and the attacks more powerful. Co-operation gets more attractive and treason alluring because at the end of the day money is the only thing that counts.
Description from the publisher:The largest richest and most diverse city on Earth New Angeles is home to the Space Elevator that rises along its buckyweave tether and connects us to Luna and its invaluable Helium-3 deposits. It is here in New Angeles that you'll find the global headquarters for the worlds' most powerful megacorps: Haas-Bioroid Globalsec Jinteki Melange Mining NBN and the Weyland Consortium. And it is here in this shining beacon of human achievement and advancement that these powerful megacorps enjoy a uniquely fertile breeding ground for their projects and their rivalries.In New Angeles you gain control of one of these megacorporations then you use your wealth and influence to create more wealth and more influence. To do this you cut deals and forge temporary alliances. You leverage your credits and assets to gain financial superiority over your corporate rivals. All the while you also need to keep an eye toward the masses striking deals with the other corps as necessary in order to keep a lid on crime disease and unrest. If you want to maximize your profit you need to keep New Angeles open for business!
Immersed deeply in the world of Dickens’s and Doyle’s literature Nanty Narking moves you into the realities of the myths and legends of the Victorian era. The events in the game are tied to real and fictional characters and places in Victorian London The same London which inspired so many stories…The action takes place on the city map with players placing their agents and buildings on the board through card play. Every card is unique. The cards bring the game to life as they include most of the famous characters who have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them and you can choose to do some or all of these actions. Some cards also allow you to play a second card so you can chain actions.At the beginning of the game each player draws a secret personality with specific victory conditions which means that you can never be sure what the other players need to do in order to win. You need to fulfill your goal while also trying to prevent others from winning!
WELCOME TO DARK MOON. The Noguchi Masaki interplanetary mining corporation welcomes you to its outpost on Titan the dark moon of Saturn! You will be joining an experienced crew of miners technicians and adventurous souls who live to experience all the wonders that our solar system has to offer. Purpose loyalty camaraderie friendship and sacrifice all await you as a new and valued member of the Noguchi Masaki family!You are a crew member on a deep space mining expedition to Titan the dark moon of Saturn. During a routine excavation an “incident” occurs whereby some of the crew become infected with an unknown virus and become paranoid deceitful and violent trying to destroy the others.Roll dice overcome traumatic events throw your friends in quarantine when you don’t believe them and (if you’re Infected) betray everyone at just the right moment to secure victory!
Welcome to the Dungeon — first released as Dungeon of Mandom — is a push-your-luck dungeon delve in which 2-4 players take turns essentially daring each other to go into a dungeon with less equipment than they start off with while filling the dungeon with monsters. Players can win the game by winning 2 rounds or get eliminated from the game by losing 2 rounds. Each player has a 2-sided players card that has a white side and a red side. The first win taps the player card and the 1st loss flips the card over to the red side. A 2nd loss will have the player turn the card back into the box.The game is played in rounds. The player sets up the base character and all the equipment equipped. This represents every player as a fully equipped dungeon delver.Each round the start player (the person who challenged the dungeon last or the last player to be in a dungeon) can choose to draw a card from the monster deck or pass their turn.If they choose to draw they can do one of two things: (1) keep it and de-equip an equipment or (2) place it face down in the dungeon. Placing it face down in the dungeon creates the dungeon deck and fills the dungeon with monsters that the challenger will have to face later. If they choose to pass their turn they cannot participate in the rest of the round. Once only one person is left after all the other players have passed their turn that player then becomes the challenger and must go into the dungeon with only the equipment he has equipped.The player then flips cards off the dungeon deck and fights the monsters within. Some equipment allow you to null the enemy damage or be able to withstand it by increasing your HP. If the player survives the dungeon with at least 1 HP they win that round. If not they lose. The players then reshuffles all the cards to make a new monster deck and re-equips all the equipment to start a new round.The game ends when someone has won twice or one player is the last man standing.Welcome to the Dungeon includes four different sets of character cards whereas Dungeon of Mandom has only a single character.
Trapped in a prison in which each room has four doors but apparently no exit the players must try to find Room 25 the supposed exit to this nightmare. But some amongst them might be guardians of the prison waiting for the right moment to strike. In the cooperative game Room 25 not everyone wants to escape from imprisonment – but who is the traitor? Each turn the player moves are preprogrammed requiring discussion negotiation – and possibly betrayal.Room 25 includes five different playing modes from full cooperation to a solitaire game.
Twin temples of two forgotten divinities containing ancient relics have been discovered in India. You set off on a treasure hunt racing to find them before your rival but your progress is slowed by a constantly shifting maze of paths... And eternal damnation awaits anyone foolish enough to uncover the three cursed relics of Garuda!MOVE QUICKLY... CHOOSE WISELY! A treasure race packed with tough choices twists & turns!In this 2-players game each player moves around their own temple which has spaces for room tiles and hiding places for 9 sacred and cursed relics around. These relics are placed randomly face-down around the temples and worth victory points once flipped face-up.The first player to score 25 victory points wins the game. However a player loses if they reveal all three cursed relics! Each round the players compete to win a new room tile by using cards allowing them to throw fate sticks. The player with the most fate points showing on their sticks wins the room tile and places it in their temple. Each player attempts to create paths leading to their relics enabling them to flip them face up and score victory points. Yet Naga symbols on some sticks let you activate cards with powerful effects so that you can never take anything for granted.A GAMEPLAY WITH DUAL-USE CARDS AND STICKSResults on Fate sticks can be used to win the room at stake (using their Fate points) or to activate cards (using their Naga symbols). There are 3 types of sticks (number of Fate points or Naga faces are different for each type).DILEMMAS TWISTS LOW BLOWS!IF YOU...then Naga Raja is the perfect game for you!
Fog of Love is a game for two players. You will create and play two vivid characters who meet fall in love and face the challenge of making an unusual relationship work.Playing Fog of Love is like being in a romantic comedy: roller-coaster rides awkward situations lots of laughs and plenty of difficult compromises to make.Much as in a real relationship goals might be at odds. You can try to change keep being relentless or even secretly decide to be a Heartbreaker. It’s your choice.The happily ever after won’t be certain but whatever way your zigzag romance unfolds you’ll always end up with a story full of surprises – guaranteed to raise a smile!
Who are you in Mascarade? Whoever you want to be... at least until someone else calls you out on it!Each character receives a face-down role card at the start of the game and in a game with 4–5 players some role cards are placed in the center of the table. On a turn you take one of three actions:Play continues until one player has collected 13 coins and wins – or until a player has lost all of their coins in which case the player with the most coins wins.Mascarade includes more character cards than the number of players so not all characters will be used in each game. The rules suggest that you use certain characters in your first games but once you know the game and its roles you can try many other configurations.
System Gateway is Null Signal Games’s foundational Netrunner set. It is designed as an out-of-the-box learning experience and provides everything you need to start playing Netrunner. The cards in the set are straightforward yet powerful and will form the cornerstone of any player’s collection.One copy of System Gateway a handful of different coloured counters plus the Null Signal Games learn-to-play guide is all two people need to learn Netrunner with pre-constructed Starter decks. Also included is a full set of all the cards so two players can build their own pair of custom decks to continue playing.
Players are mad scientists in need of precious mortals for future experiments. Rather than getting your hands dirty your army of campy creatures awaits to do your bidding. Capture the most valuable mortals over the course of three nights to win. But be warned — the mortals won't go down without a fight.Campy Creatures is a ghoulish game of bluffing deduction and set collection for 2-5 players. Players begin each round with the same hand of creatures. Their goal is to capture valuable mortals by outguessing their opponents with the creatures they play. Each player has perfect information at the start so knowing what a person might do in a particular situation is key.
Kelp is a two-player asymmetrical game that offers players a unique opportunity to delve into the natural world of Pyjama Sharks and Common Octopuses set in a South African kelp forest. Hide and seek meets bluffing and manipulation. Deck builder meets dice bag builder.As players take on the roles of these iconic sea creatures they will discover that the gameplay mechanics closely mirror their real-life counterparts. Each has a unique path to victory. The Octopus known for its cunning and adaptability sneaks around the board by playing cards and managing their hidden and revealed blocks channeling the creature's remarkable ability to camouflage and deceive. On the other hand the Shark embodying the ruthless and determined predator patrols their territory and attempts to hunt down the elusive Octopus by rolling dice and using special abilities to mitigate their luck showcasing the creature's natural instincts and predatory behavior. The game is a thrilling mix of deck-building and dice bag building as well as hide and seek bluffing and manipulation.There are 3 ways the game can end: The Shark wins by successfully attacking the Octopus. The Octopus wins by surviving until the Shark is exhausted or by eating all four seafoods.
In Coup: Rebellion G54 (G54) the last player with influence in the game wins with influence being represented by face-down character cards in your playing area. Before each game players choose five character roles from a randomized deck. Characters have a unique variable power and the deck is formed by three iterations of each role for fifteen cards total.A player starts the game with two coins and two influence cards – i.e. two face-down character cards. On your turn you can take any of the actions of the five characters in play regardless of which characters you actually have in front of you or you can take one of two general actions:When you take one of the character actions – whether actively on your turn or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case if you can't (or don't) reveal the appropriate character you lose an influence turning one of your characters face-up. Face-up characters cannot be used and if both of your characters are face-up you're out of the game.If you do have the character in question and choose to reveal it the opponent loses an influence then you shuffle that character into the deck and draw a new one perhaps getting the same character again and perhaps not.The last player to still have influence – that is a face-down character – wins the game!Coup: Rebellion G54 is a new standalone game that takes the same simple Coup mechanisms and rules but with a variable deck of 25 characters and in each game you choose to play with five out of the 25 so the relative power and advantage of each character changes from game to game. This is more of a gamer's game than the original Coup as you can create a deck to increase bluffing deduction negotiation or luck.
Accuse and defend your fellow townsfolk as you hunt down the witches of Salem. Act fast before conspiracy turns you against your own.The year is 1692 and it is a perilous time to live in the town of Salem Massachusetts. One wrong step or one misplaced accusation and you could be the next witch to hang. Salem takes players into this perilous world and lets them re-live the tension politics and religious extremism that still has people talking about it 300 years later.The game is packaged in a faux book box that closes magnetically. The game disguised as a worn out leather book can easily hide on your bookshelf and masquerade as an antique.Players can play as prominent villagers from the old Salem town and even read their bios in the instruction manual. The servant girl Mary Warren pastor Samuel Parris farmer John Proctor storyteller Tituba and beggar Sarah Good are some of the 12 characters featured in the game.Players each acting as one of these unique characters are given 3-5 Tryal cards (depending on the number of players). These Tryal cards reveal the true identity of each player Witch or Not a Witch.During gameplay players gather cards that they use to accuse or defend other players. Deciding who to trust is key to survival since you can never play a card on yourself. When you suspect someone to be a witch you can begin accusing them with red accusation cards. When enough accusations have been placed on one of the players the player who lays the final accusation chooses one of that player's Tryal cards to reveal. Once all Witch Tryal cards have been found the villagers of Salem win.Players can also use green and blue cards such as Alibi Stocks Matchmaker Asylum and Scapegoat to help or hurt their allies or enemies.As players draw cards they will eventually draw black cards that take immediate effect. One black card Night forces all players to close their eyes while the Witches choose someone to eliminate and the Constable chooses someone to potentially save. The other black card Conspiracy forces all players to take a face-down Tryal card from the player to their left. Killing witches quickly is essential otherwise Conspiracy may soon have the whole town turned evil.Before long accusations will be flying and screams of She's a WITCH! will wake the neighbours. Will you be the hero who purges your town of witches or will you be wrongly accused and hung for witchcraft? Or perhaps you will be a witch yourself escape conviction and bring Salem to the ground.Volume 1 in the Dark Cities Series by Facade Games.
Play as a divine being who has sired a demigod in the realm of humankind. The identity of your lineage is known only to you. Use positional play to complete quests—and influence fate to ensure the outcome is in your favor. Strike the perfect balance of misdirection and mischief to capture the throne.There are 9 Demigods. At the beginning of the game each player is secretly assigned one Demigod as their offspring. When the game begins however players may control the actions of any Demigod not just their own. Through strategic play special powers and secret voting players must aid their Demigod in gaining Renown. But be careful! Giving away your lineage too soon may cause the other players to work together toward your Demigod’s demise.On their turn players will have 2 actions with which to send Demigods on quests. Each Quest can result in 2 different ways which the gods influence with secret voting cards called Fate Cards. When a Quest is completed the Fate cards are revealed and the winning side of the card is resolved giving some Demigods Renown and taking it from others. A player wins if their Demigod has the most Renown at the end of 3 rounds called ages and that Demigod becomes the heir to the throne.Part social deduction part strategy Veiled Fate pits wit against wit. Every move is a new clue to discovering the true lineage of your opponents. Can you foil carefully laid plans while cementing your own path to victory?-description from designer
The sun is shining in the Abysmal Woods where you’re strolling without a care in the world your weapon at your belt dreams of adventure in your head. On your path you stop before a damaged dungeon door. It seems that great battles took place here a sure sign of coveted treasure inside.You recognize this dungeon from the ballads sung in your village! However you’re not the only one who wants to enter despite the warnings left around the entrance by the previous adventurers. Will you muster your courage to break open the door or will you let your opponents brave the monsters found inside? Let the adventure begin!Welcome Back to the Dungeon is a simple and subtle push-your-luck game in which you’ll need to adopt a show of bravado or outwit your opponents!
You are a tiny kingdom with big ambition. You want to expand your population throughout the realms learn powerful magic build grand towers and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed...In Tiny Epic Kingdoms a 4x fantasy game in a pocket-size package each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game players collect resources explore other territories battle each other research magic and work to build a great tower to protect their realm.Note the Deluxe editions now have their own entries: Tiny Epic Kingdoms: Deluxe Edition (first edition) Tiny Epic Kingdoms: 2nd Edition – Deluxe Edition
Yomi is a card game that simulates a fighting game. It tests your ability to predict how your opponents will act and your ability to judge the relative value of cards from one situation to the next. Also it lets you do fun combos and be a panda. There are 10 characters to choose from each with their own deck abilities and style. Each deck also doubles as a regular deck of playing cards with beautiful artwork (the complete game features a whopping 120 different character illustrations).Yomi is the Japanese word for “reading” in this case as in reading the mind of your opponent. Yomi: Fighting Card Game is a simple competitive card game that simulates a fight between two characters. Each deck in Yomi represents one character with 10 decks in the first release.Champion fighting game tournament player and tournament organizer David Sirlin designed the game to test the skills of Valuation and Yomi. Valuation refers to your ability to judge the relative value of moves (or cards) as they change over the course of the game. Yomi the game's title refers to your ability to guess which moves your opponent will make. There is more to it than guessing though: some players have the uncanny ability to “guess” right almost every time no matter the game.The core mechanic is a paper-rock-scissors guessing game between attack throw and block/dodge (sometimes modified by special ability cards). Attacks and throws usually let you follow up with combo cards from your hand while blocks let you draw a card. While it first seems just random you soon discover that the unequal and uncertain payoffs in this guessing game allow you really read what the opponent will do. Yomi captures the kind of mind games that occur during the high level in fighting game tournaments.
Spyfall is a party game unlike any other one in which you get to be a spy and try to understand what's going on around you. It's really simple!Spyfall is played over several rounds and at the start of each round all players receive cards showing the same location — except that one player receives a card that says Spy instead of the location. Players then start asking each other questions — Why are you dressed so strangely? or When was the last time we got a payday? or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is so he has to listen carefully. When it's his time to answer he'd better create a good story!At any time during a round one player may accuse another of being a spy. If all other players agree with the accusation the round ends and the accused player has to reveal his identity. If the spy is uncovered all other players score points. However the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct only the spy scores points.After a few rounds of guessing suspicion and bluffing the game ends and whoever has scored the most points is victorious!Spyfall 2 features the same gameplay as Spyfall with two important changes: (1) Enough location cards are included that the upper player count is now twelve instead of eight and (2) two spies can be found at each location giving all of the non-spy players more of a challenge when it comes to tracking down who doesn't belong.
Patchistory is a strategy board game with cards that symbolize historical heroes and wonders with the whole game being divided into three eras. During the game you acquire these cards through auctions and expand your territory by placing cards so that they overlap one another in a 5×5 space in the first era a 6×6 space in the second era and a 7×7 space in the third era. When your land—that is the layout of your cards—is well built the card functions are activated. You can earn victory points with diplomatic actions domestic politics war movement the actions of production etc. and at the end of the game the person with the highest score after the third era wins.Because you can make combos with lots of features on historical cards and you can score in various ways Patchistory will give you another new exciting play every time it hits the table.–––패치스토리는 역사테마의 전략보드게임입니다. 본 게임은 유구한 인류사에 있어서 역사적인 영웅 기념비적인 건축물에 대한 역사카드가 각각 1,2,3시대로 구성되어 있습니다. 이런 역사카드들을 경매로 가져와 1시대에는 5*5 2시대는 6*6 3시대는 7*7 칸의 범위 내에서 겹치게 배치하여 자신만의 역사를 만들어 갑니다. 이렇게 완성된 자신만의 역사에서 그 카드들의 기능들이 발동하게 되고 외교 내정 이동 전쟁 생산 등등의 액션으로 점수를 얻게 되는데 이때 3시대까지 점수를 가장 많이 얻는 사람이 승리하게 됩니다.패치스토리의 매력은 다양한 역사카드의 여러 가지 기능들에 의한 콤보가 발동되고 그로인한 점수 획득방법이 다양하여 게임 할 때마다 매번 새로운 재미를 준다는 점입니다.
Description from the publisher:Will you play citizens into your hometown for points or contribute them to the capital and benefit from their special abilities? In Capital Lux you always balance on a razor's edge so will you take risks? Bluff? Or follow a carefully laid plan? The choice is yours in this clever card game featuring beautiful art by American painter Kwanchai Moriya.Each round begins with the players drafting a hand of five or six character cards. On your turn you must play a card either in front of you (your hometown) or in the middle of the table (the capital). When you play a card into the capital you benefit from the card's special ability. Each character belongs to one of four professions and their special abilities are:At the end of a round for each profession you are not allowed to have a higher total value in your hometown than the current total value in the capital. If you break the limit for one of the professions you lose all cards of that profession from your hometown. At the end of the third round all characters remaining in a player's hometown are worth points.This means that for every card there's a dilemma of whether to add it to your hometown for possible points or to the capital which not only gives you the benefit from a special ability but also increases the potential points for all players. Since every player is dealt only five or six cards at the beginning of a round every card play is crucial...
Each player will be assigned a secret identity Agent or Terrorist. The game will unroll in a maximum of four rounds in which the agents want to defuse the bomb and the terrorists want it to explode. Each player will be dealt wire cards which he will see and then will shuffle. Starting with the first player he will be choosing a secret card and play it. Each card will have an action. Players will follow this way doing actions to try and defuse or explode the bomb. The game ends if all the success cards are revealed (agents win) the explosion card is revealed (terrorists win) or the 4th round ends without the bomb being defused (terrorists win).
HOOK: Poker meets worker-placementDESCRIPTION: The West is growing day by day and you’re looking to stake your claim. To win you have to gamble your relationships with the most powerful bosses in town to win influence. This influence comes in many forms: Law Money and Force. If you’re clever enough you’ll be able to take claim over the buildings in the evergrowing boomtowns and gain powerful abilities. At the end of the day the boss who has the best combination of wit and bluff will become the most powerful tycoon in the Wild Wild West.GAMEPLAY: The game is played in a series of rounds. Each round poker cards are dealt between the locations which are laid out in a circle. Players place posse members on these location cards which will both give an action and count as a bid for the location's valuable resources. Players also get a poker card of their own which uses the two adjacent cards from a location to form a three-card hand. This creates a clever mix of modern worker placement and poker that drives the game. In addition players must manage their resources of Law Money and Force to buy buildings and gunfight. If you have the highest stake in the most lucrative industry at the end you will be rewarded bonus points. Add these points to the points you've collected from buying buildings and determine the winner! Yippie kay yay a!For a deluxe edition of this game see Tiny Epic Western: Deluxe Edition
The island of Oshra is in turmoil. Following the death of the Emperor the conflict between the Hill Tribes and the Imperial Army escalated. While the Water People try to maintain balance between the old rivals the Undead aim to escalate the war. All hope rests on the six children of the Emperor: Who of them will claim the throne?In Hidden Leaders you take the role of one of six secret leaders each of them is allied with two of the four factions/colors. By playing heroes into your tableau either openly or secretly you influence the outcome of the conflict.Each player who is aligned with the winning faction can claim the victory. However they must have more heroes of this color than any competitor.Hidden Leaders is a quick light strategy card game with direct player interaction. It combines tableau building and deduction elements with its unique winning mechanism. This is a game of great tension with no-down time that’s fast to learn. Its distinctive artwork and character names will make you smile.—description from designer
Game description from the publisher:Samurai Sword is a game based on the proven Bang! mechanisms and set in feudal Japan. In this game the familiar features of Bang! are enhanced by more dynamic and fast-paced game play and thanks to a new scoring system – based on honor points and resilience points – there is no player elimination. Everybody gets to fight to the very end! Also weapons and attacks are fused into a single card.
It is the start of the bleak desolate Antarctic winter when a group of NSF researchers manning the claustrophobic isolated U.S. Outpost 31 comes into contact with a hostile extraterrestrial lifeform. Bent on assimilating Earth's native species this being infiltrates the facility — creating a perfect imitation of one of the Outpost 31 crew. The staff frantically begin a sweep of the base desperate to purge this alien infection before escaping to warn McMurdo Station that somewhere out there in the frigid darkness something horrible is waiting.In the hidden identity game The Thing: Infection at Outpost 31 you will relive John Carpenter's sci-fi cult classic in a race to discover who among the team has been infected by this heinous lifeform. Play as one of twelve characters as you lead a series of investigations through the facility using supplies and equipment to clear the building. The tension mounts and paranoia ensues as you question who you can trust in the ultimate race to save humanity!
A bluffing deduction game for everyone.Each round involves two missions depending on whether you’re the Chameleon or not.Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is to blend in not get caught and to work out the Secret Word.Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word.At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries books food etc.)Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.
Havana December 29 1955: At the end of the meal offered at his faithful henchmen don Alessandro evokes the business in progress. Suddenly the phone rang in the back room of the restaurant. The Godfather is convened to the office of President Batista. He entrusted his precious cigar box to his henchmen. It must be said that the cigar box has a false bottom under the first layer of cigars the box is filled with diamonds!In Mafia de Cuba each player will take the cigar box open it and choose to:In the evening the Godfather recovers his cigar box. He blows a fuse when he finds the disappearance of diamonds. He must find his treasure and punish offenders by providing them cement shoes before throwing them in the bay. After heated debates and perilous deductions The Godfather with the help of is faithful henchmen will try to find all his stolen diamonds.Does he lose his honor by accusing wrongly? Do the most cunning thieves win? Or is it the CIA that will send these thugs behind bars?
Mantis Falls is a sometimes cooperative game of hidden roles strategy and deduction for 2-3 players.As witness to something not meant to be seen you must escape the dark mob-ruled town of Mantis Falls alive. You are told another witness will join you and together you must use cooperation to survive the increasingly dangerous roads of the night. Your ability to work with another could be your greatest strength but what if they are not who they claim to be?By the deal of hidden roles each game could have only witnesses meaning you must all survive together to win. Or there could secretly be an assassin hidden among you subtly manipulating the situation and waiting for the right moment to strike.Inspired by shadowy film noir worlds Mantis Falls is a thematic journey that requires players to continually weigh the value of cooperation against the implicit perils of trust. Hand management and facedown card play combine with opportunities for betrayal to create a detailed blend of strategy player interaction and suspicion. At every turn players make concealed moves and develop hidden plans but will also have thorough conversations as they discuss tactics defend choices and bluff to protect carefully guarded secrets.Mantis Falls is sometimes a game of competition balanced with indecision and sacrifice and sometimes it is a game of cooperation challenged by doubts and distrust. With care you may figure out which one you are playing before it's too late.
Impulse is a quick-playing 4X (explore expand exploit and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand and in addition to featuring one of ten possible actions these cards have a color (red yellow blue or green) and a size (1 2 or 3 as indicated by the number of icons on the card). Each card also has six edges and these edges connect adjacent cards in the hex-shaped playing area.The cards in the playing area start face down with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports while transports let you activate sectors that you enter.On a turn a player adds a card to the Impulse from his hand then (optionally) performs an action for a tech in his playing area then (optionally) performs all the actions in the Impulse then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus players need to feed the Impulse with actions that benefit them more than opponents but that's easier said than done.When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it e.g. Command [1] ship for one jump or Build [1] cruiser at home; when you boost an action you increase that numeral.Players score points by destroying enemy ships (one point per ship) by controlling edge spaces on the central card (one point per edge) and by taking other actions via cards. The first player to score 20 points wins!
Fractured Sky is a game of deduction sneaky strategy and resource management set on a fantastical island. Players lead their kingdom in the hunt for shards of fractured falling stars which are rumored to grant wishes to those that can amass enough of them.Using airships players send their armies to regions with the star shards but finding those is not always easy and hiring seers to predict their falls can be worth the investment. Over time players will increase their presence on the island placing permanent buildings to give them advantages like extra resources or increasing the size of their troop numbers.Only one wish will be granted so who will amass the most shards before the final star falls?—description from the designer
In Ohne Furcht und Adel players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects her eighth building. Players then tally their points and the player with the highest score wins.Players start with a number of building cards in their hand; buildings come in five colors with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round each player secretly chooses one of the eight characters. Each character has a special ability and the usefulness of any character depends upon your situation and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round the thief stealing all gold from another character the wizard swapping building cards with another player the warlord optionally destroys a building in play and so on.On a turn a player can either earn gold or draw two building cards and discard one then optionally construct one building (or up to three if playing the architect this round). Erecting buildings costs gold. At the end of the game each building is worth a certain number of points. In addition to points from buildings at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.The 2012 release of Ohne Furcht und Adel includes fifteen cards not included in the original base game with seven different types of action cards. These cards are mixed into the building card deck and one action can be played each turn. Action cards in hand are worth one point at the end of the game. The cards their actions and their counts are:
Night of the Ninja is a fast-paced game of deadly secrets midnight assassinations and paper-thin alliances. In Night of the Ninja your mission is to defeat a rival ninja House ...if you can figure out who they are! Each round you choose your ninja role: a Spy or Fortune Teller gains valuable information but only a Shinobi or Blind Assassin can cut down an opponent. To win you’ll have to trick your opponents figure out who can’t be trusted and fight for your House!Night of the Ninja supports 4-11 players and a single round can play out within 5 minutes. Created by Justin Gary (Ascension Shards of Infinity) it's designed to appeal to anyone from novice gamers to social deduction enthusiasts. Every card features papercraft art by Ben Charman intricately hand-cut and photographed to create a unique evocative visual style.Night of the Ninja offers several twists on the social deduction genre. The team-based play means you can win Honor even if you die as long as your House prevails. Each round begins by drafting Ninja cards and no role is strictly better than others. The deadliest cards are also the last to be played and gathering information can be as valuable as assassinating another player.Night of the Ninja contains everything needed for up eleven players: 33 Ninja cards 11 House cards 11 Player standees and 35 Honor tokens.
Don't Get Got! is a party game in which each player receives six secret missions. The first player to complete three of these missions wins.You don't sit at a table to complete missions though. This game is designed to run in the background of whatever else you have going on which means you can play it anywhere — at home on holiday in the office or yes at a party.Mission examples include getting a player to compliment your hair hiding this card in a jar and getting another player to open it for you; and making up a word and getting a player to ask what it means.
It's the bottom of the ninth inning. The game is tied. It's down to the home team to score one run to win it all. Unfortunately the home team is staring down the league's best closer.A dice and card game for two players Bottom of the 9th brings all the excitement of the final three outs of a baseball game into a compact 5-20 minute game session. With variable player strengths bluffing/deduction and die-rolling only the pitcher knows what's coming and the batter needs to keep his eyes peeled. Bottom of the 9th is played over the course of three outs or four hits (for one run scored) — whichever occurs first.Bottom of the 9th includes tons of variable player powers myriad customizable line-ups the possibility of two added expansion packs and rules for advanced league and solo play to keep gamers wanting to play ball time and time again.
The large predators hunt the smaller ones but they are nimble and can easily escape. Use your animal instincts to outwit the other players and deduce which animals they are sending on the hunt. The first player to capture 5 food markers will be crowned the munch king!The game takes place over multiple rounds. Each round the players can choose from their 5 animals. The stronger animals can hunt early but the weaker ones will give more points.— description from the publisher
It's the most anticipated moment of any heist: time to split the loot. Of course everybody trusts the boss to divide everything evenly right? But will the boss be even-handed and make sure that every made critter gets a piece? Maybe the boss will pay off only some of them and keep the rest of it...GoodCritters is a game for 4-8 criminal critters who are pulling off heists and fighting over the loot! Whoever is chosen as the boss can distribute the loot from the heist however they desire but it's the crew that has the final say. If the crew doesn't like the split they might just tell the boss to take a hike and put some other critter in charge! In the end the critter that collects the most valuable stash of loot wins!
Hellapagos is a co-opetition game in which players struggle to survive on a desert island and build a raft to escape before a hurricane devastates them. While players need to work together it's not likely that everyone will survive this backstabbing negotiation game for up to twelve players.After becoming shipwrecked your group of castaways finds themselves on a desert island. At first the surroundings seem like paradise but life soon proves difficult. Water and food are scarce. It’s doubtful whether everyone can survive this diet. There is only one solution: Construct a large raft together. But don’t waste any time because the clouds on the horizon suggest the arrival of a dangerous hurricane! At the end of the game the players who manage to leave the island in time will win (assuming anyone survives that long!).
Good Cop Bad Cop is a 52 card hidden identity deduction game where each player takes on the role of a law enforcement officer in a corrupt district. Players must investigate others to figure out who is on their side grab one of the 2-3 guns on the table and shoot the opposing leader to win the game.
In Thunder & Lightning players take on the role of Thor or Loki and fight their way through an army in an epic mythological showdown. Because Loki has already stolen Odin's Crown the Allfather has entrusted his son Thor with his prized ring of power Draupnir to help him defeat the vile trickster. But who really has what it takes to gain control over both relics and therefore claim the throne of Asgard?Thunder & Lightning a reimplementation of Hera and Zeus features the same gameplay as the earlier design but with larger decks of cards with a different distribution of powers.In the game each player starts with nine cards in hand then places three cards face down in their first row with these rows butting against one another and each player having space for four rows in their playing area. If a player loses a card in a row then any cards in the same column behind this card slide forward to fill the empty slot. On a turn a player has as many action points as the number of columns they have in the playing area. They can use these action points to draw cards play cards to the battlefield play a mythological card for its power or challenge an opponent's card.To challenge the player chooses a card in their first row that abuts an opponent's card then reveals both of them. Most cards have a strength value (0-7) and the card with the lower strength value is discarded with the opponent's other cards in the same column then sliding forward.If a player cannot use all of their actions or has no actions (due to having no cards on the battlefield) or loses control of Odin's Crown/Ring then they lose the game.
Police Precinct is a cooperative/semi-cooperative game where players are tasked with solving a mysterious murder while simultaneously working to keep crime on the streets under control and to keep the city from falling into chaos.Players take on the role of police officers with different areas of expertise. The players work together to solve the mystery by collecting evidence and eventually arresting the suspect.Complicating matters (optionally) is that there may or may not be a corrupt officer that is being paid off by the murderer to suppress evidence the same evidence everyone else is trying to uncover.Players move around the city searching through randomly shuffled investigation cards for evidence in relation to the murder. The number of investigation cards drawn depends on the character’s rating as well as how many player cards are added by other players to boost the character’s rating for the current “search”. There are four decks of investigation cards (Interview Witness Collect Crime Scene Evidence Examine Body and Locate Murder Weapon) to be searched. These decks are shuffled and placed in different locations. So a player might search the cards in one area and not find any evidence at all… or maybe the bribed cop if there is one did the searching and just said no evidence was found.Players have to find all of the evidence cards from the investigation decks to be able to arrest the murderer.At the end of each player’s turn they draw an event card. These cards represent growing crime and emergencies that are happening in the city. Each one piles on top of the other and if the cops don't stay on top of things they will be buried in crime! These Event cards are placed on the game board at the locations where they occur. Some of them have “unknown circumstance” tokens placed face-down upon them adding even more tension.If too many criminals are located in one area a gang is formed. Each gang has its own power and can cripple the police efforts if not handled quickly and carefully.So not only are the players investigating the murder but they must also arrest street criminals and handle emergencies.Sometimes when a character successfully completes a task that character is rewarded with a doughnut token. These tokens can later be used to help with tasks. However if the character does not complete the task in time the city crime track advances. The track can also advance if street crimes grow so large that no more street criminals can be placed when called for. If the Crime Track advances to the end the murderer escapes justice and the good cops fail the game.To add to the tension even further The good cops only have so many days to complete the investigation. If time runs out once again the murderer shall escape justice!The pressure is great and the stakes are high!
Lost Legacy: The Starship is a game of risk deduction and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn you do the following:By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play) up to six players can compete at the same time.This is the English release of the 16 cards The Starship set in Lost Legacy. The Flying Garden set is released separately.
In Quest all will show their true colors as Good and Evil struggle for the future of civilization. Hidden amongst King Arthur’s loyal servants are Mordred’s unscrupulous minions. These forces of Evil are few in number but if they go unknown they can sabotage Arthur’s great quests.Players are secretly dealt roles that determine if their allegiance is to Good or to Evil. Then players debate reason and lie as they decide who to send on Quests—knowing that if just one minion of Mordred joins the Quest could fail. Quest includes 25 different characters and many different ways to play the base game.Quest also includes the Director's Cut a personal recommendation from the designer about the preferred way to play Quest.Errata:Page 7 of the rulebook should say: (for non-Director's Cut version)Three successful Quests—Good wins! The game is over.Note: When using the optional Blind Hunter the Blind Hunter reveals themself and a Hunt occurs (see page8). There is no discussion nor Good's Last Chance.While the Blind Hunter is listed as optional that role should always be included when including any named Good roles to provide a penalty for claiming.The above Errata rule does not apply to the Director's Cut.
Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world or Cultists that want to bring the world to a disturbing end.The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.Before each round players receive a number of Investigation cards which they look at but then shuffle and put in front of themselves so they know what cards they have but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards and gather all unrevealed cards are shuffled an redistributed evenly among the players.Reveal Cthulhu and the Cultists win instantly. Reveal all the Elder Signs and the Investigators win. If you want to play multiple rounds (it's highly recommended) the losers in each game get Insanity tokens. Get three tokens and the night is over with the winner(s) being those most sane.Kickstarter version notes:Kickstarter Edition has the following bonuses unavailable in the retail version:#1 - 10 player aupport. All the components needed to play with up to 10 people at the same time.#2 - 3 x Necronomicon Investigation cards. Now the Investigators not only have to discover all the Elder Signs in time to prevent Cthulhu from rising they must also discover the ancient tomes called Necronomicon. But the Necronomicon are dangerous to the uninitiated and cannot be revealed until at least one Elder Sign has been discovered.These promo cards add more information into the game helping the Investigators in their quest. However the Necronomicon also give the Cultists another win condition - making the strategies more complex and the discussion even more lively.#3 - 6 x Objects of Power cards. These special cards have a variety of different uses and provide more direct and indirect information in the game (as well as a touch of light-hearted fun). Objects of Power give the game more replay value more strategy and more variability without adding complexity.Timebomb Themed editionIn TimeBomb you are playing either a terrorist trying to make a bomb blow up or a SWAT team member trying to defuse it.Each player receives a card at the beginning of the game that indicates his role and keep it secret until the end of the game. Then at each of the game's 4 rounds each player receives 5 cards that he shuffles after having a quick look at them and place them face down in front of him. Among all of the player's cards a number of SUCCESS cards one BOOM card and the rest being SAFE card.The active player then chooses another's player card and reveals it that player then becoming the new active player. After N cards have been revealed (N being the number of players) all cards are shuffled again and distributed equally to the players for a new round. If at any time the BOOM card is revealed the terrorist's team wins. If all SUCCESS cards are revealed before that happens then the SWAT team members win.Will you be able to convince the other player to reveal your own cards among them a SUCCESS is hidden ? Or are you just trying to cheat the SWAT team members into revealing your own cards because the BOOM card is among them ? Only a game of TimeBomb will say.
No moderator no elimination no werewolves.In One Night Ultimate Vampire the sun has just set and vampires have descended on your sleepy little town slowly turning the villagers into even more vampires. Fortunately the village has several residents with special powers with most willing to help eliminate this fanged menace!One Night Ultimate Vampire is a fast game for 3-10 players in which everyone gets a role: The nefarious Vampire the well-meaning Cupid the sneaky Assassin or others each with a special ability. In the course of a single evening your village will decide who among them is a vampire...because all it takes is finding one vampire to win!One Night Ultimate Vampire can be combined with One Night Ultimate Werewolf or One Night Ultimate Werewolf Daybreak or both games.
Today the jungle fruit shop is busy and bustling once again. The shop's clerks having too much to do have started helping customers without checking the new inventory that has arrived. Even though they haven't checked the inventory surely the other staff members have checked them already. But during all the excitement they ended up taking too many orders... When that happens if someone rings the bell the shop manager gorilla will rush out of their office. If they find out about the over-sold orders......oh it's too scary to think about! Watch out for the 3 gorilla siblings that are hanging around waiting to cause trouble!
Dig Your Way Out is a game created by David Simide in which you play the role of an inmates trying to escape from prison. Be the first prisoner to dig your hole. Craft tools with salvaged materials buy them with cigarettes or extort them from other players the end justifies the means!The main goal is to reach the required tunnel points (which can change according to the number of player) representing the progress of your tunnel.Dig your way out requires to permanently be aware of what other players have in their hand. Thus you can know who to extort and who is a threat for you.Although picking up tools or weapon is visible to everyone there are plenty of ways to prevent other inmates from being too pushy: action cards gang passives and above all your background card.Background cards are powerful one-shot abilities which can change the game when used at the right time. And this is even more true when you belong to the relevant gang.
Join a brave party of adventurers! Explore a dungeon filled with monsters traps and treasure!In Dungeon Raiders each player takes the role of a different adventurer. You'll need to work together to survive the dungeon but only one of you will make it out with the most treasure and win the game! The dungeon is different each time you play offering new surprises as you collect treasure trigger traps and fight off horrible monsters.
London November 17th 1896: The streets of the city are almost deserted traveled only by passersby whose only goal seems to reach their warm homes as quickly as possible. But in the private salons of a luxury Bloomsbury hotel the goal is something completely different. The fifty greatest known mediums are taking part in a never-before-seen tournament in order to determine which one is the most powerful of all. The final table opens in a few minutes and you will be joining it. Who will win the £1,000 reserved for the winner?In Divinare — pronounced di-vin-AH-ray with the stress on the penultimate syllable — the players play the part of famous mediums who must attempt to divine the cards held by their opponents. In each round only two-thirds of the cards — representing the four divination methods of chiromancy crystallomancy tasseomancy and astromancy — are dealt out and are then revealed little-by-little giving the players the possibility of narrowing their predictions. A good prediction will allow the players to win points but guess wrong and you may be forced to take a penalty. The player with the most points after a set number of rounds wins.
Vendetta is a game of area control bluff and treachery in which you scheme and fight for influence and power as immortal vampires! Play cards and blood to earn the control of influential humans feed on them and make them your servants; your goal is to gain the most influence over three ages. You draft cards at the beginning of the game then gradually draw an increasing number of cards from your deck at the beginning of each age (i.e. all the cards you had during the previous age plus new ones).While playing you get to know the powers and abilities of your opponents during your centuries-long struggle but they do the same with you — and you can never know which new tricks they may have added to their arsenal since your last encounter!
Bring the fast-paced action of head-to-head arcade fighting games to your tabletop with the Exceed Fighting System which features fast-paced intuitive mechanisms and gameplay that's accessible to gamers and non-gamers of all skill levels. Choose your fighter from an ever-growing roster of diverse characters each with their own deck of special moves and supers. Play your cards to unleash fireballs dragon punches and deadly combos on your opponents!Titles in the Exceed Fighting System come in one of two forms: standalone games that contain decks that allow two players to compete against one another and individual decks. The standalone games are being released in seasons with each season containing sixteen fighters from various franchises or worlds that are packaged into four-character boxes. Any deck can be played against any other deck allowing you to compete across seasons and across worlds.
The Beast has invited you to his castle for a Masquerade. When you enter you are magically transformed into the identity of another character from The Grimm Forest! The Beast enjoys his antics!Players will be outed if they are given 2 artifacts of their bane but can win the magical masquerade if they are able to collect 3 artifacts of their favor.The Beast loves to watch the characters try and oust each other. Each player will draw 2 artifacts keeping one for themselves and giving 1 to any player at the ball. This reveals a lot of information on both players. Why did you keep that artifact? Oh excuse me Snow White I see you have 2 mirrors does that oust you as the Evil Queen?Turning in 2 Artifacts activates special actions as well timing these well have great benefits!Don't worry if you are outed early you take on the role of a Ghost you get to guess what character you think will win the magical masquerade and if you are correct you win along with them! You also take a turn handing out Artifacts to characters to try and sway the ball to your favor!The first player to collect 3 Artifacts of Favor or to be the last player remaining will win. All other players will be given a token in their defeat. When someone has 3 tokens that triggers the end of the masquerade and we see which player was the best!-description from designer
The Dwarf King (Le Roi des Nains) is a trick-taking game played with a deck of 53 cards: three suits (Dwarves Goblins and Knights) of thirteen cards each and fourteen special cards. The game also includes twenty contract tiles.The game is played over seven rounds. At the start of a round the dealer randomly draws one special card reads it to all the players shuffles it into the deck then deals the deck out evenly to all players. (The dealer for the first round is the game's owner; for subsequent rounds the dealer is the one who took the 5 of Dwarves in the previous round.) The player who receives the 5 of Knights draws a contract tile reads it then chooses one of the two scoring rules on it to apply for that round.The player holding the 5 of Goblins leads on the first trick. Players must follow suit if possible and the game includes no trump. The highest card played of the suit led wins the trick and leads to the next trick. Once all cards have been played players tally their points (possibly negative) remove the special card and contract tile from the game then shuffle for the next round.The player who scores the most points over seven rounds wins the game.Roots to Barbu
One Night Ultimate Alien is similar to other One Night Ultimate... titles in that players each secretly take a role as part of a team but this time the roles all relate to aliens.One Night Ultimate Alien can be combined with any other One Night Ultimate... game.
Lost Legacy: Flying Garden is a game of risk deduction and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn you do the following:By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play) up to six players can compete at the same time.This is the English release of the 16 cards Flying Garden set in Lost Legacy with new artwork. The Starship set is released separately.
Go Nuts for Donuts is a fast-paced card game for the whole family with just a sprinkle of strategy. Outsmart your opponents and collect donuts hot out of the oven for points. But beware if two players go after the same donut then no one gets it!In Go Nuts for Donuts players lay out donuts from the deck equal to the amount of players plus one. Each player has a number card for each donut that is out. Players all pick a donut they want by placing one of their number cards face down on the table. Players simultaneously reveal their number. If two or more players have matching numbers that donut is discarded and no one gets it. If you're the only player that bid for the donut than you take it and place it face up in front of you. Collect sets unique and powerful donuts and pairs of donuts to maximize points.
Agent Avenue is a competitive card game for 2-4 players that combines bluffing strategic set collection and a race to uncover your opponent's identity. Set in a colorful anthropomorphic world players assume the roles of retired spies in a suburban neighborhood outsmarting each other with cards that can score points or trigger special effects.Utilize a unique I split you choose mechanic to play one card face-up and one face-down each turn. Your opponent chooses one influencing both your strategies. Cards feature different agents and tools that impact scoring and game progress on a track advancing the catch me race to uncover the opposing spy.Beautifully illustrated by Fanny-Pastor Berlie the game's art brings to life a quirky neighborhood of animal spies. The game includes over 50 cards a custom game board and meeples.Outwit your opponents by strategically collecting agent sets and effectively using spy tools. The game ends when a player successfully uncovers their opponent combining both strategic depth and bluffing elements.Perfect for those who love a mix of strategy and lighthearted competition Agent Avenue challenges you to think like a spy and act like a friendly neighbor.—description from the publisher
Tesla vs. Edison: War of Currents is a fast-playing route building economic and worker placement game focused on invention and industry in the roaring 1880's. It is easy-to-learn and appropriate for all gamers aged 14 and up.Nikola Tesla Thomas Edison and three other important inventors of the time struggle to determine who will be most remembered as the man who brought light to the masses. Contributing innovations in power generation delivery and illumination you also choose to invest in Direct Current (DC) technology or the superior but later developing AC technology.Players control a small group of legendary figures from the War of Currents each rated in Invention Engineering Finance and Public Relations. Each turn these legends are allocated to help research commercialize or patent technology; influence the public's perception about the inventors and AC or DC technology; bid on and hopefully secure either residential exhibition or power generation projects in cities around the 1880's United States. Money is tight and players may need to sell shares of their company in order to do everything they need to succeed. But be careful: other companies can buy stock you release and the winner is the player whose company's stock is worth the most at the end of the game!
WWI has ended but the battle for democracy has just begun. Communist movements have sprung up throughout Europe. Trotsky Lenin and Stalin plan to blast through Poland in order to support the red revolutions in Germany France and England. Only the armies of Poland stand in the way of the Bolshevik tide. Strike of the Eagle models the battles and historical events of the Polish-Soviet War of 1919-1920.To simulate the tension of the era from the fog of war players alternate placing secret orders on their armies in order to bluff mislead and misdirect their opponents. These concealed orders make it difficult to deduce an opponent's plans and are used to hide a player's true intentions and objectives. Players then reveal and resolve the issued orders. They can then disrupt their opponent's moves cut off supply and much more. Once orders are resolved the next turn begins.Units are represented by wooden blocks. Battles are fought with no dice but with a simple and quick combat system.Action cards are pivotal to the game in that they allow players to either modify how many orders they may issue add army reinforcements or modify a battle's resolution.[...]Strike of the Eagle includes several scenarios for 2-4 players. Some are short games that can be played in an hour up to the full campaign that can last several hours.The map portrays a portion of Eastern Europe in 1920. It is divided into areas that are named after local cities to simplify scenario setups. Along the outer edge of the map is a grid to help find areas during game setup. Each area name is followed by its grid location. The map is divided into two fronts; the northern and the southern. The front line is designated by a yellow line that runs from east to west. In 4 player scenarios each allied player commands blocks on one front only. If a block of one player crosses the line between fronts it moves to the control of his ally at the beginning of the next Operation Phase.The Fog of War series is a card driven game where Divisions and Brigades are represented as blocks. These blocks stand upright during the game to prevent opponents from knowing their strength or unit type and can only be revealed during combat or through Recon Area orders given during each Operation Phase.Strike of the Eagle is divided into a number of Rounds each Round being subdivided into a number of identical phases. The Round Phase Track marks the game's progression. Each round is divided into the Replenish Cards Phase five identical Operation Phases and a Reinforcement Phase. Each side has a pool of order counters to draw from. These order counters represent the various types of orders each unit or group may be given. These orders which range from Forced Marches to Reconnaissance actions allow the player to strategically manouver his Divisions and Brigades. Orders are placed face down leading to guesswork and strategic anticipation on the part of your opponent!The sequence of placing and executing orders is determined by the player(s) with the higher initiative. Each front has its own initiative track. Initiative is gained and lost as the game progresses. Whether to place first or second is an important strategic element of the game!Strike of the Eagle is a card driven game. Each card is broken up into a number of different parts and each card can be played for either its event as listed in the body of the card to increase the number of orders available in a phase (uppermost left) for the combat value on the card (uppermost right) or for reinforcements (lowermost left).Supply is important in Stike of the Eagle. If units are out of supply they will fight less well take much greater losses and lose the advantage of any Garrison which might be located at their city.(from Academy Games website)
In Secrets the second co-design between Eric Lang and Bruno Faidutti players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points.On your turn offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent in which case they score it or they refuse in which case the card returns to you and you score it. The game ends when a player has five cards after which the teams are revealed; the team with the highest combined score wins unless a Hippie has the single lowest score in which case they win.The interactions between the character cards are the spice of the game but since the abilities are discoverable during play the game can be taught in three minutes.
King and Assassins is an asymmetrical fantasy game of strategy and deception for two players. One player controls a vile king and his knightly lackeys who try to force their way into the castle through a mob of wrathful citizens. The other player controls the mob itself and – more importantly – three assassins who hide among the crowd hoping to kill or stop the ruler long enough for the people to deal with him using their bare fists. The king has only so much time before he is overpowered by his own subjects but using guile and swords of his guards he may be able to eliminate the assassins and hopefully escape into the safety of his palace.The gameplay is based upon Action Cards which show a limited number of Action Points available to both sides. First the king and his knights move around the board securing their position or eliminating dangers by pushing aside the crowd then the assassins hidden among the crowd prepare for their lethal strike by killing guards or making the king's progress slower. It's up to the players to make the most of the Action Points available in the current round. The king's player wins if he manages to escape from the board using one of the exits or if his knights eliminate all the assassins. The assassins win if they kill the king by dealing him two wounds or stall him long enough so that the Action Card deck is depleted.Choose your strategy hide the assassins among twelve beautifully illustrated citizens and play two different scenarios each with a multitude of choices in this simple yet rewarding game. And remember every familiar face may conceal a sharp blade!
20 years after the end of The Manhattan Project the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the Nuclear Triad: strategic bombers ballistic subs and land-based ballistic missiles.Each player represents one of the superpowers in the arms race. At staged intervals scoring is conducted in one of 4 categories:- Strategic Bombers - Ballistic Submarines - ICBMs - Short-range missiles deployed to third world nationsIn addition to earning points for deploying nukes during the scoring rounds players can also earn defensive bonuses for mitigating the risks imposed against them.The game ends after all of the scoring events have been completed. The player with the most points is the winner.To help along the way you will recruit 4 different kinds of workers:- Laborers which operate your buildings - Spies which operate your opponents' buildings for your gain - Politicians which produce tax revenue and gain control over third world nations - Generals which deploy your bombers subs and overseas missilesYou will also construct and operate 6 different kinds of buildings:- Factories which produce submarines and aircraft - Research Facilities which allow you to improve your position in 5 different technology tracks - Reactors which produce nukes - Silos which are armed with ICBMs - Test Sites which allow you to detonate nukes in your own territory for points - ABM Launchers which earn defensive bonuses against various threatsMinutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.
Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world or Cultists that want to bring the world to a disturbing end.The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.Before each round players receive a number of Investigation cards which they look at but then shuffle and put in front of themselves so they know what cards they have but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards and gather all unrevealed cards are shuffled an redistributed evenly among the players.Reveal Cthulhu and the Cultists win instantly. Reveal all the Elder Signs and the Investigators win. If you want to play multiple rounds (it's highly recommended) the losers in each game get Insanity tokens. Get three tokens and the night is over with the winner(s) being those most sane.Don’t Mess with Cthulhu Deluxe is a new edition of this game with the Necronomicon and Objects of Power that allows for play with 4-8 players.
In Crossing you have to collect gemstones but players make their choices simultaneously and not everybody will get what they want when desires clash — and even if you are lucky during the initial confrontation you aren't safe from the greediness of other players.Through bluffing and cunning you want to collect more gemstones than your opponents. To do this you place a set of cards side by side on the table with each card featuring a varying number of gems. When signaled each player simultaneously places a finger on one of the cards. You collect the stones only if you are alone on the card!The French version of Crossing includes rules for play with only three whereas the initial Japanese release of Xing included rules only for 4-6 players.
VivaJava: The Coffee Game is all about finding that perfect blend of beans to create the next best-seller in the coffee houses and kitchens of the world.In the game players send their researchers to hot spots around the globe to gather the perfect bean. This may bring them into contact with other players who are also on the hunt creating a crucial choice: Go it alone and continue to research or join forces with that opponent hoping to combine beans from both player's bags and share the score with a superblend. Going it alone with research can often prove useful as players spend time in the lab developing abilities that grant them an advantage. However in VivaJava the bold taste of victory will go only to those players who are able to balance solitary research with cooperation amongst their fellow gamers.The rich depth of varying strategies and social play will satisfy most players' thirst for unique gameplay but VivaJava has even more brewing. This flexible game can accommodate up to 8 players and through smooth simultaneous actions play is quick and constant with little downtime.
Import / Export is a role selection game with a passive and active economy driven by player decisions. You have the power to gain over one hundred unique powers by exporting shipments of goods specializing into a varied tech tree and unlocking advanced game engines that will be completely unique to each play!Once your shipments enter the open sea someone can trigger an Import action where everyone will hold a silent auction to buy your containers and either allocate them as a future end game investment or an immediate boost to their available actions for specific roles.The end goal of the game is to have the most credits which will be a combination of your physical credits passive credits that were saved as imported goods plus any bonuses from completed shipments.
From the co-creators of Secret Hitler & Better Myths: a Blade Runner-inspired five-minute party game for two players.Inhuman Conditions is a five-minute two-player game of surreal interrogation and conversational judo set in the heart of a chilling bureaucracy.Each game has one Investigator and one Suspect. Armed only with two stamps and a topic of conversation the Investigator must figure out whether the Suspect is a Human or a Robot.Robots must answer the Investigator's questions without arousing suspicion but are hampered by some specific malfunction in their ability to converse. They must be clever guiding the conversation in subtle ways without getting caught.Humans may speak freely but may find this freedom as much curse as gift. There are no right or wrong answers only suspicious and innocuous ones and one slip of the tongue could land Humans and Robots alike in the Bureau's Invasive Confirmation Unit. There alongside Investigators who make improper determinations they will await further testing ...—description from the publisher
Congratulations you've made it to the world championship! Unfortunately it's the World Championship of Russian Roulette. In this press-your-luck bluffing game of simultaneous play where no player has to wait for their turn you play the part of a captain of a Russian Roulette team competing against the world's best Russian Roulette teams.The first team to accrue 15 victory points or the last team with their brains still intact wins. You earn victory points by bidding on how many pulls of the trigger you will survive. Any time you lose a teammate you earn a severance package in the form of an action card. Action cards allow a player to peek at the top three cards of their gun deck before bidding shoot at another player instead of at themselves change a bid and more.But there's more! World Championship Russian Roulette is also a bluffing game. At the beginning of every round players place one of their gun cards into their pocket providing them the opportunity to cheat by pocketing their bullet card. Careful though. Get caught cheating and the penalty will blow your mind.
Black Gold is a reimplementation of Giganten with the additions of support for a 5th player (with special rules involving additional auctions) several official variants in the rulebook a modular board two new special actions and a different deck balance.Description from the publisher:The year is 1922 and the Texas Oil Boom is in full swing. Prepare to head West surveying the Permian Basin for profitable gushers and gaining more wealth than your fellow prospectors. Are you part of a burgeoning oil family fixed on becoming a dynasty or a shrewd yankee tired of watching southerners making their fortune? Whatever your reasons join the race to become the wealthiest son of a gun in West Texas.Black Gold is a board game of drilling and discovery for 2-5 prospectors and play can last from 1-2 hours. Competitors attempt to claim the best wells bid wisely against their neighbors and sell their oil at the highest price in order to finish the game with the most money when the Oil Baron’s train reaches the last track.To secure wealth players explore the terrain of the provided map tiles for oil wells and they survey and build their derricks. Map tiles are double-sided and modular ensuring a unique experience every time. Money is made if a player can transport his oil to one of three oil companies and win the right to sell at auction. The Oil Baron's train moves nearer every turn counting down the rounds of the game's thrilling ride; all the while it begs you and your fellow prospectors to ask the question: Am I making enough money?The landscape of the Texas Oil business can be fickle and lonely as it is arid. Players can strategize against their opponents and upset their play through special actions. During auctions players can even lie about the value of their Sales Licenses in order to force their neighbors to bid more! But careful you future tycoons – if you're caught bluffing you're penalized.Although Black Gold is a satisfying bidding game it is also an exciting contest of strategy and exploration. Every game variable can offer an advantage or variation in play each round. The round's starting player has the first choice for powerful Action cards which dictate his options for that round. Subsequent prospectors can be savvy and alter their exploration based on other players' surveying or the last player could choose to sell his oil at a different company than his neighbors and find an easier auction at which to bid.Black Gold is easy to learn but offers an abundance of intriguing game play choices. Black Gold also provides players with optional rules that can shorten or extend game play increase the challenge give inexperienced players a handicap or even reduce the randomness of well distribution. With all of these options players will discover that Black Gold is a new experience every time even offering unique variation depending on player number map tile setup and well placement.
Shadows in Kyoto is a two-player abstract game based with the background of Hanamikoji in which players take control of the Oniwaban a group of undercover spies secretly protecting the Shogun or an intelligence agency of the Meiji Government funding with the advanced technology of the Western Industrial Revolution.As the commanders the players must secretly gather key intelligence from the opponent while protecting their own interests. Through movements conflicts and tactics players have three different paths to victory: 1). Capture 2 enemy agents who possess real intelligence. 2). Let your opponent captures 3 agents of your own who possess fake intelligence. 3). Succeed in the escape of 1 agent of your own who possesses real intelligence.
In Blood Bound a deduction game played in 15-30 minutes players assume the roles of members of two clans – the brutal animalistic warriors of the Clan of the Beast and the graceful deadly members of the Clan of the Rose – and (with an odd number of players) the human inquisition. Disguised by a secret identity they try to kidnap the Elder of the opposing clan or give their lives for the benefit of their own Elder. Malicious attacks aimed indiscretions and assistance from others will slowly uncover the truth: Who fights for whom? And who is the Elder?At the start of the game each player knows three things:Now the players have to figure out who the Elder of the opposing team is (if there is one) and capture him. To do this players need to attack negotiate and deduce with an attacked player being required to reveal information such as his rank or clan affiliation. Each player has an ability unique to his character and this ability can be used only at the moment that he reveals his rank. The Assassin forces players to suffer wounds for example while the Guardian protects a player of the character's choice.In the end if you capture your rival clan's Elder you win – but if you capture the wrong vampire you've fallen into the enemy's trap and lose the game.
There’s gold in the Black Hills of South Dakota and you’ve come to find (or steal) your share. You’re staying at one of the three major establishments in Deadwood where you and your associates are working together to steal some of the gold-filled safes floating around town. But you suspect that the “friends” you’re working with are secretly plotting to keep all the gold for themselves. Will you be ready to turn on them before they shoot you in the back?In Deadwood 1876 you use cards from your hand to try to win Safes from other players. Safes contain Badges Gold or Showdown Guns. Near the end of the game players with Badges get extra turns. After the final turn the team with the most Gold will advance to the Final Showdown. There teammates will have to fight each other to the death using Showdown Guns. The last person alive is the winner!The game is a balance between teamwork and selfishness. If a player uses all of their best cards to hunt down Gold for their team they’ll be defenseless to fight against their teammates if they go to the Final Showdown. But if a player only goes after Guns and saves all of their best cards their team might not have enough Gold to actually reach the Final Showdown. If someone on your team doesn’t seem to be pulling their weight they might be plotting to steal your gold after using you to get to the Finals! There may come a point where you need to gather Showdown Guns instead of Gold or attack mislead frame abandon or banish your own teammates.Deadwood 1876 volume 3 in the Dark Cities series from Facade Games can have 2-9 players. Learn in 20 minutes play in 20-40 minutes.—description from the publisher
Ack the princess has been captured once again by an evil sorcerer! She should really stop hanging about in places where she can be captured so easily. Well that's neither here nor there for now – let's get out there and free her from the enchanted tower.In Der verzauberte Turm one player plays the sorcerer and at the start of the game he hides a key under one of 16 spaces on the game board. The other players collectively take the part of Robin who tries to find the key before the sorcerer can reach it. No matter who finds the key first though that player gets to try the key in one of the six locks on the tower; if he chooses the right one the princess jumps free of the tower and that player wins. If not the sorcerer hides the key once again and everyone moves back to their starting locations.The sorcerer starts the game on a supplementary movement board that takes him eight spaces to cover giving Robin time to search various locations first for the key. (Robin and the sorceror are apparently magnetized and when the character passes over the key location the key will clack to its underside.) How do the pieces move? Each turn the sorcerer rolls a symbol die that shows which character moves first that turn; the Robin players take turns rolling a number die which has values for both Robin and the sorcerer. Thus they jockey back and forth to reach a location that only the sorcerer knows. Will the princess find freedom once again at least for a little while?
Turncoats is a competitive game for 2-5 players where three factions are at war. The players take on the role of Aspirants and Interlopers not obviously tied to any one group. Instead they must manage their loyalties represented by stones in their hand that they keep hidden from everyone else.During the game players spend stones from their hand to take actions with the matching faction. However they need to keep a tight eye on their remaining stones and the tiebreakers as at the end of the game the winning faction will choose the player with the most stones remaining in their hand as the new ruler.
Sabotage is a game of team stealth tactics. Two teams compete with spies trying to save the world and the villains trying to stop them. Spies must be clever and quiet while the villains must deduce and hunt.The game is played on a 4x4 grid. Both teams have their own copy of the map separated by a divider. Four dice are rolled each round and all players program their moves simultaneously by spending those dice. The villains execute their programmed moves first followed by the spies. When spies take a move action they must announce some information about their location to the villains who use this to deduce and track the spies. Both sides have the ability to unlock new tools and get access to more dice each round.To win the spies must hack eight times before the villains hit them five times with their weapons.-description from designer
Many heroes go forth to battle but some never return; leaving behind their prized possessions. You'll be part of the bidding war for the vaults they left behind to gain valuable items -- each providing Gold Victory Points or new abilities. Outbid your opponents equip artifacts to gain new abilities and find the gear your up-and-coming heroes are looking for to be victorious in Vault Wars.Players will take turns as an Auction Master leading a cut-throat bidding war to selling off Vaults full of items to the other players.The player with the most victory points after all the auctions will be the winner!Vault Wars is a bidding and bluffing game for 3-5 player that plays in less than an hour.
You want to become the new ruler of the Kingdom of 12. To do so you use your magical orb. But to channel its power you will need the help of different characters throughout the kingdom.In King of 12 each player uses the same set of seven character cards. Each round players choose one of these and reveal them simultaneously.If two or more players chose the same card these cards cancel. Otherwise the card effects are resolved. They affect each players magical orb - a d12.After all cards are resolved the values of the dice are compared. If two players have the same value on their die they cancel. The remaining player with the highest value on their die wins the round and gets two points. The second most also gets one point. But in some cases the smallest value may win...When only one card is left players compare their points. Players with the same amount of points cancel each other then the player with the most points wins the round. This player puts one of their cards aside and another round is played until one player wins a second round. This player wins the game.A nice and highly interactive game of bluffing mind reading and tactics. Easy to learn and fun to play.Up to four games can be combined to play with up to 16 players.
Description from the publisher:In Game of Thrones: The Iron Throne which uses the game systems from Cosmic Encounter you and your friends each command one of the Great Houses of Westeros pitting iconic characters against each other in epic battles and schemes. Negotiate bluff forge alliances threaten your rivals — use every tool at your disposal to spread your influence establish supremacy and claim the ultimate prize: the Iron Throne!In more detail each turn centers around the resolution of an encounter between two players. These encounters can result in hostilities startling conquests and the spread of influence or they can result in the formation of temporary alliances. And though only two players in any encounter will be the active players your friends might offer you their support — or turn around and offer it to someone else.The encounters of The Iron Throne resolve quickly but they are full of opportunities for cunning strategy devious intrigues and brokered alliances. Each features a challenger and a defender and after these players assign characters to resolve the encounter on the behalf of their Houses other players may offer their support to either side. In this way an encounter that starts as a contest between the Lannisters and the Starks may escalate and draw in the support of the Tyrells or other Houses.However there's more to the encounters of The Iron Throne than this initial jostling for power even with all the alliances and betrayals it can entail. There are still schemes within schemes and the bluffs negotiations and hidden information that color these encounters as the active players discuss the House cards they intend to play. Of course there's a very good chance that one or both of them may be lying but they can offer and even agree to a truce. Or they can bid cards from their hands hoping to win hostilities with the higher total power.In the event of a truce the active players discuss what they may give each other in order to maintain the peace. In the event of hostilities however one side will win and the other will suffer. You might seize influence or take hostages or you may even have your characters put to the sword.Win enough of these encounters though — and find the right ones to lose — and you might find yourself in position to seize the Iron Throne. The goal of the game is to spread five of your influence to your opponents' House cards and take the crown for yourself.
In The Court of Miracles lead a guild of beggars plot use trickery and opportunism to build your renown and take over the old 16th century Paris.Your goal is to establish your renown in Paris or to be the most influential when the Penniless King would have reached the end of his path...At your turn you may play a plot card you have to place one of your (3) Rogue tokens face down (secret ability) on any available spot in a neighborhood and benefit from the effect of your spot (receive coins draw plot cards or move the Penniless King forward along his path). You may then perform the action of the neighborhood.When a neighborhood is fully occupied settle a standoff revealing each player's Rogue(s) token to know which player takes control of the neighborhood. Controlling a neighborhood will reward you each time another player performs its action.You will be allowed to buy a 4th Rogue cards or move the Penniless King Forward at the Renown Square.Unless the Penniless King reaches the last space of his path before the first player to place their 6th Renown token wins. Otherwise the player with the most Renown tokens placed on the board wins the game.
Outcooperate the competition!Surfosaurus MAX's cards come in seven suits with values from 01 to 12. The higher a card's value the fewer victory points are on it.When it is your turn you play a single hand card and draw a new one immediately. Once the right number of cards has been reached the one strongest possible combination out of all the cards played by all the players wins. If you contributed a card to the winning combination you get to score it.—description from the publisher
Avalon Big Box Edition is a very special release for fans of The Resistance: Avalon!This is a game of hidden loyalty. Players are either Good Loyal Servants of Arthur fighting for goodness and honor or they are aligned with the Evil ways of Mordred. Players vote to choose who will go on which Quest but how can they know who to trust? If Evil sabotages three Quests or if they assassinate Merlin at the end of the game Arthur’s kingdom will fall.Avalon Big Box is a remastered edition of the classic social deduction game The Resistance: Avalon with a huge amount of additional content added for near limitless gameplay options.Included are 23 distinct characters and numerous optional modules including Lancelots Excalibur Plot Cards Sorcerers and Rogues released as Avalon and The Resistance expansions. Also included are new roles and modules such as the Messengers Lunatic Brute Revealer Cleric Trickster and Deceiver.—description from the publisher
The year is 1947 and you are a member of the thriving movie-making industry of Hollywood. However it is suspected that there are communists hiding among your small production studio slipping “un-Patriotic” messages themes props and lines into your movies! Will you be able to find all the communists before your studio is shut down? Or will you be suspected yourself and banned from the industry?In the game each player will secretly be a Patriot Communist or Rising Star. Each round every player will have a unique Job to perform (such as the Screenwriter Gaffer Director Actor Editor etc). These jobs will affect what kind of movie is getting made that round what cards are in players’ hands and who will receive special information. Players can choose to skip their jobs to instead re-roll any two of the dice in the game. At the end of each round the players with stars showing on their dice will get to add a card into the movie.The added cards will be shuffled one will be removed and the rest will be revealed. The team with the majority of revealed symbols (including the symbols on that round’s movie poster) wins the round! Indicate the winning team for the round by placing that team’s matching film-strip over the movie poster. The first team to win 4 rounds wins the game! The Rising Star plays both sides by trying to make the game go to 7 rounds and making the 7th round a tie.Hollywood 1947 is a social deduction game. You must never show your cards or loyalty to anyone but you may say whatever you’d like about the cards you put into a movie or about your true allegiance. Open discussion about which cards were added into a movie is encouraged. However if you are a Communist or the Rising Star lying will often help you accomplish your goals since the majority of players will be Patriots.That’s a wrap. Most players get the hang of the game after only a few minutes. So let’s go make some movies but be careful who you trust!Hollywood 1947 is the 5th standalone game in the Dark Cities Series by Facade Games. Previous games in the series include Salem 1692 Tortuga 1667 Deadwood 1876 and Bristol 1350.You can follow the Kickstarter at this link: https://www.kickstarter.com/projects/travishancock/hollywood-1947-a-movie-making-game-of-strategy-and-deception-description from publisher
The universe is about to collapse and your final hope lies in an ancient mysterious artifact the Ovoid. Whoever controls this cosmic egg can shape the birthing of the next universe according to their own agenda. Players are secret agents from a handful of surviving worlds zipping from planet to planet in special “amnion suits” that allow for interstellar travel space combat and planetary landings.Each planet has its own envelope of cards. When you arrive on a planet you decide which cards you want to take and which to leave behind. Knowledge is the most powerful resource in the game and being able to predict the cards your opponents possess at any given time is a powerful advantage as you build up a handful of weapons tactical gear vaults and traps as well as cards that counter your opponents' cards. The best players will keep their hand fluid constantly changing tactics while they search from world to world for the Ovoid or find a safe place to stash it.Balance your hand of cards spend your turn actions wisely and cleverly use your special alien powers to stay one step ahead of your opponents. When the Chaos Clock reaches zero only the player who possesses the Ovoid will become master of the new universe.
Mega Empires: The West is a strategy board game for 5-9 players that covers the development of civilizations through history from the Stone Age to the Late Iron Age on a map board that concentrates on the Mediterranean Sea. In this colossal game players lead their historic civilization as they gain victory points by expanding their population building cities trading and developing their knowledge and culture. Notwithstanding its large scope the game's core mechanics are straightforward and easy to learn. A key element in the game is player interaction as they position themselves on the map board and search for valuable commodities during interactive trading sessions.Gameplay Each player starts their civilization in the Stone Age with a single population token on the board. As the game progresses the population will expand spread over the board fight some border conflicts and build cities. Cities bring resources and wealth expressed in trade cards. The more cities players manage to build on the board the more trade cards they receive. Trade cards are mainly valuable commodities but sometimes turn out to be disastrous calamities.Trade Trading is the heart of the game a social experience where all players interact with each other to optimize the value of their sets of commodities. In addition to the desired commodities calamities are secretly traded as well adding an additional layer to the trading dynamics. Once the trading phase has ended players that end up with a calamity in their hand will suffer its effects.Develop Civilization Advances When the smoke of trading and resolving calamities has settled players can decide how to spend the wealth gathered through trading. The game includes 51 different advances that can be developed each of which provides benefits in the game to its holder. For example Metal Working provides an advantage when fighting conflicts Architecture facilitates city construction and Enlightenment reduces the impact of (civil) calamities.The 51 Civilization advances are divided into the categories Arts Crafts Science Civics and Religion each of which has specific powers. Each advance acquired by a player provides discounts to other advances that can be purchased later in the game thereby creating a path of strategic decisions. The ultimate advance in the game Wonder of the World is only in reach for players who manage both their trading and purchasing strategy very well.Winning the Game The players who have best developed their position on the board whilst avoiding making enemies and defended their civilization against natural or civic calamities and stand the test of time will eventually gather the most victory points and compete for winning the game. After up to 12 hours of playing that is.Combining with Mega Empires: The East Mega Empires: The West can be combined with Mega Empires: The East (2021) to scale up the game to as many as 18 players! Where The West concentrates on the Mediterranean Sea which stimulates movement by ship The East covers Northeast Africa the Arabian Peninsula and Southwest Asia and has a stronger focus on movement by land. Both games were designed as equally balanced counterparts albeit with unique characteristics. Since many phases in the game are played simultaneously larger player numbers do not materially increase the total playing time.Expansions Mega Empires: The Special Buildings (2024) is an expansion set that provides additional flavor to the game through 18 miniatures of ancient buildings historically associated with each of the civilizations in the game. These buildings can be built on the map board and provide additional benefits in play and victory points to their controller.The Mega Empires: Upgrade & 3-4 Players Pack (2024) contains rules and components for playing The West with as few as 3 or 4 players. These components are by default included in Mega Empires: The East.Accessories The Mega Empires: The West – Deluxe Game Mat (2024) is a neoprene game mat at 125% scale of the original cardboard map that offers an enlarged playing area and high-quality design for easier and more immersive gameplay.The Mega Empires: Identifier Cards Bonus Pack (2024) is a set with 18 large player identifier cards one for each of the Civilizations included in Mega Empires. These can be used for distributing the civilizations among the players during setup to identify which stack of Civilization Advances belongs to which player or to divide acquired cards from not yet acquired ones during the game.Wrap-up Mega Empires: The West is a long strategic board game about development trade culture politics and showing resilience when dealing with calamities. The game is a perfect fit for larger groups of strategic board game enthusiasts which due to its scalability can also be played in smaller groups. It is not just a game it is an experience!—description from the designers
It's that special time of year when the entire kingdom gathers at court for the Munificent Theatrical Festival. Acting troupes from all over the land will come together to perform plays of light-hearted comedy or soul-wrenching tragedy. Will their performance win the favour of the king or will his fickle mood spell a flop?In Histrio you travel the land recruiting actors to join your troupe. Assemble the right team and you might earn enough money to pay for an entire year of shows. It'll take careful planning and a little luck to out-perform your competitors. The play is the thing in Histrio and the world is your stage!At the beginning of each round cards are dealt to eight cities where players can travel to recruit actors. Some of the cards are actors some grant money and several are animal characters with special abilities. Players then secretly select a city where they will travel and all players simultaneously reveal their chosen cities. If a city was chosen by only one player that player gets all cards at the city. If a city was chosen by more than one all cards are discarded each player gets a secret objective card instead and any actor cards are used to influence the king's mood toward either comedies or tragedies. At the end of the season players earn money based on how many comedian or tragedian actors they have compared to the king's mood. The player with the most money at the end of two seasons wins.
Calavera is a roll-and-write game in which each player wants to make as many crosses on their block as possible because many crosses bring many points. But beware! If the players are too greedy their valuable points melt away again. Whoever chooses the best die result and makes the crosses in the right place wins. This is how it is played:Who can secure their valuable points and win the game?—description provided by publisher
In this game the players are corrupt politicians with the goal to grub as much money as possible. One player distributes money from the treasury. After intensive negotiations the players vote. If a majority votes against the proposed distribution the current president has to resign and another player becomes president. Besides voting the players can also blackmail and bribe each other.
Since the beginning of time two opposing forces have been the pillars of the universe and coexist in eternal balance. Our Goddess in her infinite wisdom has sent a group of Overseers to protect our world. They have the power to bend human traits to their will and they will always battle between each other to create the perfect symmetry between virtues and vices of humankind. You will now choose whether to find the best balance — or completely crush it for your own good.Overseers is a drafting and bluffing game with a twist. Each player represents an Overseer whose objective is to bend traits in their favor to create the most dominant combination of virtues and vices. The game has three main phases:1] Drafting: Each player receives six cards at random from the deck selects one of them then passes the rest to the player sitting on their left. The goal is to build up the combination that will grant them the most victory points. Some cards grant points on their own while others require the same type of cards to earn more points.2] Judgement: All players place their five trait cards in front of them in two rows: two face down and three face up to show the cards they chose. Give the information available the Overseers then discuss which player has the strongest possible combination. After deliberating players vote for this person using their token. The chosen player must then admit or deny the verdict:— If they admit having the strongest combination they must then discard two cards from their combination. — If they deny this the showdown phase happens with all players revealing their scores. If the chosen player has the strongest combination they lose the two cards that grant the most points; if not instead they take one additional card of their choice from the discard pile.3] Scoring: Each player shows all cards in front of them then calculates their score.The game might have other phases depending on the type of overseers being played as each character has special abilities that can change the outcome of the game such as being able to peek at another player's hidden cards steal a card before the scoring phase or transform one card into another.At the end of each round players secret their victory point (VP) tokens to keep their score secret and after three rounds whoever has the most VPs wins.
Fugitive is a tense easy-to-learn two-player deduction card game. One player is a fugitive trying to make it out of town while being pursued by an unstoppable agent. The fugitive plays cards face down to the table trying to work their way to a goal while the agent must guess those cards to uncover them. If all the cards are face up the fugitive is caught.CORE RULE change from 1st Edition: When the Fugitive doesn't play a hideout he may draw an extra card from the lowest numbered pile that still has cards.Fugitive 2nd Edition also adds a brand new SHIFT system to replace the old event system and help balance the game with players of different skill levels.
Eggs from the dragons of Ridback Mountain are valuable — not quite as valuable as gold following the last market fluctuation but still TOTALLY worth the hassle especially since it's not like YOU are climbing the mountain and searching through dragon caves. That's what peasants are for...All the empires have sent their intrepid adventurers out to collect eggs but not all will succeed! It gets crowded on Ridback Mountain and there are only so many dragon eggs to go around — not to mention that the dragons have started mixing exploding eggs into their nests and those hurt.In the fast-playing card game Eggs and Empires players use matching decks of empire cards that contain adventurers numbered 1-10. Starting with a hand of three empire cards each turn all players select one card from their hand then play them simultaneously in an attempt to collect egg cards. Typically the player who played the highest empire card chooses an egg first then the player with the second highest empire card and so on until all revealed eggs are collected if possible. However each empire card has a unique power that can affect the order in which eggs are selected. The powers interact in strategic and awesome ways so that every hand is exciting and fun!Outwit your opponents to collect as many good eggs as possible — that is ones worth victory points (VPs) — while avoiding those nasty exploding eggs! Whoever collects the most VPs over three rounds wins.
Mechanically diverse cast of ten characters intended as a great starting point in to the World of Indines.
The citizens of Verona have grown tired of the constant quarrel between the houses of Capulet and Montague. As ruler of the region Prince Escalus has formed a council to help mediate the conflict and bring lasting peace to Verona.In Council of Verona players take on the role of influential citizens of Verona and act to use their influence to either add characters to the council or cast them into exile. Through thoughtful hand management of their cards and clever placement of influence tokens players gain victory points based upon the agendas of the characters at the end of the game. The player with the most victory points wins!We've all heard the story of Romeo and Juliet – now is your chance to steer the story and determine who will rule Verona once and for all!
The card deck in Seventh Hero consists of 77 cards with each card representing one of seven different heroes. Players each start with two random heroes and each hero has a special power that can be activated once. Each turn a player sends a card from his hand face down to the next player who can choose to take it or pass it on. If he takes it he adds it to his group of heroes but if it's a hero he already has both hero cards are sent to the discard pile. Before sending a hero away the player must obey the current round's limitations such as the card must be odd or must be below or above a certain number.The first player to collect six of the seven heroes wins.
One day Coyote crossed the river with his friends but he was carrying too many things and almost drowned before Bear pulled him out of the water. Poor Coyote had lost everything.They sat down by a fire to dry off and rest. Coyote became jealous of the other animals because they still had all their things so he challenged them to a bluffing game to win their belongings. The other animals agreed to the challenge as they thought Coyote would never win. After all he is known to never tell the truth — but in this game everybody has to lie because no one knows the truth...In the bluffing game Coyote you always see the cards of the other players but never your own. When it's your turn you must announce a number that is less than the total of all the cards in the game yet higher than the previous number given. Alternatively you can challenge the number previously announced. Finally when all the cards are revealed you'll see who has the cunning Coyote on their side.Coyote is in the same game line as Spicy with the game box and card backs being decorated with a special metallic print in copper. As in the tradition of the Northwest Coast Tribes copper is a symbol of prosperity and cultural wealth.The artist Zona Evon Shroyer (Yupik Alaskan Native) is a master of the traditional Northwest Coastal art whose richness of detail and complexity requires years of study and practice. For the cover illustration of Coyote she designed a modern silhouette for the coyote which she then filled in a classical manner with other animal motifs: turtle beaver and bear — the animals that he is sitting around the fire with and playing a game in our little story.—description from the publisher
Description from the publisher:In Santo Domingo all players have the same set of eight action cards. Each round they choose one or two (depending on the number of players) reveal them at the same time then execute the actions in a fixed order. This allows the players to collect goods exchange them for victory points or even receive victory points directly. However with a limited supply of goods and points in each round the strength of a card depends on which cards the others have played.
Players craft potions in a secret marketplace. Hide ingredients to deceive opponents and use magical powers to mix concoctions. But beware - your opponents are brewing schemes of their own!Apotheca is played on a 4x4 grid. Players gain points by making matches of three potions of the same color in a row. The first player to make three matches wins. It's easily learned but the combination of asymmetric powers and secret facedown potions make the game a delicious challenge.Whenever a player makes a match they must place it on one of their apothecaries. This removes that apothecary's power for the rest of the game so it's important for players to keep revealing potions collecting gems and hiring new apothecaries... all while keeping their opponents at bay!Deduction is key to Apotheca. Players trap each other with clever spatial moves bluffing and misdirection. The action economy is very well balanced so every turn offers an opportunity for strategy and tough decisions.
Claim victory in the Galactic Civil War in Star Wars: Empire vs. Rebellion a fast-paced card game for two players. In every game you and your opponent match wits and resources over key events. If you can thwart your opponent you claim the event bringing you closer to victory. Whether you seek to triumph through military might or use diplomacy to achieve your ends the fate of the galaxy rests in your hands.On one side of this galactic battleground are the heroes of the Rebel Alliance. Only rarely can these heroes go toe to toe with the unlimited reserves of the Imperial Navy and Army. Instead the iconic characters of Star Wars and the unsung heroes of the Rebellion must work in secret utilizing diplomacy reconnaissance and the Force to achieve their aims. Even when the Rebellion deploys its full military strength to win a battle or destroy a key Imperial emplacement they need the groundwork put in place by Alliance Special Forces.Opposing the heroic endeavors of the Rebel Alliance is the massive power of the Empire led by the twisted Emperor. The dark side of the Force is strong with the Emperor and Darth Vader and the military might of the Empire is unparalleled across the galaxy. Whether you undertake aggressive negotiations or hire bounty hunters and scum to ferret out Rebel spies making the Empire the ultimate power in the galaxy rests in your hands.To successfully win these struggles and reclaim the galaxy in Star Wars: Empire vs. Rebellion you will need to utilize all of your resources. Every turn you can increase your faction’s presence at the current event by drawing the top card from your deck and putting it into play. Each resource card you play give you more power and brings you closer to the objective value of the current event. As an example the resource card shown to the right has a resource value of five which it contributes to your total resource value while in play. Playing more resource cards may bring you closer to your target but it also makes your efforts more obvious. If your total resource value ever passes the event’s objective value your forces are discovered and your opponent claims the event.Instead of playing a new resource card you can also trigger the power of a resource card currently in play exercising the might of the Empire or the cunning of the Rebel Alliance. To activate a resource card’s power you must exhaust it by rotating it 90 degrees clockwise. Once a card is exhausted you can't use its power unless it becomes ready again. In addition an exhausted card contributes its exhausted resource value shown in the lower left-hand corner of the card while the resource is ready.
Stay alive gain a fortune...Dead Last — originally known as Tontine — is a social collusion game of shifting alliances betrayals and murder for profit in which players must conspire and vote upon whom to kill each round. Any means of overt or covert communication is allowed — a glance a nod pointing under the table flashing a card anything – but make sure you don't tip off the target or they could ambush you instead! In the end one or two players will remain either claiming all the gold or squaring off in a final showdown before starting the next round of play. The first player to score 24 points of gold wins.Thematically the inspiration for the game is one of the oldest pulp fiction/detective novel tropes: the Tontine a financial investment that accrues but pays out only to the last surviving member of the group. This practice is now largely illegal as it famously had the tendency to lead to murder.But it is the subtle art of communication that delivers the fun of the game and you conspire with each other. If you are the target of the most votes you're dead and if you did not side with the popular vote you are also dead so you constantly have to stay informed or deceive your target to band together without letting the target know. Wink smile kill — that's the whole game. As soon as someone asks Hey wanna play Dead Last? the game has already begun — and if you don't know who the target is it very well could be you...
The Cosmic Citizenship Council has announced it will allow two new alien species to join its ranks but they forgot to make two copies of the filing form — which means that only one species can join! Now the two candidates must battle for control of the planets to determine who deserves the right to become a Certified Civilization.Cosmic Encounter Duel is a competitive standalone two-player game in the Cosmic Encounter universe in which you and your closest frenemy race to be the first to control five planets. Each of twenty-seven alien species comes equipped with its own unique abilities that play with the game mechanisms in some way offering you an edge in the fight e.g. the Cheater who can reserve an additional tactic that they can put toward any fight in the game — as long as their opponent doesn't call out how they're trying to cheat. How your game of Cosmic Encounter Duel plays out will inevitably be affected by which powers each dueling species has and how they play off of one another.In addition to your unique species and its ability you have twenty spaceships to traverse the cosmos and maintain control over the five planets you need to become a Certified Civilization. As long as you have a ship on a planet you have control of it even if your opponent also has ships there and you must share control. You can deploy these ships to fight in duels use them to act as reinforcements or draw them back for a tactful retreat. Just don't lose them to the Warp or let them be claimed by the black void between the stars and end up lost in space forever!To play players draw and resolve Destiny cards which come in three types: Discovery cards Event cards and Refresh cards. Discovery cards have you and your opponent discover a planet and duel for control while Event cards ask you both to test your mettle against a variety of challenges and cosmic calamities and Refresh cards offer a respite in which you can recover ships gather allies and ultimately prepare for another clash.At the start of a duel you and your opponent secretly decide how many ships to send to the planet and once they have been deployed you can call upon any befriended envoys. To plan your attack you secretly choose a card from your hand and a standing tactic from your collection to either guard your ships or blast your opponent's ships then you fight sending ships to face-off for control of the planet until the winner claims their prize while the loser retreats. After you and your opponent resolve a Destiny card you check the icon on the bottom of the card to determine which deck to draw from next then the race continues.—description from the publisher
In the first course it was definitely in the soup. After that it's not as clear. Perhaps in the Béarnaise sauce?Regardless two things are abundantly clear: someone is poisoning the guests at this party and the wine that is being poured may be the last you ever taste.In Vino Morte is a tiny little bluffing/deduction game.In the game the dealer will choose and distribute wine/poison cards and each player has an opportunity to keep theirs and drink it or swap with another player. It's quick fun and sneaky and works with a large group.
Rating: 7.3 | Players: 2–10
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Don’t Get Got is a game of secret missions for 2-10 players and it takes place while you go about your day. Perfect places to break outDon’t Get Got would be living with housemates at work on holiday at parties even at gaming conventions.Each player gets 6 unique secret missions that involve getting another player to do or say something specific. The first player to complete 3 missions wins.In this special edition the team at Shut Up & Sit Down has teamed up with Big Potato Games to create a brand-new edition of with 120 new missions and an aggressively orange colour scheme.Also included in this Shut Up & Sit Down Special Edition are 10 plastic wallets and 1 collectible sticker.If you already own Don’t Get Got this box will work as a very generous expansion doubling the amount of missions in the base game and letting you play with up to 20 players.
Called to an exclusive competition on an offshore oil rig by an eccentric billionaire the world's best brawlers and martial artists will compete for lavish prizes and the glory of proving that they are the strongest and most skilled.In Combo Fighter you will play as one of these fighters competing to become the ultimate champion. You will have your own unique 50-card deck and set of combos to bring against your opponents. Each hit removes cards from your hand and deck and the first to run out of cards is defeated!Key Points - Fast Fun Arcade style action card-game! - Learn in 2 minutes and each game plays in 10 minutes. - Many different fighter match-ups to try and wield against your friends.
In the distant past a starship from a faraway world appeared in the sky. Damaged in battle the craft broke apart and traced lines of fire across the horizon. These falling stars crashed to the surface and in the ages to come became enshrined in legends as the Lost Legacy. Discover where the Lost Legacy can be found and win the game!Lost Legacy: Second Chronicle contains two sets of game cards: Vorpal Sword and Whitegold Spire. Each set can be played independently or mixed together with other sets to create a unique custom set.As for how to play Lost Legacy is a game of risk deduction and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn you do the following:By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play) up to six players can compete at the same time.
• In which year was Close Encounters first in theaters? • Which state gets the most snow each year? • How many albums has Madonna sold?It's likely that you don't know any of these facts but you might have a rough idea and that's good enough because America is a party game in which being close counts. And what if you have absolutely no idea what the answer is? Take advantage of your friends who do know. And if you realize that no one (including you) seems to know what the answer is you can bet against everyone!In America each player uses their knowledge of pop culture food products games sports and United States history to score more points than their opponents. If your opponents know something that you don't you can leverage their knowledge to your advantage scoring more than them with clever play. The cards have full color clues to help you as well as interesting factoids for every question in the game. With almost one thousand questions covering more than three hundred topics America will be a favorite for family and friends for a long time!
A great fortress looms in the distance...and it must be yours! Accept the challenge against all others to conquer the Fortress!FORTRESS is a game about taking risks and out-witting and bluffing your friends to become the dominant ruler of the kingdom.You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards you will discover all cards and rules as you play. It will take twelve games of FORTRESS before your group has explored the entire system. It can then be reset and played again by the same or different groups!FORTRESS is the second of four completely different games in the Fast Forward Series!
September 1939: The commander of the Admiral Graf Spee receives the order to sink as many British freight ships as possible in the South Atlantic. The objective is to intercept the ships crossing the Atlantic and prevent supplies from reaching the UK and other destinations.The plan seems to work in the first months. Within a few weeks the Admiral Graf Spee sinks nine freight ships and sends almost 50,000 gross register tons to the seabed. The gigantic loss puts the army command in London Whitehall under pressure. In order to protect their freighters in the best possible way the Admiralty had no choice but to reinforce the English fleet in the South Atlantic by sending three cruisers in what is known as The Battle of River Plate.The Hunt is an asymmetric duel in which one player assumes the leadership of the British Royal Navy while the other player represents the German Kriegsmarine. Each player has their own deck of cards. In order for the German side to win it must stay hidden from the British while sinking five cargo ships. The British player must hunt down and fight the Admiral Graf Spee in a final naval battle in which case the side that ends up with less damage wins.Will the Royal Navy be able to take advantage of its numerical superiority or will the Kriegsmarine be the ones who with their cunning and refined strategy manage to overthrow their rival?—description from the publisher
Fall is here the woods have been watered by the rain and the mushrooms have sprouted! You and your green-fingered friends are ready to go to your favorite mushroom patches to pick girolles morels boletes and Parasol mushrooms! Be careful though there are others who have found these secret mushroom patches! Use your talent for mushroom picking to make sure you have the most delicious harvest!Will you have the most delicious harvest?—description from the publisher
In 1887 a vampire wakes up and seeks to quench his thirst for blood. Brave men and women ally to destroy him – but to do so they will have to thwart the plot of Renfield his faithful servant.Nosferatu is a card game mixing tactics bluffing and team play with the vampire and Renfield facing off against the vampire hunters. At the start of the game everyone knows who Renfeld is and Renfield knows which of the hunters is actually a vampire (as he chooses how to distribute the character cards) but the vampire's identity is hidden from everyone else. The hunters must identify the vampire and kill him with the ancestral stake before he can play five bite cards; if the hunters accidentally stake one of their own then demoralized and weakened they lose the game.Each player other than Renfield starts with two cards from the library which is comprised of rumors incantations bites and night cards. Five ritual cards – silver mirror 2x blood transfusion holy water and time distortion – are placed face-up on the table. Renfield creates a clock by taking one night card for each player and shuffling it with a dawn card.The game lasts a number of rounds with the rounds continuing until one of the winning conditions is met. At the start of a round players take turns doing the following: Drawing two cards from the library discarding one card face-up placing one card face-down in an action pile then drawing a card from the clock. As soon as a player draws the dawn card or each player has played once this part of the round ends.Renfield shuffles all the cards in the action pile then reveals them. If the pile contains only incantations the player holding the stake chooses one of the rituals takes its action then turns the ritual face-down. Once all five rituals have been used the hunters win the game but their main goal is to kill the vampire. If the deck contains bite cards then Renfield applies the bites to the hunters with a hunter losing one card in his stock for each bite; a hunter can have at most two bites. Night cards in the pile are added to the clock thereby giving the vampire more time to work in future rounds while making it tougher for players to achieve rituals.If the dawn card was revealed the holder of the ancient stake can stab someone thereby ending the game with victory for one side or the other or pass the stake to another player. (If dawn didn't break then the stake passes to another player with no opportunity for stabbing.)
Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.Alcatraz is a peculiar game because while it is cooperative in some aspects with players needing to work together to complete tasks the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't go all in you don't always keep your promises and you don't do what's best for the group. Instead you do everything you can to become indispensable and everything is literal here – even if it means stealing from betraying and blackmailing other players.In order to escape from Alcatraz the players need to complete six parts of a plan. Each part is a pick-up and deliver task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed every player but the scapegoat moves a little closer to escaping with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task but you never know. Thus you could say that Alcatraz is a cooperative game – but with a twist.The map of the prison constituting the play area is generated randomly each game providing high replayability. Alcatraz is designed for 3-4 players and due to its theme and complex gameplay is best suited for mature players.
In Bluff each player starts the game with five yellow dice. At the start of each round they roll these dice under a cup then look at the results without telling anyone else what's there. The dice show the numbers 1-5 and a star with a star representing all five of those numbers as well as a star. The start player for the round then makes a public bid as to what they think is showing under all players' dice cups e.g. eight 1s twelve 4s or four stars. The next player in clockwise order must raise the bid (following certain rules laid out on the game board) or call the previous person because they don't think the dice under the cups support that bid.Everyone then raises their cups and the result is revealed with the last bidder or the caller losing dice based on the outcome. If you run out of dice you're out of the game and the last player who has dice wins.Bluff Jubiläumsausgabe follows the familiar gameplay of Bluff but this 25th anniversary edition replaces six of the yellow dice with six orange dice with each player starting with one orange die. This die counts double when determining the results of a bid providing an extra challenge for those already familiar with the game.
A fast-paced social deduction game for 4-8 players in a fantasy themed world.Play either as one of the normal sleepyheads dreaming about the taste of delicious cheese in tomorrow's meal OR as the thief trying to steal away the cheese for his own belly. As a thief clever enough you might have to make a cut to your fellow minions so as to sneak away successfully.No moderator. No player elimination. No set pattern.Cheese Thief is different from other similar games in social deduction genre in that it uses die-face combinations in its core mechanism to provide countless replayable scenarios.One night phase to setup. One die-face to provide genuine information. One vote down to decide who gets the cheese in the end.—description from the publisher
Face off in a stealthy competition of covert communication. Use a wink to signal that you have a delivery for another spy then await their eye-shift that indicates the rendezvous location. Be discreet – if anyone intercepts you the mission is blown!
A corrupt city subject to vice and avarice is under the control of vile characters. The seat of power is vacant and waiting for you to take it — unless someone else takes it first.In Complots as in the original game Coup you control two characters and start with two coins and through trickery manipulation and bluffing you want to eliminate all other players who stand in your way possibly by having them eliminate one another along the way.The 24-card deck includes four copies of six different characters each with a unique set of powers:(Either the Ambassador or the Inquisitor can be used in a game not both.)On your turn you can take any of the actions listed above regardless of which characters you actually have in front of you or you can take one of three other actions:When you take one of the character actions – whether actively on your turn or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case if you can't (or don't) reveal the appropriate character you lose an influence turning one of your characters face-up. Face-up characters cannot be used and if both of your characters are face-up you're out of the game.If you do have the character in question and choose to reveal it the opponent loses a character of their own then you shuffle that character into the deck and draw a new one perhaps getting the same character again and perhaps not.The last player to still have a face-down character wins the game!
Trieste from designer Matthew Ma is a boxed card game in which three players take on the roles of Thief Merchant or City Watch. Each role has its own unique deck and victory conditions. Turns are played out simultaneously with each player selecting an action without knowing those chosen by opponents.The City Watch player levies taxes on the Merchant and patrols the streets for the Thief looking to fill the city's jail with ne'er-do-wells. Players in the role of the Merchant are out to cut deals and line their coffers in a quest for untold riches. As the Thief that player is attempting to pilfer coins from the Merchant while earning infamy and the respect of the secretive Foxtail Gang.The coastal city of Trieste is a flurry of trade and activity but where there's power there are always those who will compete to grab as much of it as they can. Conflict erupts in the streets shops and back alleys. Only one can truly rule Trieste. Will it be you?
In the late 17th Century mighty ships sailed the seas and brought all manner of goods back to port. As a savvy captain you must skillfully utilize your crew to fill your ship's hold with the best combination of treasure cannons and (ahem) other items to earn gold. In the end the player who amasses the biggest bounty will be declared the greatest smuggler...uh SEA CAPTAIN...of all time!In ShipShape 2-6 players each control a ship. Over the course of three voyages (rounds) you bid using numbered crew cards to claim unique crate tiles off the central stack. Fill your hold with gold cannons and contraband and cover up what you don't want. At the end of each voyage score coins by comparing your holds with everyone else looking only at what is visible in your hold.
Article 27: The United Nations Security Council Game gets its title from – yes you guessed it – Article 27 of the United Nations Charter which includes these two provisions:1. Each member of the Security Council shall have one vote. 2. Decisions of the Security Council on procedural matters shall be made by an affirmative vote of nine members.In this negotiation game each player represents one member of the UN Security Council and will both present and be presented with different proposals.In each round one player acts as the UN Secretary General presents a proposal to the Council and presides over a negotiation period that lasts no more than five minutes. The proposal will affect five issues – military currency etc. – in various ways and each player has a secret document for the round that tells him how a change in each issue will affect him. All players openly negotiate on what they need in terms of points and bribes in order to vote for that proposal.After at most five minutes the Secretary General closes negotiations by banging his wooden gavel then players vote yes or no on the proposal. Any no vote kills the proposal as in the United Nation's actual Security Council – but vetoing a proposal costs a player points so he might prefer to look for deals that will enable him to say yes. The Secretary General scores a bonus when his proposal succeeds so he and others who will benefit might be willing to negotiate to make the proposal sweet for all.After each player has served as Secretary General once (twice in a three-player game) each player scores based on bribe money on hand points scored from proposal cards and how well the player fulfilled the secret agenda card he received at the start of the game.
The Intel is solid. Raxxon will be transporting a VIP through a sector heavy with civilian traffic. This makes the mission a tricky one. You'll be working alone as they try to throw you off their tail. Don't be fooled. You need to get in and get the job done before the chance passes by. Just be sure to not get caught in the crossfire. Deception and negotiation are your greatest tools. Complete your mission no matter the costs.Introducing Crossfire a game in the world of Specter Ops. Emerson Matsuuchi has partnered with Plaid Hat Games again to take players back into the dystopian struggle between Raxxon and A.R.K. This time players compete in two teams to either protect or assassinate a Raxxon VIP while trying to determine whether other players at the table are who they really claim to be. The clock is ticking...
Speeding through space Burke's Gambit is a rugged company freighter on an extremely important mission with its seasoned crew being tasked with finding powerful alien technology. What the crew finds instead is something they never expected: a dangerous parasitic organism has somehow made its way into the ship and inside the body of one of the crew members!Just as the bio-organism contamination alarm goes off one of the crew members seizes the chaotic moment and sabotages the freighter's engines. The ship its crew and the parasitic organism are all on a collision course with planet Earth where further contamination of the world's population awaits.Which of the crew are dedicated company personnel wanting the alien organism to reach Earth? Which are just crew wanting to identify the infected crew member? Most importantly which member of the crew is infected?! Join the crew of Burke's Gambit on a wild space adventure with hidden affiliations and a hidden infected player.In Burke's Gambit players take on specific roles of Captain Marine Comms Officer and more as they take turns and roll a die. The possibilities of the die include damaging another player healing themselves looking at a crew affiliation card or even scanning a player's diagnostic card. But if you roll an engine power up you hasten the ship's arrival to Earth. When Burke's Gambit reaches Earth a vote must be held to eject someone from the airlock (assuming anyone's left)!
As a medieval monk you are charged with increasing the prestige of the abbey's collection of historical and sacred texts. By acquiring the resources for manuscript illustration and reproduction your abbey produces and sells its valuable works thereby bringing in finances necessary for maintaining a fine abbey. Will you succeed in making your abbey the most prestigious of all?Biblios Dice is a revision of Scripts and Scribes: The Dice Game which is itself a dice version of Biblios (originally called Scripts and Scribes).The object is to acquire gold and to collect resources – scrolls manuscripts pigments quills ink – to exchange for gold. It follows the same basic theme as Biblios but with interesting changes due to the use of dice. As in Scripts and Scribes players compete in five different categories and the values of the categories change during the game. In addition depending upon the dice roll there may be many or few auctions during the game in which players auction their resources for gold or auction gold for resources.Biblios Dice differs from its earlier version Scripts and Scribes: The Dice Game in a few important ways. Regarding the production and components Biblios Dice has much nicer artwork the game board has been divided into separate boards and the resource dice are etched. Regarding the rules Biblios Dice has a few important changes. The goal of the game is now to collect the most VPs rather than gold. There is only one type of auction in this game and the first and second place winners of the auction get dice (not winner take all). The auctions also do not happen as randomly but can be predicted based upon the progress of the mule on the market board.
In a foreboding castle somewhere in central Europe a strange fear has descended upon the inhabitants. One morning the body of a young girl was found as pale as a sheet of paper dry and totally drained of blood. Vampires are on the prowl! Who is the monster who murders innocent during the night? Before the truth will be discovered more than one person may face unjust accusations thrown out by the devious servants of darkness. Will the vampires be successfully caught before they endanger the entire society or will the castle and city fall forever into darkness?Three characters in the castle are vampires. A human investigator is trying to determine which three of nine characters he encounters are in fact monsters hiding in human form so that he can eliminate them. The head vampire on the other hand must bluff cleverly present confusing clues and trick the humans into attacking innocent citizens. By doing this the vampire can kill the most important characters in the city or conquer the castle.Vampire Empire is a two-player card game with a lot of bluffing and player interaction. In this very thematic setting each player possess a unique deck of cards granting different powers and each player had different goals to win the game!
That's Not a Hat: Pop Culture features new items that you are sure to forget as you pass gifts around the table and try to remember who has what. Additionally 30 special cards are included for increased interaction.
Make your rat clan the most powerful gang of the sewer!In Ratland each player controls a rat clan and tries to turn them into the most crowded one. To achieve such a task you have to outwit your opponents to get the most food possible even if you have to snatch it from your neighbors! But beware they will try to do the same to you...•••¡Consigue que tu clan de ratas sea la más poderosa de la cloaca!Cada jugador se pone al frente de un clan de ratas e intentará hacerlo crecer hasta convertirlo en el más numeroso. Para ello tendrás que tomar muchas decisiones y conseguir toda la comida que puedas incluso robársela a tus vecinos. Pero ten cuidado ellos también intentarán hacer lo mismo.
10' to Kill is a deduction game for 2-4 players that's played in about ten minutes. There are 16 characters on the board and each player secretly embodies one of them. Each player also has three secret targets they must eliminate without being discovered. The players have two actions each turn from the following choices: move any character anywhere on the board eliminate a character (different ways of doing this) or make an identity check by the police. The trick is that when a character is eliminated nobody says by whom or how! You must apply yourself in blending your true hitman in a crowd of possible suspects or guess which character is the hitman of the other players.As time goes by in 10' to Kill you will feel pressure and suspicion weigh on your shoulders. Ten minutes is a short time but it can sometimes be very long when all eyes are on you! You'll have to bluff and use discretion to eliminate your targets...and maybe the competitor's hitman!Are you ready to become the most prestigious hitman?
Each player embodies a personality in DANY's head and one player will secretly be DANY’s true personality. Each turn the Active Personality will be awarded one of five Ideas he/she will have to make the other personalities guess using Memory cards (illustrated cards). Once the cards composition is made and after some discussion between the players the one to the right of the Active Personality gives the answer of his/her choice and success or failure is given to all players. A new tour begins with a new Active Personality.The game ends if there is: - 6 successes: secondary personalities win - 3 failures or if the Memory draw pile is empty: the Final Twist takes place. Players must eliminate DANY in a vote. If DANY is eliminated the secondary personalities win otherwise DANY wins and finally gets to live with some peace of mind.
In Fae first released as Clans each player is trying to achieve victory by scoring as many points for their color as they can. This is tricky as each player's color is chosen at random and kept hidden until the end of the game. Each region of the board contains five areas each one of five different types. Each area receives one hut each of five different colors. On their turn a player moves all huts from one area containing less than seven to an adjacent area all the while trying to hide which color is theirs. After moving if one or more areas are completely surrounded by empty areas they are scored. If all colors are present in a scoring any colors with only one hut present are removed. The epoch track allows a limited number of areas to score before the game ends and each scoring will either gain a bonus or score nothing depending on the terrain type in which scoring occurred and how far along the track the game has progressed; each scoring advances the track and each section of the track gives different terrain types bonuses and penalties.Once at least twelve areas have scored the game ends then players reveal their colors to find out who was best able to score the most points while keeping their color a secret.
–The dead king's tomb. Hmm spooky and mysterious but the dead king was rich. There must be a big treasure there. –Yeah right... And traps too. And monsters. I'm not sure it's a good idea. –Well can't be worse than when we tried to snatch the dragon's eggs I reckon. –Can't be. The two thieves looked at each other silently for a while. –Y'know what? We split join other adventurers let 'em do the hard work then snatch the treasure. The thief's twin brother smiled. –Sounds like a plan.There are too many monsters and adventurers in this dungeon. The dead king's treasure is well-guarded but adventurers are fearless! Try to keep your secret character in the dungeon as long as possible or to exit the dungeon with the treasure.Rumble in the Dungeon is a simple bluffing and guessing game for the whole family. The twelve characters start in the dungeon. Each player receives two secret character tokens. In turn players will move one of the characters inside the dungeon or pick a victim and eliminate that character from the game. The player who keeps his secret characters in the dungeon the longest wins the round. During play the other players' moves provide clues to their identity unless of course they bluffed by moving other characters on purpose... Everyone tries to identify and expel the other players' characters while keeping their own safe. Furthermore if a character exits the dungeon with the dead king's treasure chest he wins the round!
One player is the bank and controls the guards while the other players are a team of robbers. Take turns planning your actions by playing cards – but keep your strategies secret. Then take turns revealing your actions by moving picking up money bags triggering alarms and more!Will the bank win by protecting its loot? Or will the robbers make off like bandits? Find out in this suspenseful game of teamwork and competition!—description from the publisher
A new spicier version of the hit conversation game Insider which sold 100,000 copies worldwide! While trying to find the correct answer to the quiz you also need to be on the look out for the insider that is manipulating the game from behind the scenes. Some tricky new elements have been added to insider such as more difficult theme cards the new follower role and some off-limits question cards. You can play with this version only. In addition you can also add this version together with the original game Insider and play with up to 11 people in a team battle. If you want more Insider fun then this is for you!This game has 42 all new more difficult theme cards and a 3 minute hourglass exciting black rules team rules that can be used when playing together with the original Insider and many other exciting things! Of course Insider Black' can be played as a standalone game too!There are many new ways to play! The follower has been added. The follower role card can be used when 6 or more players are playing the game. The follower teams up with the insider and tries to support the insider during play.Off-limits question cards that prohibit certain questions. These cards make certain types of questions off-limits and are not allowed to be asked by players. Depending on which of the 5 off-limits question cards is in play for example questions about the master can't be asked specific topics or questions are unable to be asked.Team battle when played together with the original Insider. Split into two teams and try to find the opposing team's insider. The team that answers the quiz correctly first has an advantage so even the quiz can get heated!—description from the publisher
Do you fear ghosts? Or are you confronting the danger and scaring your opponents?FEAR is a fast-paced and straightforward hand management game of tension-filled ghost chasing.You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards you will discover all cards and rules as you play. It will take 10-15 games of FEAR before your group has explored the entire system. It can then be reset and played again by the same or different groups!FEAR is the first of four completely different games in the Fast Forward series!
Panic Station is a paranoia-driven partly cooperative game in which you control two characters in the Extermination Corps sent out by the government to investigate the presence of fiendish alien life forms.Players need to move both their Androids and Troopers through the base exploring and gathering equipment that will help them to complete their mission: to find and destroy the Parasite Hive hidden somewhere in the inner depths of this hell. When a player manages to get his Trooper into the Hive location and play three gas can cards to fuel his Flamethrower he wins the game for the humans.However one of the players is a Host. He must keep this identity secret infecting as many team members as possible to gain allies and prevent the humans from completing their mission. Only players who carefully watch the behavior of team members and find a good balance between cooperation and paranoia will stand a chance against the infected players and roaming parasites.The game uses a unique exponential traitor-system and combines tactical play with a compelling psychological mindgame amongst players.Panic Station is a game of growing paranoia in which no one can truly trust anyone. Can you maintain your sanity and destroy the source of this evil?
The Traveler brought much change to our small frontier town in the last five years. He showed us marvels beyond imagination and taught us how to use his strange machines. Now that the Traveler has vanished a storm is coming. Who will control the destiny of the American Frontier?In 3000 Scoundrels players assume the roles of rival leaders attempting to steal precious technology left behind by the Traveler. By overlaying clear cards you create unique scoundrels and use them to outsmart your foes. In short hire scoundrels to build powerful combos steal technology and outsmart your foes.Each turn you play a poker card from your hand face down in front of your player board then use all abilities matching your claimed number. You don't need to tell the truth when claiming a number but if an opponent catches you bluffing it will damage your reputation and decrease your odds of winning the game.Each leader has a unique perspective and motivation in the conflict of Graystone Gulch. Are you driven by money fame or the deep-seated desire to improve the world? Advanced rules add unique strategies to each leader that reflect their unique strengths and cunning tricks.—description from the publisher
Description by the publisher:FORGING THE FUTURE In the near future talented space corporations and agencies set out to explore mine and colonize outer space. Your organisation will compete to design the most efficient and powerful spacecraft to gather scientific knowledge construct facilities on distant worlds and transport colonists to the farthest reaches of our Solar System. Charge up the monster rocket boosters crew up and race for space!Designed by King's Forge designer Nick Sibicky Farlight is a well-oiled game of blind bidding tile placement and light resource management. Each turn players will make bids for spacecraft module designs or missions and assemble spacecraft designed to complete missions of increasing difficulty. The game is for 2-5 players and plays in around 45 minutes.
The Warp is a fast-paced 4X board game for 1 to 4 players (5-6 with a separate expansion). After 5 years of cataclysms and revolts you take command of one of the remaining colonies on the forsaken planet Yortar. You can choose 2 of the 16 unique asymmetrical alien races and lead your colony along the path of prosperity progress and/or conquest. You might even conquer the abandoned warp gate and find out who was behind the events that lead to the global catastrophe. On your journey you will face rival colonies the unstable wastelands and exiled races with shifting allegiances.The game features 66 possible missions objectives during play allowing players to choose their own playstyle. The core mechanisms incorporate area control card/resource management and euro engine building. Next to a dynamic dice system the combat system features bluffing and bribing mechanisms. The Warp also contains a team mode that can be played in 2vs2 and 2vs2vs2.—description from the publisher
One Night Revolution (formerly One Night Resistance) is a super fast game of secret identities for 3 to 10 players that combines all the deductive and chaotically fun elements of the One Night Ultimate Werewolf series with more structured game play. The result is a very addictive game that is easy to learn and will be played over and over again.Every player starts with a specialist role and an ID (either Government Informant or Rebel Fighter). At night the Informants reveal themselves to one another — assuming any exist that is as at all player counts between zero and three Informants are in play — then all players complete their specialist action in a clockwise order (removing the need for a rigid script/app and reducing the potential to accidentally reveal your role). Specialist actions include gathering information switching roles and helping players in their attempt to identify the Informant(s) before the day is over. If a majority of players identify an Informant the Rebels wins — but if the Informant(s) remain hidden they win!
For months you've been planning and gathering forces for the largest invasion of the war. Your opponent knows that you are preparing a major strike but do they know where? Suddenly you receive reports that a spy has gained information about your operation and the enemy shifts their defensive forces. But do they know the full extent of your plans? Should you call off the invasion and plan for a new attack? Or risk disaster against a prepared enemy? This is the fog of war...The Fog of War is a two-player grand strategic game covering the European theater of World War II from 1940 to 1944. One player plays the Axis forces and the other the Allies.The game does not have units that move around a map; instead the game focuses on the planning and intelligence aspects of the war. Each player has a deck of cards that represent the army navy and other assets of their nations. A map shows the 28 land and sea provinces over which the players are battling.You defend a province by placing cards face down on the map. If you wish to attack a province you must plan an operation to do so by creating one on your operation wheel. The wheel is a unique way of forcing players to commit to operations in advance while giving opportunities for intelligence gathering and bluffing. An operation consists of a province card that shows the target of the operation plus one or more cards to conduct the attack. All of these cards are placed face down so your opponent does not know the target of the operation or the strength of the cards that are taking part. Each turn the dial on the operation wheel is rotated by one position. This controls when an operation can be launched and any attack or defense bonuses that apply.In addition to combat forces for attack or defense you may also spend Intel tokens to investigate your opponent’s operations and defenses.
Import / Export is a role selection game with a passive and active economy driven by player decisions. You have the power to gain over one hundred unique powers by exporting shipments of goods specializing into a varied tech tree and unlocking advanced game engines that will be completely unique to each play!Once your shipments enter the open sea someone can trigger an Import action where everyone will hold a silent auction to buy your containers and either allocate them as a future end game investment or an immediate boost to their available actions for specific roles.The end goal of the game is to have the most credits which will be a combination of your physical credits passive credits that were saved as imported goods plus any bonuses from completed shipments.This edition includes: 55 metal ten-foot shipping containers 45 metal 20-foot container credits 12 metal ships with flat loading surfaces updated rule book and multi-language card power sheets updated artwork 167 bridge-sized cards 100 single good-type base cards 15 Kickstarter Expansion cards 15 Capital Expansion cards 10 J Expansion cards 10 Tokyo Expansion cards 3 bonus cards (part of the original Captain's Edition) 8 brand new bonus cards (one market card) 6 shipment payout cards that double as small harbors 6 unique harbor cards and 1 supply island card that flips to the Port of Tokyo. Digital rule books available in 8 languages online.—description from the publisher
In 1894 farmers from the small village of Malpaso face the prospect of again losing their livelihood to a band of roving thieves led by the self-styled General Mapache – himself wanted by the Mexican National Defense Army.Their solution is to go to the much admired but fallen from grace Padre Esteban and see whether he can hire gunfighters to protect them. After trying to raise funds by any means at the All Rivers Poker tournament the Padre recruits a band of gunslingers for the task and once complete travels back to the village over the precipitous Los Quantos bridge – all the while harassed by a detachment of the General's men. There they fortify Malpaso itself and usher the frightened villagers into the abandoned silver mine for protection.When the bandits finally attack both sides are prepared. Mapache's men unleashing their Gatling gun to devastating effect while the villagers have a few tricks of their own. Both sides will suffer many casualties in the calamitous battle but will the Mexican Army arrive in time to put an end to the bloodshed?Revolver 2: Last Stand at Malpaso is a two-player card game set in the Old West in which one player takes the role of General Mapache and his band of thieving outlaws and the other player controls the villagers and guardians hired to protect the town of Malpaso led by the infamous Padre Esteban. Each player has a unique deck of cards with unique possibilities as well as different winning conditions which requires different tactics and different methods of play.More than just new locations Revolver 2 features brand new gameplay elements in players can use a mine cart-mounted Gatling gun blow up a bridge assemble their own team of gunfighters and dynamite mine tunnels. The game also includes a terrific Stud Poker mini-game which determines in which town the initial firefights occur.Like the original Revolver the game remains elegantly simple and can be learned in five minutes. That said Revolver 2 is a standalone game and the cards from Revolver and its expansions (red packaging) are not interchangable with Revolver 2 and its expansions (green packaging).
Rating: 6.8 | Players: 2–6
Game Type:
UncategorizedIn the distant past a starship from a faraway world appeared in the sky. Damaged in battle the craft broke apart and traced lines of fire across the horizon. These falling stars crashed to the surface and in the ages to come became enshrined in legends as the Lost Legacy. Discover where the Lost Legacy can be found and win the game!Lost Legacy: Third Chronicle contains two sets of game cards: Sacred Grail and Staff of Dragons. Each set can be played independently or mixed together with other sets to create a unique custom set.As for how to play Lost Legacy is a game of risk deduction and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn you do the following:By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play) up to six players can compete at the same time.
Unicorns are elegant and majestic creatures… That's what you think anyway but in fact they are silly and reproducing too quickly!Kill the Unicorns is a blind bidding and collection card game. You play as one of the Queendom’s unique characters - catch as many unicorns as you can ideally without accidentally capturing a smelly Unicorn or a Pigicorn!
DRRRiiiiiiiiinnnnng! Hurry close the doors a museum piece has been stolen! The director calls in a number of highly skilled investigators to find the thief or thieves amongst the 16 suspects held inside the building. Some clues are more valuable than others. Find the best ones to solve the case while obstructing your competitors' investigations!The culprit and his possible accomplices may still be around!What will be the outcome of this case? Will you find the culprit(s) unless they have escaped before the closing of the doors?—description from the publisher
The raid is over and the victorious Vikings gather in the chieftain's tent to divide the spoils of war! Piled high on a massive oak table are the best treasures taken during the raid: gleaming gems shiny swords fine armor and magical artifacts! Once strong allies the Vikings are taken by greed and soon a heated debate ensues — who will get which spoils? Fists pound the table insults are made and tempers rise!Spoils of War is a fast-paced and exciting game of bidding and wagering for 3-5 players. Each round players roll their dice then cleverly bluff and bet to outwit their fellow Vikings. The winners of each round get to claim fantastic treasures to add to their collection! With lots of twists and surprises no one knows who will win until the last treasure is claimed and the spoils are counted!
A mysterious building rise over the hill bathed with a crepuscular light. Astonished by the strange aura of the Pagoda you decide to investigate it. Suddenly a laugh a shadow which is not yours and an eye with ominous pretensions turns alive. You have broken the peace of ten powerful Japanese spirits (called Yokai) who rested there! Will you find a way to calm their wrath?A game of Yokai Pagoda is played through 3 rounds playing always one card per turn until someone ends the current round. To play a game you shuffle the 100 number cards (divided by 10 kinds of Yokai numbered from 1 to 10) lay out two cards face-up to start the two discard piles then deal seven cards to each player. Place the rest as the Pagoda deck between the discard piles.At that moment everyone keeps the cards from their hand into a personal reserve. After 3 rounds the one with less points in their reserve wins but... again you must take only into account the lowest card of each kind of Yokai you have.Try to match the balance between lose cards or keep the exact amount you need to reduce your score when other player ends the round. In Yokai Pagoda knowing when to give a card keep playing or end the round makes the difference!
Saboteur: Duel is a standalone version of the famous card game Saboteur for one and two players. When playing alone you want to collect as much gold as possible by digging new tunnels in the mine; when playing with an opponent you'll just want to collect more than that player but naturally your opponent will try to block your progression by all means.In this card game you play path or action cards. The path cards form a maze in the direction of the six goal cards which contain a variable number of gold stones. The action cards are used to hinder your opponent or to help you to repair broken equipment. A greedy troll also lurks in the mine and you will have to pay him to progress and he doesn't give back any change!
Dracula bored and hungry has thrown a masquerade ball and invited all the townsfolk for dinner (and maybe a few for dessert). The problem: Some monsters in clever disguises have crashed the party. The bigger problem: Van Helsing is afoot and everything is at stake.It's murder on the dance floor but which monster will divert attention to the others and have the feast to themselves?Will the Werewolf sate its hunger? Will Dr. Jekyll unleash her wild side? Or will Van Helsing save the townspeople and ruin the party for everyone?Dracula's Feast is social game of logical deduction for 4 to 8 players. It takes 5 minutes to learn and less than 10 minutes to play.Each turn players guess or dance with another player. Once they have enough information they reveal their role and accuse the entire party - but certain characters have unique victory conditions and so it's a race against the rest of the party to be the first to win.
In Four Humours you are a doctor in medieval times and everyone knows that your personality is determined by an imbalance of your bodily fluids a.k.a. the four humours:The kingdom — composed of six map tiles with various locations — is filled with all types of personalities from choleric sorcerers to phlegmatic peasants. Prove you're the best medieval doctor by visiting citizens throughout the kingdom so they can live out their life's ambitions...or lack thereof.Each turn you play a personality potion from your hand onto a citizen on a scene card to determining that citizen's personality. Each citizen can have one of two potion types played onto it and you play each token face down so you know the personality of the citizen but none of the other players do. Once all citizens on two of the scene cards are covered with potions all potions are resolved in the following order:Place winning potions on the corresponding scene in the kingdom.. If a melancholic token sneaks away place the potion on an adjacent scene connected by a path or bridge. After all potions have been placed see whether you've completed any of the four randomized goals on display such as having a potion on each of the six map tiles or occupying two pairs of locations that are connected by bridges. Then reveal four new scene cards and begin another round.When a player completes an objective the first party tile is resolved. Party tiles are similar to scenes with citizens but they are available to play onto on your turn at any point in the game. Once the players at the table have completed six total objectives the last party tile is resolved and the game ends. The player with the most objectives completed wins!Alternatively instead of using a shared kingdom board you can play in Fiefdom Mode with each player having their own fiefdom board. After resolving scene cards players place their winning personality potion covering a matching character in your fiefdom. The objectives now encourage you to cover all characters of certain types or to create a specific pattern within your Fiefdom.
Mega Empires: The East is a strategy board game for 3-9 players that covers the development of civilizations through history from the Stone Age to the Late Iron Age on a map board that stretches from Northeast Africa to Southwest Asia. In this colossal game players lead their historic civilization as they gain victory points by expanding their population building cities trading and developing their knowledge and culture. Notwithstanding its large scope the game's core mechanics are straightforward and easy to learn. A key element in the game is player interaction as they position themselves on the map board and search for valuable commodities during interactive trading sessions.Gameplay Each player starts their civilization in the Stone Age with a single population token on the board. As the game progresses the population will expand spread over the board fight some border conflicts and build cities. Cities bring resources and wealth expressed in trade cards. The more cities players manage to build on the board the more trade cards they receive. Trade cards are mainly valuable commodities but sometimes turn out to be disastrous calamities.Trade Trading is the heart of the game a social experience where all players interact with each other to optimize the value of their sets of commodities. In addition to the desired commodities calamities are secretly traded as well adding an additional layer to the trading dynamics. Once the trading phase has ended players that end up with a calamity in their hand will suffer its effects.Develop Civilization Advances When the smoke of trading and resolving calamities has settled players can decide how to spend the wealth gathered through trading. The game includes 51 different advances that can be developed each of which provides benefits in the game to its holder. For example Metal Working provides an advantage when fighting conflicts Architecture facilitates city construction and Enlightenment reduces the impact of (civil) calamities.The 51 Civilization advances are divided into the categories Arts Crafts Science Civics and Religion each of which has specific powers. Each advance acquired by a player provides discounts to other advances that can be purchased later in the game thereby creating a path of strategic decisions. The ultimate advance in the game Wonder of the World is only in reach for players who manage both their trading and purchasing strategy very well.Winning the Game The players who have best developed their position on the board whilst avoiding making enemies and defended their civilization against natural or civic calamities and stand the test of time will eventually gather the most victory points and compete for winning the game. After up to 12 hours of playing that is.Combining with Mega Empires: The West' Mega Empires: The East can be combined with Mega Empires: The West (2019) to scale up the game to as many as 18 players! Where The East has a strong focus on movement by land The West concentrates on the Mediterranean Sea which stimulates movement by ship. Both games were designed as equally balanced counterparts albeit with unique characteristics. Since many phases in the game are played simultaneously larger player numbers do not materially increase the total playing time.Expansions Mega Empires: The Special Buildings (2024) is an expansion set that provides additional flavor to the game through 18 miniatures of ancient buildings historically associated with each of the civilizations in the game. These buildings can be built on the map board and provide additional benefits in play and victory points to their controller.Accessories The Mega Empires: The East – Deluxe Game Mat (2024) is a neoprene game mat at 125% scale of the original cardboard map that offers an enlarged playing area and high-quality design for easier and more immersive gameplay.The Mega Empires: Identifier Cards Bonus Pack (2024) is a set with 18 large player identifier cards one for each of the Civilizations included in Mega Empires. These can be used for distributing the civilizations among the players during setup to identify which stack of Civilization Advances belongs to which player or to divide acquired cards from not yet acquired ones during the game.Wrap-up Mega Empires: The East is a long strategic board game about development trade culture politics and showing resilience when dealing with calamities. The game is a perfect fit for larger groups of strategic board game enthusiasts which due to its scalability can also be played in smaller groups. It is not just a game it is an experience!—description from the designers
The Japanese tea ceremony is a tradition centred on spirituality and servitude. Preparing and presenting a beautiful matcha (tea) for your guest is the ultimate expression of culture ceremony and respect.In Matcha players attempt to collect the utensils (chadogu) they need to perform a tea ceremony by matching tea ceremony (otemae) cards on the table by either their number (1-4) or suit (tea water bowl & scoop.) Cards are played secretly and sometimes it will be to your advantage not to match at all.With just 18 otemae cards and an assortment of chadogu tokens Matcha provides plenty of strategy for players who must decide when and where to play their cards to the table.Game #4 in 'The Mike Line' of games from Grail Games.
You are a rogue archaeologist traveling the world for history’s lost artifacts. But the market for artifacts can shift like the rains of Africa: One minute treasures from a lost pharaoh’s pyramid are all the rage with collectors and the next minute religious artifacts discovered in a remote temple are what’s in demand.In Curios players acquire artifacts from various treasure sites without knowing their worth. Using the cards in your hand and those revealed by others you can deduce the possible value of your artifacts allowing you to focus your efforts on the more profitable ventures.Curios is a game of worker placement deduction and bluffing like no other. This simple and intuitive game is quick to learn and even quicker to play!—description from the publisher
Giant warships locked in battle...Captain a mighty battlecruiser in the middle of a firefight as you try to gather 15 units of precious ore and get out — or die trying.In Eminent Domain: Battlecruisers you want to be the first to escape with 15 victory points or be the last ship standing. Each round you and your opponents each play a card from your identical hands. If you play the same card as an opponent you'll clash and bad things will happen! But if you manage to sneak a card through unhindered then you'll reap the benefits.Collect points or knock cards out of your opponents' hands. If you lose all of your cards then you're out of the running. At the end of each round check to see whether any player has won; if not prepare to play another card!
The group has a multiple-choice question and only two minutes to work it out. The snakes amongst you already know the right answer — and they'll stop at nothing to keep you away from it.In Snakesss you deal out the cards and try to answer a multiple-choice question with the rest of the players. The more people who get it right the more points you cash in — unless of course you get one of the snake cards. All the snakes already know the answer so their job is a bit simpler. To score points they have to sabotage the discussion and mislead the other players.—description from the publisher
In this game players will get 4 cards in their hand. In turn they play a card one by one. A player win the game if he can catch the culprit or he play his culprit card or when he play a dog card and finds a culprit. There are 32 cards with 11 different actions. 1. Detective 2. Culprit 3. First Finder 4. Dog 5. Rumor 6. Alibi 7. Information Exchange 8. Witness 9. Barter 10. Bystander 11. Schemer/Accomplice (new for the 1000 Yen edition)
The Lady and the Tiger is five games in one!Doors: A 2-player deduction game by Peter C. Hayward. Favor: A 2-4 player auction game by Allysha Tulk and Kevin Carmichael. Hoard: A solo game by Ken Maher. Labyrinth: A 2-player maze game by Philip Tootill. Traps: A 2-6 player bluffing game by JR Honeycutt.Inspired by the classic short story The Lady or the Tiger? by Frank R. Stockton each game offers a unique experience. Five amazing games packed into just eighteen unique cards!With stunning evocative art by Tania Walker The Lady and the Tiger is perfect for couples families ladies tigers and anyone who enjoys bluffing games.
Don’t get cold feet! Prove yourself as manager by drafting the best players and sending them to this year’s All-Star Cup. Keep in mind that a well-coordinated team will attract more fans! Once you made your way through the regular season the playoffs await. You’re skating on thin ice now because those who lose are eliminated right away!All-Star Draft is a card drafting game in which 2-6 players participate in an ice hockey tournament as a team's manager. You choose coaches with unique abilities play in the regular season and ultimately in the playoffs. You draft hockey players form new teams and send them to different arenas. In the playoffs the suspense becomes unbearable because each round will be played in a knockout system until only one team remains - the playoff winner. Whoever has the most fans at the end wins the tournament and the prestigious All-Star Cup.-description from publisher
Ultimate Werewolf is an interactive game of deduction for two teams: Villagers and Werewolves. The Villagers don't know who the Werewolves are and the Werewolves are trying to remain undiscovered while they slowly eliminate the Villagers one at a time. A Moderator (who isn't on a team) runs the game.Ultimate Werewolf takes place over a series of game days and nights. Each day the players discuss who among them is a Werewolf and vote out a player. Each night the Werewolves choose a player to eliminate while the Seer learns if one player is a Werewolf or not. The game is over when either all the Villagers or all the Werewolves are eliminated.Ultimate Werewolf a new edition of the award-winning best-selling werewolf title from Bézier Games has been reimagined to allow new players to quickly get up and running with a larger box totally rewritten and simplified rules and a guide for the included roles. With all-new art and a great new card design it's the perfect way to introduce groups of 7-30 people to Werewolf.
You are a spymaster. Your mission: Dominate the world of undercover intelligence by deploying agents to complete vital missions. To complete your mission you must first build an underground network of highly trained agents from different branches of espionage.In the card game SpyNet two to four players work alone or with a teammate to gather the information they need to recruit the best agents and disrupt their opponents' plans. With clever play and careful coordination you can rise to the top of the intelligence community and become a dominant force in the world of covert espionage.In more detail the deck contains agents funding and missions. Players draft cards from a face-down line-up: Look at the first pile and take it or put it back in order to look at the second pile; look at the second pile etc. After you take a pile you add one card to empty spot in the line-up as well as each pile that you passed over thereby enriching the haul for the next player.Players lay down color-coded agents in order to gain strength in four fields: tech infiltration counterespionage and enforcement. Funding can be applied to any agent and some agents have special powers that take effect when played. A player can complete a mission only when their strength in that mission's field is stronger than all other opponents.
Lead your wolf pack as you claim territory search for food and hunt prey. After a successful hunt you may enter a conflict with another pack. If that happens you will have to decide whether you want to risk injury by fighting to keep the food for your own pack or risk giving up all the food found in the region by sharing with the other pack.At the end of 5 weeks (rounds) the wolf pack with the most food will be declared The Alpha.—description from the publisher
Colonialism is a game of 19th Century imperialistic struggle. In this game each player assumes the role of a nondescript colonial power. Players proceed to struggle for influence in the unindustrialized regions of the world and the subsequent resources such influence entails.Each turn is divided into action phases and colonization phases. During action phases players use cards to secretly bid influence in the six regions of the game board. During colonization phases all cards in play are revealed the placement of influence is resolved and conflict occurs.Whenever all native influence is eliminated from a region that region's resources are collected. The amount of resources collected by each player depends on each players' influence in the region. At the end of the game the player who collects the most resources wins.
The party game you can play anywhereGuess the number - but don't go too high!Lighten up the mood at any game night dinner party or couples therapy session. Play it during business meetings datenight your uncle's funeral - or all three at once!—description from the boxNearly no table space is required and the game therefore works well as a party game in nearly any setting.How Dare you? comes with 2 optional advanced rules that spice up the gameplay:Doubling: If you guess a number that is at least twice that of the previous player you gain a doubling card. This card negates one silly goose point. This variant tempts players to make higher guesses.Double Dare: If you are dared you can either accept the dare and check the answer like normal or you can reply with a Double Dare. The player who is wrong will now get double punishment (two cards instead of one). But the player who initiated the dare now has the option to chicken out and withdraw their dare. If they do they must instead guess a higher number before the round continues as normal.
As the city of Euphoria was being established the struggle for political dominance raged on between the Euphorians and Subterrans. The Icarites had not yet descended upon the city and the Wastelanders were still deciding whether they wanted any part of it.Since it has become clear that the two factions cannot share control it is time for you to pick a side. Choose your faction find your allies banish those who oppose you and ensure your place at the top of the dystopian society to follow. Now it's your chance to Choose a Better Oppressor!Leaders of Euphoria: Choose a Better Oppressor is a social deduction game in the style of Good Cop Bad Cop but set in the world of Euphoria. It takes place earlier in the timeline than Euphoria when the city was young and foolish. Players will have 3 cards in front of them that determine whether they are on the Euphorian or Subterran team that will be investigated throughout the game to figure out who's on their team and who's not.Instead of the equipment cards from Good Cop Bad Cop players now use and give artifacts from the Old World in a new Artifact Phase or as a standard action. In Leaders of Euphoria you can use your turn to Hide one of your Recruit cards which is important because unlike Good Cop Bad Cop you may not use important actions without having a hidden recruit to expose. Also there is no player elimination like there was in GCBC as players who are banished from the city become Wastelanders and have a new victory condition.
A pirate lives on skill guile and fortune's fair eye dreading the day his luck finally runs dry. Before ye lies a sack of sixty golden doubloons – a king's ransom and a good day's haul. Each of the crew is entitled to a share equal to his rank and station aboard and as a crew of thieving pirates each has his own unique talent for prying coins out of the hands of his shipmates. Take all ye deserve – but no more than prudence allows for the treasure be cursed!Within the sack are coins bearing the Black Spot. To hold such a coin is to feel the icy hand of death upon ye – but to not be able to rid oneself of its curse is death itself. Best find someone else's pocket to line it with lest ye find yer pirating days at an end.Dread Curse is a push-your-luck game of cunning thievery and ample turns of fortune. Play revolves around drawing loot from a cloth bag and stealing from the other pirates in order to gain the most valuable stash of treasure. Each turn players reveal coins from their hidden cache to win the captaincy or one of the other seven crew assignments each of whom are able to draw from the bag in a unique way or use a special cheat ability available only to that pirate. Stay in as long as you dare to grab more gold but beware the Black Spot for if you end the game with it in your stash you automatically lose.
The head-to-head game of deployment deduction and deceptionBreak the deadlock in the final days of war. Victory will hinge on the actions of a handful of men – and we women spies… Go head-to-head as you secretly select soldiers with different abilities to engage the enemy.Each of you will have the opportunity to sabotage your opponent’s missions – using careful deployment clever deduction and surprising deception. With every enemy soldier you identify with every advance you rebuff you’ll tighten the noose infiltrating further into the enemy camp and taking the Double Agent a step closer to capturing the enemy flag!Spies & Lies is played in 3 rounds. Each round consists of 3 phases (Deploy Intel and Mission) which will determine which player can move the Double Agent into enemy territory on the game board. The first player to land on the enemy’s flag with the Double Agent wins (or the player who is closest to doing so when the third round ends).-description from publisher
I Spy is an exciting contest of disguised intentions political manipulation and spy games spanning an espionage-wracked pre-war Europe. Deceive your opponents as an agent secretly working for a European power recruiting key assets buying off politicians and instigating sabotage against foreign capitals. However you will need the reluctant (or unwitting) support of your opponents to position your homeland for European domination so tread carefully and do not reveal your true identity.Game Overview: At the start of the game you receive an Alignment Token which tells you which one of the competing European nations you secretly work for.The rest of the game unfolds over the course of 14 rounds with each player (spy) performing 3 Actions per round. These actions include moving around the map acquiring resources in the form of Supply Tokens improving your abilities by recruiting Assets manipulating the otherwise-random Politicians to your advantage or even directly harassing opposing spies.But any action you take will directly affect at least one Nation in the form of gains or losses in Influence points. Your mission during the game is to generate Influence for your own Nation while at the same time preventing your opponents’ Nations from gaining too much—if you can deduce which Nations they are!Influence is tallied and compared during Scoring Phases which take place at set intervals throughout the game. In a Scoring Phase each Nation receives Power points based on how much Influence it has accumulated so far.At the end of the game players reveal their Alignment Tokens and the player whose Nation has the most Power is the winner.
Human Punishment: The Beginning is a stand alone game and the Prequel of Human Punishment: Social Deduction 2.0 and it is a semi-cooperate social deduction & pick-up and deliver hybrid!3-6 players try to avoid the secret Machine revolution but Machine spies are everywhere and they try to corrupt the Human players. There are also Outlaws Fallen and Legion just as in Human Punishment and every faction works for their own goals.This game features a new mechanic called CWS (Connecting World System) which gives you the option to combine Human Punishment: The Beginning with Human Punishment: Social Deduction 2.0 to experience an epic theme night with YOUR OWN outcome! The Beginning is a fully stand alone game but you can also combine it with Human Punishment: Social Deduction 2.0.Fight Machines build Apex avoid Deus X Machina and don't become corrupted by the Machines. Rewrite the history of Humanity!
You are Detectives trying to solve a crime. You found 12 clues on the crime scene but only 3 of these are True Clues.One of you is the Ghost of the victim who helps to solve the crime. Detectives choose and send Clues to the Ghost. The Ghost chooses and opens the best as the Hints.One of you is the Murderer who misleads investigation – in discussion and also bluffing about cards that were sent to the Ghost and were not opened.In 3 rounds the Detectives need to guess all the 3 True Clues OR any 2 True Clues + the Murderer.More players – more different Roles: Accomplices Witness Expert Blackmailer. In extended mode – players get characters with special abilities.—description from the designer
Fangs is a re-implementation of the social deduction game Shadow Hunters. Players are secretly dealt characters that belong to one of three teams: vampires werewolves or humans. The vampires and werewolves win by destroying the other team while the humans are generally trying to simply stay alive (though some characters may end up aligning with one of the other two teams).Since everybody starts knowing only who they are they must start working on deducing who the other players are and whether they are friend or foe. Acting quickly may help you gain an advantage by weakening the opposing team before they realize which of the players fighting is their ally but moving hastily with limited information may see you accidentally eliminate a teammate and set your side back in the conflict.On each turn players either try to gather information find new equipment or try to harm (or aid) another player. Different areas of the map influence what you may discover and who you may interact with while certain cards and abilities mean you can never be certain that things will go according to plan.
A group of archeologists has mysteriously disappeared during an expedition to the risen island of R'lyeh. You are a member of a rescue team sent to aid them but as you investigate the site you encounter something terrible that seeks to destroy your team from within...You'll need intuition nerves of steel and clever acting if you're going to survive and win the game. Who will believe you? Who is whom and who is what? You can't trust anyone and no one will trust you so block the doors quarantine a suspect reveal your identity to your allies grab a flamethrower or run away — but look carefully where you will end up because The Thing might be closer than you think...In Stay Away! 4-12 players try to track down The Thing a creature awakened from a nauseating eternal slumber on the emerged R'lyeh island that has the capability of possessing the human body cloning it then taking its place so as you play you won't know who The Thing is or when someone will become The Thing or who is infected or not. The archaeologists are looking for The Thing; their goal is to work together to identify which player is The Thing and roast it with a Flamethrower card. You remain Human until The Thing passes an Infected! card to you during a card exchange at which point you become an Infected and take on that new Role: You are now an ally of The Thing and must take care that its identity is not revealed.
In Gladius play as cunning Roman spectators trying to make the most money by betting on gladiators competing in the gladiatorial games. Through the skillful use of underhanded tactics players can help and hinder teams to alter the outcome of each battle. Can you outwit your opponents to turn a profit or will you be left empty-handed?—description from the publisher
Living together in a small house is difficult and sometimes trouble arises. It's time for a big rumble in the house! Will you able to beat the other characters out of the house stay inside and keep your identity secret?Rumble in the House is a game of bluffing and deduction for the whole family. Each player secretly owns two of the twelve characters in the house and each character starts in a different room of the house. On a turn a player either moves any character that is alone in a room into an adjacent room or starts a fight in a room that contains at least two characters. Well it's not much of a fight really as the player removes one character from the room and places it in a line with other removed characters. Once a single character remains the round ends. The first two characters removed are worth zero points while the third through eleventh characters are worth 1-9 points; the character that remains in the house is worth ten points. Each player collects points only for his most valuable character.The player with the most points after three rounds wins.
Roll & Raid is based on the management of resources with euro flavor where players will carry out their actions simultaneously bringing a lot of agility to the game. It also incorporates a strong and original component of interaction that provides a great deal of fun.In Roll & Raid each player will control a Viking clan and produce ships and weapons to raid in search of new cities to plunder. Do not hesitate to destroy the clans that mess with your plans as only in battle you reach glory and only through death will you arrive at Valhalla!—description from the publisherRoll & Raid está basado en la gestión de recursos con sabor euro donde además los jugadores realizarán sus acciones de manera simultánea aportándole mucho dinamismo a la partida. Este juego que además incorpora un fuerte y original componente de interacción que le aporta grandes dosis de diversión.En Roll & Raid cada jugador controlará un clan vikingo con el que producirá barcos y armas para incursionar en busca de nuevas ciudades que saquear. ¡No dudéis en destruir a los clanes que se entrometan en vuestros planes pues sólo en la batalla se alcanza la gloria y sólo con la muerte se accede al Valhalla!—description from the publisher (Spanish)
All those carrots look so tempting that you might just snatch them – but what if the wolves have been expecting exactly that a greedy rabbit just like you? You never know...In Om Nom Nom during the game you will roll dice which will represent various kinds of prey. By clever play of your hunter cards you will try to eat the prey and thus gain victory points. At the end of the game the winner will be the player with the most points.The game consists of 3 rounds. Each round is divided into 4 phases – roll play score and cleanup. During the Roll phase one of the players rolls all the dice. After rolling the dice are arranged on the game boards. During the Play phase all players will play all 6 of their predator cards one by one. When everyone has selected their first card they are revealed simultaneously. This is where the action happens. Did You manage to guess what everyone else will play? Were You the only one brave enough to sneak Your mouse after the cheese? Or did You like everyone else play the wolf because no rabbit surely could resist that amount of carrots. During this phase players resolve all their played cards by capturing dice and cards of other players. During the Score phase players score points for captured cards and dice. And during the Cleanup when all 6 cards have been played players gather all their cards back in hand and a new round can begin. At the end of the third round player with the most points is the winner.
In Lady Alice – a game of intrigue flair bluffing and mischief – the players are the Baker Street Kids children under the tutelage of Sherlock Holmes who must deduce the culprit behind the kidnapping of Henry Morton Stanley as well as the time and place the kidnapping occurred and which object was stolen at the same time.Holmes gives each player the solution to one of these categories at the start of the game and players must keep such information secret. On a turn the active player voices his suspicions in the form of a sentence – I suspect ....... of having been seen at ....... at around ....... hundred in possession of ....... – filling in the blanks with one of the eight possibilities in each category. All players then secretly note whether or not they hold the evidence card for one of the four things named by placing a verdict card inside a folder. The active player shuffles these folders to disguise who answered in which ways then reveals them. If all four items guessed were false then you cover those four guesses on the game board with Holmes' business cards; otherwise players mentally note how many of the items were correct and try to decipher which ones those might be.Players then participate in a deduction round in which each player can:If all players pass successively the round ends and the next player in clockwise order then voices a suspicion. Otherwise a player can pass then place a deduction token or attempt an accusation later in the same round.Each player has nine deduction tokens in his color three each of 0 1 and 2. To place a token you place it face-down on the clue of your choice to the right of any tokens already present; if any of those tokens are face-down you reveal those tokens. At most four tokens can be placed on a clue.To attempt an accusation you say I accuse (suspect) of having been been seen at (place) at around (time) in possession of (object) then all players submit their verdict cards the same way they normally do. If all of them are positive you've solved the case – but not necessarily won the game. All tokens on incorrect clues and all tokens belonging to players who made a false accusation are removed then players tally the numbers on their tokens scoring bonus points if they have a token on each piece of evidence or if they made a correct suspicion or accusation. The player with the most points wins.With three or five players you decrease (increase) the number of evidence cards handed out at the start of the game and the number of tokens that can be placed on a clue.
Guess! Does the Eiffel Tower weigh more than the Titanic? Is a clarinet longer or shorter than a grass snake? Does a night at the Adlon cost more or less than a Thermomix? This game puts your guessing skills to the test. And if you're completely lost just put on your best poker face. Because the important thing is that the others buy your answer.—description from the designer
Refresh of classic Clue/Cluedo game. Significant change: Adds a new character Dr. Orchid. Also includes two-player rules.This version of the game plays faster than older versions of Clue with the help of bigger spaces on the board special Red Cards and a new layout of the mansion so you can walk between rooms. The bedroom has an ensuite and you can wander from the kitchen straight into the dining room.All new artwork brings this classic murder mystery to life with a high level of detail.It also comes with cool red dice!Note: In this version of Clue when playing with the 2-player/Team rules: before you deal the black Clue cards to the players you take the top four black CLUE cards from the deck and place them face down in a row at the side of the board. When the other player/team cannot answer your question you get to secretly look at one of the four cards at the side of the board.You also don't use the Red Bonus cards in a 2-player/Team game.
Who do you trust? If you sit on the Iron Throne the wisest answer is no one.Game of Thrones: Oathbreaker is a game of deception and social deduction. One player assumes the role of King (or Queen) while the others represent the great Lords and Ladies of the Houses of Westeros. Some are loyalists who want order in the realm others are conspirators who seek to undermine the throne and all of them have a secret agenda of their own. Who is truly loyal and who is simply hungry for power honor and coin? It's up to the King to figure it out before it's too late.In more detail the game lasts seven rounds. In each round players reveal a number of mission cards each of which has an associated influence type: crowns ravens or swords. Each noble plays influence cards face down to one or more missions and places their House Sigil at the mission where they played the most cards. Then each mission is resolved by shuffling the influence cards there and tallying up successes and failures. If a mission succeeds Order is generated; otherwise Chaos is generated. Nobles earn rewards (coin honor power) based on whether the mission with their House Sigil succeeded or failed.The King can play decree cards during the game to grant favor to nobles who seem loyal or cast suspicion on suspected conspirators. Decree cards award Order if the King was correct and Chaos if the King was wrong.At the end of the game if Order exceeds Chaos the King wins and any loyalists who achieved their personal ambitions win. If Chaos has the edge then any conspirators who achieved their personal ambitions win.
Dungeon of Mandom VIII is a press-your-luck dungeon delve in which 2-4 players take turns essentially daring each other to go into a dungeon with less equipment than they start off with while filling the dungeon with monsters. Players can win the game by winning two rounds or get eliminated from the game by losing two rounds.The game is played in rounds. Each round the player sets up the base character — one of eight heroes in the box — and all the equipment this character has. This one character represents every player being a fully-equipped dungeon delver.The start player (the person who challenged the dungeon last or the last player to be in a dungeon) can choose to draw a card from the monster deck or pass their turn. If they choose to draw they can do one of two things: (1) keep it and remove a piece of equipment or (2) place it face down in the dungeon. Placing it face down in the dungeon creates the dungeon deck and fills the dungeon with monsters that the challenger will have to face later. If they choose to pass their turn they cannot participate in the rest of the round. Once only one person is left after all the other players have passed their turn that player then becomes the challenger and must go into the dungeon with only the equipment currently on the character.The player then flips cards off the dungeon deck and fights the monsters within. Some equipment allows you to null the enemy damage or be able to withstand it by increasing your HP. If the player survives the dungeon with at least 1 HP they win that round; if not they lose. The players then reshuffle all the cards to make a new monster deck and use the same or a different hero to start the boasting once again.The game ends when someone has won twice or one player is the last person standing.Dungeon of Mandom VIII includes the material in the original Dungeon of Mandom as well as seven new heroes seven new monsters and forty new pieces of equipment with those items having previously appeared in Welcome to the Dungeon and Welcome Back to the Dungeon.
Snow is falling! Winter is finally here! A joust is in the making: let the show begin! You play as children representing your village and face your opponents in a joyful competition around a marvelous tree. Anticipate other players’ moves and guess their intentions. Be crafty collect strange fruits and dodge the snowballs!!Fruits appear randomly on the board at different levels of the tree. The players will try to seize them and therefore will have to choose on which branch they want to climb. Be careful though a player will only be able to harvest fruits if he is alone on a branch and if there is not a player in ambush just above him! Thus He will try to anticipate the choices of his opponents since otherwise a squabble will start which will inevitably end up by the loss of cards unless one of the brawlers dominates the fray. Finally the cleverest player will score a point for avoiding the fight by being the lowest in the tree. Between racing game bluff and double guessing.—description from the publisher
Ultimate Werewolf is an interactive game of deduction for two teams: villagers and werewolves. The villagers don't know who the werewolves are and the werewolves are trying to remain undiscovered while they slowly eliminate the villagers one at a time. A moderator (who isn't on a team) runs the game. The game takes place over a series of days and nights. Each day the players discuss who among them is a werewolf and vote out a player. Each night the werewolves choose a player to eliminate while the Seer learns if one player is a werewolf or not. The game is over when either all the villagers or all the werewolves are eliminated.Ultimate Werewolf Legacy uses gameplay similar to Ultimate Werewolf but you no longer have single standalone games as players and the village itself have attributes that are retained between games with events that take place in the first games having effects that ripple through remaining games. Make a bad decision early on and it can haunt the village for years to come! Players can earn titles which provides them with special abilities in future games regardless of their role. Players are each given a public family card in addition to their secret role card and they team up with the other members of their family to work together...unless one or more of their family members is secretly working against them.As for the village there are multiple paths that the game may take and as a result the experience you have playing through the entire game will differ from someone else who is playing with another set of people. This also allows players to play through the campaign multiple times with a different set of roles rules and environments each time.At the center of Ultimate Werewolf Legacy is an oversized 80+ page diary that walks the game moderator through every session. The diary has been designed so that players with no previous Werewolf playing experience can both play and moderate. The diary is structured into five distinct chapters with three game sessions in each chapter as well as an introductory preface game session. Players can jump in and out for individual sessions but ideally they'll play all the sessions in a chapter. Each chapter can be played in a single evening. At the end of the sixteen-game session campaign the diary will be a record of exactly what happened in your village and who was ultimately responsible for what it became over time.Replay packs that contain a new diary and an additional set of family cards will be sold separately allowing players to play through the entire campaign again.
You go in find the President bring him out in less than 24 hours and you're a free man.In Escape from New York an adaptation of the John Carpenter movie of the same name you play as Snake Brain Maggie or Cabbie and attempt to rescue the president and his precious tape and bring them to safety while dealing with the gangs of the most dangerous prison in the world – all of Manhattan.You will play the roles of the heroes exploring the dangerous streets of New York searching for the president his case containing the government tape and a diagram of the bridges so you can escape from the city without stepping on a landmine.You can work together searching for these three things or you may decide to secretly satisfy your own personal objective at any moment during the game escaping from New York alone and betraying your companions. Whatever your decision will be you must face the Bands of Manhattan headed by the Duke of New York who will hinder you by moving Prisoners and Bosses to eat up as much of the short time-frame you have to complete your mission.
Basari: Das Kartenspiel keeps the fundamentals of Basari and its sister game Edel Stein & Reich.Every round in Basari: Das Kartenspiel each player is dealt a bazaar card that shows a number of gemstones victory points and workers. Players simultaneously choose their action for that turn which is one of the following:If only one player chooses a specific action she takes that action. If exactly two players choose the same action those players will barter for that action: offering increasingly valuable gems to one another for that action. One of the players will take the gems offered the other player will take the action. If three or more players choose the same action the action is forfeited.Players keep all the cards they are dealt and the round ends if one or more players have 15 workers on their cards after all negotiations and actions have been completed. Each player with 15 or more workers scores 12 VPs. The player(s) with the most gems of each color score additional VPs but then must return some of their gems back to the bank.Each player keeps their leftover gems the cards are shuffled together and a new round starts.After three rounds the game ends. Whoever has the most victory points wins!
Revolt! Yes my dear fellow animals revolt against the humans who exploit us! I am a lab rat who broke free and I will have my vengeance over those humans! Join me and together we shall blow up this place the symbol of our oppression! —Ratchet Leader of Animals Revolt aGainst Humans a.k.a. ARGHIn ARGH a minimalist game with bluff and deduction your mission is to find allies and the components to build a bomb. Avoid the humans and the animals that remain faithful to them. Make smart deductions and careful propositions and thanks to you ARGH will become a landmark in the history of the struggle for animal liberation.
Princess Jing is a game of bluffing for two players or two groups of players.A palace can quickly become a maze for an escaping princess where each mirror can either reveal a way out or conceal a trap! It is up to her to use them at her advantage before her guardians turn them into spying devices!Each player moves their princess across the board hiding her progression while placing allies and mirrors to uncover your opponent’s princess. Escaping the palace and running off with your sweetheart will require both wits and stealth!
Every division of booty is a tense situation. Will you be the Mastermind the Driver or the Snitch?Millions of Dollars is a hidden role game with no elimination and non-random distribution of roles in which you negotiate and talk your way into as much loot as possible. Choose your role well and disguise your duplicity until the moment that you can play your cards just right...
Ah the great pyramids! Full of treasures just waiting for you! It would be so easy without the other explorers waking up the Mummies Werewolves and Franks and sending them after you. But you are quick and clever so it shouldn't be a problem right?Loot N Run is a subtle bluffing game in which you have to know when to take risks. On your turn take one of these three actions:The first player to score 35 points wins!
The maleficent witch has trapped Azura the giant dragon and guardian of the Kingdom of Atlea in stone with the help of the Opale. Without protection the kingdom is on the verge of war. The insurgents creatures of darkness are difficult for the Atlea’s guardians and emissaries to repel. As a disciple of the giant dragon you must enter the conflict to awaken Azura.Opale is a fast and addictive game for two players. Play your cards at the right moment to score more points and change the destiny of the Kingdom of Atlea.On a turn a player plays one or more cards with the same motif then refills his hand to five cards. The cards are always played onto the part of the game board that has the same motif. By laying out cards a player collects point cards that are already present.Opale is the new edition of Dragonheart with two variants from the designer.
++++Incoming Transmission++++++++ Received: 24/09/2195++++++Source: Antares binary system 876/ 978+++''ID: Industrial Salvage and Mining Vessel Valley ForgeCrew: 12 Human Androids: 1 Andromech 580-A “Demigod” class Engines: Hagfish Twin FTL J-3000 Tachyon Shunters Navigation: SIS-TER 6000 Mainframe Cargo: 2,000,000 tons of Mineral Ore; 3 tons of Trimonite Logged Flight Plan: Thedus to EarthMessage begins:+++Mayday Mayday! This is the ISMV Valley Forge – comms systems failing scanners malfunctioning… one of us is missing. Several of the crew are also claiming to have seen an alien lifeform. Ore-payload canister M-CXC-3790 ruptured when taken for processing. Doctor Chandra claimed it cracked like an egg before she vanished (possible space psychosis). Request advice and rescue boat. Comms out.+++++Message Appended- Received 24/09/2195+++++Oh god! Two of us are dead and two are still missing. We’ve got to get out of here! The captain has ordered Palmer to prime the auto-destruct. It mustn’t get back! Save our souls.Lifeform is a game of survival horror for two to four players in which one player takes on the role of an almost invincible utterly hostile alien while all other players take on the roles of the crew of commercial mining starship Valley Forge. During each game the crew outfitted with glitchy handheld sensors disrupted by a proximate nebula search their labyrinthine vessel for equipment weaponry and supplies to load onboard escape shuttlecraft Remora. Along the way the alien lifeform will ruthlessly attempt to stop the crew from carrying out this plan.The crew and alien lifeform both have a unique deck of cards and each card has symbols on it to indicate possible actions. The alien can move around the starship attack cocoon activate a malfunctioning android sabotage equipment and the vessel's wiring scurry into vents and more; while the starship crew can fire flamethrowers search move or run protect themselves with shock-prods hide shut security doors and other actions.Lifeform is a standalone dice-less game that tells of twelve commercial astronauts working on a battered mining starship far away in space and time who encounter an awesome galactic horror. Featuring an innovative self-destruct game mechanism and alternate playable endings depending on crew success Lifeform presents a tense suspenseful adventure with each and every game.
To celebrate The Werewolves of Miller's Hollow and its howling legacy the original designers have decided to take all their favorite character combinations and bring them to you. With characters taken from all the expansions — New Moon Characters The Pact — and put in one box now it's easier than ever to put together a terrifying game with Best of Werewolves of Miller's Hollow.
Work together to distribute the bites and wounds amongst the village. Some of you are wolves trying to turn the others. When Night falls everyone secretly passes cards to their neighbors!4-10 players (up to 15 with more cards) all claim to be innocent humans but one (or more) of them is Wolf Zero the original werewolf that wants to infect the village!The deck of cards sits face-up in the middle of the table. One by one you take turns picking up the top card and giving it to any (other) player you want. The cards can be a Bite (which brings you closer to becoming a wolf) or a Wound (which brings you closer to dead) or cards that cancel other cards. When a Night card is revealed the full moon comes out and werewolves and humans get to pass cards anonymously which is how the infection spreads and turns humans into wolves. Charms negate Bites and Salves negate Wounds. 3 Wounds (net) kill either a human or a werewolf. 3 Bites (net) turn a human into a werewolf and only wolves can pass Bites at night.When the deck is exhausted at the end of the third night Wolf Zero(es) begins to GROWL and slowly other wolves (even dead wolves) join the growl! If any humans are left alive all humans (even dead ones) win. If all the players who are still alive are growling all wolves (including dead ones) win!
The Walking Dead Bang! Dice Game allows players to face off against one another in this fast-paced stand-alone version of Bang!Roll shoot Bang! Test your survival skills with this fast moving version of BANG! The Dice Game: The Walking Dead. Based on the world's best-selling shoot 'em up card game Bang! where players battle one another for supremacy! With each roll of the dice Walkers get closer to overrunning the Survivors can you survive?
Dune: The Dice Game is a dice-driven game set in the Dune Universe created by Frank Herbert. The players represent various Factions vying for control of Arrakis the desert planet. Each of the 6 playable Factions has a small set of thematical special abilities that allow them to break certain rules in the game.Each turn you will need to politicize ally and employ the means of Kanly wisely recruit new troops ship them to the surface and attack in just the right spot. Fate in the form of the dice can be controlled to a certain degree but still might thwart your plans; Sandstorms and the mighty Shai-Hulud plague the surface of Arrakis; A charismatic leader might tip the balance in a forlorn combat in your favour.The game ends when one Faction or Alliance is in control of a certain number of Arrakis’ strategic Regions at the end of their turn or after 6 whole rounds.Inspired by and based on both this game tries to find a middle ground between the complexity and duration of Dune and the excessive simplicity of Dune Express while staying true to former’s general feel and steering closer to the lore of the original novels than both. Sounds a bit ambitious I know.
BANG!: The Walking Dead is a shoot 'em up card game based on BANG! in which factions from The Walking Dead face off in a battle to survive. Each player becomes a famous Walking Dead character while taking on the roles of Leader Savior Survivor or Loner.BANG!: The Walking Dead is interchangeable with the original BANG! game and plays much the same way. Players try to determine who is on which teams then use their cards in hand to attack others and heal themselves ideally ending up with their team on top.
You are a jewel thief and you've been invited to the mansion of someone who doesn't know that you engage in such nefarious doings. While at that mansion you're going to try to nick as many jewels as possible but *gadzooks* the mansion turns out to be filled with jewel thieves who are all trying to do the same thing. Can you out them publicly while staying unknown yourself and bagging a nice collection of gems?In Suspicion ten characters start on the perimeter of the game board and each player is secretly one of these characters. On a turn you roll two dice then move the two characters shown (or characters of your choice if you roll a joker). After this you play one of the two action cards in your hand and carry out one of the actions on that card: stealing a type of gem in the space where your character is located moving any character asking someone else whether their character can be seen by someone on the board and so on.Gems come in three types and when one of the piles is empty the game ends. Everyone guesses who is which character then all identities are revealed. For each player you've guessed correctly you score 7 points; for each set of three different gems you score 6 points; and for each individual gem aside from the sets you score 1 point. Whoever has the most points wins!
Rating: 7.1 | Players: 2–6
Game Type:
UncategorizedIn the distant past a starship from a faraway world appeared in the sky. Damaged in battle the craft broke apart and traced lines of fire across the horizon. These falling stars crashed to the surface and in the ages to come became enshrined in legends as the Lost Legacy. Discover where the Lost Legacy can be found and win the game!Lost Legacy: Fourth Chronicle contains two sets of game cards: The Werewolf and Undying Heart. Each set can be played independently or mixed together with other sets to create a unique custom set. As for how to play Lost Legacy is a game of risk deduction and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn you do the following:By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play) up to six players can compete at the same time.Note: Undying Heart was previously released as Lost Legacy: Undying Heart but AEG published it with a new title and with some card name changes.
Greedy Greedy Goblins is a simultaneous play strategic tile placement and bluffing game.Players lead a clan of goblin miners who want to gather the most valuable collection of gems. Coins are scored for gem tiles on the mines you have claimed with bonuses for dynamite tiles — but if there is too much dynamite the mine (and all the riches within) are destroyed!In more detail players sit around a circle composed of cave game boards and the guildhall game board with sixty mining tiles placed face-down within this circle. Each round while playing at the same time players use one hand to look at one mining tile at a time then place it on one of the cave game boards. At any time a player can claim the guildhall or a cave by placing one of their three goblins on the board after which no more tiles or goblins may be placed on this board.Once everyone has placed all of their goblins (or decided not to place them) players resolve the boards. The goblin on the guildhall draws a minion card that provides a special ability while each goblin in a cave scores coins based on the gems diamonds dynamite and monsters found there; these goblins can also take minion cards if minion tiles have been placed in the cave. Dynamite multiplies the value of a cave but three or more sticks blows the place up costing you coins.If someone has one hundred or more coins the game ends and whoever has the most coins wins; if not set up another round and go digging again.
Shy Monsters (Mutlose Monster) is an asymmetric bluffing game for two players in which a player builds a dungeon and their opponent tries to escape from it.The Dungeon Master leads a band of shy monsters. Make sure to respect their favourite places in the dungeon otherwise they will not attack the Hero. The Hero must properly decipher the dungeon’s structure and use its special actions soundly to escape from it alive.
The world is in ruin. Humankind is but a distant memory and only now have you awoken. You are an automaton in possession of several fragments that once held the will of the human race. The other fragments lie in the hands of your fellow automatons. You must investigate and piece together these fragments so that you alone may fulfill the final will of humanity.Code of Nine — first released as Old World And Code Of Nine or OWACON — is a card-based board game in which the goal is to puzzle together long-gone memories. Players battle for victory points (VPs) but what will generate VPs is decided by eight so-called memory cards that are dealt at the start of the game with each player getting to look at only two of these.Each round players choose actions that gain certain items such as coins books statues or legacies or perhaps to peek at the other players' memory cards.After five rounds the score is calculated and whoever has the most points wins.
A merciless war is raging throughout feudal Japan fueled by the hunger for power or the desire for peace of its great lords. As one of them you must defend your territory from the enemy threatening your borders. Now it's time to command your troops and read through your opponent's strategy to take over the battlefield and prevail!Kenjin is a quick and subtle card game of bluffing and tactics. You share two random battlefields with each of the players next to you: one worth 4 points the other 6.You get a hand of thirteen cards numbered from 0 to 3. They are your peasants thugs lords. On your turn send two of them to one or two of your battlefields. When all the cards have been played each battlefield is won by the player with the highest sum of card values there. Some cards are always played face up others always face down. Some of them also have a special power: Use your peasants (0) to lure your opponent's troops to a battlefield or to score more points if they survive. Play a Lord (2) early as it's strengthened by each new reinforcement thereafter.Terrains also impact a battle's outcome: Peasants take arms to protect their rice fields while military strength is not always enough when you fight over a palace. Once each battlefield has been scored the player with the most victory points wins.
New Salem is a hidden-identity drafting deduction and set-collection game in which players are 17th-century founders of New Salem where they hope to escape from the pestilence-filled streets of Salem during the infamous witch trials.Righteous players need to keep the witches at bay and construct specific types of buildings while witches add pestilence to the new town without detection. If the righteous players can keep pestilence at a minimum the one who scored the most victory points will win but if there is too much pestilence the witch who was the most evil will win.
In the card game MammuZ also released as Sauries you'll see mammoths sabretooth tigers and other critters from long-gone days — and you want to help them disappear by ridding yourself of them as quickly as you can.MammuZ uses an asymmetrical deck of cards featuring two mammoths three bears four deer and so on up to nine mice. Six dinosaur cards with special powers are included as well and you customize the deck before the start of play based on the number of players.During the game players try to rid themselves of cards along the lines of Cheat. At the start of a round a player lays 1-4 cards face down and claims they're a type of animal which they may or may not be! The next player either also lays down 1-4 cards and claims they're the same type of animal or calls out the previous player by flipping over one of the cards previously played. If that card matches the animal claimed the current player takes all played cards in hand; if not the previous player does. If the card revealed is a dinosaur then some special power takes effect. Whatever the case the next player then starts a new round.Whenever a player has all cards of a particular type of animal in hand they discard those animals immediately removing them from the game.As soon as a player runs out of cards whether by discarding a type of animal or by playing their final cards (and not being proved a liar) the game ends and they win!
Countries around the Pacific Basin are creating marine sanctuaries to preserve unique creatures and their habitat. All of these sanctuaries are being ranked on an overall leaderboard and it’s time to find out whose sanctuary deserves the title of the Pacific Ocean’s Best Marine Sanctuary!Pacific Ocean is a quick set collection 18-card game where you aim to attract aquatic animals to your sanctuary. During the game you’ll select new inhabitants not just for yourself but also for your opponent. As every animal you attract will uniquely affect your end game points you’ll need to think strategically to prove that your sanctuary deserves the top rank.How To PlayI cut you choose Select 2 Aquatic Animal cards from your hand and place 1 card face up and the other card face down. The other player chooses 1 of those cards to add to their sanctuary. The remaining card is added to your own sanctuary.Add icons or scoring condition You can add a card to your sanctuary in one of two ways: to add icons or a scoring condition. To add icons place a card underneath and expose just the top of the card showing the icons. To add a scoring condition expose just the bottom of the card showing the condition.Score points After 6 turns both players score all the points by satisfying scoring conditions in their sanctuaries. The player who has scored the most points wins.The Kickstater edition comes packaged with several Kickstarter exclusive content: Pacific Ocean: Solo Expansion (3 cards) - adding Bot Cards for a Solo game. Bot Cards: Moby (easy); Flipper Thor Ferdinand Vasco (medium); Jacques Willy Amerigo (hard)Pacific Ocean: Tropical Fish (13 cards) - Adds new fish and the possibility to play with 3 players to the Pacific Ocean game. new cards: 9 fish 1 double sided sanctuary card 3 bot cards for solo playPacific Ocean: Promo Pack - 4 fish 1 double sided sanctuary card 1 bot card for solo play—description from the publisher
In Nessos you must embody Greek heroes who imprison mythological creatures into sacred amphoras in order to offer them to the gods. If you capture enough you will reach the rank of gods' chosen One! But beware for Charon the terrible roams and will by all means try to make you take a one way trip to Hell!During the game the players must bluff in order to win the Amphora cards which represent the most interesting creatures. When your turn comes offer an Amphora card to another player. They can accept it or refuse it by offering it to another player. Collect Amphora cards in order to be the first to reach the number of points required. But be careful if you get three Charon cards you lose the round.—description from the publisherGame Play Players start each round with 5 cards in their hands. The game takes place in a undetermined number of rounds until one of the three game-end conditions is met. The player who has the first player pawn chooses a card in her hand of cards and offers it by putting it face down in front of another player of her choice. If the card offered is a Creature card she must say out loud the number of the card without lying. If the card offered is a Charon card she can (and should) lie by saying out loud any number she wishes. The player who gets the card has 3 choices: - He accepts the card before looking at it and then places it face up in front of him. - He refuses the card without looking at it. It returns to the player who offered it and she places it face up in front of herself. - He adds a card from his hand face down and offers the two cards to another player. He is only allowed to lie about the Charon cards by announcing the number he chooses. In this third case the player who receives the two cards has the same choices. Cards cannot be offered to a player who has already been offered cards in this round nor to the player with the First player pawn. The last player must either accept or refuse the cards offered. Then a new round starts the first player pawn moves to the left and players draw cards from the deck to refill their hands to 5 cards. Having a 1 card a 2 card and a 3 card in front of you gives you 10 bonus points (=16 points). Players who have three Charon cards in front of them are sent to Hell and are eliminated from the game. The player whose Creature cards reaches or exceeds the number of points required wins the game.
Prepare to navigate the perilous world of Westeros with Tiny Epic Game of Thrones where alliances are fragile betrayals are common and the fate of your House hangs in the balance. Players will assume the roles of the mighty houses of the Seven Kingdoms each vying for power influence and control of the Iron Throne.As you step into the shoes of iconic characters you'll face challenging dilemmas engage in intricate political maneuvering and wage epic battles for supremacy. Will you forge powerful alliances with other noble houses or will you plot their downfall to seize their lands and resources? The choices you make will have far-reaching consequences affecting not only your House but the entire realm. Can you outwit your rivals and ensure the survival and prosperity of your House in the unforgiving Game of Thrones?In Tiny Epic Game of Thrones players utilize an innovative limited-action dice mechanism to strategically choose actions such as plot whisper event march and sail. With the option to follow other players' actions players will be engaged every turn.Furthermore players will wield the immense power of their respective Houses through a versatile hand of multi-use cards that allow players to plot against the influential houses of Westeros orchestrate grandiose events and partake in exhilarating battles. They will wage war across all of Westeros sieging castles taking lands and forging crucial alliances all for a chance to sit upon the Iron Throne. After six rounds of play one player will emerge as the Lord of the Seven Kingdoms and be crowned the winner!—description from the publisher
It's a big feast in the magical kingdom of Gloutama where you take on the role of an ever-hungry halfling that goes to the market to gather all sorts of wonderful ingredients from elves dwarfs pixies trolls orcs and wizards so you can cook up dishes that will have every creature in the kingdom licking their fingers.In each of four rounds in Festo! players try to gather as many ingredients as they can by placing their servants by the different races in the game — but each round consists of two phases in which the players roll three dice that determine whether races are available this turn or not. Some races might be totally unavailable because of this so players have to decide how many of their servants they want to place during each phase. Once this is done majorities determine who gets what.Who will be the cleverest of all halflings? Play Festo! and find out!—description from the publisher
[redacted] is a game of spycraft intrigue betrayal and bluffing set in the golden age of the cold war when men knew how to drink a Martini and women knew not to trust a man who claimed to know how to drink a Martini.In the game spies must infiltrate the embassy during the reception that the ambassador holds every year to show how important he is. Moving from room to room they have to recover files and escape in the helicopter or make sure that the other side's pilots have a really bad day.While interacting with each other the players seek to interrogate steal or injure when they can. With a double-blind interaction mechanism that never really lets the tension ebb a skilled agent will need to do a lot more than see through a bluff...
Tricks and the Phantom is a simple deduction game using only ten (or eleven) cards with a little bluffing element. Deduce the culprit from among the four persons. However there may be a phantom who attempts to confuse you.In the base game ten cards are dealt to four players so players have hands of only two or three cards. As in a trick-taking game each player plays one card face down in turn order. While doing this each player forecasts who has the highest card (that is the culprit). Each card has a color (suit) and you have to show that color when you play the card; this allows opponents to narrow down the number of your card but some cards have a special effect so big numbers don't win automatically. Points are awarded to whoever played the highest card (the culprit) and to whoever correctly forecasted that player winning.Tricks and the Phantom is not just card luck. It is a strategy inference game that requires you to read each other's psychology.
Lying Pirates is a first to finish fast-paced dice game for 2-6 playersYou are the captain of your ship and the dice you have is your crew.The game plays in a number of rounds where every round consists of three phases. Betting sailing and action phase.The betting phase: Inspired by the classic game Liars Dice this poker-like mechanic will test your bluffing and probability skills.The sailing phase: All except the loser sail forward on the map and battle for their event/tile. Some events you really want to explore and some you want to avoid at all cost.The action phase: To aid you on your journey you'll have action cards on hand. Play these strategically to attack opponents and defend or upgrade your crew.—description from the designer
Virulence: An Infectious Card Game is an addictively quick and simple card game focused on viruses infecting a host cell - and how they assemble and replicate inside that host cell.Virulence has players take on the role of viruses competing to infect a host cell in order to replicate their own viral components thus scoring points.Each round players secretly choose one Virus card from their hand place it face down on the table then simultaneously flip these Virus cards to reveal each player's (and thus each virus') virulence. In order from the highest to the lowest virulence players then take turns selecting from the available Viral Component cards each awarding points in a variety of ways or allowing that player to build their hand of Virus Cards allowing them to win critical components later.Virulence is addictively simple and competitive because it combines blind bidding/bluffing with engine building a bit of luck and most importantly it can played be taught in 30 seconds and played 10 minutes.
El portero Baldomero is a game of deception and deduction where one of the players will take the role of the doorman of a community the affable Baldomero while the rest of the players will be a group of very gossipy neighbors.Baldomero wants to know all the gossips that are spoken on the bulding. The rest of the neighbors will try to prevent the doorman from finding out everything.If the neighbors catch you snooping you will most likely lose your job!
Who has the greediest kingdom? In Greedy Kingdoms you and an opponent compete in a test of wits. Can you bluff past them to collect the most resources and build two royal palaces first or will the opponent outthink your plans and stop you at each turn? Deploy your heroes to attack and defend collect resources and upgrade your kingdom all while working towards the coveted royal palaces so that all the other kingdoms stand in awe of your gree...wealth!The 2018 version of Greedy Kingdoms reimplements the original 2009 release from Hayato Kisaragi and One Draw with new cards and rules from Bruno Faidutti.
Donner Dinner Party is a rowdy game of frontier cannibalism!Who's safe when there are cannibals hiding among you? That's the question at the heart of this fast-paced game of social deduction in which cannibals and pioneers face off in a fight for survival. Set in the winter of 1846 players are members of the ill-fated Donner Party wagon train stranded atop a mountain with no food. Who will avoid becoming tonight's dinner and make it off the mountain alive? And who are the suspicious scoundrels hungry for human flesh?In more detail Donner Dinner Party is a social deduction game in which players are either pioneer or cannibal. Each player has equipment as well and sometimes that will help you survive — unless of course you're a cannibal in which case you might want to play dumb about what you have.The party goes hunting regularly to try to survive and the cannibals will try to thwart these efforts since they really prefer the taste of human flesh. In the end if the number of cannibals equals the number of pioneers the cannibals win; if the pioneers survive seven weeks without this happening then they win instead.
Originally released by Fata Morgana in the 1980s KREMLIN is a European-style boardgame where players compete to control the Communist Party of the Soviet Union.The Jolly Roger KREMLIN features updated art and better components created in the style of 1930s Soviet poster propaganda. This edition has an error on the board that has the name of the game covering part of the graphics and text on the board.Kremlin is played for up to ten turns ending as soon as the Party Chief successfully waves three times at the May Day Parade or when so many politicians are dead or in Siberia that the Party Chief can disband the Politburo and take complete power for himself.Each turn has phases. The most important of these are the KGB trials (which can send party members to Siberia or the cemetery) and the Defense Ministry's Spy Investigations which can also force politicians on a winter's gulag holiday. With the KGB the catch is that the higher up the ladder the target the more difficult to bring down and Party Chiefs tend to change KGB leaders who take shots at the top... For the Defense Minister his investigations require a trial to be successful--and a guilty vote and that isn't always possible in the Central Committee.The catch? Players allot influence secretly at the start of the game and don't reveal it until it is used meaning no one knows who controls the KGB or any other ministry not until Influence is revealed--and even then who knows who still has undeclared influence on that person? It is possible that players can swap control back and forth over the KGB chief even as he is trying to determine who to assassinate!Once the carnage is done players have to survive the ravages of aging--and every time a politician takes action he ages faster than normal...your 50 yr old star of the party? Well suddenly he's acting like he's 83 Comrade. Life near the top will do that to you. In the Health phase politicians may die or grow sick--sick politicians can choose to go to the hospital but while there they exert no influence and their responsibilities pass on to other politicians. Sometimes this means your man must make the heroic sacrifice to the Rodina and remain on the job even while at death's door.Once we know who is still alive the Party Chief is allowed to move politicians between posts. After all he's in control of the bureaucracy. He can move people up and down and when he's done upper ministers do so as well--but can only affect politicians below them on the food chain. Heck politicians can even sponsor comrades in exile in Siberia to come back to the People. Of course each person you bring back ages you five years....want to bring back five? Age 25 years in the blink of an eye Tovarich.Intrigue cards allow you to take control of situations or foil other players' schemes. In one of the older versions you could have things like Chernobyl take place in 1920. That's been corrected--so that while events may be the same they have now been made era-appropriate.The turn ends with the May Day Parade. If the party chief is healthy he can wave throughout the day making people happy--clearly our socialist union is prospering. But if he's sick sometimes he leaves early and is unable to wave sending doubts through the ranks. If a faction (player) earns three waves they win the game.The Jolly Roger version provides three different KREMLIN games in one box.
Ancient Egypt is going to the dogs — or maybe to the cats? Displeased by his children the Pharaoh favors his pets instead. He has decided to alter the lines of succession and will bequeath his entire kingdom either to the feline goddess Bast or to the canine god Anubis but which one?In Heir to the the Pharaoh you and your opponent play as Bast and Anubis each one vying for the Pharaoh's affection — and for his throne! Impress the Pharaoh by digging your mighty paws into the sand. Build majestic Shrines Sun Temples and Obelisks! Use Animal Magic to unleash the power of the gods who will help you win the favor of the Pharaoh!In more detail the game combines intense card play with a spacious and colorfully illustrated game board. It mingles multiple mechanisms including civilization-building (with tile placement and network building) bidding set collection area control and hand management (with players required to exchange all used cards with their opponent at the end of each round). Seven separate player abilities re-combine each round depending on the favor of the gods earned that round by each player. For example earning the favor of the god Ra lets you add a Player Disc to the current Sun for area control around the edges of the board. Ptah allows you to claim the current Monument Card for set collection scoring. Seshat lets you place the current Monument Standee on the board to add to the network of Monuments in play. Geb and Nut let you claim and rotate this Monument Standee and aim it at other Monuments to score points. The Pharaoh lets you secretly contribute cards to the construction of the Pyramid awarding the greater contributor many points at the end of the game.Over a series of eight rounds players work to build a Pyramid and a series of smaller monuments to impress the Pharaoh. By performing actions unique to each god players build monuments and align them to point at other monuments gaining influence over the Pharaoh as they do so. Once the Pyramid is completed the player with the most points is declared the Heir to the Pharaoh and wins the game.
Description from the publisher (translated):An investigation game aboard a cruise ship: for 2 to 6 players from age 12. A passenger has been murdered in his suite on board a beautiful cruise ship! The twelve occupants of the VIP cabins on the restricted-access upper deck are the obvious suspects. As a passenger on the ship you along with a few fellow private detectives who happen to be attending a conference on board decide to carry out the investigation putting at stake your reputation!Minuit Meurtre en Mer takes you on board for an unpredictable voyage during which you will need to demonstrate insightfulness to uncover some or all the circumstances of the crime
In Ultimate Werewolf Extreme 3-25 players will use their wits to deceive and uncover deception by fellow players as they attempt to discover who among them is a werewolf. Like traditional werewolf games Ultimate Werewolf Extreme has all sorts of roles and a moderator to run the game but Extreme reworks this in several ways:Most importantly the game is integrated with a new app that makes moderating easier than ever before. No more writing down all of the roles and who is assigned to them or trying to remember some of the complex interactions that happen when using multiple special abilities. The app has two major parts: A deck configuration tool and a game moderator assistant. The deck configuration tool creates a deck based on user-set parameters such as number of players moderator difficulty info value or traditional role balance.The game moderator assistant automatically scans cards player names and player faces placing them into the app and using that information to run the game. While a moderator is still required to run the game and monitor the app much of the critical bookkeeping such as tracking the players who are still in the game which actions should happen in what order at night and timing each of the games all happen automatically. This app is not needed to play but it will make moderating a breeze with a timer turn order and loads of special features!—description from the publisher
Once hungry Kitty craved to eat but sadly found no yummy meat instead just found some weird spice scoffed it down and paid the price. From prickling hot sensation came the grand idea for this sweet game.Sweet & Spicy is a bluffing card game for 2-6 players and the kid-friendly variant of Spicy. Instead of Wasabi you can now play with Lemon and there is a new card in the game: The SUPER-JOKER. But the game principle remains the same.Just like in Spicy the cards are played face down so you can cheat when you announce your card. But it's not just about bluffing convincingly. You can almost always play a card that is at least half right if you play it skillfully from your hand. It's a matter of tactically considering which card you can get away with: Do I play a pepper 9 better than a chili 10 or a suit joker than a pepper 10? Or do I pass better because I'm sure it will be noticeable that I've been thinking about it for so long?In Sweet & Spicy the super joker is added which can be any spice and any number. It is therefore always correct and cannot be doubted.—description from the publisher
Unbeknownst to the citizens of Shady Grove USA a battle is brewing while they sleep. The most powerful heroes the world has ever known have converged to stop an onslaught of malicious super villains. The trouble is these nefarious criminals are hiding in plain sight as residents of Shady Grove so the heroes first have to find these treacherous evil-doers before it’s too late...In One Night Ultimate Super Villains players take on the roles of heroes or villains each with amazing superpowers that help further their cause. The vile trio of Rapscallion Dr. Peeker and Henchman #7 are intent on getting away with their crimes while the members of the Super Club Of Overt Powers (SCOOP) are all out to catch them. Shady Grove — maybe even the world — will never be the same.One Night Ultimate Super Villains is a standalone game in the One Night series that's perfect for the whole family to enjoy challenging you to capture the baddies and save the world! Super Villains can also be combined with the other entries in the series — One Night Ultimate Werewolf Daybreak Vampire and Alien — to create even more fun and chaos.The game also includes a free companion app which guides players through the different player actions during the night phase of the game.
As a medieval monk you are charged with increasing the prestige of the abbey's collection of historical and sacred texts. By acquiring the resources for manuscript illustration and reproduction your abbey produces and sells its valuable works thereby bringing in finances necessary for maintaining a fine abbey. Will you succeed in making your abbey the most prestigious of all?The goal of Scripts and Scribes: The Dice Game is to acquire gold and to collect resources – scrolls manuscripts pigments quills ink – to exchange for gold. The game is a dice version of Scripts and Scribes (aka Biblios) and follows the same basic theme but with interesting changes due to the use of dice. As in Scripts and Scribes players compete in five different categories and the values of the categories change during the game. In addition depending upon the dice roll there may be many or few auctions during the game in which players auction their resources for gold or auction gold for resources.
The Wizard of the Tribe has died. As it has been recorded by our ancestors for thousands of years wizard-wannabes made their predictions for the ostrich race in the Holy Cave the one making the more accurate predictions becoming the new Wizard. Which ostrich will win the race? Who will become the new Wizard? The answers are not easy since it is an open secret that candidates are not limited just to making predictions...In Banjooli Xeet players become Wizards who must predict the order of arrival of racing ostriches in order to gain points while dodging obstacles collecting berries avoiding the dreaded Lion and not waking the sleeping crocodiles. Banjooli Xeet is a fast-paced race game for 2 to 5 players with a lot of bluffing crazy predictions and hilarious fun.En Banjooli Xeet los jugadores son Brujos y deben predecir el orden de llegada de los avestruces para ganar puntos sortear obstáculos recoger bayas evitar al temido León no despertar a los dormidos cocodrilos. Banjooli Xeet es un juego rápido de 2 a 5 jugadores con mucho faroleo locas predicciones y diversión hilarante.
In the United States during the 1920s the Volstead Act forbids the manufacturing and sale of alcohol. Nevertheless prohibition is going to represent a gold mine for smugglers who dare to challenge the authorities. From the hooligan to the respected politician many people have tried their luck on this lucrative market yet it remains a dangerous activity since the agents of the prohibition — the Prohis — roam around...In Prohis each player embodies a smuggler who tries to make a fortune by transporting illegal goods — a highly precarious activity since the other players have the opportunity to check your cargo or even seize it if they find suspicious items. Each player starts with an Inspector a Captain and a hand of four cards with the deck being comprised of legal goods illegal goods and Lieutenants. Four cards are placed face-up on the table. On a turn a player either draws 1-2 cards from those on display or from the deck or attempts to smuggle a convoy of 2-4 cards by placing them on the table face down. When smuggling each other player gets the chance to throw a cargo controller at the smuggled goods with the highest valued controller taking charge of the inspection. The cargo mover can try to bribe the controller to make this trouble go away but if that doesn't work an Inspector the highest rating can look at three cargo cards a Captain two and a Lieutenant one. If the controller reveals an illegal good the owner of that card gets to seize all of the cargo placing it and her controller in her warehouse; if all the goods are legal the shipper claims the cargo in the warehouse and the controller in hand. If a controller awaits among the cargo then this informant has been revealed and the inspection fails. When the deck runs out or players all pass on drawing cards the game ends with players scoring $4k for each illegal good in the warehouse $1k for each legal good and $1-5k for controllers in hand and in the warehouse. Illegal goods in hand cost money and whoever has the most money wins.
BOARD ROYALE is a turn-based survival card game for 2 to 6 players. To survive you will have to be sneaky and a ruthless backstabber. BEWARE: Board Royale can be a friendship breaker! The goal of the game is to survive by any means necessary. If a player runs out of resources they are instantly eliminated from the game! The last man standing on the island or the first to escape by collecting 10 escape points wins the game. This is not an easy task!Each round is one day on the island during which you must gather resources and spend them to craft items with various abilities in order to attack your opponents and ensure your survival.—description from the publisher
Lawmakers are cracking down on soda and tight regulation has made way for lucrative smuggling. One bottle per person is the new law — thus bribes suitcase inspections and arrests are on the agenda. Only one will emerge the Soda Kingpin.Each round in Soda Smugglers one player takes a turn in the role of a border guard while the other players act as travelers. In a quest to acquire coveted carbonation and its accompanying bottle caps the border guard tries to confiscate as many sodas as possible while only the cleverest travelers will sneak across with their fizzy contraband. After each player has been the border guard (twice in a 3-4 player game once in a 5-8 player game) the game ends and whoever has the most bottle caps wins!—description from the publisher
You are a tiny kingdom with big ambition. You want to expand your population throughout the realms learn powerful magic build grand towers and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed...In Tiny Epic Kingdoms a 4x fantasy game in a pocket-size package each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game players collect resources explore other territories battle each other research magic and work to build a great tower to protect their realm.Ultra Tiny Epic Kingdoms (UTEK) is everything Tiny Epic Kingdoms (TEK) is — minus the exploration mini-expansion but with added solo play — but much smaller. UTEK and TEK are virtually the same game. The only rule difference between the two versions is how units react to the Ruins region and certain faction/territory restrictions exist due to having them back to back on the cards.
Description from the publisher:In Super Mario Level Up! join Mario and his pals as you advance them up the Mushroom Kingdom while challenging other players to gather the most coins and reach the castle at the top.Each player starts with a unique line-up of characters that they are trying to score the most points with. Players take turns moving any character up the board until a character gets to the top.Once a character is advanced to the top board players vote to see if the character stays or is kicked off the Mushroom Kingdom. It takes only one NO vote to get them off the board. And players should use the NO votes wisely as each player only has two NO votes in their hand. The round ends when the character is unanimously voted to stay at the top.Score up your points and play another round. Game ends after three rounds.