Monikers is a party game based on the public domain game Celebrities where players take turns attempting to get their teammates to guess names by describing or imitating well-known people.In the first round clue givers can say anything they want except for the name itself. For the second round clue givers can only say one word. And in the final round clue givers can’t say anything at all: they can only use gestures and charades.
In Tiny Epic Galaxies each player controls a galactic empire aiming to expand their influence by acquiring highly contested planets and increasing their cosmic armada. The game revolves around an innovative dice-rolling combo mechanic. The number of dice you roll is determined by the strength of your galaxy. Each die is engraved with symbols representing the various actions you can take such as moving a spaceship increasing your culture or energy resources or advancing your political or economic influence over newly discovered planets.Through careful planning you must make the most out of your turn taking the available actions in whichever order you consider most beneficial. But be careful as each of your opponents can choose to follow each action you take by expending valuable resources. This means that it can always be your turn even when it is someone else’s turn!Players will colonize new planets throughout the game thereby earning victory points and accumulating special abilities which they can activate for their galactic empire. Careful spending of resources will ensure the fastest growth of your empire while allowing you to receive the biggest possible pay‐off from the actions you take.Will your influence be enough to control the most powerful planets in the galaxy? Will you be able to meet your secret objective along the way? Will your empire stand victorious?Tiny Epic Galaxies FAQ
As Supreme Commander of your country's military forces in Air Land & Sea you must carefully deploy your forces across three theaters of war: air land and sea. At the start of each battle you're dealt a hand of six cards. Players take turns playing cards one at a time until all cards have been played — or one player decides to withdraw. The order in which you play your cards is critical as is whether you play them face up or face down. Playing a card face up triggers its tactical ability but the card must be played in its corresponding theater. Face-down cards can be played to any theater but have a strength of only 2 and do not grant tactical abilities.Sometimes it may be best to withdraw in order to deny your opponent complete victory as points are awarded at the end of each battle based on the results. The first player to 12 points wins!Air Land & Sea: Critters at War features the same gameplay as in Air Land & Sea but with 100% critters and more vibrant colors.
Evolution: Climate is a standalone game that introduces climate into the Evolution game system.In Evolution: Climate players adapt their species in a dynamic ecosystem where food is scarce predators lurk and the climate can swing between scorching hot and icy cold. Traits like a Hard Shell and Horns can protect your species from Carnivores while a Long Neck will help them get food that others cannot reach. Heavy Fur and Migratory can protect your species from the cold while being Nocturnal or Burrowing will provide protection from the cruel desert sun. With over 200,000 ways to evolve your species every game evolves into a different adventure.Evolution: Climate changes Evolution from a two-dimensional game (dealing with the threat of Starvation and Carnivores) into a three-dimensional game (dealing with the threat of Starvation Carnivores and Climate effects) while increasing the vividness of the theme. It adds additional layers into what was already a dynamically strategic game.
For Northwood! Is a solo hand management and precision trick-taking game. Your objective is to peacefully unify the kingdom of Northwood through conversations with their rulers. Over eight rounds you must visit eight animal fiefs and engage their rulers in dialogue (tricks). Each ruler's suit represents the trump for that fief. Each ruler also requires you to win an exact number of tricks to join your alliance so the game gets harder as your options dwindle.You start with four allies each with an ability that you can use once per visit. These abilities can make you draw discard or otherwise manipulate your hand to help you hit the target score. Once you've won a ruler over you can pull them in to substitute temporarily for one of your allies if you need a more specific set of abilities to tackle the harder fiefs.With multiple difficulty levels 24 rulers (12 used per game) and a 16-scenario challenge booklet For Northwood! offers hours of gameplay with a new puzzle every time!Winner of *Best Overall Game* and *Jury Prize* in the 2021 BGG 54-card contest. Also winner of *Best Art* *Best Solo Game* and *Best New Designer*!-description from designer
Friday the second game in the Friedemann Friese Series: Freitag-Project (Friedemann Friese) is based on the story of Robinson Crusoe and his loyal partner Friday (Freitag). You play as Friday and when Robinson Crusoe crashes his ship on your island your peaceful times are disturbed. You must help Robinson to survive the island and prepare him to defeat the pirates that are coming for the island.Friday is a solitaire deck-building game in which you optimize your deck of fight cards in order to defeat the hazards of the island. During a turn the player will attempt to defeat hazard cards by playing fight cards from their deck. If defeated a hazard card will become a fight card and is added to the player's deck. If failed the player will lose life points but also get the opportunity to remove unwanted cards from their fight deck. In the end the player will use their optimized fight deck to defeat the two pirate ships coming for the island allowing Robinson Crusoe to escape the island and allowing you to finally have your peace back!
You are a paperback author trying to finish novels for your editor. Complete Westerns Science Fiction Romance or even the rare Best-Seller. Live the dream — and maybe pay the bills.Word-building meets deck-building in the unique game Paperback. Players start with a deck of letter cards and wild cards. Each hand they form words and purchase more powerful letters based on how well their word scored. Most letters have abilities that activate when they are used in a word such as drawing more cards or double letter score. Players buy wilds to gain victory points. Variant included for cooperative play.
Create an instant party with HITSTER the music card game of the century! Listen to over 100 years of amazing hits take turns arranging them in chronological order on your music timeline and create your trip down memory lane. The first player to collect 10 hits is crowned the HITSTERHITSTER is the perfect game for an evening with lots of laughing singing dancing and sharing memories. Simply open the box scan a song card and let the music do the rest to create an instant party. So what are you waiting for?How to play 1. Pick a music card and scan the QR code with the free Hitster app to automatically play it in Spotify 2. Guess when the song was released by placing it in the right position of your music timeline. 3. Flip the music card. If correct you keep the music card to build your timeline. Tip: add the Hitster tokens into the mix for an even more exciting gameFeatures: - With more than 300 of the greatest hits HITSTER will create an instant party for everybody…guaranteed! - Everybody is invited for the HITSTER party! Super easy rules and no game set-up gets the party started in no-time. Simply scan a card with the free Hitster app and the music starts playing automatically in Spotify isn't that cool? - HITSTER is the music game in which you don’t have to be a music expert. Simply guess if a song was released before or after other songs in your music timeline. The futher you are in building your timeline the more challenging it becomes. Your chances of winning increases if you can also name the artists and song titles. - Are you craving to show of your music knowledge? Play HITSTER with the Pro rules or even Expert rules in which you have to know the exact year artist and song title. - Fancy a less competitive trip down memory lane? Then HITSTER can also be played as one team or by yourself—description from the publisher
In Evolution players adapt their species in a dynamic ecosystem where food is scarce and predators lurk. Traits like Hard Shell and Horns will protect your species from Carnivores while a Long Neck will help them get food that others cannot reach. With over 4,000 ways to evolve your species every game becomes a different adventure.Evolution is played in a variable number of rounds. Each round players draw 3 Trat cards to enhance their species create new species or feed their existing animals. Play continues until the Trai deck has been finished and needs to be reshuffled. Reshuffling the Trait cards signals the final round of the game. At the end of the game the player with the most food traits and population wins.Evolution packs a surprising amount of variety for a game with simple rules. The variety comes from the synergies between the trait cards and from the different personalities at the table. Some players thrive on creating Carnivores to wreak havoc on their fellow players. Others prefer to stay protected and mind their own business. Evolution encourages both play styles by giving each of them multiple paths to victory. And it is the mix of play styles at the table that ultimately determines the ecosystem in which the players are adapting. So gather your friends and see who can best adapt to the changing world around them.
Trapped in a drowned world you and your allies are doomed -- or are you? Using a mystical deck and a healthy dose of logic you can predict each others' fates and escape unscathed.The Shipwreck Arcana is a compact co-operative game of deduction evaluation and logic. Each player's doom constantly changes as they draw numbered fate tiles from the bag. By choosing which fate to give up and which card to play it on you can give your allies enough information to identify the fate you're holding...which is important as the active player cannot communicate with their allies during their turn!Each card has strict rules governing what fates can be played on it. As doom builds up the cards themselves fade becoming one-time powers to help the players while new cards cycle in from the deck.Skilled play requires carefully rationing powers hints and cycling while paying attention to not only where each fate was played -- but more importantly where it wasn't.The rotating active player creates a different group dynamic each turn preventing any one player from dominating the game. Inexperienced players can still use the group deduction phase to ask questions (while they are not the active player).
Engage the Nazi occupation of France in la petite guerre to throw off the yoke of the oppressors and free your homeland!Maquis is a solitaire worker-placement game with variable goals and a play time of approximately twenty minutes. The player places his resistance agents on spaces around town to achieve his goals - blowing up trains publishing underground newspapers - but at the same time Milice collaborators and Wehrmacht soldiers patrol the area. Agents who can't make it back to the safe house at the end of the day are arrested and never seen again.
Build the city’s greatest theme park whatever it takes!Mix your favourite themes from Pirate Robot Vampire Jungle Ninja and Gangster. Build attractions and upgrade them to match blueprints stack up towering rides or simply make the most cash.But watch out – your competitors may pay off the safety inspectors to close your rides or hire hooligans to vandalise your park! Build wisely and protect your park to make sure you come out on top!Whatever happens it’s bound to be Unfair.Your goal is to build the park that scores the most points at game end using three main ways to score:You can also play events to help yourself and hinder your opponents as you build your park over the course of 8 rounds.Recruit staff members to help you or build a super attraction with a unique ability. Bribing officials and blackmailing politicians is entirely optional.
The dragon has been asleep for many long years. In that time the cave under which it slumbered has changed greatly…Goblins and strange monsters have filled its gloomy depths and there are whispers that the cave itself has begun thinking shifting and growing evermore dangerous.Still stories of peril rarely overshadow the rumors of riches. And riches there may be… For where a dragon slumbers there also lies a fiercely guarded treasure. Fortunately for the slumbering beast malevolent crystals fill the cave’s rooms with spectral light hiding the entrance to the immeasurable treasure trove. Many have given their lives to the search and over the years the rumors have faded to legend.But the most courageous adventurers will not be discouraged by bloodshed. On this day a knight steps into the darkness her gloved hand gripping the hilt of her sword. Her years of quests--all of the victories and defeats--have led to this one final adventure. Knowing the kingdom can never truly be at peace with the dragon beneath the cave she has come to make a final stand. Little does she know that she will awake everything that slumbers in the shadows… and begin the final battle in the darkness.Enter the world of Vast: The Crystal Caverns!Vast takes you and your friends into the torch light of a classic cave-crawling adventure built on the concept of total asymmetry. Gone are days of the merry band of travelers fighting off evil. In Vast you will become part of a new legend... Any part you wish!Play as the classic daring Knight the chaotic Goblin horde the colossal greedy Dragon or even the Cave itself — powerful brooding and intent on crushing the living things that dare to disturb its gloomy depths. Each role has its own powers pieces and paths to victory...and there can be only one winner.As the ultimate asymmetric board game Vast: The Crystal Caverns provides a limitless adventure playable again and again as you and your friends explore the four different roles in different combinations. Play one-on-one in a race to the death between the Knight and the Goblins or add in the Dragon and the Cave for deeper and more epic experiences different every time.
One Deck Dungeon is a card game roguelike — a dungeon delve that is different every time difficult to survive with a character you build up from scratch. The deck consists of various foes to combat and other perils from the dungeon. Each card though depicts both the obstacle to overcome and the potential rewards for doing so. When you defeat a card you claim it as either experience an item or a skill tucking it under the appropriate side of your character card to show its benefits.The longer you take exploring the dungeon the deeper you'll delve and the difficulty will scale up quickly! If you make it far enough you'll have to fight the dungeon boss. Survive and you'll be a legend!One Deck Dungeon is designed for 1-2 players. With multiple sets you can add more players.
For more than four centuries scholars have argued over the identity of the mysterious Dark Lady of William Shakespeare's sonnets. According to the sonnets the Dark Lady seduced the poet and held him in an agonised thrall while also conducting an affair with the Fair Youth whom Shakespeare also loved.In Black Sonata you will find yourself in Shakespeare's London circa 1600 in pursuit of the shadowy Lady. A specially ordered deck of cards determines her hidden movements from place to place. You must deduce her location and then intercept her to catch a glimpse and gain a clue to her identity. You will need several clues to deduce her identity but with each clue gained the Lady becomes harder to track. Black Sonata combines hidden movement and logical deduction into a unique solitaire steeped in literary history.Can you finally solve English literature's greatest mystery? Or will the Dark Lady elude you melting from your grasp like a curl of smoke and promises?
Palm Island is a portable game that you can take with you anywhere. Sitting standing waiting riding flying relaxing alone or together you can play Palm Island no table required.Using a deck transforming mechanic a player uses just 17 cards over 8 rounds to shape their island and overcome its unique challenges. Store resources to pay for upgrades and upgrade buildings to access new abilities. Each decision you make will alter your village from round to round. At the end of 8 rounds calculate your victory points.PLAY SOLO working to gain achievements and unlock new abilities to help your village reach even greater heights. PLAY COOPERATIVELY by working together to successfully prepare your village before natural disasters strike. PLAY COMPETITIVELY by racing to purchase bonuses or in casual mode by meeting specific criteria before your opponent.Add villagers to any game mode that you may recruit to your village and use their abilities to score more points than your opponent. The game comes with 2 player decks competitive cards cooperative cards and solo feat cards. Multiple games can be combined to add even more players.—description from the publisher
Orchard is a quick solitaire tile laying game that plays in under 10 minutes and that won the 2018 9-Card Nanogame Print and Play Design Contest. The aim of the game is to harvest fruit (score points) by playing cards so that their fruit trees overlap other trees already in the orchard that bear the same fruit. The more trees you can overlap the more fruit you'll pick.There are 18 cards of which you use 9 in any one game. For print and play you'll need 15 dice (5 each of three colours) to keep track of your increasing harvest and two cubes to represent rotten fruit. These allow you to lay a card that you wouldn't otherwise be able to — but come with a points penalty so you must decide if and when to play them.
5-Minute Dungeon is a chaotic co-operative real-time card game in which players have only five minutes to escape the randomized dungeon. Communication and teamwork are critical to survival because there's no time to form a carefully considered plan — and no predicting what dangers lie ahead.In more detail players assume the role of one of ten heroes each with special cards and abilities. Once the five-minute timer starts the race is on to defeat all the monsters inside the dungeon. In order to defeat a monster players must match symbols from their hand with ones on the monster's card. At the end of each dungeon is a powerful dungeon boss — and after the first boss is defeated the campaign continues to the second boss. Each boss and each randomized dungeon gets harder until players reach the fifth and final boss.There is a Standard Edition and a Dungeon Master Edition (Kickstarted Exclusive Cover).Both Kickstarter editions includes: - 2 New Bosses - A Deck with 25 new cars [15 Doors + 10 Challenge Cards] - A Baby Barbarian Figurine (with blood in the sword)
In the early days of the coronavirus a time of self-isolation for many people Jamey decided to create an infinitely scaling roll-and-write game to teach and play with people around the world via Facebook Live.In Rolling Realms players compete to earn the most stars in a series of minigames over 3 rounds. This is a roll-and-write game meaning that players will write on the game components using dry-erase markers.Each turn one player rolls 2 dice and all players use the dice results on their realm cards to generate resources and earn stars. After 3 rounds the player with the most stars wins!—description from the publisher
Sedlec Ossuary 16th Century AD.The Black Plague and Hussite Wars have overcrowded the graveyard. Help the Bone Collector a half-blind monk by exhuming graves and arranging the skulls inside the crypt.You are novice monks competing to create the best arrangement of skulls.Dig up graves from the graveyard to reveal cards take cards into your hand to collect skulls and arrange the cards from your hand into a stack. Whoever better honors the deceased’s last wishes will score more points.The Bone Collector will then judge each player’s completed stack and declare one as the most exceptional.—description from the publisherReleased in the June 2020 Board Game of the Month Club $20+ package.Finalist (top 3) of Button Shy's 18 Card Challenge: Design a game about a real life location.
In Herbaceous herb collectors compete to grow and store the most valuable medley of herbs. Everyone starts with four containers each of which allows a different grouping action:On your turn you draw a herb then decide to either keep it in your personal collection or put in into the communal pile. If kept the next card goes to the communal pile; if placed in the communal pile the next card goes in your personal collection.At the start of your turn you can decide to use a container. If so you assemble cards from personal and communal spaces group them then turn them all over. You have then collected those and can't use the container again.At the end of the game collectors determine the best collection as a combination of value from their collection matching herbs and herb sets.
Grove is the citrusy sequel to the award winning Orchard 9 card solitaire game. Its 18 cards feature orange lemon and lime trees and a new 'wild card' element glades. These open spaces without trees combined with a new scoring mechanic offer more ways and opportunities to increase your harvest and create a greater variety of gameplay and strategies compared to Orchard. You'll also find a cheeky squirrrel who can either help or hinder your fruit picking as well as a wheelbarrow - useful if you manage to get an extra large haul.The card backs feature recipe challenges with various scoring conditions and target scores. These provide a win/lose condition (as an alternative to the standard game's ‘beat your score’) for those that prefer it - and add even more variety to the game.
Mottainai (pronounced mot/tai/nai or like the English words mote-tie-nigh) means Don't waste or Every little thing has a soul. In the game Mottainai a successor in the Glory to Rome line you use your cards for many purposes. Each player is an acolyte in a temple who performs tasks collects materials and sells or completes works for visitors. Every card can be each of these three things.You choose tasks to allow you to perform actions keeping in mind that other players will get to follow up on your task on their next turn. Clever planning and combining of your works' special abilities is key as is managing which materials you sell.Mottainai is a quick but deep game experience.
You are a Captain of the UEF! Your RPTR class starship was on routine patrol of the Auborne system when a distress call was received. Upon warping in you quickly realized it was a trap! With the help of your crew you must survive until a rescue fleet appears.Deep Space D-6 is a solitaire dice game about surviving the cruel depths of space. Each turn you’ll roll Crew dice and assign them to stations. You must plan carefully to take care of internal and external threats to your ship. Survive to win.
Each player in Circle the Wagons is fixin' to build up their own boomtown but only one'll build the best in the West!Blaze a trail by draftin' cards 'round the circle and placin' 'em in yer town tryin' to connect matchin' territories to score prosperity points! But don't forget about them three bonus cards in the center of the circle that can score ya even more points — that is if ya play yer cards right. With over 800 unique ways to score and millions of draftin' and placin' combos you'll never build the same town twice!Circle the Wagons is a 2-player map-building game designed by Steven Aramini (Yardmaster) Danny Devine (Ghosts Love Candy) and Paul Kluka; featuring the art of Beth Sobel (Herbaceous World's Fair 1893 and Lanterns) and logo design of Bryan Fischer (Chicken Caesar). Circle the Wagons is the winner of the 2016 Button Shy Wallet Design Contest beating out over 70 other games.
BattleCON is a fast-paced head to head card game for 2 players based loosely around the mechanics and tactics present in 2D fighting games. In BattleCON players choose characters with unique abilities and powers to test against one another in a battle of tactics strategy and intuition.BattleCON: War of Indines is a standalone dueling card game designed for head-to-head play. Each player selects a character who uses a unique gameplay mechanism to give them an edge in combat. Take control of 18 different characters from a fire elemental an ocean guardian and her panda familiar a space-bending trapper a shadowy assassin and more! Each character's play style requires new strategies but uses the same foundational tactics making a new character easy to learn but challenging to master.Players move along a seven-space-long board trading blows and attempting to strike the opponent using attacks formed by combining a character's unique styles and abilities with a set of basic cards that all characters share. There is no hidden information: you always know exactly what cards the opponent holds just not the ones they'll choose! The last player standing wins!BattleCON: War of Indines can be played on its own or combined with other BattleCON sets to create an even greater pool of characters and play variants.______________________________________________________________________________BattleCON: War of Indines has two versions now dubbed Classic and Remastered. The Classic version contained multiple art styles as different fighters were drawn by different artists. This version contains multiple errors and outdated cards and is now permanently out of print.The new Remastered version features the same 18 fighters but updated to match the uniform art style of Devastation of Indines. It also includes balance changes to a few fighters new double-sided finishers updated art and components and a streamlined version of the rulebook that focuses on standard 2-player duels. The variants included with Classic that were removed in Remastered are still present in the Devastation rulebook and other expansions.
From clucking chickens to rumbling tractors the sounds of a bustling farm are everywhere. It's up to your team of planners to turn this little farm into a flourishing ranching community!Having developed dream cities in Sprawlopolis it's now time to set your sights on the rolling countryside where farm ranches and roads intermingle master plan as ever seems just out of reach.Agropolis is a stand-alone expansion to Sprawlopolis bringing the same card-laying variable-scoring gameplay into a new setting: city blocks give way to orchards wheat fields livestock pens and vineyards. As before players draw three goal cards and then attempt to place cards one at a time to create a rural tableau that best satisfies those goals. New gameplay features help offset overly-powerful scoring combos and layer additional attributes onto certain types of terrain providing even greater depth of gameplay without sacrificing the original's signature elegance.Agropolis can be played entirely on its own but it can also combined with Sprawlopolis using special rules and goal cards provided in the Combopolis mini-expansion.
On this forgotten island in a tiny corner of the ocean the animals are hungry! Your goal is to influence the wildlife - and arrange their meals - so there is only one animal left!In this game you will take as many turns as possible with a goal of only having one land animal card left on the table after starting with a grid of 16. On each turn you must move one animal to eat another smaller adjacent animal. If you cannot move an animal to eat another the game ends.—description from the publisher
Tussie mussies exemplified the Victorian custom of assigning meaning to the flowers that friends and lovers exchanged. Inspired by the ideals of elegance and discretion these bouquets were carefully made to convey subtle messages to their recipients. Now you can choose the right flowers to make a winning tussie mussie of your own!Tussie-Mussie is based on a Victorian fad that assigned meanings to the flowers that friends and lovers exchanged.Featuring I-Divide-You-Choose drafting this microgame of 18 cards is played over three rounds. In turn players look at the top two cards of the deck then offer them one face-up and one facedown to an opponent. That opponent takes one leaving the other for the active player.A round ends when each player has four cards at which point the scores are tallied. The highest score after three rounds wins!—description from the designerCo-winner of the GenCan't Design Contest. Released in the September 2019 Board Game of the Month Club $20+ package.
Fliptown is a flip-and-write game in which you are trying to earn stars by exploring a wild west town. The game uses a standard poker deck to drive an open world-style of game play along with dry erase boards that serve as each player's map.Each turn flip over three cards assigning one card to represent your suit one card to represent your value and one card to represent your poker card. The suit dictates which of four regions you activate the value dictates which site within that region you get to circle and the poker card goes toward a five-card poker hand that is resolved at the end of each round. Each of the four regions — Trail Badlands Mine and Town — offers a different puzzle to master while each site within a region provides a unique reward such as cash gold helpful items like guns horses and tools or bonus actions to create powerful combinations.For solo play you can play to achieve a high score or compete against one of four cowbot robot opponents each with its own motivation.For multiplayer play players use community cards in the center of play with players resolving each turn simultaneously. Additionally bounty cards add competitive goals that players are racing to achieve.In addition to the standard game you can play as one of 14 wild west characters. Each character has a unique set of starting resources and a unique special ability.—description from designer
The world has grown smaller. Civilizations around different continents have established independent free trade cities in order to ease trading between distant lands. One of those cities Yengzuh is now looking for a new ruler – a new Trade Master.The post is only open every ten years and the selection of the said individual is no small task. It’s handled by holding a trading competition as it’s in everyone’s best interest to get the best merchant chosen for the job.All the participating merchants are prestigious but the competition also tests their ability to deal with unexpected situations. After all the winner will be responsible of keeping the global prices more fair and stable for years to come.There are only twelve free trade cities in the world. Yengzuh near Pandala is one of the oldest. The Guild of Extraordinary Traders from Dale promoted the founding of the city after the trade wars in Asia had spread too wide. The city’s harbour has tens of great ships all the time loading and unloading passengers and cargo.In Dale of Merchants 2 players take the roles of those participating merchants learning new techniques trading goods and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild!Dale of Merchants 2 contains six new decks and can be played by itself or combined with the decks from Dale of Merchants. The game includes a new ruleset for four players that introduces team battle! These new rules greatly enhance the four-player experience by adding cooperation between teammates and cutting downtime. These rules can also be used with the original game's six decks.The new decks are: 1)Crocodiles disturb other players 2)Platypuses have more control over cards 3)Polecats have a die 4)Owls are moved to action by things that happen (mostly what other players do) 5)Fennec foxes affect all players 6) Sloths do things at the start of your next turn
As a ROVE (Results-Oriented Versatile Explorer) you're used to surveying the fringes of space but now you've crash-landed on an unfamiliar planet. You'll need to reconfigure your reusable modules to get to safety!ROVE is a solo spatial puzzle game. In each game of ROVE the player will face a series of mishaps that can only be solved by arranging the 6 module cards in a specific pattern. Moving a module requires Movement Points gained by discarding cards from hand for the listed amount. Players may gain additional Points if their current module layout matches the pattern shown on the discarded card.Each module costs 1 Movement Point per activation and uses its own unique movement style such as only moving diagonally or pushing other modules a single space. Modules also have powerful single-use abilities that can help get players out of a tight spot. Properly timing these abilities -- as well as effectively using the limited number of Movement cards -- will help the player complete ROVE’s mission successfully.
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!
Voyages is a roll-and-write game of open sea adventure and exploration. Each player is the captain of a vessel sailing the seas and requires a single printed game sheet and pencil while one player also needs to provide three dice.On a turn three dice are rolled for all the players. Each player chooses one die for the direction they are sailing another for how far they sail and the final die for crew duties aboard their ship. Players score points for visiting different islands gathering and selling goods for trade and training their sailors in case they come across the mysterious Dread...Playable from 1-100+ players either locally or virtually Voyages will be supported over time with new expansion content provided for free to original backers of the game.
CoraQuest is an exciting and accessible co-operative dungeon crawling game for one to four people aged six and up.In CoraQuest the players work together to guide four adventurers exploring a dungeon avoiding traps finding treasure fighting monsters and sometimes rescuing a gnome called Kevin.CoraQuest is a game that kids and grown-ups can play together and get equal amounts of fun from. It's also a game that sparks creativity - providing encouragement and guidance on how to create heroes monsters and adventures to make CoraQuest your own.All the artwork in CoraQuest is based on kids' drawings much of it sent in to us from all over the world by the wonderful CoraQuest community. The art has been brought together by our chief-colourer-in Gary King to make a unique and charming-looking game.—description from the designer
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.
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.
Disease threatens North America and only you can stop it! In Pandemic: Hot Zone – North America players work together against the game to discover cures for three deadly diseases that threaten the continent. Travel to different North American cities to treat local populations prevent outbreaks and share research with your team. Can you discover the cures before it's too late?Hot Zone – North America is a shorter more portable version of the best-selling cooperative game Pandemic.
Four Against Darkness is a solitaire dungeon-delving game.No miniatures are needed. All you need is the book a pencil two six sided dice and grid paper.You choose four character types from the classic classes (warrior wizard rogue halfling dwarf barbarian cleric elf) equip them and start adventuring in dungeons created by dice rolls and by your choices. When you enter a room you generate its content on a series of random tables. You will meet monsters fight them hopefully defeat them (or decide that discretion is the better part of valor!) you'll manage your resources (healing spells life points equipment) grab treasure dodge traps find clues and even accept quests from the monsters you meet. Your characters can level up and become better at what they do but it will not be easy.What the game is not:It is NOT a miniature game. You may use miniatures to remember your characters' marching order if you wish but that's it.It is NOT a roleplaying game. You may run it as a simple cooperative GM-less game if you want.It is not a game-book or a choose-your-own-adventure book. There is no prose to read or numbered sections to go to even if we could do something like that in a supplement.Everybody at Ganesha is having great fun with 4AD. A couple of supplements are almost ready and will be available soon.The PDF is 90 pages with plenty of black and white illustration plus a color cover and a flowchart.
In the game Medium players act as psychic mediums harnessing their powerful extra-sensory abilities to access other players’ thoughts. Together in pairs they mentally determine the Medium: the word that connects the words on their two cards and then attempt to say the same word at the same time!Two cards. Two thoughts. One mind.—description from the publisher
A heinous crime has been committed. A team of the Kingdom's finest detectives has been assembled and put on the case. They have a prime suspect they have a motive and they know what the opportunity to commit the crime was. Now all they have to do is prove it.Using powers of deduction and communication the players work as a team to eliminate dead leads and find clues to prove who how and why. All the relevant clues are available to them to do so. They just won't know it. On top of that Sherlock Holmes himself is already on the case. Can they solve the crime before he does?At the start of Beyond Baker Street players select one of the crimes to solve and a number of suspects motives and opportunities will be available for the players to convict of the crime. Each player holds a set of clues but they won't be able to see their own clues — only those of their counterparts. Each turn a player must take exactly one of the following actions:Players win together if they can gather enough evidence to make a conviction before Holmes does; otherwise they crumble under the stress of the case.
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
BattleCON: Fate of Indines is a low-cost starter box for BattleCON!Featuring 10 fighters Fate gives you the essentials to play BattleCON anytime anywhere and is the perfect place to get started on the series.These new fighters are fully compatible with all existing BattleCON games so you can expand your collection and get a travel-sized box and board at the same time!
Iron Helm is a solo-play dungeon crawler in which you play as a hero in search of one last major score before finally hanging up the sword and retiring.Iron Helm uses a draw two pick one mechanic that has the player draw two cards from the dungeon deck reveal one and then decide to either resolve the revealed card or take their chances with the unknown.Players will start the game with some coin that they can spend to equip themselves for the adventure. Once inside the dungeon they will encounter nasty foes discover treasures unlock plot cards and ultimately face a dungeon boss.Along the way you will learn new skills and upgrade your character with new items. You will have to manage your health and energy levels while trying to avoid hazards like getting poisoned or lost in the labyrinth.The core mechanics in Iron Helm are based on the core mechanics of our other solo-play game Desolate but with many new advanced layers. Each adventure should feel unique with multiple characters items foes and loot to encounter and the player will have to make tough choices with each new dungeon card drawn.In order to win you must unlock the dungeon boss by resolving a certain number of plot cards and then vanquish the boss. You will then score points based on a multitude of accomplishments to determine how well your retirement will be.-description from designer
In Chai you will step into the shoes of a tea merchant combining tea flavours to make a perfect blend. Specializing in either rooibos green oolong black or white tea you will buy and collect ingredients to fulfill your customers’ orders.As a tea merchant each turn you will do one of the following: Visit the Market Select Additives Reserve a Customer.At the end of each turn a player may complete a tea order from one customer card in their hand or visible in the customer pool. A base tea token tea flavours and additives shown on the card are needed ingredients and placed in an empty tea cup. The player flips over a tip and receives a coin bonus moving the thermometer round tracker up one notch if all cups are filled.The game ends when five rounds of cups have been fulfilled. When the final order is completed other players complete their last turn so that each player has played the same number of turns. To score players add up their victory points from fulfilled customer orders and add their leftover money to this total. In 3-5 player games additional points are awarded to the player(s) who fulfilled the most orders and most diverse tea recipes. Award ties are friendly with each winner receiving 5 points.The player with the most victory points (from customer orders money and awards) wins the game as best tea merchant! In the case of a tie the person with the least number of fulfilled customer cards wins. If still tied the person with the least amount of money wins. If that does not break a tie the victory is shared.—description from the publisher
Each year Vernon Cabbagehead (Mr. Cabbagehead to his friends) wants to be left in peace to grow his award winning vegetable garden for the annual Garden Club contest. However his tedious neighbours tend to interfere when he is away and frequently drop by to help themselves to the garden produce. Can Mr. Cabbagehead create a beautiful garden and finally win the blue ribbon?In Mr. Cabbagehead's Garden vegetable cards are drafted and placed in the garden plot a grid of six cards by three cards. Depending on which cards are selected one of the tedious neighbours may interfere with the garden in a variety of ways. Players must be careful in their choice of vegetable to plant in its position in the garden and in maintaining their supply of invaluable bees which give Mr. Cabbagehead more flexibility in planting.Once all cards have been drawn the game is over and the Garden Club committee visits to evaluate Mr. Cabbagehead's garden. The number and position of vegetables matter and players must be creative in developing a garden that is both pleasing to the eye and plentiful in vegetables.Originally released in 2016 in a print-and-play version with four neighbours the 2018 published deluxe edition of Mr. Cabbagehead's Garden adds more neighbours more variety in scoring and a streamlined set of rules that includes a fixed garden plot grid variant. More importantly the published version includes rules for two players.
Wind whistling bees buzzing rivers rolling along: the sounds of the great outdoors are everywhere. This open countryside is unspoiled by human hands and it’s your job to keep it that way. Make sure the tourists and campers have somewhere to go but don’t let their presence distract you from what really matters.In Naturopolis 1-4 players work together to build a new landscape. Using only 18 cards and a variable scoring system the game is never the same twice.First players will randomly flip over 3 cards to see the scoring rules for the game. But not only do these 3 cards determine how you will score this game they also determine how you win. Total up the values of all three cards and that number is the scorethat you need to reach in order to win. Each game has drastically different scoring rules in unique combinations and a new score to beat ranging from 6 to 51 points.Each turn players will play one card from their hand to the growing landscape trying to score as many points as possible. Players will have to communicate and plan without revealing their own cards in order to most efficiently develop large areas in each of the 4 zone types. Watch out though road maintenance isn't cheap and each road will cost you points in the end. This is doubly true with Naturopolis’ double-lined roads as they will cost you -2 points each!New to Naturopolis are the rivers which occupy space the same way as roads but don’t hurt your score. (But roads and rivers cannot connect!) It also adds camp sites which score based on certain goals.When all cards have been placed the game ends and players see if they have met the dynamically generated minimum score for their game.Can you work with your team to make the most of these natural wonders while still leaving space for tourists campers and other visitors? It’s time to find out!Naturopolis is the 3rd game in our series of standalone and combinable Sprawlopolis games. It brings mountains lakes forests and meadow blocks to the game with the added bonus of campsites (which trigger scoring conditions) rivers (which also trigger scoring conditions and cannot connect to roads) and double line roads (which are worth -2 points each as disrupting nature is very costly!)
Under Falling Skies: A 9-Card Print-and-Play Game was designed for the 2019 9-Card Nanogame P&P Design Contest.STORYHostile alien mother ship is quickly approaching Earth. Mankind has been forced to seek shelter in underground bases to hide from a constant bombardment of the surface. As a leader of one of those bases you have to develop a weapon able to destroy the alien for good while also expanding your base and dealing with enemy fighters.GAMEPLAYThe game uses an innovative dice placement mechanism combined with enemy movement.The cards form a track with an alien mother ship accompanied with an army of smaller ships on the top and an underground base at the bottom.Each round you place dice on various rooms in your base but when you do you move all enemy ships in the corresponding column therefore you must carefully consider where to place each die. While higher numbers mean better room effects they also move enemy faster. There can be only one die in each column so you are restricting yourself with every placement.Fortunately thanks to the room effects you can shoot down enemy ships or deploy robots to increase your workforce but don't forget to work on the research as well and watch your energy supply.The game gets more and more tense as the mother ship descends at the end of each round.Will you be able to reach the end of the research track before your base suffers too much damage or the mother ship gets into the Earth atmosphere?The game was designed for the 2019 9-Card Nanogame P&P Design Contest and it achieved the following awards:1st place - Best Overall Game1st place - Best Solitaire Game 1st place - Most Thematic Game 1st place - Most Innovative Mechanic 1st place - Best Wargame 2nd place - Best Rulebook 2rd place - Best Original Artwork 2nd place - Best Volunteer Prize
Battle the elements in Waypoints as you hike through a landscape of mountains valleys lakes and woodlands. Climb vast summits or take to the rivers marking your route and recording your experiences as you go.Each turn a die is rolled which determines the weather for that hike and how much time is left of the day. Clear skies mean good hiking while snow or rain will slow you down. With the weather set all players simultaneously mark a route on their player sheet moving from waypoint to waypoint. Mountains and valleys are harder to traverse but the rewards may be worth it.After four days each player will have a unique map of their hike scoring points for animals and features they have encountered.-description from publisher
You've climbed all of the mightiest mountains yet there’s one towering titan that’s always eluded you: the mountain where anything can happen. In the whisper-thin air the paths twist and shift as you climb stranding the unprepared and confounding the overconfident. Do you have what it takes to summit this perilous peak?In Unsurmountable players will be tackling the rocky slopes of an ever-changing mountain. As the game unfolds they must place the next piece of the path carefully in order to complete a route to the top while simultaneously meeting any additional goals for the round. It may sound like a walk in the park but this puzzle has plenty of pitfalls to keep players on their toes.Unsurmountable is the next title in our Simply Solo line following Food Chain Island and Ugly Gryphon Inn. These titles were designed by Scott Almes for single-player only focusing on elegant rules that create complex situations. Like the previous two games Unsurmountable delivers a fun puzzle that’s sure to hit the table again and again.
In a war torn land a magical land of heroic feats and epic quests there is a place that has never felt the wrath of the ongoing and everlasting war between the five realms. Hidden in the hills of Strongcliff deep in the shadows of a cavern lies the best kept secret for many years.This place is called the Cavern Tavern.Cavern Tavern is a worker (dice) placement and resource management game that is set in a fantasy world. Each player assumes the role of a worker in the tavern. Your job is to serve drinks work in the kitchen do chores and on top of that try to keep every guest happy including the nasty and greedy barkeep.On each turn a player can assign his dice to 1 of the 21 locations in the tavern.These locations are divided in 6 sections. The Main area where the guests are located and from where each player must pick up an Order Cellar where all the ingredients that are used to complete the Orders are located Kitchen where players can work to receive different rewards as well as the Chores section. Also the board features the Wizards workshop where the players can seek help for completing the Orders and Nasty the Dwarf's office where the players can go and try to suck up to the boss and badmouth a coworker.The players will have to complete the Orders as soon as possible because for each round they are late they’ll receive less points than the Order's original value.Also for being late with the Orders your reputation with Nasty the Dwarf is affected something that is vital in the game.To stand out from other workers and gain your employers favor you’ll need to skillfully manage the orders from your customers and the resource ingredients. You’ll have to carefully prioritize your moves and choose from what kind of work you’ll profit the most out of the situation.So… do you have what it takes? Get ready for the biggest challenge in your life and start working in Cavern Tavern.
The Battle for Castle Itter was fought near the Austrian village of Itter on 5 May 1945 in the last days of the War in Europe during World War II. US soldiers joined forces with Wehrmacht infantrymen an SS officer an Austrian resistance fighter and recently freed French prisoners of war to defend an Austrian castle against an attacking force from the 17th SS Panzergrenadier Division.Castle Itter is divided into turns. Each turn consists of two phases:During each turn you take five actions with your Defenders. You can only take one action with a Defender on a turn. When you take an action with a Defender place an Action Token on the Defender. If you use an action that exhausts a Defender flip the Defender to its exhausted side. The actions include:Once you have completed your five Defender actions for the turn reveal three SS Cards from the SS deck one at a time resolving the effect of each one before moving to the next. After all three SS Cards have been resolved discard them. The turn is over and the next turn begins with five new Defender actions.There are four different categories of SS Cards based on the card effect:The game ends at the end of the turn when the SS deck is exhausted or immediately if the 142nd Infantry Regiment card is drawn from the SS deck.
Sunlight glaring through the windshield. Your favorite songs blasting through the speakers. Candy bar wrappers piled next to a warm drink in the cheap plastic cupholder. Your companion riding in the passenger seat snapping pictures of landmarks as you settle into the hypnotic rhythm of the road. But be careful as this fun road trip could get dangerous as you drive through Death Valley.Death Valley is a pocket-sized push-your-luck tableau-building game for 1-2 players with each traveler striving to assemble the best mix of cards in their journey and scrapbook in order to win the game.Each turn players choose whether to assign a card to their journey or move cards from their journey to their scrapbook. Cards feature stars (points) special abilities (which affect the value and position of cards) and some interesting facts about Death Valley. Each card also lists a hazard: heat terrain flood or animals. Having three of the same hazard visible in their tableau causes the player to bust and lose all the progress in their journey.At the end of the game players sum the stars in their journey and any additional points from card abilities to determine who wins.Death Valley was a top-three finalist in Button Shy's 18-Card Challenge: Design a game about a real life location.
A Solo Game by Scott Almes.You own the only inn within a hundred miles: the questionable prestigious Ugly Gryphon Inn. Your patrons are rowdy and rude but they are the only ones around. In order to keep the debt collectors at bay but to do so you must manage some painfully particular peculiar patrons.In The Ugly Gryphon Inn you’ll be tasked with managing your patrons’ various needs to ensure they all get a good night’s rest. Each turn you’ll send one drowsy patron up to their room then check to make sure all your patrons are sleeping soundly. If something’s irking them they might raise a fuss so keep an eye on what they need as you go. Afterwards you’ll usher in more guests and keep an eye on the bar to make sure there’s no trouble. There’s never a moment to rest in The Ugly Gryphon Inn!After you've run out of cards in the deck then count how many patrons you have in the inn. Do not include patrons in the bar. If you have 7 or more patrons in the inn - you’ve won! If you have less than 7 then you have lost.
Description from the designer:Build and manage your own dinosaur park in this strategic roll and write game for 1 or more players.Roll dice draw pens and try not to let any dinosaurs escape!Each turn players share an expanding dice pool to work through three phases: add dinosaurs and buildings to the park draw paths connecting attractions to the entrance and control dinosaurs attempting to escape.The game ends whenever a player runs out of space in their park or has had too many dinosaurs escape.The player with the most fame from dinosaurs/attractions and the fewest penalties from breakouts is the winner!Welcome To DinoWorld is the official game of GenCant 2017!
D100 Dungeon is a game in which you will steer an adventurer through underground caves and dungeons looking for lost treasures and completing dangerous quests. With each game your adventurer will gain wealth recognition and become stronger and increasingly skilled in their pursuits. All you will need to play D100 Dungeon is a pencil eraser a few dice and your imagination.The game uses a series of tables and harks back to a cross over of an RPG and a choose-your-own adventure book with quests and character development. You can pick this up and play as and when you have free time.Each quest is a trip to the dungeon where you will have a specific goal. Whether you win or fail the quest your character is constantly developing and looting better and better equipment and more gold. As you progress through the dungeon you map your progress and make notes so you can easily return back to a quest you have started next time. This is an ideal lunch break train journey or flight filler game.You can visit the games website here : https://www.mk-games.co.uk/d100dungeon—description from the designer
Beware: the machine evolves grows and cycles each of its parts every turn. You must roll your dice with care use abilities to modify the results as necessary allocate dice to deal or block damage and strategically destroy parts of the DOOM MACHINE to prevent your demise!Each turn consists of two phases:In Phase I you'll roll your unlocked dice using the limited available utility slots to modify or re-roll then allocate dice to either shields (to block incoming damage) or to machine part cards in play (if the roll criteria is met) to deal damage to a part. Destroying parts earns you additional dice for future rolls.In Phase II: The machine AI takes action cycling the tracking die on each of its available machine part cards and triggering abilities when the die reaches an icon on its AI track -- potentially dealing damage repairing locking die and impacting gameplay in other nefarious ways.When all of the machine parts have completed their cycle the entire line shifts down one slot and a new machine part is added to the doom machine line increasing the difficulty with each turn.Can you keep the machine at bay long enough to destroy the core and win?—description from the designer
Pandemic: Hot Zone – Europe features the same nail-biting co-operative experience of Pandemic in which players win or lose together but in a smaller form that you can take anywhere and play in a shorter amount of time. As members of an elite team you use your character's unique abilities to treat cases stop outbreaks and research the cures. Discover all three cures in time to win! Add extra challenges with new mutation cards!—description from the publisher
Manage your oxygen reserves as you plunge beneath the ocean surface. Will you seek out fish and coral in the narrow sea caves? Or race to be first to reach the ocean floor? Dive deep down into the ocean to discover a vibrant underwater world in Aquamarine a single-sheet print-at-home game.On a turn roll two dice to be used by all players. Using one of the die results players mark their game sheets to show the position of their diver. The lower-value die might limit your options but if you pick the higher value you must use an amount of O₂ equal to the difference between the two dice. Choosing when to strike out is vital for seeing the most on your limited time beneath the waves!—description from the designer
The holiday-themed 12 Days takes the familiar Twelve Days of Christmas song and twists it into a quick-playing card game. Over twelve rounds players try to re-gift unpopular cards while keeping cards that are strong enough to win the day while also keeping a careful eye for bonus scoring at the end of the game.The gift deck consists of eighty cards: one partridge in a pear tree two turtle doves and so on up to twelve drummers drumming as well as one card each for Mr. and Mrs. Claus. Shuffle this deck then deal each player twelve cards. Each round a new holiday card is up for grabs with the cards ranked from 1 to 12 and being worth 1-12 points. In a round a player:More specifically all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round's holiday card; in the event of a tie for lowest with the Clauses counting as zero then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards.After twelve rounds players score points for each holiday card they've collected. In addition whoever holds the most gift cards for each rank scores as many points as that rank with all tied players scoring in the event of a tie. Whoever has the most points wins. Happy holidays!
Description from the publisher:Not all adventures end well. Some groups meet their untimely demise at the hands of monsters all too soon and Unbroken is a story of one such ill-advised expedition.You the player take on the role of the sole survivor of that failed adventure. Finding yourself in hostile territory weak and wounded you will need to gather your wits and strength craft weapons from scraps found around you and attempt to tackle progressively more challenging monsters on your way out of this forsaken place.Unbroken is a solo card game that is quick to set up and play but one that will produce a tense challenging experience.You will collect resources representing your character's abilities and will need to ensure that you invest in a right mix of resources to both keep yourself alive during your travels and also prepare for the gruesome monsters that wait in the dark. There are several options at your disposal - brute force trickery clever use of skills.Customize your character and use your limited resources wisely - only the craftiest and the most resilient survivors will make it out alive.
You are an interplanetary trader flying a second-hand ship trying to make some cash. A wealthy merchant offered you a lucrative deal. Prove yourself by getting some rare crystals and she'll put you in charge of her trading fleet — one of the biggest in the quadrant. You'll need to get them before your enemy gets them first. What are you waiting for? Get shipping!SpaceShipped — A solo space trading game of buying and selling resources upgrading your ship crew and equipment dealing with pirates and making deals. A card game with over 30 random events 4 types of ship 4 sets of crew members and 8 different pieces of equipment to install all using only 18 cards packed neatly in a little wallet.Your goal: Make enough money through your buying and selling of resources to be able to afford two very expensive exotic stones (three if you're really daring). At the same time you're trying to do it pirates are working hard to collect them as well. If they get to them first or if your ship takes enough damage you lose.As if the pressure from the pirates wasn't enough on each turn you'll pilot your ship to different planets experiencing random encounters solar winds and violent attacks. Spend too much time repairing your ship and the pirates will steal the crystals first but don't repair your ship enough and it will likely be destroyed by these attacks. Hire the right crew buy the right ship fit your ship with the right equipment and you just might make it out of the galaxy alive.—description from the designerReleased in the July 2019 Board Game of the Month Club $20+ package.
Rating: 7.0 | Players: 1–2
Game Type:
WargamesCategories:
Recreate the infamous Battle of Hastings! A promise has been broken an evil omen is in the sky a crown is at stake and history is about to be made...1066 Tears to Many Mothers is an asymmetric competitive tactical card game in the style of Magic the Gathering but non-collectable. Each player as either Normans or Saxons musters troops and resources to overcome the various obstacles in their way before the two armies clash on the battlefield at Hastings.Every card in the game is inspired by a real person or event from the time. With a focus on quick tactical play and a thematic re-imagining of the events of the time there is no deck building required each player simply grabs their deck and shuffles then play begins.Honours: 1066 Tears to Many Mothers was a runner up in the Golden Geek Awards and was nominated in the Origins Awards for 'Best Historical Board Game'.Note on title: In April of 1066 Halley's Comet was in its perihelion orbit and writers at the time said it was four times the size of Venus and shining with a light equal to a quarter of that of the Moon. Many thought it was an evil omen or even the end of the world - the monk Eilmer of Malmesbury Abbey wrote about the event: You've come have you? – You've come you source of tears to many mothers. It is long since I saw you; but as I see you now you are much more terrible for I see you brandishing the downfall of my country.
Crystallo is a solo puzzle/abstract card game with a light fantasy theme. Explore the cavern lair of the wicked Black Dragon by placing cards free six magical creatures by creating crystal sets and if you should succeed with that task trap the dragon in his own cave. Collect treasure along the way and you may emerge a wealthy champion!Crystallo is played with a deck of 54 illustrated cards and 18 gems and runs about 20-30 minutes.—description from the designer
For hundreds of generations the tyrannical Intercosmic Dynasty has ruled the galaxy with a titanium fist. Their power and reach is spreading but so is word of their misdeeds. A band of resistance fighters known as the Liberation has begun striking at the Dynasty from a hidden base. Will you help the Liberation gain enough support before their secret base is discovered or will the you wield the awesome power of the Dynasty to hunt down these traitors and bring them to heel?Using a tiny deck of only 18 cards Liberation plays out a miniature rebellion of galactic scale on your tabletop. An asymmetrical game of cat and mouse the Dynasty player expands their web of power occupying and exploiting planet cards while the Liberation player strikes from the shadows sabotaging the Dynasty’s hand and performing daring missions. The odds are long and the stakes are high. Can you stall long enough to cycle through the deck 3 times earning enough support to topple the Dynasty or will you scour the galactic map tightening the noose around the secret base of the Liberation to attack and destroy them? The future of the galaxy is at stake!
You have recently become the owners of the leakiest bathysphere this side of Beachside Bay but that doesn't stop your sense of adventure when it comes to exploring the depths! Well unless you don't make it back to the surface....Bargain Basement Bathysphere designed for the 2018 solitaire print-and-play contest on BGG is a campaign-styled roll-and-write game with legacy elements; the game becomes more complex as you work your way through the maps. It's designed to be a no build game (at least initially) so once you print out the pages you can immediately jump in and play — but try not to look ahead!—description from the designer
When hungry Numbsters form a line arrange them well and you’ll be fine. But when they all begin to munch avoid the Mouth or you’ll be lunch!Numbsters is a solo game that can be played in your hand or on a table. Each of the hungry Numbsters features a number and special ability. Starting with a stack of 6 random Numbsters (plus the Mouth card) you’ll need to eat move and manipulate your way to victory. If you can get down to just one Numbster and the Mouth remaining in your hand you win!—description from the publisherHOW TO PLAYEach turn draw a new Numbster into your hand placing it at the top of the stack.Next you may move one card to a different position in the stack OR swap any two cards’ positions.Lastly it’s feeding time: one Numbster must eat another one.Typically this requires two sequential Numbsters (for example 16 and 17) separated only by the Mouth card. The smaller Numbster in the sequence can eat the bigger one discarding it and starting a new turn.Of course these Numbsters are odd creatures. Each one has an optional special ability that changes how the other Numbsters eat allowing for powerful plays and big bites!The ability on the top Numbster in the stack is considered active while showing; when it’s used that Numbster slides to the bottom of the stack. But be careful – if at any point the Mouth card reaches the top of the stack it triggers its game-ending special ability…and eats YOU!
NOIR: Killer vs. Inspector is a two-player game of hidden identities and deduction. Each player receives a secret identity from among 25 suspects and an open role that determines his available moves and victory conditions.The Killer plays by eliminating players focusing more on intuition and reading his opponent. The Inspector uses secret information and his ability to accuse suspects to create a play style more focused around logical elimination of possibilities.The game plays in 5 to 15 minutes and is contained in a 54-card deck box for easy travel play.NOIR: Deductive Mystery Game – Black Box Edition includes fifty suspect and fifty innocent cards as well as six game modes — including Killer vs. Inspector Hitman vs. Sleuth Spy Tag Master Thief vs. Chief of Police — to test your mettle!
Yomi (second edition) updates the original Yomi game with slight rule modifications and balance tweaks in addition to adding ten new characters.Yomi is a fighting game in card form in which physical dexterity is replaced by hand management skills. Just like in a fighting game you have to know your character know the matchup and know your opponent. Each character has a deck that follows the same conventions as deck of playing cards. This makes it easy to learn the contents of your deck: numbered cards are normal moves face cards are special moves and aces are super moves.Yomi is a competitive card game specifically designed and balanced to hold up to tournament play with many years of playtesting and tournaments behind it. It tests 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 read the patterns that your opponent unconsciously falls into. It's designed for high level play to be as interesting as possible and as balanced as possible.The game ends when one player is reduced to 0 life or when one player draws the last card of their deck. In that case time is out and the player with the highest life wins.Note: This item contains: Yomi Starter Set: Grave versus Jaina Yomi: Midori versus Setsuki
It was supposed to be an easy job investigating this abandoned mansion. Suddenly a shot rings out in the darkness the bullet shattering the plaster behind you. Turns out someone is here as well and only one of you is leaving alive.Revolver Noir is game for two players that puts you in the shoes of a private eye stuck in a dark mansion with an unknown hostile. Using a combination of detective work and calculated shots in the dark your goal is to track down your enemy and put an end to them – before they do the same to you.Finalist (top 3) of Button Shy's 18 Card Challenge: Design a game that doesn't use a table or surface.The turn alternates between players. On your turn you have Action Points which you can spend to perform actions like moving shooting listening setting traps and use the room effect.Use Room Effect Most rooms in Revolver Noir have a unique effect which can be used only while you are in that room. To trigger this effect reveal your location then follow the instructions on your room card.Winning the Game The objective is simple. To win you’ll have to hit your opponent twice.
In Seasons of Rice Corry Damey’s 18-card tribute to his Cambodian heritage players are farmers puzzling together paddy cards to expand their family’s “landscape” of rice paddies and ensure the most bountiful of harvests.Players will be drafting cards and placing them into their expanding landscape area to close off paddies in order to score the most points by the end of the game.—description from the publisherA game takes place across two separate seasons (drafting phases): first the Wet Season then the Dry Season.Players begin the game during the Wet Season with a hand of 7 paddy cards. Each Wet Season turn they simultaneously select 2 cards from their hand: 1 to immediately place into their personal landscape and 1 to place into a communal row of cards called the Dry Season row. Players then exchange their hands and repeat until all cards have been placed.In the Dry Season players take turns selecting 1 card from the Dry Season row and immediately placing it into their landscape. When the Dry Season row is empty the game is over.Players have an opportunity to score points during both seasons by fully enclosing their paddies with paths. They will score for the size of a “closed” paddy which can be increased by adding houses as well as for farmers (a player’s family members) and buffaloes contained within the paddy. A player-specific “ancestor,” representing the guiding spirit of a revered forebear will also award that player additional points for achieving certain conditions.Strategically opportunities abound in the card-rich Wet Season when all share in a plenitude of resources and hands overflow with possibilities. Players must still think ahead to the Dry Season though when options will rapidly dwindle as the Dry Season row runs out of cards. The deck is micro and rounds are quick but a sustainable plan for organically generating points is a must across the seasons.In the end the player with the most points wins and may proudly boast of having the most fertile rice paddies in the region!
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.
The galaxy just got a whole lot smaller...Two mighty empires are about to collide. Play your cards right and become the ultimate ruler of this microcosm!Eminent Domain: Microcosm is a quick-playing two-player card game which brings you all the thrill of building a space empire in just 15-20 minutes. Each turn you take a card into your hand from the supply then you either play a card and carry out its instructions or pick up your discard pile to refill your hand. Each card also has a scoring condition on it and to win you'll want to maximize those conditions.As in the grandfather game Eminent Domain actions you take can be boosted by revealing other cards sharing the same icon. Colonize and attack planets do research and take advantage of politics to score the most influence by the end of the game!
Starting from humble beginnings you must lead your civilization to greatness. Harvest hire build and plan your way into the history books!At its heart Ancient Realm is a civilization-building-themed puzzle game in which you try to maximize your points by deciding which blocks to keep and which to build over while carefully managing your resources. Balance endgame scoring goal needs with immediate tactical needs to create a mighty civilization replete with wonders of the world.Each turn you have four available cards to place. Some of them will be districts the basic building blocks of civilization while others will be wonders powerful but costly constructions. Wonder cards feature one block and a wonder; wonders are worth a large number of points and offer potent effects but require significant resources to construct and cannot be covered by further cards.On a turn you pick one of these cards and place it in your realm. Cards can be placed next to overlapping or entirely covering one or more cards in your realm. When a block (or multiple blocks) is covered by a new card those blocks can be activated to gain their effect. Mines fill your coffers with valuable gold; with gold you can activate production sites and citizens. Citizens come in two types and might affect other cards such as the value of certain wonders.On the back of each district card is an event that impacts the growth of your civilization and the event on the top of the district deck is active for the round.At the end of the game score your wonders and mines as well as any remaining gold and resources to determine how your civilization stacks up.
Marrying Mr. Darcy is a role-playing game where players are one of the female characters from Jane Austen’s novel Pride and Prejudice. Players work to improve themselves and become more desirable as potential wives for the available Suitors. The ladies do this by attending Events and improving their Characters but advantage can be gained by the use of Cunning. All of their efforts are in hopes of securing the husband that will make them the most satisfied character at the end of the game.Game play is divided into two stages: the initial Courtship Stage and the concluding Proposal Stage.The Courtship Stage is when players try to improve their Heroine’s chances of happiness by earning points playing Character Cards and acquiring or playing Cunning Cards. Character Points help you to attract Suitors and also count toward your total number of Character points at the end of the game.Cunning Points do not count towards your building your Character. However the Heroine who has acquired the most Cunning will be the first player to enter the Proposal Stage later in the game putting her at a significant advantage.The Proposal Stage begins when Event Cards have been played. In this stage players will roll to see which Suitor proposes to them decide if they will marry them and calculate their final score.
In Crimson Company two opposing players take on the roles of adventurous noblemen in a cut-throat fantasy world. In a battle of wits they assemble armies of sellswords from hardened warriors and shady merchants to mythical creatures as old as time.Your goal in a match of Crimson Company is to conquer two of the three castles in the center. You conquer a castle by amassing more strength than your opponent in the castle's lane by the time that lane is scored. A lane is scored once a player owns at least four cards in it.Cards represent a large variety of characters all of which have specific strength values and unique effects. The latter are either one-time instant effects that happen when a card is played or they are triggered in specific phases of the game. Four randomly drawn cards from the character deck are on offer. You may bid coins on only one of those at a time. Then your opponent decides to either pay you off doubling the coins you bid or pass and let you play the card.—description from designer
Nile DeLuxor is a reprint of the card game Nile that includes a new expansion in the box. The expansion adds several new cards including two new crop types monuments and turn counter cards. The number of players is also expanded to allow for as many as 6.Nile DeLuxor is available as a published version and a print and play edition through Minion games. The published version is a complete game that includes original Nile and the expansion.
There had been no communication with station 04 on the distant moon X483. A rescue mission was mounted and you were on that ship as it lost use of its controls and crashed but meters from the station's entrance. After the smoke cleared you realized you were the only survivor.You made your way into the station in hopes of finding help only to be shocked by the horrors within. You are alone. You must escape. You must survive...What is Desolate?Desolate is a solo-play card and dice game. You have many choices that will ultimately equate to your survival or your demise. Do you explore the first room you reveal or press-your-luck and skip it to move on to another and be forced to resolve the second? When you encounter an alien you must decide how much ammo you want to spend (Each ammo equals 1 die roll) in order to defeat it. Do you over-spend for a certain victory or take a chance a spend less? When you defeat a foe and open a crate do you take the larger more valuable resource or the lesser valued resource that may be more useful now? Do you use a powerful one-use item early on in the game or wait?There are many choices per game and when you die and you will often you will not be able to blame the roll of a die or the draw of card as much as you will have to blame yourself. You will be invested. You may yell at the dice before rolling. You may jump to your feet when you find that final power cell and fire up the escape shuttle for a sweet sweet victory.
Evil had beset the village and we were their last hope. We could not ignore our duty so we set out on one last quest. We fell one by one until I was the last survivor. Holding steadfast I swung my axe one last time. As I crashed to the ground I knew I had found at last peace.Ragemore is an 18 card solo game where you will complete quests while managing your hand and resources as you delve though the dark fighting demons all in a span of 10-15 minutes.Each card is two sided; a demon and a hero. In the beginning of the game the player will set up 2 piles of demon-sided quests and a party of 3 hero-sided cards. Then an immediate threat is revealed from the draw deck as the current demon card that may or may not be dealt with. If it is not killed the demon card will go to one of the quests piles and an event written on that card will take effect. If it is killed the demon card is flipped to the hero side and becomes one of the party. The player can also ignore the immediate demon threat and goes on a quest to obtain the win condition or parlay with some of the demons to turn them into heroes but with the cost of the hero's morality: the hero is flipped to the demon side and joins the draw deck of demons.The game is won when the hero gains the required number of quest card by using a combination of four symbols drawn on each cards. The game is lost when the graveyard has 3 deaths or when a quest pile has 4 demons or the party has no more heroes or the draw deck of demons is empty before the number of quest cards is fulfilled or if the quest piles are empty before the number of quest cards is fulfilled. 1 winning condition and 5 losing conditions.Released in the May 2020 Board Game of the Month Club $20+ package.
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.
The freight is rolling into the yard and it's up to you the Yardmaster to organize and manage it making sure everything is where it's supposed to be and readying the trains for departure.In Yardmaster 2-5 players compete to build trains comprised of railcars of different goods and values. However players are restricted in connecting railcars of only the same value or good type so if you grab a railcar you can't use it needs to wait in your sorting yard until it can legitimately hook up to your train.Five cargo cards provide bonus actions during play such as paying less for new railcars or drawing free cargo cards. The first player to reach 16 points in a 2-3 player game or 18 points in a 4-5 player game wins.
The Quiet Year is a map game. You define the struggles of a post-apocalyptic community and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern. For a long time we were at war with The Jackals. But now we’ve driven them off and we have this – a year of relative peace. One quiet year with which to build our community up and learn once again how to work together. Come Winter the Frost Shepherds will arrive and we might not survive beyond that. But we don’t know about that yet. What we know is that right now in this moment there is an opportunity to build something.The game plays through a year of relative peace for a small post-apocalyptic community. Players take turns playing through weeks in this year. Each week the active player draws a card from the top of the deck (which represents the year) and reads the card. They carry out the actions or answer the questions that are specified on the card. Once the card is resolved some quick upkeep occurs: projects that the community has in motion get closer to completion. Finally the active player picks an action from a short list: hold a discussion make a decision discover something new.The three actions give players a meaningful and difficult set of choices: do you spend time listening to others in the hopes that they'll listen to you in kind? Do you pursue your own goals ostensibly for the good of the whole community? Do you focus inward or outward?The game is played using a deck of cards – each of the 52 cards corresponds to a week during the quiet year. Each card triggers certain events – bringing bad news good omens project delays and sudden changes in luck. At the end of the quiet year the Frost Shepherds will come ending the game.
Mini Rogue is a nine-card game in which a single player delves into a deep dungeon to get the famous ruby called The Og's Blood on the bottom floor. The player must choose how to spend their resources in order to be powerful enough to confront ever more difficult monsters. Random events and encounters make every playthrough a unique experience.
In Floor Plan players take on the role of an Architect designing a house for a client. Each round a pair of dice are rolled and then players will act simultaneously using the dice to either draw a new room onto their floor plan or add crucial architectural and landscaping features.The game ends when any player has completed six client demands or is unable to use all dice in a turn. The player with the most points is the winner – the client likes their design best and they earn that lucrative commission!-description from publisher
A demented telepath has invaded your mind with intentions of releasing an ancient evil you locked away in your psyche long ago. Visit your most potent reminiscences and utilize their abilities to reorient your mind to your advantage. Channel enough power from surrounding manifestations to permanently trap the intruder within an illusory prison while evading any mental threats capable of stopping you.Galdor's Grip is a solo fantasy card game played entirely in your hands. Cycle through the deck utilizing player actions and card abilities to strategically manipulate the order and orientation of the cards. Complete scoring objectives to earn enough points (⭐) required to win the game while avoiding any situations that result in a loss.—description from the designer
A collection of old fairy tales has been torn apart. Pages from different stories are all mixed together and strewn about. Can you find the connections between the scattered characters to put their stories back together? Reunite the characters in clever ways to win the game!Wonder Tales is a quick tile-laying set-collection micro-game for two players.Each of the 17 game cards is double sided with the same fairy tale character on both sides but with different colored highlights.Players take turns placing cards on a shared tableau with their color showing. Once the tableau is full scores are tallied depending on which combinations of characters and/or colors lie adjacent to each player's cards.A game consists of 2-3 rounds with the tableau shape changing each round.
In Antidote you are a laboratory scientist working for a giant chemical research conglomerate. When a deadly toxin suddenly infects you and everyone in your lab you must work quickly to share your research and discover the Antidote before it's too late.In the game players take turns deciding what action all other players take: either discard from their hand or trade research with other players. Eventually all your cards will run-out and you will be left with just one that you must drink and hope it's the Antidote. If this card is the true Antidote you're cured and live to play again! If not... you die but you can always try again!Antidote has 6 core elements:
At the edge of the horizon the nightmares begin. You and you alone defend the lighthouse that keeps them at bay. Can you keep this beacon shining until the dawn or will you succumb to the spreading darkness?The Last Lighthouse is the fourth Simply Solo entry from Scott Almes. Protect against an ever-growing line of unique nightmares by deploying specialized traps. Place traps wisely to eliminate as many nightmares as possible before they damage your lighthouse and ultimately destroy it. With elegant rules and multiple levels of difficulty The Last Lighthouse offers plenty of challenge for both casual and dedicated players.
The sergeant hangs the phone up. Multiple hostages numerous bombs. We're up. We grab our gear prep the robot and load the van. It's go time...An unknown terrorist organization is on the rise looking to spread fear while profiting from the chaos they release. You your fellow members of the Retro City Bomb Squad and your trusty Bomb Squad Robot are the only barriers in the way between those dastardly villains and the innocent civilians of Retro City. Lives are at stake — and time is ticking — so let's go!Bomb Squad is a cooperative game in which 2-6 players are members of a team operating a disposal robot with the mission to disarm bombs and save hostages. The players work together racing against the clock to provide the appropriate instructions for the robot to achieve their mission objectives. Bomb Squad features:
Forage is the final instalment of the 9 card solitaire game trilogy (following Orchard and its sequel Grove).Its 18 cards show different types of woodland areas where you'll find wild blackberries sweet chestnuts and edible mushrooms. Some areas are split into two types which together with the custom dice featuring hungry wood mice offer new opportunities and different strategies to increase your harvest.The card backs have recipe challenges to provide a win/lose condition (as an alternative to the standard game's ‘beat your own score’) for those who prefer it adding even more replayability.-description from designer
/an-tin-uh-mee/ noun (A contradiction between two beliefs or conclusions that are in themselves reasonable; a paradox)As a Sorcerer you have long sought ancient relics imbued with magic. What unspeakable power can you unleash when you collect relics from anywhere in the spacetime continuum?Antinomy is a head to head battle of wits as 2 competing sorcerers in search of powerful Paradox Crystals. Play a single card from your hand using the color or symbol to dive into the past or use the number to fly into the future. The card you land on gets swapped with the card you played allowing you to build up a winning hand. Wherever you go clever card play and a set of 3-of-a-kind cause paradoxes forming crystals of your own. Or confront your opponent in a Clash to wrest control of their crystals. Collecting 5 of these crystals will ensure your control over space and time. Do you have what it takes to wield the power of Antinomy?-description from publisher
Elevenses is a card game in which respectable 1920s socialites strive to serve the finest morning teas!Each player starts the round with an identical set of eleven morning tea cards. Each card has a point value as well a special action which must be carried out when it is played. The lower the point value of a card the better its power. The powers lead to surprising interactions between the players! Cards must also be played to a specific position on the table. Whenever a card is played in most cases you pick up the card that was previously in its position requiring you to plan your morning tea carefully!The round ends when a player plays the Elevenses card. It's time for tea! The players compare the value of their cards. Points are awarded to the highest scoring morning teas. The game continues until a player has 7 or more points. She has served the finest morning teas of all and wins the game!The six-card expansion Elevenses: The Special Guests is included in the game. With this expansion each player is dealt one special guest card in secret at the start of each round. Each guest will come to your morning tea only if you serve certain things. If you play the right combination of morning tea cards the guest arrives you reveal the card and your morning tea goes up in value!Game #2 in 'The Mike Line' of games from Grail Games.
Construction began on the Prince Edward Island Railway (PEIR) in 1871 … the rest is a financial catastrophe. Criticized as the most crooked railway in the world (both physically and financially) Prince Edward Island was nearly at a full economic collapse within a year.In 1873 Prince Edward Island dumped the PEIR onto Canada and joined the Canadian Federation. The years that followed showed an economic boom for the island and the railroad operated until the 1980s.This game is not attempting to recreate the history of the island but borrows its history and geography to explore a new narrative about the island’s Old Prince Edward Island Railway.
Your day has finally come — a famous adventurer has hired YOU to be their squire! When your hero completes quests defeats baddies and takes all the credit they also earn loot which you get the great honor of carrying!Squire for Hire is an 18-card tile-laying inventory management game for 1-2 players that takes about 15-20 min to play. Players compete to get the highest scoring bag of items for their hero by the end of the story deck.Each player takes on the role of a random squire card taking turns completing story cards and adding loot to their bag for points. You can complete story cards one of two ways: 1) having enough item value (the combined number of spaces an item type takes up in your bag) or 2) using an item (covering up an item in your bag with a new loot card). If you can complete a story card you get to pick one of two loot cards to add to your bag; to do so at least one full item must be placed within empty or full squares. You can cover any number of other items in your bag as long as the entire item is covered.Once all story cards have been exhausted players add up their scores. Add 1 point for each regular item 1 point for each pair of identical items side-by-side and extra points for conditions met on your squire card. Visible junk items reduce your score by 1 point each so cover them up whenever possible!Keep vital items in your bag for when you need them pack efficiently for extra points and eliminate junk to be the squire with the highest scoring bag! Play solo to beat your own high score with all of the cards.—description from the designer
Description from the publisher:The Table Battles system is a light battle game that recreates battles throughout human history with broad strokes and an emphasis on playability. Players roll and allocate dice to Unit cards with each card accepting specific die results or dice combinations. On a later turn those dice are removed to activate the Unit and attack an enemy formation removing wooden pieces assigned to the formation in question. But the enemy may be able to screen the attack (cancelling it) counterattacking (inflicting extra losses on the attacker) or absorb it via a strategic reserve. In fact in most cases the enemy MUST do so if they're able to. The result is a tense cat-and-mouse game in which both players make feints and counterfeints looking for an advantage and acting decisively once it presents itself.
Have you ever wanted a glass that stops messy accidents before they happen or pants that provide relief at the touch of a button? In But Wait There's More! players pitch wacky products to each other for fun and profit.At the start of the game each player receives three Feature cards. Each round starts with one Product card being revealed from the deck e.g. guitar. Each player in turn has thirty seconds to play one of their Feature cards – say Helps you fall asleep and stay asleep – and pitch their own version of a guitar. At some point during these thirty seconds this player must say But wait there's more! then reveal the top Feature card from the deck – say great for parties – and incorporate that Feature into their product. Once all players have pitched their unique version of a guitar everyone votes simultaneously for which pitches they liked the best. The top vote getter after three rounds wins the game!With six or more people play in teams with the first player on a team starting the pitch with one of his Feature cards and the second player finishing the pitch with a Feature card of her own but neither player knows what the other Feature is until they are revealed!
Greetings young page and welcome to your first quest. We are thrilled to have someone of your prowess joining the Elder ranks. The Light knows we need all the help we can get to repel the creatures of darkness.Dungeon Pages is a tactical roll-and-write game where you play as a character embarking upon an epic quest through various dungeons. Each quest sheet contains a character section and a dungeon section.Each character section introduces a character and their ability and tracks their health and progress. Each dungeon section shows four minor dungeons and one boss dungeon and describes the monsters and traps found within.Each dungeon represents a step along your quest. As you advance through a dungeon searching for its treasure chest you will mark white spaces (empty spaces and trap spaces) to represent the areas you have explored. The more thoroughly you explore each dungeon and the more monsters you defeat along the way the more experience you will gain.Choose a quest sheet to embark upon your journey!
...and then we held hands. is a co-operative game about finding balance. To win the two players must complete objectives and reach the center of the board.The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication empathizing and always considering each other's situation when making a move.A player can use their own cards or their partner's but if their move causes their partner to be unable to move the players lose and the game ends. While moving from node to node their balance shifts and they are not able to refill their hand.The game features a card-splaying mechanism in which players change their perspective to reveal a new set of options.The players win by meeting in the center while in a balanced state and within one turn of each other - something quite difficult and therefore very rewarding when achieved....and then we held hands. features art by beloved French illustrator Marie Cardouat known for the art found in beautiful games such as Dixit Steam Park and Marrakech.
You are a surviving Sorcerer-Lord from the Erret Archipelago. A territory where hundreds of islands are connected together by huge bridges. Bridges once conferred the Archipelago greatness and prosperity and permitted flourishing trade between its islands. The Archipelago's wealth which would only transit through these bridges offered every resident a life of comfort and carefreeness. But today overpopulation natural resources depletion and blind cupidity from the Lord-Sorcerers have created a cataclysmic imbalance in the Erret Archipelago. Not a day goes by without the earth ripping apart and the seas engulfing the most fragile islands. The Sorcerer-Lords now fight for control of the upper and safest islands of the Archipelago. To survive in these hostile lands you need to cross the bridges and fight other Sorcerer-Lords to claim their land.Clash of Deck: Starter Kit is a card-based combat game for 1-2 players aged 8+ that plays in 15-30 minutes created by Léandre Proust with artwork from Studio Rexard and published by Grammes Édition. Create your 8 unit army and battle other Lord-Sorcerers to destroy their Strongholds!Clash of Deck is dead… Long lives Clash of Decks! Clash of Decks is a card game which has been played and tested by hundreds of players throughout its first year of existence as a French version. The game was published in 2020 in an atypic form: cards you cut yourself from a folded sheet of cardboard. A new standalone expansion was published each month. Today thanks to the feedback and support of its community of players Clash of Decks takes off with a new edition available in English. The game will have more conventional components such as real cards larger and of better quality with a tuck box.
The sea is a dangerous place. Whether it’s storms or sea serpents you’re putting your life on the line each time you set sail. Boldly face the challenges of the open ocean as you steer your ship into uncharted waters.At the Helm is a heavy nautical theme game inspired by the old captain's ship logs. Often in these ship logs you'd see drawings and we used that as inspiration. It's solo and it's a deckbuilder.Over a series of turns build a deck and use it to complete the three selected challenges before you run out of time or health. Turns proceed as follows:1. Choose 1 or 2 cards from your hand. For each chosen card either resolve its ability and place it in the discard pile or discard it (ignoring its ability).2. Resolve the effects of incomplete challenges.3. Draw cards form the deck until you have 3 cards in hand. Take 1 damage for each broken heart.If the market and deck both run out of cards and you need to draw a card or your health reaches the skull and bones you lose the game.Otherwise when you complete the win conditions of the selected challenges you win the game!—description from the publisherA 15 minute game in which you captain your sailboat through various challenges of the open ocean.—description from the designer
It is the year of Vespasian and Titus - the sixth such ordinary consulship that Titus shared with his Imperial father. The civil war of a decade ago is but a memory and the Flavians have restored peace and order to all corners of the empire save one. The people of Britannia remain fiercely resistant to the will of their Roman masters and the emperor has charged YOU with the seemingly impossible task of bringing them to heel.Agricola Master of Britain is a solitaire game of governance and conquest. To master the delicate political situation you will need the right blend of military force administration bribery and diplomacy. Every action you take matters changing how the native populace feels about you and your rule. But you'll never know exactly who's with you or against you because the game tracks this under the hood or more precisely in the cup.Three chit-pull cups (Friendly Unfriendly and Hostile) represent the allegiances of the units contained within those cups. After each action you take one or more of these units are blindly moved from one cup to another. You'll have a general idea of I'm really cheesing them off or I should have a lot of friendlies available for recruitment but until you pull a chit you won't know who your friends really are or where the next rebellion will spring up. This isn't totally random: certain tribes naturally skew more in one direction or the other and taking actions to stabilize a region after it's been pacified will diminish the chances of revolt there.Building the right armies and taking the right actions at the right time is key to your success. But the Flavians - and particularly the hated Domitian - expect greater and greater results with each campaign season. You'll need to meet and exceed them if you want to duplicate Agricola's achievement.
Etchinstone the last great nation under the wide reaches of Valorfall is under grave threat of a kind no one saw coming. Four ancient dragons have seized control of pivotal strongholds in every direction--North South East and West. It's up to you the strongest of the rare Ether Mages to make the perilous quest to each of these strongholds defeat the dragons and bring peace back to Etchinstone.In Dragons of Etchinstone you the brave Ether Mage must work your way through four Regions and a challenging final encounter against one of the four dragons. You'll use your Action cards to manage dangerous Journeys and formidable Enemies. Defeat them and your reward is XP which you can use to upgrade your action cards. Defeat or narrow victories against Journeys results in losing time which may force you to face the dragon before you feel ready. Defeat or narrow victories against Enemies results in taking damage which forces you to downgrade your Action cards and weakens your power.—description from the designer
A pencil and paper game of building railway networks for one or more players.30 Rails is played on a 6 x 6 grid of squares. First each player draws mountains a mine and four stations on their sheet. The game then consists of thirty turns which will fill the remainder of the grid with track. Each turn two dice are rolled. One die will determine which track type is placed the other gives constraints as to where the track can be placed. The winner is the player who can connect most stations to each other and to the mine.The advanced game adds shares. Players are required to buy shares in any particular line in order to score for it but choosing the right moment to do so gives flexibility to track placement.Designed for the 2016 One Page PNP Contest
Fish Cook is a simple Euro-style board game in which players take the role of chefs. The game is divided into several days that have two parts: Morning and Evening. In the morning players buy ingredients from the fish market and farmer's market; in the evening they cook recipes and earn money. The strategy revolves around buying ingredients as cheaply and efficiently as possible in addition to stealing the good ideas of your fellow chefs.
Agent Decker is a mission-based deck-building game for one player in which you acquire gear and skills by facing obstacles. The alarm raises every turn so you must pick who you take out. Do you go for the cool weapon or take out the security camera?Each mission takes about 20 minutes and the game consists of five missions that are meant to be played in sequence. There's also a high score system so you can try to beat your own best runs or compare your score against other players!
Coin Age is a microgame for two players that's played with a single card and pocket change. Players take turns placing coins on a map to control spaces outmaneuver their opponent and score victory points.Coin Age uses an innovative coin slap mechanism to determine available actions. On a player's turn they take one of each of their remaining types of coins in hand (one quarter one nickel one penny and one dime) shakes them up then slaps them on the table. Based on the number of coins that match their side players can then either place coins on the map move previously placed coins to an adjacent space or remove them altogether. When placing coins players may also place their coins on top of the opponent's coins if their size/rank is smaller so while a quarter will give you the most victory points at the end of the game it has the highest probability of being covered by your opponent.Coin Age is a quick-playing area control game with lots of player interaction and a bit of push-your-luck gameplay.
In Micro Dojo you represent one of two Daimyos who have been tasked by the Shogun to bring prosperity to a small town. Carefully use the town’s retainers to complete the Shogun’s tasks and win favour. The most prosperous Daimyo will be granted the title to the town.Micro Dojo is a 20 min tactical euro game for two players intended to fit comfortably in a pocket or purse. In Micro Dojo players take control of the Ninja Samurai Sumo and Geisha meeples to generate resources develop the town and score points by achieving the Shogun’s tasks.Each turn players move one of the four meeples to an adjacent space and take the action there - either gathering resources taking a building or activating a scoring objective. The catch? You can't move the last meeple either you or your opponent moved. The games end when the last objective is triggered or a player reaches 7 points.Movement is tight requiring you to second guess your opponents plan. Timing is crucial triggering objective scoring only when it benefits you. Like a sparring match every move should be chosen with precision and efficiency or your opponent will strike.
Rolling Stock is a card game about stock and company trading. Players are investors buying private companies in auctions which they may later use for an IPO (to turn them into corporations) or sell to already existing corporations (to turn them into subsidiaries of that corporation). The majority share holder of a corporation controls its actions: issuing new shares paying dividends and buying more subsidiaries from other corporations players or an ominous foreign investor.The companies are transportation themed starting with the early Prussian railroad. As more companies are bought the scope of the game expands to Germany later Europe and ultimately even space. With expanding scope older companies become less and less profitable until they have to be written off eventually severely hitting the book value of their owner.As a pure card game Rolling Stock has no game board to simulate actual transportation. Instead networking effects are modeled by synergies between geographically adjacent companies that are subsidiaries of the same corporation. This simplistic model merely sets the stage for the trading of stocks and companies which is the heart and soul of the game.Rolling Stock is vaguely inspired by the 18xx series of games but it is clearly not a part of it. Obviously track building is missing entirely but even the stock market with all its superficial similarities turns out to be fundamentally different.Compared to the 18xx series Rolling Stock has extremely simple rules. Strategically however it is comparably deep and complex.
Assembly is a quick cooperative or solo puzzle card game that fits in your pocket.No two games will ever be the same because of a variable setup several role cards and the optional use of malfunctions activating on locking that force you to change your strategy. Also two-player games add limited communication into the mix and the optional use of sign language instead of verbal communication.With 2 base sets you can now play the double ring variant of Assembly which is suitable for 1-4 players (rules are in the File section).The Story:You are on an orbital platform that assembles luxury spaceships. After a recent micrometeorite impact a deadly virus has emerged and wiped out the entire staff. Luckily you seem to have natural immunity and now you must escape to help create a vaccine before the virus spreads to Earth.In an attempt to quarantine the virus the computer locked down all systems undocked all the spaceships and is currently venting the oxygen to prevent you from ever leaving. Fortunately it has missed one. Unfortunately it's still on the assembly line and only partially complete. You must finish building it to escape.Against all odds you have outwitted the computer and are now in the control room of one of the spaceship assembly lines where the incomplete ship lies in front of you. On the screen above your head you can see the required layout in blueprint form and on the assembly line you can see the completed Room Modules hanging around the edges ready for placement in the bays corresponding to the instructions overhead.You have discovered a rather limited set of commands to complete the ship but for some reason the controls keep glitching. Does the computer know what you are trying to do? You must work together and use your commands wisely to assemble the ship and make your escape.Can you complete the ship and escape before you perish?
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.
You are the top manager at one of the big oil companies tasked with leading your enterprise into a future without oil. With peak oil looming ahead you try to squeeze the last drops from oil fields around the world to gather the resources to invest into various oil replacement technologies. While you may try to emerge from the coming crisis by regular means your competitors will most probably not forcing you to dirty your hands as well.On your turn in Peak Oil you assign your agents to different action spots on the board. If your agents are in the majority at any given action spot or you decide to send mercenaries to their help they squelch the competition there and allow you to take the linked action. Actions include developing and harvesting oil fields building pipelines hiring new agents buying new ship contracts investing in oil replacement technologies conducting PR campaigns engaging in piracy and manipulating public opinion and oil prices.After some time the oil — represented by a set number of small barrels you draw from a bag when developing new oil fields — will run out. This is called peak oil and marks the end of the game. Players tally the value of the technologies in which they invested and promoted during the game. Whoever shaped the future best (i.e. gained favor for their company) wins.
Truck Off is a lightweight food truck card game that packs some serious bite! In Truck Off you send your food truck team hoping to score a sweet parking spot at a lucrative venue. Your timing and game plan will be critical to your success while your opponents will look for the perfect opportunity to get you to ahem truck off!Truck Off is played over five rounds after which the player with the most money earned wins. In each round players simultaneously select then reveal which venue they will park at placing their food trucks next to that venue. A die is then rolled at each venue to determine how many people actually showed up at each venue. Each player then simultaneously selects which special action(s) they choose to execute this round. Starting with the first player token players play and execute one action in a clockwise manner until all actions have been played and executed. After players are done executing actions profits are split between each truck at the venue.Truck Off gameplay mechanically captures the ups and downs of food truck ownership by rewarding both long-term planning and short-term tactics as well as throwing many curve balls such as low venue attendance competition and crazy weather.
Microbrew is a medium-weight worker placement / puzzle game hybrid for two players: The Tiny Tin Brewery have challenged YOU - leaders of their two most skilled brewing teams to a brew off! Who will create the tastiest beers and win the most loyal customers? Only one way to find out - Ready! Set! Brew!In Microbrew players take turns sending brewers to work stations to mash brew bottle and serve their own beer recipes to a stream of thirsty customers. Work stations aren't locked out like most other worker placement games - if you really want to push someone out - you can but their worker goes back to be reused this turn! This means rounds are very dynamic and require careful thought to not just optimize your little team but also to predict where your opponent wants to be so you can ride their wave!Brewing isn't just worker placement though - each player has their own Copper brewing kettle where their brewer's actions can let them play a simple but fiendish puzzle game to reorganize their kettle and complete a perfect recipe. Or not! Will you try to make each customer's perfect beer and win their loyalty or will you flood the market with average brews and let the marketing money do its thing?Microbrew was the winner of the 2017 Mint Tin Design Contest.
Lead Rome to glory--or obscurity--as you develop and operate your rapidly expanding ancient civilization.Pick a leader choose your strategy and decide the fate of an empire! Develop and refine your engine with deckbuilding tableau building and resource management to fulfill your edicts and bring the most possible glory to Rome.The engine-building of Res Arcana meets the card play of Mage Knight in this thinky middle-weight Euro game.—description from the publisher
For those with the eldritch gift temptation lurks around every corner even in leisure. Just consider the possibilities available to the practitioner of magic. Imagine poker with spells! No person could resist such temptation and even a casual review of history will prove that none could.And so it has gone. The application of magic to card games is as natural as mixing mandrake and worm’s husk.For the first time however the rules for a game specifically created for wizards have been pieced together from fragments found in tombs dusty used bookstores and in the classified ads of one small newspaper. Though magic has largely been forgotten in the centuries since this game was invented modern game design has given us a way to imitate the arcana outlined in the reconstructed rules. The result is a “no-magic-required” whimsical romp for 2-5 players.Hocus places the players in the flamboyant boots of wizards using their powerful advantages to create opportunities manipulate the game and alter the flow of cards. Wizards hate being pinned down and live by the mantra “You shall not fold!” Each turn players choose one Spell to use. As you are new to Hocus we shall first discuss the three Basic Spells.Use the first basic Spell to play cards to the Community. Play thoughtfully as everyone shares the cards in the Community! The second Spell is for building the Pot. In addition to Suit and Strength every card has a point value. Cards played to the Pot contribute their points to the winner of each Showdown. Play cards to build a Pocket with the third Spell. (Never ask to see a wizard’s pocket!) Each player takes one of their Pockets and combines it with the Community to form a hand during Showdowns. The best hand claims all points in the Pot.There is of course a twist. Trust a wizard to provide a twist! There are multiple Communities each with a Pot and players can compete in multiple Showdowns if they have the Pockets. Hocus is not merely a matter of building good hands but making a winning hand where your opponents least expect and profiting with a hefty Pot. Timing and careful targeted play will win the day. And time is limited. You may have conjured a Straight Flush but it’s worthless with no points in the Pot!Now look at the other spells in the game. There are eight different spell books each with their own unique approaches to the game providing every wizard who plays with their own special abilities. The spell books raise the game to another level with even more tools for bending luck to your advantage.Travel way back to a dark dank inn shuffle the cards and play the favorite game of the legendary Merlin and Morgan le Fay. Hocus is a little like poker but a lot more magic!
England 1960s. Revolutions in music fashion art and more draw celebrities from around the world. Superstars wind their way across the country using the ultimate in luxury travel a train line catering to the elite while less fortunate passengers jostle for space to get a glimpse of their idols. There’s no time to waste so grab your bags and get on board!The Royal Limited is a solo game about building your train and filling it up with passengers and VIPs before the train departs. Use cards from your hand to add new cars and place passengers to occupy them. Match symbols and colors to ensure everyone aboard is satisfied especially the VIPs! Make the most of your line and see if you can live up to the grand expectations of The Royal Limited.You will play in a series of rounds with your goal to build a train and fill it with passengers. Each round will take the following format:1. Draw cards 2. Play cards to add a cars place passengers and VIPs 3. Discard hand & advance conductor.After you have finished the final round (All Aboard!) then you should calculate your score. You want a lower score according to certain values.
In Star Trek: The Dice Game you alone are responsible for the Starfleet crew members aboard the U.S.S. Enterprise during its five year mission of exploration. In order to succeed you will need to complete missions and overcome the unpredictable challenges that may arise during them. If you complete the full five years of exploration you will return to Starfleet Headquarters in glory and be promoted to Admiral. But beware; as you travel ever further from Federation space the challenges and constraints you face will grow more and more extreme. Do you have what it takes to survive?Winner of the 2016 Golden Geek award for Best Print and Play Boardgame Star Trek: the Dice Game is a solo worker placement dice game.
Some of the biggest questions in the world of science may be answered by studying quarks the smallest of particles. The problem with trying to study quarks is that you can’t find just one quark; you need to find them in groups called hadrons or some other exotic particles like the Pentaquark.In Pentaquark you are trying to give science a little helping hand by collecting the five quarks that form this particle at the detector of a massive particle collider. Move cards you need to the detector discard others so they may come back as anti-quarks and try to minimize the number of quarks scattered and lost. If too many cards are removed from the game the Pentaquark has slipped through undetected once again!
Deadball is a fast-paced baseball game for one or two players that uses real statistics and RPG dice to bring the ballpark to your tabletop. In fifteen or twenty minutes simulate a full game between real or imaginary teams using an elegantly simple system that's intuitive to die-hards and casual fans alike.For the dead of winter for the dead of night for when your team is dead in the water Deadball is there.
TINYforming Mars is a 1-2 player game set in the distant future when mankind has mastered the technologies needed to turn our lifeless neighbor Mars into a thriving destination for humanity. All of this on nine cards!Each player is attempting to terraform Mars by completing projects that fulfill one or more of Mars’ parameters for sustaining life; those being: Heat Oxygen (provided by Greenery) and Water. The player that is able to complete more projects towards this goal as well as build their cities on prime Martian real estate will be the winner.The game takes place over several rounds known as Generations in which players will alternate taking turns. First the players will draft Project cards that offer the Projects that they will have access to. Then on a player’s turn he can complete one of his own Projects one of the Standard Projects or pass. When both players have passed the Generation is over and players collect income to begin the next Generation.When the supply of at least 2 of the 3 types of parameters have been exhausted or there are no vacant hexes on the map that Generation will be the final Generation of the game. Once that Generation is over the players will count their scores. Highest score wins.Included is a solitaire mode where the player will attempt to complete all 3 parameters in 12 Generations.-description from designerDISCLAIMER: This is a fan-made miniaturization inspired by the Jacob Fryxelius game Terraforming Mars. This game was made with no consultancy or assistance from FryxGames. No files were provided or copied nor was any consultation requested/given. Neither Michael Bevilacqua nor TINYforming Mars are endorsed by sponsored by or affiliated with FryxGames.
What is the mark of a true champion? Legendary heroes clash across the Neververse to find out.Battlecrest is a card-based tactical skirmish game for 2 players (1-4 with expansions). With perfect information players must truly outwit their opponent to win.Characters are composed of 6-card sets featuring a hero card a health tracker and action cards. Occasionally a minion or item will replace an action card.The map is built of 6 cards as well with the cards randomly placed in a set pattern.Players take turns maneuvering their characters around the dynamic and often dangerous map while unleashing powerful attacks. As action cards are used they open up new possibilities and empower the character’s battlecrests. Build up to decisive strikes or refocus to get powers back. Every character has a unique set of actions and preferred tactics so no two battles play the same.Shots ring out in the overgrown forest. A rugged pirate festooned with weapons of war stomps into view. He scans the nearby treeline with practiced rigor. In the gnarled canopy above a celestial goddess calls for an ancestral blessing against this implacable foe. With a divine roar she drops to the ground below swinging her ornate staff with the strength of a thousand lifetimes at her waiting target…The Fellwoods Base Game includes two heroes Akhena and Mutiny (and his minion RIG) and the Fellwoods map. All in just 18 cards packed in our little wallets. No additional components are needed to play.The Fellwoods is a large enchanted forest covering a remote mostly unknow planet. Enormous hulking trees dense moss and vines and shrouds of mist lock the secrets of the forest within. Wild Magic is very much alive here protected by guardians and spirits.Akhena is cosmic energy personified. A font of ancient knowledge provides her with a flexibility that mere mortals lack. In battle she draws guidance from powerful ancestor spirits giving her both durability and strength in equal measure. To defeat her is to defeat mortality itself for what could be more deadly than a living goddess?This rugged raider has seen better days but that won't stop him. He's got a head full of schemes and an array of ill-gotten loot to keep him going. Wily and clever Mutiny knows better than to pick a fair fight. The best battles are the ones that end in a single shot from afar with his clockwork RIG helping to pin the target down. Less fuss that way.
In the Kingdom of Darkhill order and power mean everything. The royalty reign supreme but alongside of their control are the plotting citizens planning to get ahead using any means possible.Hierarchy is an abstract game of order and power where players each take a random set of 7 cards and play them openly until they cannot play any more. Cards must be played atop a card of a lesser value unless either the last card - or the currently played card change those rules. When the active player can no longer play a card their opponent has won the game and has taken the seat of power away from their opponent.—description from the publisherReleased in the January 2020 Board Game of the Month Club $20+ package.
Dark Venture is a retro story-based adventure card game where players construct a twisting narrative to explore a dystopian future with their heroes completing quests to win the game.Pursue your destiny through the ravaged wilds of Darkgrange where magically-mutated creatures prowl the grounds of every seemingly abandoned building and stretch of dilapidated roadway.From writings found on the deceased body of the hero Torgon the Hunter: We are the new rulers of the Earth and this is our struggle against one another. We venture into the darkness the uncertainty ambling through the ruins of progress every day. We live the repercussions of the events that spun civilization backwards while propelling the remaining inhabitants forwards along various inconceivable and diverse refractions. The world has unquestionably become a new peculiar and merciless place.Players maintain a hand of LOCATION ITEM and CHARACTER cards playing them on their turn by spending ACTION POINTS. LOCATIONS are played and attached to the map then descriptive story entries are read that set up actions to be triggered and decisions to be made. ITEMS including weapons magical artifacts armor and potions can be placed from a player's hand into their heroes inventory for them to use. Players may want to play other CHARACTERS from their hand to complete a quest or thwart an enemy.Competitive: A player's goal in the main COMPETITIVE game mode is to gain the MOST QUEST POINTS over the course of a day 6 game rounds in a short game or 12 game rounds in a long game tracked on a QUEST TRACK which can take about 20-30 or 60-90 minutes to play.Cooperative: In the COOPERATIVE mode players work fight move and complete their quests together to each get a set number of quest points before the end of the day in 6 or 12 game rounds.Solo: In the SOLO mode players can choose to play a short game of 6 game rounds attempting to get a set number of quest points before lunch or a full game of 12 game rounds attempting to get even more quest points before the end of the day.
It’s been a year since Leland Williams passed on. A year later his family remembers his humor warmth and – especially – his love of fishing. You play a member of his family going out on a solo fishing trip. With a specific sporting goal in mind you’ll recall lessons and memories from Leland. If you piece together the lessons in just the right order you’ll have a great day on the lake!In Fishing Lessons you’ll play through a series of rounds representing the course of your day. At the start of the game you’ll pick a family member each with their own unique goal. During each round you’ll recall a new Lesson adding it to your list of steps that you’ll then run through in order. Lessons are used to move your character’s boat along the row of Lake cards or to flip Lake cards to hide or reveal the fish you need to complete your character’s goal. Meet the goal at the right time based on your chosen difficulty level to win the game!
Cobras are overrunning the village so the authorities have put out a bounty on them. Seizing the opportunity you have secretly begun breeding cobras for the extra income. However your scheme won't go unnoticed forever and when the authorities cancel the program any cobras you're left with will bite you.Cobras is a trick-taking game that is played over a series of rounds. The players who do not win a trick divide up the cobras shown on the cards that were played; the player who won the trick turns in their cobra tokens for points.If you have any cobras in your basket when the round ends you lose 1 point per cobra.Add up your points from round to round. When a round ends with one or more players at 100 points or more the game ends and the player with the most points wins.
War has erupted across the Imperium! Four spacefaring races struggle for supremacy launching fleets of starships across the galaxy to battle for control of the most prosperous systems. Only one race will successfully Expand Explore Exploit and Exterminate their way to victory!Pocket Imperium is a 4X microgame. Players will need to use the opportunities to expand explore exploit and exterminate to their best advantage. The timing of when to build fleets when to explore the stars and when to invade systems controlled by opponents will be crucial in their quest to rule the Imperium.What's more in a crowded galaxy players must choose wisely when to make alliances to bring down powerful enemies — and when to break those pacts to critically weaken their former allies!
This Guilty Land is a game about the political struggle over slavery in the United States in the decades prior to the American Civil War. The two players each represent an abstract idea - Justice and Oppression - while a third non-player faction Compromise both helps and hinders them while seeking insidiously to maintain the untenable and abhorrent status quo.This is a card-driven game but it's a rather atypical variation on that form. An Events Display contains cards belonging to both players and is public information. Cards played from the Events Display have effects depending on the type of card and many cards can be placed into a player's Reserve where they can be used throughout the game to take other sorts of actions. The size of one's Reserve is limited to the player's Organizational Capacity. This Capacity can be increased over the course of the game and also influences the strength of a player's actions the minimum number of their cards drawn into the Display and victory point opportunities.The game is asymmetrical in that each player's mix of cards within the deck either play to their strengths or emphasize their weaknesses. Like many of Ms. Holland's games it is about deadlock with each side countering the other until one of them blinks. Advantages multiply over time and a single mistake might make your position irrecoverable. Tempo and momentum are terribly important because at its heart this is a racing game.Both players score victory points for passing laws and forming political parties and Justice scores victory points for growing support for their cause. Assuming neither player wins an instant victory by dominating the laws or reducing their opponents support to zero the game ends when either the supply of victory points or the deck of cards is exhausted and the player with the highest score wins.When the game ends the American Civil War begins: the game's argument is that the Civil War was both inevitable and necessary and through its mechanisms the game seeks to illustrate why that is the case while still providing a deep and engaging play experience.-description from publisher
Dateline: Germany 1933 Jan. 30: Hindenburg names Hitler Chancellor. Feb. 27: The burning of the Reichstag. Hitler blames his political opponents and enacts repressive laws. Mar. 5: The Nazi Party wins the Federal elections amid a climate of fear and intimidation. From this point on with a precise and constant rhythm Hitler dismantles all of the democratic institutions of the fragile Weimar Republic and inaugurates a reign of terror gradually establishing a ruthless and violent dictatorial regime.The above is history but what would have happened if instead of bringing Europe into a maelstrom of war the infamous Austrian corporal had abandoned his plan of global domination and taken the path of peace? Would World War II still have broken out? Or would the Nazi hierarchy and German industry still have pushed the Führer to war with Poland? What would the dream of a Greater Germany have been without Austria Czechoslovakia and the other German territorial claims? Would the Western plutocrats or the Soviet colossus have fought the fascist dictatorship anyway and nevertheless inexorably triggered global conflict?Democracy under Siege is an interactive simulation enabling you to explore all such questions. A card-driven strategy game it reproduces the geopolitical conflicts and political struggles that led to the Second World War. The game covers the period 1933-1940 and is designed for two or three players. Each takes the role of one of the three ideologies — Democracy Nazism and Communism — that struggled for power during the timeline of the game. (When played by two players the two Ideologies exclusively under player control are Democracy and Nazism while control of Communism alternates between the two players from turn to turn according to specific rules.)Each game turn represents one year and is divided into three or four rounds. Players choose one political action and one event per round and attempt to perform the political action by rolling a die and applying some modifiers. They can affect the outcomes of their attempts by expending the ideology's political prestige. Events are activated immediately before the political actions are attempted; no die roll is required. If the political action succeeds the card effects are applied accordingly. In any case even when the attempt is unsuccessful the political action cards played provide a varying number of political points (PP) that can later be expended by the players to perform activities.After political actions players perform their action round with the PP provided by political action cards. Players can influence the political allegiance of minor countries exploit the economic resources belonging either to minor nations or to their controlled powers recruit and activate coup cells to attempt coups d'etat to overthrow a minor country regime send military forces to local conflicts or intervene in a civil war in a minor nation. All of these activities as well as the effects of successful political actions can bring victory points (VP) when the political allegiances of minor countries come under the influence or the control of Ideologies or when territories or nations are conquered.At the end of each round players check the outcomes of coup attempts then proceed to a new round. During the clean-up phase at the end of each turn players perform end-turn checks and calculate the production of military resources (MR) by the exploitation of economic resources claimed on the map. MR are put in the ideologies' force pool and expended to maintain the minor nations allegiances. The remaining MR provide additional VP and can be employed during the subsequent turns to intervene in local conflicts and civil wars.Democracy under Siege offers an accurate and detailed historical context supported by 108 strategy cards. Players exploit historical events and political actions to achieve political supremacy. Wars are simulated by an abstract combat system that allows players to intervene and influence their outcomes. The main concepts reproduced in the game are the ideological struggles among the major powers the race for armaments ahead of World War II and the buildup of a network of diplomatic links with minor nations. All of these elements combine to determine victory.
CONFIDENT? is a highly entertaining family party game where you answer questions like how many slices are there in a loaf of bread?. But instead of giving exact answers you guess with a RANGE! You only need to get the right answer in your range to win points so everyone can have a go but the smaller your range compared to everyone else the more you score! Are you CONFIDENT enough to win?
Trailblazers are the gutsy folks who pave and brave the trails of the great outdoors. Whether by hiking boots cycling wheels or river paddle these tenacious travelers seek to feed their insatiable appetite for adventure. With a scenic wilderness ever ahead and a freshly charted path upon the heels one mustn’t forget to eventually find their way back to camp. For there are always new environments to explore further expeditions to undertake and more trails to blaze.In Trailblazers players compete to earn the most points by building biking hiking and kayaking loops from their campsites of the matching trail type. Each round players are dealt eight trail cards where they’ll draft two cards arrange those cards in their personal area and pass their hand to the next player three times. Cards must either be placed adjacent to or overlapping other cards. While players can push their luck by aiming to construct long and elaborate trails only closed loops that start and end at a matching campsite will score points. Players also compete to fulfill “First To” and “End Game” goal cards. After four rounds the game ends and the player with the most points from closed loops and goal cards wins.The Super Travel Edition of Trailblazers plays up to 4 players and includes PVC cards the clamshell case and carabiner. It does not include any expansions. There is one solo mode. Another version of this edition exists as the Pocket Edition which features the same game content but instead comes in a tuck box with regular cards.(The Standard and Deluxe editions play up to 8 players include the Animals and Adventures expansions and have three solo modes. The Travel Edition includes the Animal expansion but it does not have PVC cards)
There is also an element of push your luck - do you risk losing a life (mallet) by going for that final fence to complete the Field or move on to the next Field and score less points?The game features 4 fields of increasing difficulty.There's just 1 page to print out and 1 page of rules. There's also a low ink (black) version available. You'll also need 3 regular dice a pen or pencil and something to draw a straight line with.Raging Bulls was an entry for the 2017 Solitaire PnP Design Contest
This Town Ain't Big Enough for the 2-4 of Us is a micro-sized strategy game that plays with ... well 2 to 4 players. From the publisher and designers that brought you the hit strategy game Belfort you can now get your strategy game fix in 10-15 minutes with this new micro game from TMG (Tasty Minstrel Games).In the game players play cowboys as they place tiles and create areas within the town. Unfortunately each tile could have your cowboys on them or other players' cowboys - or cowboys from all players! Once an area is fully surrounded by fences you score that area. Look out for silver bars as they allow players to re-arrange one tile that has yet to be locked down!
Second game in Button Shy's Otterverse follow-up of Why I Otter.It's not easy making a cool otter den. You'll want to influence the best otters to hang out in yours. And often you’ll get to decide which otter goes where. Do you want this otter? Or an otter won?An Otter Won' is a spiritual sequel to Why I Otter taking everything up a notch (including the ridiculous otters). Here's a short description from Aaron:It's still trick-taker-like. Works sort of in the opposite manner than Why I Otter. In Why I Otter you score your tricks from public conditions. In An Otter Won you have personal conditions in the cards you've taken into your den that play off public otter cards in the river. It's a bit more thinky/gamerly. It also does away with rock/paper/scissors. It uses a neutral setup card per trick that may help determine if the high or the low card wins the round. The winner assigns those 3 cards (neutral yours and opponents) to which goes to which location. Opponent den your den and the river.—description from the publisherReleased in the July 2020 Board Game of the Month Club $20+ package.
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
Ukiyo is a tactical puzzle-based 18-card game for 1-4 players. Players lay cards down horizontally or vertically to create patterns of symbols within a 6x6 grid. In multi-player mode players are aiming to complete the task on the last card left in their hand. In solo mode players are aiming to complete increasingly hard puzzles which consist of combinations of two three or four tasks. Ukiyo takes just five minutes to play and is suitable for all ages.—description from the designer
Rating: 7.8 | Players: 1
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Sometimes even the familiar can be alien. As a ROVE (Results-Oriented Versatile Explorer) you are accustomed to the rigors of space but the impenetrable darkness of the ocean depths is a brand-new challenge to confront.Aqua ROVE is a standalone entry in the ROVE series. In this solo spatial puzzler the player must complete missions by using their movement cards to align ROVE’s modules in the proper pattern. Each module has a unique one-time ability that can give ROVE a much-needed boost at a key moment. As ROVE travels further efficient use of movement points and module abilities becomes paramount to achieve success.Experienced ROVE players will notice that there are a few changes in Aqua ROVE. For one movement cards no longer provide generic points that are limited by the modules’ movement restrictions. Instead each card provides both the points and the direction of movement providing a major twist to the original gameplay. All modules have been replaced with new abilities to match this change. However each pattern now requires two specific fixed modules to complete rather than one. And as befits an ocean adventure ROVE’s missions are now placed vertically rather than horizontally to create a beautiful panorama of your descent.
In Bandada you'll travel the world and photograph beautiful birds as you compete against your opponent to see who has the best portfolio by the end. Attract birds with their favorite foods as you use your drafted cards to manipulate twelve dice in three different colors. The unique scoring system on the cards adds an exciting element of strategy as you try to outsmart your opponent and come out on top. Will you be the ultimate bird photographer? Play Bandada and find out!
A4 Quest is an adventure game in which you will face countless monsters while going through consecutive locations. Your goal will be to complete specific tasks or just to stay alive! As its name implies each quest will fit on one A4 sheet which can be printed so that you can enjoy the game right away! All you need is to pick your hero arrange a few d6 dice and you are ready to go! The whole thing does not require cutting you can play directly on the printed sheet although feel free to split it so that it can fit in your pocket.Mobility the possibility to mix the sets adventures rooms and game time under 10 minutes are the main assets of A4 Quest. You have a break at work? You’re riding on a train? All you need is a bit of space and you can start your adventure and put your opponents to the sword! The whole game has a humorous graphic design and its style resembles a two-dimension platform games known from computers or mobile games.Manage your dice by assigning them to right adventures. Choose from available actions on the field. But remember you need to plan a few steps ahead! Arrange food so that you can rest because if you don’t your hero will bite the dust sooner than you think! Also remember about your hero’s special skills because they might save you more than once!
Thrive is a two-player abstract strategy game with incredibly simple rules that grows in complexity as you play.You play as one of two lotus flowers competing to control the pond. Be the first to capture all but one of your opponent’s seed pods and win this game of tactical decision making!Each turn you move a piece then add two additional pegs to any of your pieces giving them more possibilities for movement on future turns.—description from the publisher
You are the Teller a local practitioner of spiritual arts and keeper of “The Collection” a set of Tarot-like cards compiled from various old sources. For generations the knowledge of the Collection has been passed down to Tellers to be used to tell fortunes give blessings cast spells and most importantly to fight the dark evils that inhabit the haunted brambles. This morning two local children have gotten trapped by the dark evils in the brambles. Parishfolk are counting on you as the Teller to use the Collection to fight the dark evils and free the children from the wicked brambles.The Brambles is a solo card game where your goal is to save the children caught by the dark evils of the haunted brambles. To release the children you must play different card combinations powerful enough to defeat the 20 Bramble Evils thereby releasing the children. If you fail to defeat the evils before the Collection runs out the children are lost to the Brambles forever.
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.
Take a stroll along the beach. Feel your toes digging into the sand. Discover a world of beautiful objects just waiting to be found. Whether you're picking up driftwood for your sculptures or sea glass for earrings let Mother Nature be your muse as you follow the tides.Tides is a game about collecting items from a beach. The goal is to score as many points as you can by making the most interesting sets of items. The tide is always changing; you never know what you’ll find on the beach!Take cards from the row during LOW TIDE to collect items from the beach. During HIGH TIDE flip the double-sided cards; the back side has scoring conditions. Score a set in either LOW or HIGH TIDE by combining items you collected with a scoring card. Play until someone reaches 50 points. Finish the current low tide/high tide cycle. The player with the highest score wins!
Burning Suns is an intense tactical science fiction game set in an expansive universe in which you'll be competing for supremacy through technology diplomacy exploitation and destruction.Tactical 4X thematic action > Burning Suns is not a traditional 4X game. It takes the 4X actions and gives you complete tactical control. This means you'll have to adapt and improvise on the way to victory. A strategy can only take you so far; in the meantime you'll have to rely on your ability to analyze the situation and calculate the best possible moves ahead of you. Being able to force trick and outmaneuver your opponents is key to success. Seize opportunities as they arise and don't wait for the perfect moment—because it doesn't exist! It's about being proactive and reactive according to your chances and the risk you're willing to take!Create an Empire > You'll be able to create no less than 1000 possible empires using the three elements of Ideology Race and Framework each with unique strengths and weaknesses.Galaxies in motion > Galaxies can be created just as you see them fit—and they might evolve during a game.Immediate actions > The order in which actions are executed changes every turn. All actions in Burning Suns are carried out immediately and players are therefore involved throughout the game bringing downtime to a minimum.Your empire your strategy > In Burning Suns there are many ways to victory depending upon your empire how you use abilities leaders and agents whether you choose to ally or conquer worlds and how you choose to engage your opponents with the many various units.
Players try to connect at least two board sides with their team's counters. However to place a counter on the board they must win tricks whose cards correspond to the board's spaces—the more valuable the card the better positioned the space.Before play starts players bid how many board sides they can connect with possible help from a partner or additional cards.For the print-and-play version you'll need a 78-card French Tarot deck one of the boards provided with the rules two sets of counters of contrasting colours and a way to keep track of scores.—description from the designer