Alien Artifacts is a 4x-style card game in which you play as an interplanetary corporation, sending your research vessels into uncharted space to expand your knowledge and power. Build your ship, research tech, and explore the galaxy for anything — or anyone — you can exploit.
Each turn you will have 3 Resource cards in your hand and you will decide how best to spend them. Each resource card has two different resource types for you to use. You can only use one side and only two cards per turn! Using these resources, you will build Ships, develop Technology, discover Planets, or Trade for currency!
Alien Artifacts provides a true 4x experience in under an hour.
A party game for horrible people."
Play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.
This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".
In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.
Centuries have passed since the first humans arrived on Caravania. Legends have been shared from one generation to the next explaining Caravania's most exotic and rare mysteries – the soul crystals. Legend has it that the souls of the planet's original inhabitants were so pure that after death they were preserved as mesmerizing and powerful crystals. Simply holding a soul crystal, one could feel the essence of life radiating from deep inside. It wasn't long after the discovery of the soul crystals' power that humans used them to build and activate towering golems. After many forgotten centuries, those pure souls are able to breath life once again. In Century: Golem edition, players serve as traders attempting to collect crystals to create the most ornate and powerful of golems.
Welcome to Death Over the Kingdom, a fantasy world where Death lurks in every corner. A fantastic game with two di erent modes, in which you’ll have to play your characters the best you can to get away unharmed and destroy your enemies.
The great river Key Flow passes through the new Key Lands, carrying ships laden with resources for building and trade. Along the riverside, buildings are built, boats are moored in docks, and animals graze in the fields. Players build communities alongside this river, and send workers (known as "keyples") to work in both their own and their neighbors' businesses, enabling their economy to develop and flourish.
Key Flow is a card-driven game based on many of the ideas contained in the award-winning game Keyflower. The game flows quickly over four game rounds (seasons), allowing players to develop their own unique village, with many ways to score points for their buildings, animals, keyples, resources and other items.
Key Flow is played over four seasons (rounds). Each season, players are dealt a number of cards. They then choose one of their cards and pass the remaining cards to the player on their left or right — depending on the season — until all the cards have been chosen. All scoring takes place at the end of winter. Points are scored from the village cards in various ways, through upgrading buildings, and from gathering gold. The player who scores the most points wins.
In Oriflamme, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!
In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.
The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.
The 120-card deck depicts a coin on the back of each card — with players earning and paying coins throughout the game — and different items on the card fronts. On a turn, a player can first draw as many cards as he likes, one at a time from the deck, placing them in the harbor (an area near the deck). Each card shows one of the following:
Person, who stays in a face-up row next to deck.
Ship, which the player can attack immediately if he has enough swords on his people cards, after which the ship is discarded; otherwise, the ship stays in the harbor.
Expedition, which remains above the harbor until a player fulfills it by discarding people who have the items required for the expedition.
Tax Increase, which forces everyone with twelve or more coins to discard half their money, after which the card is discarded.
If the player draws a ship with the same name as a ship already in the harbor, he's spent too much time dilly-dallying and his turn ends (after using the ship to attack, if possible), with all the cards in the harbor being discarded. Otherwise, the player can stop whenever he likes, then use/acquire one card if three or fewer ships are in the harbor, two cards if four ships are present, and three cards if five ships are present. Players rob ships, collecting the number of coins shown on them, then discarding the card, while they hire people, paying the number of coins depicted. After the active player takes his 1-3 cards, each other player may pay the active player one coin in order to take one card in the same way.
When one player has at least twelve influence points — which are on both people and expedition cards — the game is played to the end of the round, giving everyone the same number of turns, then the player with the most influence points wins.
• Port Royal differs from Händler der Karibik in that it includes ten more cards to allow for play with up to five players and players can win without fulfilling an expedition.
In a dark cathedral, a mage harnesses the power of demons to enhance her spells. In an alchemical laboratory, a diviner inscribes a scroll of destruction. Meanwhile, a bard and beastmaster seek out the prismatic dragon and golden lion to keep these forces of darkness at bay.
Res Arcana: Lux et Tenebrae adds 4 new Places of Power, 12 artifacts, 4 mages, 4 monuments, and 2 magic items to Res Arcana. It also extends the game to five players, adds scaling rules for fewer players, and introduces two new things: scrolls and demons.
Are you a modern mastermind detective?
The Sherlock Files: Elementary Entries includes three confounding cases for you to solve. First, you need to discover the cause of a fatal heart attack aboard Flight TJ1309. Next, you dig up a cold case from 1923 involving the violent and unexpected death of a famous explorer and archaeologist. Last, unravel the story behind the mysterious body that put a damper on one family's 4th of July party.
Decipher clues to determine which are relevant to the case and which are not. Share the clues you deem relevant with your detective partners. Which theories will you chase?
How will you fare compared to the world's greatest detective? Work together to solve each case to find out!
The Swift-Start Promo Pack includes first-round walkthrough guides and specific new bird cards to use with them. For those who already own Wingspan, the swift-start guides are still helpful for teaching new players, and the 10 new cards can be shuffled into the bird deck.
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games.
You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:
Gain food tokens via custom dice in a birdfeeder dice tower
Lay eggs using egg miniatures in a variety of colors
Draw from hundreds of unique bird cards and play them
The winner is the player with the most points after 4 rounds.
170 unique bird cards (57x87mm)
26 bonus cards (57x87mm)
16 Automa cards (57x87mm)
103 food tokens
75 egg miniatures
5 custom wooden dice
5 player mats
1 birdfeeder dice tower
2-piece Game Trayz custom tray
1 goal mat
8 goal tiles
1 first-player token
40 action cubes (8 per player)
4 clear plastic resource containers
1 scorepad (50 sheets; 1 sheet used for all players each game)
3 rulebooks (core, Automa, and Appendix)