“You are not breach mages yet,” Brama lectures as she paces down the line of students, her frail form belying her immense power. “Breach mages have protected us since the beginning — since the burning of the world and our pilgrimage into the dark. It was they who founded Gravehold, our last bastion, and if you wish to stand beside these living legends, you must listen and learn. The Nameless shall come again, as they always have, and you will need to be ready. You are the hope of our future.”
As a young apprentice, you grew up to stories of the breach mages. Brama, the teacher, wisest of the mages. Dezmodia, the prodigy, master of great magic. Mist, the stoic leader and tactical genius. Malastar, the magical craftsman. Rebellious, powerful, and reckless perfectly sum up Xaxos. These mages are your heroes and tomorrow, after your ordeal, you will join their ranks.
“Each of you must overcome your ordeal to learn discipline and focus, the tools you will need to defend Gravehold. We are nothing without Gravehold. To be a breach mage is to sacrifice your life for Gravehold. When you die, it will be in defense of our city. Once you understand this universal truth...only then will you be ready to become a breach mage.”
Agra, India: The year is 1572; this year marks the 30th birthday of Abu'l-Fath Jalal-ud-din Muhammad, popularly known as Akbar the Great. Akbar is the third ruler of India's Mughal dynasty, having succeeded his father, Humayun. With the guidance of his regent, Bairam Khan, Akbar has expanded and consolidated India's Mughal domains. Using his strong personality and skill as a general, Akbar has enlarged his Empire to include nearly all of the Indian subcontinent north of the Godavari River; his presence is felt across the entire country due to the Mughals' military, political, cultural, and economic dominance.
To unify the vast Mughal state, Akbar has established a centralized system of administration; conquered rulers are conciliated through marriage and diplomacy. Akbar has preserved peace and Order throughout his empire by passing laws that have won him the support of his non-Muslim subjects. Eschewing tribal bonds and Islamic state-identity, Akbar has striven to unite his lands. The Mughals' Persian-ized culture has afforded Akbar near-divine status.
Notables and emissaries from all over the country are on their way for Akbar's birthday celebration. As an ambitious landowner, you cannot let this pass; the festivities are a golden opportunity for you to rise in stature and wealth.
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.
Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors.
The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile.
When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn't have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins.
A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.
At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.
The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.
The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...
Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.
When the time of reckoning comes, a new Archmage will rule.
As a duke, you have decided to build the greatest castle in the land. You are not the only Duke in this land though, and you are not the only one with this fantastic ambition.
There are many ways to build your castle. You can even build it to lean towards one of several different styles, be it for Defence, for Comfort or even for Offence!
The occasional royalty may pop by your land and if your castle does not suit his or her taste, they will leave to find better accommodations with your rival dukes! On top of that, the deadly dragon will appear once in awhile and raze the lands. If your castle is not well fortified against dragon attacks, it might just crumble! Score Victory Points (VP) by having the most number of important folks residing in your castle, as well as have the most magnificent castle of all and take home the title of Grand Duke! Castle Dukes is a very visually appealing game of Dexterity and Strategy – And it’s 3D to boot!
Champions of Midgard is a middleweight, Viking-themed, worker placement game with dice rolling in which players are leaders of Viking clans who have traveled to an embattled Viking harbor town to help defend it against the threat of trolls, draugr, and other mythological Norse beasts. By defeating these epic creatures, players gain glory and the favor of the gods. When the game ends, the player who has earned the most glory earns the title of Jarl and is recognized as a champion of Midgard!
Placing workers allows for the collection of resources and warriors, which players may then send on journeys to neighboring villages or across the sea to defeat monsters and gain the glory they need for victory. Resources are used to carve runes, build ships, and feed your followers. Viking warriors (custom dice) do battle with the myriad enemies the town faces.
Expansion for base game.
The Charterstone Recharge Pack contains the components for a second campaign of Charterstone. It is completely optional as Charterstone is designed to be infinitely replayable after the first twelve-game legacy campaign.
The back side of the game board (included in the core game) is used for the second campaign. It contains all components that were permanently changed in the first campaign while allowing players to use unchanged components like wooden resources, meeples, and metal coins.
Dr. Martin Strobal, the greatest mind of our generation, lies in a coma. His Mobius Ring invention promised to change the world, but has instead given us our greatest disaster. Meant to provide the world with unlimited clean energy, the Mobius Ring malfunctioned, bathing Dr. Strobal in radiation, and creating a singularity that threatens to consume the world. We need him back, and the only way to revive him from his coma is to enter his subconscious and free him from the demons found within.
Comanauts is the second installment in Jerry Hawthorne's Adventure Book system following Stuffed Fables. This game of exploration and danger builds on the mechanisms first introduced in that earlier title, providing a new experience for more mature players. Race against time to revive Dr. Strobal by exploring his tormented mind. As players work together to uncover the secrets of the doctor's subconscious, they will follow his inner child across eleven different Comazones. There they attempt to locate and overcome the Inner Demon that holds Dr. Strobal hostage. Assume the role of 22 unique avatars as you explore the dangers and secrets of each world locked inside the doctor's dream. Can you free Dr. Strobal from his own mind before it's too late?
In Crossfire, players will use deduction, negotiation, and the limited information at their disposal to determine who the VIP is. The agents have been tasked with defending the VIP from hostile attacks, while the Assassins try to ensure that the VIP doesn’t make it to their destination. To complicate things further, Bystanders are also present near the VIP, making it even harder for Agents and Assassins to know who the real threats are.
Move your knights, erect buildings, and go crusading to spread the influence of your Order. When the Orders get too strong, King Philip will become nervous and disband all Templar orders, ending the game.
Crusaders: Thy Will Be Done uses a combination of rondel and mancala mechanisms. Each player has their own rondel, which they can upgrade over the course of the game, that controls their action choices during the game. Your faction gives you a special power to control your rondel, and the buildings you erect will help you form a strategy.
Dead of Winter is a meta-cooperative psychological survival game. This means the players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's only looking out for their own interests!
Dead of Winter is an experience that can only be accomplished through the medium of tabletop games. It is a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up.
Dead of Winter: The Long Night is a standalone expansion for Dead of Winter: A Crossroads Game that introduces the Raxxon location where horrible experiments will spill out into the town unless players can contain them.
The game has players at a new colony location trying to survive with new survivors against brand new challenges. Can you handle being raided by members of other colonies? Will you explore more and unravel the mysteries of the Raxxon pharmaceutical location to find powerful items but release stronger enemies? Or will you upgrade your colony to help it better withstand the undead horde? These are all choices you will get to make in this new set, and if you want, you can mix in the survivors and cards from the original set to increase the variety even more.
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.
Detective: L.A. Crimes, the first campaign expansion for Detective: A Modern Crime Board Game, consists of three separate cases that come together to form a full story. Travel to sunny California, and delve deep into the drug-filled Los Angeles of the 1980s. Experience being an L.A. detective, and realize that sometimes, like detective Foley from Beverly Hills Cop, you may need to stretch the laws a bit to suit your needs. Try some controversial methods to solve your case, all the while battling with the red tape of bureaucracy. Use all-new mechanisms of stakeout and observation to learn more about your suspects. The choices are yours, but are you willing to cross the line?
You awaken with a splitting headache and no idea of how you got here. The wilderness stretches in every direction, and something howls in the distance. Your quest for answers will have to wait; first, you need to survive. Will you help the others that are stranded here or will you save yourself at any cost?
When two to four players find themselves marooned in the harsh wilderness, you must cooperate and compete to search for water, food, and tools that will be essential to your very survival. But your adventure holds many secrets. Every copy of Discover: Lands Unknown is unlike any other in the world. A mix of environments, storylines, characters, locations, items, and enemies have been engineered to tell a story unique to every copy of the game thanks to an algorithm that ensures no two copies are alike. Your copy will contain various tiles, cards, and tokens, each pulled from a shared pool of components, and the combination will be different from every other copy in the world.
In Fae, first released as Clans, each player is trying to achieve victory by scoring as many points for their color as they can. This is tricky as each player's color is chosen at random and kept hidden until the end of the game. Each region of the board contains five areas, each one of five different types. Each area receives one hut each of five different colors. On their turn, a player moves all huts from one area containing less than seven to an adjacent area, all the while trying to hide which color is theirs. After moving, if one or more areas are completely surrounded by empty areas, they are scored. If all colors are present in a scoring, any colors with only one hut present are removed. The epoch track allows a limited number of areas to score before the game ends, and each scoring will either gain a bonus or score nothing depending on the terrain type in which scoring occurred and how far along the track the game has progressed; each scoring advances the track, and each section of the track gives different terrain types bonuses and penalties.
Once at least twelve areas have scored the game ends, then players reveal their colors to find out who was best able to score the most points while keeping their color a secret.
Ah, California: sunshine, ocean breezes, and radioactive wasteland as far as the eye can see. This desolate coastal state was once a shining jewel, but since the Great War, the region known as New California has fallen into chaos — which is great news because where there's chaos, there's loot!
The Fallout: New California expansion brings new quests, companions, vaults, and items to Fallout: The Board Game, letting you venture out into the wasteland as five new characters. While there, you can wander across twelve new map tiles that expand the scenarios found in the original game or head into sunny New California and visit some of the most memorable locations from throughout the Fallout series.
Each Fallout scenario is inspired by a familiar story from the franchise. Survivors begin the game on the edge of an unexplored landscape, uncertain of what awaits them in this unfamiliar world. With just one objective to guide them from the very beginning, each player must explore the hidden map, fight ferocious enemies, and build the skills of their survivor as they attempt to complete challenging quests and balance feuding factions within the game.
As they advance their survivors' stories, players will come across new quests and individual targets, leading them to gain influence. Who comes out ahead will depend on how keenly and aggressively each player ventures through the game, however if a single faction is pushed to power too quickly, the wasteland will be taken for their own, and the survivors conquered along with it.
FORGING THE FUTURE
In the near future, talented space corporations and agencies set out to explore, mine, and colonize outer space. Your organisation will compete to design the most efficient and powerful spacecraft, to gather scientific knowledge, construct facilities on distant worlds, and transport colonists to the farthest reaches of our Solar System. Charge up the monster rocket boosters, crew up, and race for space!
Designed by King's Forge designer Nick Sibicky, Farlight is a well-oiled game of blind bidding, tile placement, and light resource management. Each turn players will make bids for spacecraft module designs or missions, and assemble spacecraft designed to complete missions of increasing difficulty. The game is for 2-5 players, and plays in around 45 minutes.
Bull spit and horse feathers! More strange folk have migrated to your neck of the woods, leaving you with little elbow room. To make matters worse, windmills and catapults are popping up like dandelions. That takes the biscuit! You’re not about to lick someone’s boots without a fight.
Feudum: Windmills & Catapults is a riveting and rambunctious region tile expansion. The game adds new region tiles, royal writs, a wooden windmill, and the ability to play with a 6th, pewter-colored player!
Built on the core of the award-winning Robinson Crusoe: Adventures on the Cursed Island, First Martians: Adventures on the Red Planet pits players against the hostile Martian environment and a whole host of new adventures and challenges. The immersion experience is further enhanced with an integrated app that maintains the balance and challenge throughout. Players have the option of taking on the design as a series of separate games, in a custom campaign mode in which each successive game builds on the last, or even an open world mode in which they are free to roam about the Martian surface and explore for as long as they can survive.
The smartest minds of our generation are gathering together at the Great Science Fair. Everyone's been working hard on their creations, but only one will be crowned champion. Contestants have to think on the fly to build their machines quickly and efficiently. Whose project will be the best?
In Gizmos, you want to build engines — engines within the game to get things done faster. Using the four types of energy marbles, plucked from the 3D marble dispenser, you purchase and construct new additions to your works. As you build, new attachments can trigger chain reactions, letting you do even more on your turn. Whoever builds the greatest machine and collects the most victory points wins!
In war-torn feudal Japan, the soldiers are restless. The endless battles, betrayals, and broken promises have the soldiers questioning where their loyalties lie. Meanwhile, the daimyo are strategizing, marshaling their troops, and erecting strongholds to bolster the strength of their armies, all in pursuit of honor and ultimate victory.
In Gunkimono, players take on the roles of these daimyo, plotting their military advances across the countryside. Each new squad of troops yields victory points, but you may decide to forgo these points and save up for your stronghold instead. All the while, you need to keep an eye on your opponents so that their forces do not grow too large and expand at your expense.
KeyForge: Age of Ascension – Archon Deck consists of a single unique deck created from cards in the Age of Ascension set, the second set of cards in the KeyForge line. Each player must have their own deck in order to play the game.
From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen—a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day!
Along with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet’s hidden Vaults to gain ultimate knowledge and power.
KeyForge: Call of the Archons is the world’s first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge, Call of the Archons, there are more than 104 quadrillion possible decks!
Every Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them—interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant!
In Kronia, the Gods have become tired of the current rulers of Greece. It is time for fresh blood to take over control. Everyone is trying to win the favor of the Gods to earn their vote. Over the course of twelve rounds, God’s Favor tokens are revealed and players will secretly bid on them. You’ll have to anticipate which Gods are important to you, and make the appropriate offering. However, competition is fierce, and it’s possible for many people to try and win the same God’s favor. Will you be able to out bid and out think your rivals? Kronia is a fun bluffing game for up to four players of any skill level. The rules are simple to learn and new leaders are elected in no time! Do you have what it takes to please the Gods?
My Little Scythe is a competitive, family-friendly game in which each player controls 2 animal miniatures embarking upon an adventure in the Kingdom of Pomme.
In an effort to be the first to earn 4 trophies from 8 possible categories, players take turns choosing to Move, Seek, or Make. These actions will allow players to increase their friendship and pies, power up their actions, complete quests, learn magic spells, deliver gems and apples to Castle Everfree, and perhaps even engage in a pie fight.
Some of My Little Scythe’s mechanisms are inspired by the bestselling game, Scythe. It caught the eye of Stonemaier Games as a fan-created print-and-play game in 2017 (it went on to win the BoardGameGeek 2017 award for best print-and-play game).
Neuroshima Hex! is a strategy game set in the post-apocalyptic world of Neuroshima, a Polish role-playing game. Each player leads one of four armies: Borgo, Hegemonia (Hegemony), Moloch, and Posterunek (Outpost). Each army deck consists of 34 tiles: soldiers, support tiles, and special actions. You win when all enemy headquarters are destroyed or when your headquarters is the least damaged at the end of the game.
The second edition of Neuroshima Hex!, released at Spiel 2007, had updated graphics and a new, larger board; a special expansion pack sold at the same time included the Neuroshima Hex! Doomsday Machine 1.0, a fifth army that could be used against any of the other ones.
The first French edition of Neuroshima Hex!, released in 2008, included an additional four Mercenary tiles. The first English edition from Z-Man Games that same year includes the Mercenary tiles and the Mad Bomber tile.
Neuroshima Hex! 3.0, released in 2013 from Z-Man Games, includes rule corrections, the Doomsday Machine army (for five armies in the NH base game), a solo variant with 55 puzzle cards that present you with challenging situations, and new three-player variants: Deathmatch; Deathmatch with scores; one player vs. a team; and a team match (with one player playing two armies).
In this Euro-style game, players explore space, claim pulsars, and discover technologies that will help them build energy-distribution infrastructure on a cosmic scale. Dice are used to purchase actions, and players choose their dice from a communal pool. There are many paths to victory so you can blaze your own trail to a bright future.
Shifting Realms is a game of colliding worlds that introduces the Realm Engine. Players must balance game play over three randomly selected worlds each with its own end condition. Once two out of the three worlds’ end conditions are met the game ends.
Players send out scouts to collect resources, recruit soldiers to protect their scouts, build structures to gain powers and earn victory points. Story cards and individual tasks add intrigue and complexity to game play.
In Shifting Realms, there are five realms, Alfheim (elves), Tyrfing (dwarves), Dovre (orcs), Libertatia (goblin pirates) and Anunna (priests). Each realm is unique. The board layout, structures, Story cards, tasks and end conditions are all different for each world. The game offers 60 different possible layouts to provide for replay value. Each layout provides for new strategies and varying paths to victory.
Sorcerer: A Strategy Card Game is set in what the company describes as a grim, gaslamp lit world full of fantastic, mythical creatures and sorcery. Designed for two to four players, the game pits two ancient beings of great power against one another to determine which of their lineage are strongest. The players use sorcery to conjure minions, cast minions, and wield enchanted items to reach the game's goal of conquering three battlefields.
The game uses a simple resource system of "energy" that is determined randomly by a dice-roll at the beginning of each round, to make sure no round is the same. However, the outcome being the same for both players, the game balance stays even. This energy is then used in the Action Phase for conjuring minions from your hand on any of three battlefields, casting possessions that can improve your minion's traits and abilities; or sorcery cards with various direct effects. Also as an action you can add more energy to your Energy Pool, draw more cards, move minions to another battlefield etc. The choice is yours, it is just about your pure skill to handle the battle preparation!
In the Battle Phase players roll amount of custom dice equal to each minion's attack trait with possible outcome of miss, hit, double hit or critical hit for each die, and place damage counters on the respective minions or directly to the Battlefield. A unique system of Omen tokens then allows to adjust this outcome by re-rolling the dice, before distributing the damage among opponent's minions and battlefield.
The combination of usual mechanics like story driven deck building, push your luck or dice-rolling; and a unique system of influencing the outcome of the battle, provides a perfect balance between strategy and random elements (even you still have the possibility to influence the outcome). Dividing the round to the Action Phase and Battle Phase then creates a very pleasant and natural flow of the hardcore game play.
X-Wing Second Edition puts you in command of your own squadron of advanced starfighters locked in thrilling, tactical space combat. Following in the footsteps of the first edition, the second edition refines the intuitive and exciting core formula of maneuvering your ships into position by placing a central focus on the visceral thrill of flying starships in the Star Wars galaxy.
During a battle, you’ll use your squadron’s unique capabilities to give yourself an advantage in the thick of combat. Each X-Wing ship flies differently, with its own set of maneuvers ranging from gentle banks to aggressive Koiogran turns. As in the game’s first edition, you’ll need to use every ship’s maneuvering capabilities to the fullest in order to strategically position your ships. A round begins with players secretly selecting a maneuver on each of their ships’ unique maneuver dials. Once you’ve decided how each of your ships is going to fly, you’ll begin revealing the dials and moving your ships, starting with the lowest skilled pilots.
As you move, you’ll enter a tense duel with your opponent as you both try to line up the perfect shot. Before you can open fire on an opponent’s ship, however, they must be in your firing arc and within range. By carefully selecting your maneuvers, you can get enemy ships in your sights, and once you’ve locked onto your target, you’re free to choose your plan of attack. You might pepper the enemy with blaster fire to whittle away their shields. Or, you could go for massive damage and launch a devastating volley of proton torpedoes. No matter how you approach the battle, you have complete control of your squadron. One player wins when all of their opponent’s ships are destroyed!
Slick flying is certainly important, but it isn’t the only consideration you’ll have to make in the midst of a dogfight. As in the first edition of X-Wing, once your ships have completed a maneuver, you can also perform an action to gain the upper hand. Whether you choose to acquire a target lock on a rival ship or barrel roll out of an enemy’s firing arc, the actions you take affect the course of the battle and determine the fate of your squadron.
Now, in the second edition of the game, your actions offer greater strategic depth than ever before. Some actions are red and induce stress when they are used. Other actions may be linked, allowing you to chain two actions together and push the limits of how your ship can handle in a dogfight!
Grimm Forest is a 2-4 player strategic game of Hidden Movement, Resource Gathering, and House Building. It is a medium weight game that plays in approximately 45-60 minutes.
During the game, players will play cards secretly to move to various Location boards where they attempt to gather resources. Using their deduction skills and a hand full of Fable cards, players attempt to guess each other's plans and make the most of their actions while disrupting the other player's plans.
After resources are collected during the Gather Phase, players will enter a Building Phase where they can use those resources to build Wood, Straw, or Brick Houses. Whenever a player builds a Wall Section on one of their houses, a helpful Friend from the nearby forest comes to lend a hand. Players may choose to accept the help of that Friend, but occasionally it makes more sense to send that Friend to a different player, sometimes discarding their current Friend in the process.
With 16 unique Fable cards and 12 powerful Friend cards, gathering resources in the Grimm Forest can be a difficult and challenging endeavor.
Work hard, deduce correctly, avoid the treachery of the other builders and the sharp teeth of the lurking monsters, and you just might have a chance!
The sands of time sweep across the ages, burying the cities and monuments of civilizations, leaving only whispers of the glory of ancient societies.
The Sands of Time is a civilization-building game set loosely in classical antiquity, on a board inspired by a Roman-era map. Each player rules over a civilization in the ancient world, attempting exploits that will be remembered long after the civilization has withered. Each turn, players will select two action cards, which represent edicts delivered by the player to his populace, announcing what aspects of the empire he/she wishes to address: building structures, implementing advances, migrating population, initiating combat, annexing new territories, instituting reforms to manage the empire’s unrest, building trade routes, demanding tribute, and -- crucially –- recording Chronicles about his/her reign.
Expansion for base game.
In Hollywood, the ghosts of the past never sleep! Embark on your next adventure into the past with Estrella Drive, the sixth expansion for T.I.M.E Stories. Like all T.I.M.E Stories adventures, you and your fellow players are members of the T.I.M.E Agency, sent to investigate a disruption to the Time Stream. This time, you and your fellow agents are sent to 1982 to investigate a temporal anomaly in a supposedly haunted Hollywood mansion.
Please note that Estrella Drive is recommended for mature audiences as certain themes within this adventure may be objectionable to younger players.
Including all stretch goals from the Kickstarter campaign. Read more here: Tiny Epic Zombies Deluxe Kickstarter
GENERAL INFO: 1-5 players, 30 minutes, 5 play modes including competitive and cooperative play.
1. Cooperative team-play with game controlled Zombies.
2. Cooperative team-play with Zombies controlled by a non-team player.
3. Competitive free-for-all with game controlled Zombies.
4. Competitive free-for-all with Zombies controlled by a player.
THEME: Modern day Zombie outbreak at the Echo Ridge Mall.
HOOK: Fast paced, portable, and tons of replayability. Play as the survivors or the Zombies. Plus ITEMeeples!
WIN: Survivors must complete 3 objectives - Zombies must kill all the Survivors or gain control of the Mall's Courtyard.
OVERVIEW: In Tiny Epic Zombies, survivors are always on the run, collecting weapons, killing Zombies and working toward completing objectives. Completing 3 objectives can win you the game but if you're too focused on the objectives, the Zombies will overrun the mall and that will be the end of you.
Based on the mode of play, you will either play as one of the Survivors or as the Zombies.
As a Survivor, your turn will consist of moving 3 times. Then based on where you move, you'll be able to do additional things. For instance, if you move into a room with a Zombie, you'll have to fight it by rolling the Zombie die. Or if you move into a room adjacent to a Zombie, you can spend ammo to shoot it. Killing a Zombie is actually pretty easy... but they just keep coming. Keeping them from overrunning the entire mall, while trying to accomplish your objectives, that is hard!
After you've taken your 3 moves, you'll search the room. This is done by revealing the Search Card you are holding. Most of the time, you find something useful, like awesome items you can later pickup and equip to your ITEMeeples. Sometimes though, you may find a Zombie lurking in the corner. So be prepared.
After you search the room, more Zombies flood into the Mall. Then it's the next player's turn. Simple as that.
Note: If your ammo and wound tokens ever meet, you're dead meat! So, keep your wounds low and your ammo high.
If you die, that character will turn into a Zombie and you'll have to draw a new character to play. If that happens too many times, you lose the game.
As a Zombie player, not only will you control unique Zombies with special abilities, you will control ALL the Zombies! With your help, the Zombies will have a brain in addition to eating brains. Your game will be to overwhelm the players with clever placement and movement of the Zombies. Smother them with your Zombie horde and prevent them from completing their objectives. If you kill enough players or overrun the mall courtyard, you win.
In Valletta, players enlist the aid of these builders, craftsmen, and businesspeople to construct the future capital of Malta. Gather raw materials from lumberjacks, stonecutters, merchants, and others and then hire builders to convert these resources into the capital's magnificent bastions and baroque buildings. Complete building projects to score points and gain new cards to use in future turns. Hire the help you need, manage your resources, and leave your mark on the city!
Way of the Panda is a worker-placement game in which players control three different figures — monk, merchant, and warrior — on a board. With a worker-placement mechanism, the players choose their action to move around the board, build buildings, train their character in fighting, and gain wisdom (which nets victory points at game's end and serves as a multiplier), but they also have to pay action points to choose these actions. If they choose stronger actions, they must pay more and cannot go back on the action board (as in Egizia).
The players train their characters and fight against the evil guys on each street on the map. Also, they construct buildings to try to connect north and south with their own streets.