Explore the amazing lands of Australia in the new version of this clever ‘draft & write’ game! Visit the most beautiful places of Australia. While touring, you will meet local animals and enjoy tourist activities, such as hiking, swimming or simple taking beautiful pictures! But don’t forget that this trip is not only for pleasure, you all compete to be the best visitor and discover the most of Australia!
Wild Bunch of Extras adds new challenges into Ante Up, the main expansion of Western Legends. With new Train, History or Event cards, terrific new characters, more and more Objects and 2 new variants, Wild Bunch of Extras is an extension full of new adventures!
In addition to your wealth, you now have to watch... your herds! With this mini-expansion for Dice Town you can use all the Aces you get. Retrieve cows and protect them. You can leave them outdoors, but in that case pay attention to your opponents who will try to steal them from you!
Cette petite extension originale permet d’utiliser les figurines de Kemet dans Cyclades, et celles de Cyclades dans Kemet. La Momie, le Sphinx, le Phénix, le Scorpion, le Scarabée, la Guivre et l’Eléphant, se joignent aux créatures grecques pour renforcer vos troupes.
To become a legend, it takes grit, cunning, and a little luck. Problem is, you ain't the only one looking to make a reputation for yourself. So you have to be willing to risk it all, every hard-earned dollar, every drop of blood, to write your name across the face of history.
Blood Money is the second large expansion for Western Legends, introducing a number of modules to tailor every game. The risk module uses a die that improves a number of actions... at the risk of injury. The legendary story module incorporates the story track and high-reward adventures for players to pursue. Players may now purchase deeds to locations and legendary items from the traveling trader. And of course, there is a bevy of new characters and items to explore!
In Machina Arcana, players take on the role of explorers who are investigating an ancient subterranean complex of unknown origin. They face monsters inspired by H. P. Lovecraft's Cthulhu mythos in a steampunk setting. The adventurers collect equipment, interact and utilize their environment, fight monsters, and immerse themselves in the rich narrative elements.
The complete story is broken down into different scenarios that represent a self-contained game. All of these scenarios contain chapters, each with its own narration and specifics. The objective of the game is to progress through the tale and face the endgame at the finale of each scenario.
The main goal behind Machina Arcana is to provide players with a chilling game that can never be played the same way, mechanisms that enable varying strategies and approaches, and an extensive framework that combines everything smoothly. The game scales by default; there is no need for special conditions based on the player count. As the story progresses, so does your gear. But beware! If you are too slow, horror might very well prevail and devour you whole...
The 2nd edition has a lot of improvement to the rules; as well as a new manual, new illustrations, new graphic design, and additional content. For extensive list of changes check the changelog page: http://machinaarcana.com/changelog.html
After a first adventure full of twists and turns, Captain Silver takes shelter on an island he knows well: Revenge Island! Unfortunately, an English garrison controls the area, and soon after having concealed a precious treasure, Silver ends up in jail once again.
With a new island to discover and a new "The Tricks of Silver" module that includes new cards for Long John Silver — corrupt soldiers, worrying weather, a ghost twin... — it's up to you to overcome his tricks and achieve your goals before he escapes from the English jails!
In addition to the new module for Captain Silver, the Treasure Island: Captain Silver – Revenge Island expansion contains new immersive components and two new maps: Revenge Island, and an original re-interpretation of the existing map.
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!
Senjutsu is a 1-4 Player Samurai Duelling Game with slick Deck Construction mechanics, simultaneous reveal combat and beautiful miniatures from a panel of sculptors.
Control 1 of 4 fearsome Samurai, warriors bound to the Bushido Code, each with their own strengths, weaknesses, and motivations.
Using Senjutsu's Deck Construction Mechanics, forge a unique deck of devastating attacks, powerful blocks, timely mediations, and dynamic special moves. The intuitive card-classifying system makes forging your Samurai’s Ability Deck easy.
The Core Box includes dozens of different Ability Cards to shape your chosen Samurai's fighting style. There are thousands of possible deck combinations available,
- Position your Samurai on the Battlefield. - Draw a hand of Ability Cards from your 40 Card Ability Deck. - Choose an Ability Card to use and place it facedown with the opponent's card. - Reveal the cards simultaneously and check the initiatives. - Resolve the card and its effects.
Any Samurai who takes 5 wounds will fall... leaving the vanquisher victorious.
Viking Raiders is a 2-5 player card game in which players are Viking chiefs, jostling to build the biggest Navy, create the largest Clan and gain the most Loot.
On your turn, you draw 2 cards to see what your clan has been up to whilst you have been away 'chiefing'. Have they focused on resources and mined stone or gold, collected wood, created new vikings, or built up the food supplies? Sometimes they have spent their time preparing actions for you by capturing a wandering Berserker or preparing for a raid (one of their favourite endeavours). Or maybe they have gained a favour from one of the Norse gods or goddesses?
Each turn you may use one action (for example go on a raid or use a favour from a God or Goddess) and buy one item from a central Market. You buy items using resources in your hand, and you can choose between ships for your Navy, buildings for your Clan and valuables for your Loot. Each item gives 1-3 Victory Points, and the first player to have an agreed number of Victory Points in each category wins the game.
There are also four rare Abilities that sometimes turn up in the Market. Oh, and watch out for Ragnarok...!
Compact and travel friendly, this gateway game is ideal for casual gamers and families with children aged 9 or above.
Stockpile is an economic board game that combines the traditional stockholding strategy of buy low, sell high with several additional mechanisms to create a fast-paced, engaging and interactive experience.
In Stockpile, players act as stock market investors at the end of the 20th century hoping to strike it rich, and the investor with the most money at the end of the game is the winner. Stockpile centers on the idea that nobody knows everything about the stock market, but everyone does know something. In the game, this philosophy manifests in two ways: insider information and the stockpile.
First, players are given insider information each round. This information dictates how a stock’s value will change at the end of the round. By privately learning if a stock is going to move up or down, each player has a chance to act ahead of the market by buying or selling at the right time.
Second, players purchase their stocks by bidding on piles of cards called stockpiles. These stockpiles will contain a mixture of face-up and face-down cards placed by other players in the game. In this way, nobody will know all of the cards in the stockpiles. Not all cards are good either. Trading fees can poison the piles by making players pay more than they bid. By putting stocks and other cards up for auction, Stockpile catalyzes player interaction, especially when potential profits from insider information are on the line.
Both of these mechanisms are combined with some stock market elements to make players consider multiple factors when selling a stock. Do you hold onto a stock in hopes of catching a lucrative stock split or do you sell now to avoid the potential company bankruptcy? Can you hold onto your stock until the end of the game to become the majority shareholder, or do you need the liquidity of cash now for future bidding? Do you risk it all by investing heavily into one company, or do you mitigate your risk by diversifying your portfolio?
In the end, everyone knows something about the stock market, so it all comes down to strategy execution. Will you be able to navigate the movements of the stock market with certainty? Or will your investments go under from poor predictions?
Once your ancestors found or created a source of magic - the exact knowledge of its origin, as far as you know, has long been lost. A small community has developed around the source, which seeks to protect this place and keep it as secret as possible.
Unfortunately, some magical beings — half corporeal, half ethereal — have now tracked down this source. These beings of dubious character, which you call "Djinn", have appeared in various places of the city to dispute your access to the source. You are young members of the Magic Guild, and to prove your abilities, you are tasked with capturing the Djinn so that they can do no harm. You can control them permanently only if you catch them in special Djinn bottles. To seal these bottles, you also need corks made from the bark of a tree near the magic source.
Whichever of you succeeds best in protecting your small town will be accepted into the inner circle of the Magic Guild and will soon be allowed to learn even more secrets...
In Djinn, you take turns moving across a map that shows thirteen locations. These locations are linked to actions where you can get the resources you need and catch the Djinn that are in six locations. In those locations you can do things like receive bottles and corks, collect magical power, buy magical items, hire mages to accompany you, discover secret passages, and more.
In each round, you can reach only one of two or three of the locations, so you must plan carefully to have all the resources you need in time to catch the Djinn. The game ends when all six "Boss Djinn" have been captured and removed from the map, then you score points for all captured Djinn.
Celt — Latin Celta, plural Celtae — were an early Indo-European people who from the second millennium BCE to the first century BCE spread over much of Europe. Their tribes and groups eventually ranged from the British Isles and Portugal to as far east as Transylvania, the Black Sea coasts, and Galatia in Anatolia, and they were in part absorbed into the Roman Empire as Britons, Gauls, Boii, Galatians, Celtiberians, and Lusitans.
Celtae is a "worker swapping" game powered by a rondel in which players choose actions to perform during their turn. On their turn, players swap one of their three active workers with one of the three workers on the action space they wish to perform, then they perform the action — which will be boosted if they have in their worker pool specific types of workers: farmers, builders, soldiers, and nobles.
The farming action allows players to draw cards, and it's boosted by farmers. Cards have three types of uses in the game: building, preparing for battle, and engaging with the druid order. The build action allows players to build and expand citadels on the board by placing their discs on them, and it's boosted by builders. At game's end, only completed citadels will score, and players have to work together to complete them and score their presence on them. Each time players build in a citadel, they gain a bonus that was randomly assigned during set-up. The combination of these bonuses with a timely performed action often results in powerful combos. The battle action, which is boosted by soldiers, allows players to defeat increasingly stronger Roman armies and to garrison the outskirts of the citadels on the map. The recruit action, boosted by nobles, allows players to recruit workers to their tribe, increasing the number of available workers to boost future actions. However, if you manage to send certain types of workers from your tribe into the druid order, you'll get their favor and a druid worker who functions like a joker and boosts almost every type of action.
Every player has a leader card assigned to their tribe at the beginning of the game. At a certain point on the game, players will have to choose if their leaders stay on its regular side and like that gain a small number of points at game's end or forfeit those meager points and flip it to its heroic side, which has much harder requirements for much larger endgame points.
Each time the action marker on the rondel completes a full turn, the player who currently holds the favor of Teutates places a progress marker on one of the progress cards next to the game board. At game's end, only progress cards with progress markers will score, so as the game advances, players determine what will score...and what will not.
—description from the publisher
Coming soon!Available 2024, July 19th
Eilif Svensson, Geir André Wahlquist, Åsmund Svensson
Thousands of years ago, near the end of the ice age, humans once again dwelt on fertile land. But a new challenge awaits! The ice is still melting, and that fertile land will soon be flooded. All living creatures must escape to the mountains. Your engravings and cave paintings will stand the test of time, and the skills you have honed will be passed on to your descendants. It's up to you to leave your "footprints on the ground" for the generations to come.
Maneuver your clan through difficult terrain, improve your skills to advance more efficiently, gather needed resources, make cave paintings and engravings at important sites, and use your leader to inspire your clan beyond their limits, while trying to reach the cairns on the horizon before time runs out...
Footprints is a competitive game with asymmetric player powers (each player has their own clan deck) and variable setup through a modular game board. Your abilities in route planning, skill improvement (engine building), and hand management will increase your chances of winning the game.
Dans Gold West, les joueurs incarnent des prospecteurs qui construisent leurs empires miniers tout en se disputant les métaux précieux de la frontière. Dans un équilibre délicat entre la gestion des ressources et le contrôle des zones, les joueurs doivent planifier leurs stratégies de construction tout en gérant soigneusement leurs voies d'approvisionnement afin de raffiner les bonnes ressources aux moments les plus opportuns. Gardez une longueur d'avance sur la concurrence et vous pourriez mener l'Ouest vers l'âge d'or.
Le but de Gold West est d'accumuler le plus grand nombre de points de victoire en gérant intelligemment votre empire minier en pleine expansion. Le jeu comporte cinq ressources : les métaux Cuivre, Argent et Or sont utilisés pour acquérir des points de victoire de différentes manières, tandis que le Bois et la Pierre sont des matériaux de construction utilisés pour bâtir des camps et des colonies sur le plateau afin de collecter davantage de ressources et d'influencer le paysage.
Chaque hexagone contient deux ou trois ressources. L'or rapporte généralement le plus de points aux joueurs, l'argent et le cuivre en rapportant un peu moins. En outre, chaque type de terrain rapporte des points au joueur qui a le plus d'influence à la fin de la partie. Les terrains en cuivre sont les plus précieux, tandis que les terrains en argent, en or et en forêt rapportent un peu moins de points.
Lorsqu'ils obtiennent de nouveaux métaux et matériaux, les joueurs les placent sur leur "piste d'approvisionnement", une piste de type mancala sur laquelle ils gèrent leurs ressources. Plus vous les placez loin sur la piste, plus vous gagnez des points, car cela permet de créer un produit plus raffiné, mais il vous faudra plus de temps pour amener ces ressources au début de la piste d'approvisionnement, où elles pourront être utilisées. Les expéditions, les investissements et les bureaux de Boomtown récompensent souvent les joueurs qui les remplissent plus tôt, il s'agit donc d'un savant équilibre entre le risque et la récompense.
It's Evenfall, and the Clans of Magic are preparing for a new era. Evenfall is the time when the boundaries of reality collapse and the supernatural awakens. The World-Tree opens its glowing gateways to unknown distant regions. Send Witches from your clan to discover and control new Places of Power. Use them for arcane rituals and battle for the favor of the Powerstones. But there is only one seat on the Enchanted Throne! Do you have the skills to lead the world into a new era?
Evenfall is a card-driven, engine-building game with both novel and familiar mechanisms for 1 to 4 players. Manage your resources, execute your actions in an efficient order, and discover card and action synergies that generate victory points. The game ends after three rounds, then the player with the most points wins.
—description from the publisher
Jacques Bariot, Guillaume Montiage
Dimitri Bielak, Emile Denis, Pascal Quidault, Pierre Santamaria
In the mythical age of ancient Egypt, powerful gods deploy their forces into battles for dominance of the land! The goal of these battles is to crush all rival gods and win the eternal devotion of the people of Egypt!
Each player gets a cup with five poker dice and eight dollars. Each turn, a player will put together a poker hand and depending on the roll, take control of various key places in Dice Town that will allow him to perform the corresponding action of the location.
In a turn, all players shake their cup and take out all but one die, which is kept apart from the others. They repeat the process with the remaining dice until all five dice are on the table. Players may want to keep more than one die; they pay one dollar for each additional die.
Now the locations are checked...
Nines: In the gold mine, the player with the most 9's may take one nugget from the mine for each nine he has thrown.
Tens: In the bank, the player with the most 10's may rob the bank and take all bills there - each two bills represent one victory point at game end.
Jacks: The player who has the most J's goes to the general store and draws as many cards as he had thrown J's, keeping one. These cards may give from one to eight points, or entitle a player to perform the saloon or general store action twice in a row, place a die with a result of a player's choice under the cup without rolling, or steal 4 dollars from another player. There are many more cards of this kind that spice up the game.
Queens: The player with the most Q's in his roll wins the favor of the girls, and takes advantage of their charm to steal from an opponent. He may take as many cards from his opponent as he has thrown Q's, keeping one and giving back the others.
Kings: The player with the most K's becomes the new sheriff; he decides who wins in any ties, but the sheriff can be influenced with nuggets, cards, or money.
Aces/Poker hand: In the town hall, the player with the best poker hand gets a property claim worth from one to five victory points. Having aces in the best poker hand permits taking additional cards.
Finally, if a player did not win anything during a turn, he might visit Doc Badluck where he can choose any one of the following: - equip oneself with barbed wire - the player has two property claims that cannot be stolen; - draw the first card from the general store pile; - all other players must give the player two dollars; - an ace will bring a nugget from every other player.
The game ends when there are no more gold nuggets in the mine or when all property claims have been issued. Players count their points: 1 for each nugget, 1 for every two dollars, 5 for whomever is currently sheriff, and each general store and property card for its value.
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!
Dans un futur lointain, les humains n'habitent plus la Terre. La cause de leur disparition (ou peut-être de leur mort) est inconnue, mais leur absence a laissé un vide prêt à être comblé par une autre espèce sensible. Au cours d'innombrables générations, une espèce d'abeille humble a évolué pour combler ce vide. Elle a grandi en taille et en intelligence pour devenir une société très avancée. Ils se nomment eux-mêmes Mellifera et ont réalisé des avancées technologiques substantielles en plus de la technologie qu'ils ont adaptée des ruines humaines, jusqu'au voyage dans l'espace.
"Initiate release sequencer on my mark, three, two, one, Mark!"
"Two-four-oh. Nominal to profile."
"We're in the pipe, five by five. Strap yourselves in boys, we're in for some chop."
This expansion brings the Sulaco's dropship crew to Aliens: Another Glorious Day in the Corps cooperative survival game. Fly the friendly skies as you fight off alien stowaways while attempting to rescue the survivors of the disaster in the air processing plant. On the ground, the two crew members provide technical support for your Marines in Campaign missions and Bug Hunts, along with new pilot and quartermaster experience tracks.
Meanwhile, the marines discover four new Alien variants, The Brute, Guard, Scout and Skulker, which add a new dimension to the Xenomorph hive's urge to absorb the occupants of Hadley's Hope.
You've had your first encounter with these bugs, but now you've got to find a way off this rock. It'll be 17 days before any rescue mission is called, and you'll be lucky to survive 17 hours!
Aliens: Get Away From Her, You B***h! contains four double-sided game boards, five miniatures, tokens, dice, cards, and rules to adds more ways to play the Aliens: Another Glorious Day In The Corps! co-operative survival game. You can even play as the alien hive!
Aliens: Ultimate Badasses provides new options for fighting the xenomorph menace, adding even more badass characters to the Aliens: Another Glorious Day In The Corps! co-operative survival game.
These reinforcements will help your fire team progress through the campaign missions, or provide options for the bug hunts. As your heroes investigate the threat on LV-426, they gain experience and hone their skills. Choose experience cards to compliment your character's abilities, or build a well-rounded character to tackle any test. The choice is yours, if you can make it to the extraction point alive...
Rankster is a wildly different co-operative quiz game where you have to agree how you would rank famous people (and your friends). Simple but hilarious -
1- Turn over three character cards.
2- One player is the Judge who takes a question card, reads it to themselves, and secretly decides how they want to rank the characters on the basis of the question. They then read the question aloud to the other players.
3- The other players chat and have to all agree how they think the Judge has ranked the characters. Reveal the answer. If the players guessed the correct ranking everyone wins the round; if not everyone loses.
EXAMPLE: Q: Who would you choose as the drummer in your rock band? —Hermione Grainger —George Washington —Shrek
Start a new round, reveal three new characters and the next player becomes the Judge. Play until all players have been the Judge. You all win if you have succeeded more often than failing. It leads to hilarious arguments but it's not easy!