each player works on their own dungeon blueprint. Drafted cards determine which elements — monsters, traps, and treasures — they have to add immediately. After fourteen cards have been drafted, the blueprint is passed to the next player, who then draws the route an anthropomorphic test hero will take because these days, even in the dungeon business, nothing works without quality inspection. The players receive their own blueprints back and try to keep the dummy hero from killing their monsters, stealing their treasures, and — obviously — making it out alive. They can use the drafted cards to fight off the hero or to support the heroes in their opponent’s dungeons. In the end, only the creator of the most devious dungeon will triumph.
Gold! Spices! Felinia is a mysterious continent, full of exotic riches! It‘s up to you to establish profitable trading posts, but beware: the competition is stiff.
Alone or with a partner, hire a ship, fill its hulls full of refined merchandise, and set off to make yourself a fortune.
Felinia is extremely interactive. It mixes an original bidding system with clever movement rules. Felinia is fascinating and addictive, for players new to games as well as confirmed masters.
Hand of the King is a fast-paced card game of conspiracies and sudden twists of fate for two to four players, challenging each of you to gain the most support among the twisted intrigues of the King’s Landing court. Each turn, you send Varys to do your bidding, moving through the court and inciting iconic characters from A Song of Ice and Fire to support your cause. With the help of some companions and crafty alliances with other players, you just might rise to become the king’s new Hand!
The shadow of Bhaal has come over Baldur’s Gate, summoning monsters and other horrors from the darkness!
As you build and explore the iconic city’s dark alleys and deadly catacombs, you must work with your fellow adventurers to survive the terrors ahead. That is, until some horrific evil turns one — or possibly more — of you against each other. Was it a mind flayer’s psionic blast or the whisperings of a deranged ghost that caused your allies to turn traitor? You have no choice but to keep your enemies close!
Based on the award-winning Betrayal at House on the Hill board game, in Betrayal at Baldur’s Gate you’ll return to Baldur’s Gate again and again thanks to the fifty included scenarios only to discover it’s never the same game twice.
Can you and your party survive the madness, or will you succumb to the mayhem and split (or slaughter!) the party?
A new version of Risk, with the following differences:
The map is of Middle Earth, and the tokens represent armies of that fictional world.
You play either good or evil.
Leaders, missions and sites of power have been added.
The One Ring acts as a timing mechanism, when it leaves the board, the game ends.
a dice game in which you don’t roll the dice!
You’re a Loa, a voodoo god who become the new god of death in place of Baron Samedi.
To take his place, you have to catch the more soul in one night, before the another Loa !
To catch a soul, the main mechanism seems easy: move one of your dice (of your color) to catch a dice. But after this action, you have a lot of optional possibilities who make the game more strategic:
pay one skull to change the face of the die
apply the power of the face of the dice
pay 2 skulls to play a new turn
Valid your combo of dice in putting them down on the spirit world of your player board to increase your score
As a Loa, you have also special power. At the beginning or the end of your turn, you can apply it for free or pay one skull to apply the power of anther player!
During the game, depending the quantity of “special white game” you will catch, you can also become the “Baron Samedi” and use all power for free.
The game finishes when a player have 18, 15 or 12 points, depending the quantity of players.
After that, all dice are getting down to the spirit world to look at the majorities on each colors and check who is the new Baron Samedi!
80 wonderfully weird beasties that ask you to ponder, “What noises would these creatures makes?”
One person randomly picks a target creature, ponders what noise it might make, then makes that noise, trying to keep it distinct from the other 4 monsters that are visible on the table.
The noise-maker gets a point if the majority of players guess correctly. Guessers get a point if guessing correctly OR if guessing with the majority.