The sorcerer has sent you, a street urchin like Aladdin, into a cave to look for a magic lamp that lets you call upon a genie?s favors. However, the cave also encloses fabulous treasures sorted into three chests. If you?re not too greedy, this could be your chance to become rich!
A turn has 3 phases during which everyone plays simultaneously. First, choose how many Chest cards you want to draw and from which chest. Then, call out to the genie by being the fastest. Finally, if you haven?t been too greedy, draw Chest cards while avoiding the scorpions.
The game ends when a player draws one of the 3 Sorcerer cards and closes the cave.
October 2, 1872, Phileas Fogg is pretending that it?s possible to go around the world in 80 days. The gentlemen of the Reform Club have made a bet on his failure, since they don?t believe this eccentric dandy could ever succeed!
However, the most troubling part of this story is the strange coincidence between the rash depart of Phileas Fogg, accompanied by his loyal valet Passepartout, and the theft of 50,000 pounds from the Bank of England!
Will you successfully prove your innocence in the eyes of the world by achieving the feat of going around the world in 80 days?
Innovation: Echoes of the Past is an expansion for Carl Chudyk's Innovation, that mirrors the construction of the earlier game as both include 110 cards, 105 cards that are divided into different decks (labeled age 1 to age 10) and five cards that show special achievements that can be claimed. The expansion's 110 cards are all new.
In loose terms, Innovation is a Civilization-style game in which players first have access to low-powered cards in age 1, then build up to more powerful cards in later ages, stacking new acquisitions on old to build the strength of their holdings. Players meld cards, score points and take special actions (called "dogma actions") unique to their cards in play in order to claim achievements. The first player to claim 4-6 achievements, depending on the number of players, wins the game.
Innovation: Echoes of the Past changes game play from the base game in a number of ways. First, there are now two draw decks to get cards from in each age -- players draw Echoes cards or Base cards depending on the contents of their hand. Second, the maximum player count is increased to five.
Fourth, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that's from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
The return of the Ancient One promises to spread chaos across Tokyo and New York, where scenes of madness are already multiplying. Even the other Monsters in these places could succumb to the insanity? Will you be crazy enough to respond to his Call?
Welcome Cthulhu, the first in a line of Monster Packs designed to expand the ?King of? family! Now you can deploy fishy cultists in the streets to help summon victory!
The Cthulhu Monster Pack is compatible with King of Tokyo and King of New York, as well as their expansions. Cthulhu?s Evolutions work like the Evolutions in King of Tokyo: Power Up! And King of New York: Power Up! To play with Cthulhu?s Evolutions, you need the Power Up! expansion for whichever base game you have.
Little Red Riding Hood is the fifth entry in Purple Brain Creations' "Tales & Games" series. In one game mode, the players co-operate to try to reach Grandma's house before the wolf can spot them; in the second game mode, one player takes on the role of the wolf.
This is a story about the fate of two villages infamous for their relentless war against each other. Now, the leader of each village gathers and prepares their best Ninjas to invade the enemy village. Who will emerge victorious from this final battle?
Each player controls 10 Ninjas recruited to defend their village. These Ninjas have a strength (between 1 and 3) and a color-coded category. Following the famous rock/paper/scissors logic, players have to defeat the enemies at the other side of their path to conquer the opposing village, but only the roll of the dice will decide how far your Ninjas can go...
Which Egyptian dynasty will be the most glorious? Pray to the Gods to construct edifices in their honor and ensure your dynasty has a millennia-long posterity.
Pyramids is a game for 2 to 5 players that sends you back in time to Ancient Egypt. Your necropolis ? a place of eternal sleep, luxury, and glory ? will be made up of pyramids, obelisks, and tombs. Select the best combination of stones in the quarry, optimize their layout, and make your necropolis the most famous in all of Egypt!
The Grasshopper & the Ant includes two ways to play, but the heart of both is the same. At the start of the game, lay out 16 (of the 48) path cards in a 4x4 grid; each path card shows one of four types of landscapes. The ant player places six ants on these cards, one ant per card, with the ants forming a chain (as in real life), then secretly chooses one type of terrain on which at least one ant stands. The grasshopper player then stands with one of the ants, and if the grasshopper chose the same landscape as the ant player, the grasshopper takes all the path cards of this type on which an ant stands; if the grasshopper chose incorrectly, then the ant player takes these path cards. Either way, you then refill the 4x4 grid. The ant player keeps playing until she finally wins path cards, then the next player in clockwise order controls the ants. (In winter mode, the third and fourth players control red ants and receive a random path card if they match the choice of the ant player.)
In autumn mode, players score path cards immediately, with each type being tracked independently; path cards that feature insects are saved for a endgame bonus. As soon as a player maxes out two scoring tracks, the game ends and whoever has the most points wins.
In winter mode, players keep the path cards they collect in order to buy provision cards (worth one victory point), which cost particular combinations of path types. In this mode, when you win a path card that features an insect, you can claim another card in the grid that features the same insect. Collect both provision cards of the same type, and you score a bonus VP. The first player to collect 4 VPs wins.
Welcome to the beautiful town of Hamelin! Visit our inns, our monuments, and our...RATS! Sadly, Hamelin is overrun with these cursed rodents, and only the mysterious piper can help us!
You live in Hamelin, a town infested by rats. The easiest way to get rats out of your house is to send them to your neighbors. Whenever too many rats are jammed into a house, its occupants get desperate and move out! The player who can best keep rats out of his house wins! A friendly take-that game to share with family, friends and neighbors! Real (wooden) rats in this box! 2 variants included for big and small!