King Ludwig II of Bavaria has commissioned a new castle to built, one room at a time. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.
In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.
After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.
Secrets is the first expansion to Castles of MAd King Ludwig.
Secrets lurk in the shadows of the King?s castle. Dozens of hidden Swans are scattered among thirty new rooms of every shape and size. Surrounding and protecting your castle are new Barbicans and Moats, making every room inside the castle even more valuable. The King has come up with more Favors, including one for creating courtyards. Finally, clever Secret Passages enhance connections and muffle sound from Activity rooms.
In Colony, each player constructs and upgrades buildings, while managing resources to grow their fledgling colony. In a clever twist, dice are used as resources, with each side/number representing a different resource. Some resources are stable, allowing them to be stored between turns, while others must be used right away. Buildings provide new capabilities, such as increased production, resource manipulation, and additional victory points. Using dice-as-resources facilitates a dynamic, ever-changing resources management mini-game while players work to earn victory points by adding building to their tableau on their way to victory.
Colony includes 28 different building card types, of which only seven are used each game in addition to the fixed buildings that are used each time that you play.
You?ve just been given a shot at being the head chef at the prestigious New York Slice pizza parlor. You and your fellow pizza chef wannabes just have to make the most amazing pizzas...one slice at a time!
In this unique game, each player slices pizzas into portions, giving your opponents first choice, with you getting the leftovers. There are a dozen kinds of pizza to work with, from Veggie to Hawaiian to Meat Lover?s, and each player decides if they want to eat or keep some of the slices, building the best collection of pizzas possible!
In One Night Ultimate Alien, your village has been invaded by extraterrestrial beings. Fully compatible with all One Night games!
One Night Ultimate Bonus Roles contains all the extra characters featured in the One Night Ultimate Bonus Packs (1-4) with the exception of alternative artwork cards. These roles can be integrated with any of the games in the One Night Ultimate series by B‚zier Games. This box also includes six artifact tokens, as well as two player number tokens. Roles included: Aura Seer, Cursed, Prince, Apprentice Tanner, Beholder, Thing (that goes bump in the night), Squire, Body Snatcher, Empath, Nostradamus, Family Man, Windy Wendy, Defender-er, The Sponge, Ricochet Rhino, Innocent Bystander.
Unbeknownst to the citizens of Shady Grove, USA, a battle is brewing while they sleep. The most powerful heroes the world has ever known have converged to stop an onslaught of malicious super villains. The trouble is, these nefarious criminals are hiding in plain sight as residents of Shady Grove, so the heroes first have to find these treacherous evil-doers before it?s too late...
In One Night Ultimate Super Villains, players take on the roles of heroes or villains, each with amazing superpowers that help further their cause. The vile trio of Rapscallion, Dr. Peeker, and Henchman #7 are intent on getting away with their crimes, while the members of the Super Club Of Overt Powers (SCOOP), are all out to catch them. Shady Grove ? maybe even the world ? will never be the same. One Night Ultimate Super Villains is a standalone game in the One Night series that's perfect for the whole family to enjoy, challenging you to capture the baddies and save the world! Super Villains can also be combined with the other entries in the series ? One Night Ultimate Werewolf, Daybreak, Vampire, and Alien ? to create even more fun and chaos. The game also includes a free companion app which guides players through the different player actions during the night phase of the game.
No moderator, no elimination, no werewolves.
In One Night Ultimate Vampire, the sun has just set, and vampires have descended on your sleepy little town, slowly turning the villagers into even more vampires. Fortunately, the village has several residents with special powers, with most willing to help eliminate this fanged menace!
One Night Ultimate Vampire is a fast game for 3-10 players where everyone gets a role: The nefarious Vampire, the well-meaning Cupid, the sneaky Assassin, or others, each with a special ability. In the course of a single evening, your village will decide who among them is a vampire... because all it takes is finding one vampire to win!
Vampire can also be combined with the original One Night Ultimate Werewolf games!
One Night Ultimate Werewolf is a fast-paced game where everyone gets to be a different role. In the course of only one night and the following morning, the players will determine who among them is a werewolf...hopefully. One Night Ultimate Werewolf is a microgame of the party game Ultimate Werewolf that doesn't need a moderator. There's no elimination, and each game lasts about 10 minutes.
One Night Ultimate Werewolf Daybreak is a fast game for 3-7 players in which everyone gets a hidden role, each with a special ability. (No plain "villagers" here!) In the course of a single morning, your village will decide who among them is a werewolf...because all it takes is finding one werewolf to win!
Daybreak includes eleven new roles, and it can be played on its own or combined with the original One Night Ultimate Werewolf; when combined, you can have up to ten players in a single game.
This game can be combined with One Night Ultimate Werewolf.
One Week Ultimate Werewolf takes the exciting gameplay of One Night Ultimate Werewolf and twists it up in a knot, with ever-increasing tension as you venture into the special rooms of Ludwig Castle. Each room provides a special power, and those powers are the key to figuring out the mystery of who among you is a werewolf. Roles can be viewed and switched several times over before all is said and done, and then the final vote takes place.
As in One Night Ultimate Werewolf, your goal is to figure out the secret roles of your opponents as well as your own role by the end of the game. Each day you'll enter a different room with a unique ability, and each night you'll interact with the other players in that room. In addition to 3?7 players, three staff members roam the castle, and each of them also has a secret role. After a week's investigation (which should take about 45 minutes), it all comes down to a vote. If you're a werewolf, you're trying to remain undiscovered. If you're a villager, you're trying to find those sneaky werewolves. And if you're a Tanner, well, you're trying to get caught! One Week Ultimate Werewolf comes with more than a dozen unique rooms. You play with just a few each game, making each game different.
Your village has been overrun by savage werewolves, which are represented by the number on each of the cards that make up your village. To get rid of these fanged fiends faster than the neighboring villages, use your residents' special abilities and your powerful secret weapon: a silver amulet. Call for a vote when you think you have the fewest werewolves, but be careful; everyone else gets one more turn to save their own village first...
Silver is a fast and engaging traditional card game with a werewolf twist! Everyone starts the game with five face-down cards, with everyone being able to see two cards of their choice. Cards are numbered 0-13, with the number showing how many werewolves the character on that card attracts, and each character (number) has a different special power. On a turn, you draw the top card of the deck or discard pile, then either discard it to use the power of the card (but only if it came from the deck), discard it without using the power (ditto), or replace one or more of your face-down cards with this card; you can replace multiple cards only if they bear the same number, and you must reveal the cards to prove this, being penalized if you're wrong. Silver can be played as a standalone game or combined with Silver Bullet or other Silver decks. Each version of the game has different card abilities.
King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! Gorgeous appointments, white stone, surrounded by water, with swans everywhere. Oh, and the Ludwig touch? All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it.
In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins!
In more detail, this sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the gameplay is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-colored swan tokens being used as currency, points, and the keys to new abilities.
Ultimate Werewolf: Inquisition is a stand-alone game of deduction, secrets and betrayal...with no elimination. Part of the fun is figuring out who on your team are the werewolves, but even then, you?ve still got to outsmart them!
A terrible thing is happening in a local village: werewolves are responsible for the deaths of many villagers. Unable to determine who among themselves are werewolves, they?ve called in a group of master inquisitors to help sort out this mess before it?s too late. That?s where you and your team come in. No stranger to werewolf infestations, you know that the best thing to do is to start lynching suspects.
You no sooner get started on this project when you discover that there?s a problem...there are werewolves on your team of inquisitors! Now you?re in a serious pickle: you need to save the village while thwarting the werewolves whom are working alongside you...
Contents: 19 Resident cards, 19 Hut cards, 12 inquisitor cards, 1 rulebook, 50 wood voting tokens and 1 large wood Grand Inquisitor marker.
In Ultimate Werewolf, players are given secret roles and asked to find whom among them are werewolves. Meanwhile the players who are werewolves are trying to get rid of everyone else in the village before they are discovered. With a variety of special-powered roles thrown in, games require players to be alert and to deduce the actions of all of the other players in order to survive and win. Ultimate Werewolf Legacy raises the tension and increases the impact of decisions made by the players, as everything that happens will impact future games.
Players are each given a public Family Card in addition to their secret role card, and will team up with the other members of their family to work together?unless one or more of their family members is secretly working against them. Players can earn special abilities that carry over between games as well. The Legacy aspect of the game isn?t limited to player evolution, however, as the village itself will change over time base on both the decisions of the players and the outcomes of each game session. There are multiple paths that the game may take, and as a result the experience you have playing through the entire game will be different than someone else who is playing with another set of people. This also allows players to play through the campaign multiple times, with a different set of roles, rules, and environments each time.
At the center of Ultimate Werewolf Legacy is the oversized, 80+ page Diary, which walks the game moderator through every session. The Diary has been designed so that players with no previous werewolf playing experience can both play and moderate. The Diary is structured into 5 distinct chapters with 3 game sessions in each chapter, as well as an introductory Preface game session. Players can jump in and out for individual sessions, but they?ll have the most fun if they play all the sessions in a chapter. Each chapter can be played in a single evening. At the end of the 16 game session campaign, the Diary will be a record of exactly what happened in your village, and who was ultimately responsible for what it became over time.
In Werewords Deluxe Edition, players guess a word by asking ?yes? or ?no? questions. Figure out the Magic Word before time is up, and you win! One of the players is secretly a Werewolf who is not only working against you, but also knows the Magic Word. If you don?t guess the Word in time, you can still win by identifying the Werewolf! To help you out, one player is the Seer, who knows the Word, but has to be careful while helping you. If you guess the Word, the Werewolf can pull out a win by identifying the Seer!
A free iOS/Android app provides thousands of words in hundreds of categories at various diculty levels, so everyone can play. The Deluxe Edition contains several all new special roles in addition to the Mayor, Seer, Werewolves, and Villagers, and a brand new Speedwords mode, new artwork, and can play as few as 2 players and up to 20 players.
With the driving of the golden spike in 1869, the first transcontinental railroad was completed in the United States. But really it was only the beginning of a rapid expansion of railways that would crisscross the entire country. In Whistle Stop, you'll make your way west across the country, using your fledgling railroad company to build routes, pick up valuable cargo and deliver needed goods to growing towns, creating a network of Whistle Stops that you and your competitors can leverage as you continue to expand your networks. Along the way, you'll gain shares in other railroads and watch your reputation soar with each successful delivery before making a final push to complete long hauls to the boom towns of the West.
This is a new twist on pick up and deliver games. As players move their trains west and pick up goods, they can deliver those goods to small towns to gain shares in railroads, or hold on to them for a bigger payout when they reach the west coast. At the same time, they will be trying to optimize their actions (and gain extra ones), lay down new track tiles, block the other players, gather and use valuable whistles for special moves and abilities, and carefully manage their coal resources. Whistle Stop plays 2-5 players in a little over an hour, with just enough complexity and strategy for hardcore gamers, with rules that are still very accessible for casual gamers.
The Rocky Mountains have always inspired with their majestic heights and seemingly insurmountable peaks. The Rocky Mountains Expansion literally expands the Whistle Stop gameboard, adding a 3D mountain range to the game. These mountains provide a barrier that will challenge your West Coast aspirations, but can also provide lucrative rewards for those willing to cross them. Rethink your strategies and come up with new ways to execute the management of your trains to score more fame points than your opponents.
In addition to the mountain range expansion board, this expansion contains 5 new End tiles, 4 new Special tiles, 2 additional train route tiles, 2 new variable common resources tiles, 2 new town tiles, 4 new six-point gold nugget tokens, 4 new whistle stop tiles, 2 new gold nugget tiles, 9 new upgrades, and 6 new shares.
All your life all you've wanted was to have the best, the biggest, and the most awesome tick collection in the world. With ''You Suck'', that dream is close to becoming a reality.
Using a suited deck, you and your opponents will play cards onto seven different ticks, each with a unique power. Take advantage of these powers to ensure that you'll match your bid and capture even more ticks. You'll score points for bidding correctly and for capturing special bonus point ticks!
That's right ? it's a tick-taking game, a close cousin of "trick-taking" games, but oh-so-much better because it has cute ticks. And it's more fun.
Contents: 75 cards, 6 wood cubes, 8 wood discs.