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.
In Favor of the Pharaoh, players roll dice to advance in Egyptian society, each turn gaining a new contact and more influence. These contacts give players more dice to roll or special powers to adjust those dice. The game culminates in a tense final roll-off as players vie for the Pharaoh's favor.
This re-imagining of Tom Lehmann's earlier game "To Court the King? boasts over 50 different characters, each of whom has a unique ability. In each game, only 21 of those characters are used, increasing variety and replay value. Also new are 6 different custom dice with special abilities, special Immediate dice, and bonus tokens that are used to tweak players' rolls.
More than 100 sturdy tiles depict the characters with easy-to-read imagery. Double-sided level bars organize them and vary their claiming requirements from game to game, while pyramid-shaped dice frames hold players' locked dice. For the final roll-off, notched slots mark the high roll, while the current leader holds the wooden Pharaoh token.
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.
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.
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.