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.
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.
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.
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.