In HOP! players are trying to reach the top of the clouds before their opponents by completing challenges. However, to complete the challenges will require the help of your opponents, who may also benefit.
You will travel the sky and cross the path of the legendary hippopocorns. Climb cloud to cloud in order to be the first to reach the top of the sky. Each challenge you face is another chance to rise higher in the sky ?but helping other players also earns you rewards. Numerous challenges can be met only by helping or being helped by the other players. Be clever and you will gain levels, but choose your partners wisely in order to limit the points they gain alongside you. As soon as someone reaches level 7, the game comes to an end, and the player with the most points wins!.
Pocket Madness is a fast-paced card game inspired by the writings of H.P. Lovecraft. In the game, you evoke the powers of the Ancient Ones to drive your fellow cultists mad while securing your path to victory. To play, you first deal each player two cards from a deck then form a row with the rest of the cards. some cards will be face up while others will be face down. Each card will have one of 7 Great Old Ones depicted on it (with it's assosiated number).
On a turn, you either take 1-3 cards, open a portal, or open an investigation. When you take card, you pick up the first 1-3 cards in the row, then add them to your hand. To open a portal, you lay down three or more cards of the same God, then take the portal matching the number on those cards. Each portal has a different power, and you can use any one portal power on your turn. If someone else claims a portal that you own, too bad! You just lost the portal! To open an investigation, discard a full set of Great Old One Cards (numbered 6-12), after which every other player gains as many madness tokens as the number of investigations this round.
A round ends when one player runs out of cards or the card row runs out. In the latter case, everyone takes one final turn, then all players gain madness tokens equal to the number of different types of cards in their hand. If a player empties their hand, that player loses half of their madness tokens while everyone else gains one.
The game ends the round that a player has collected ten or more madness tokens..
Professor Evil owns a time machine, and he's been ripping off all the best historical items from times both past and future. Your team has been charged with confiscating these items and returning them to their proper locations in time, so you now need to infiltrate the mansion and abscond with four items before Prof. Evil can secret four of them in locations inaccessible to you. Thankfully the old soul is a bit daft and won't evaporate you should he catch you lurking through the mansion, but simply scoot you out the front door where he'll forget about you immediately.
On a turn, you first draw and reveal two cards from your tiny deck, then keep one of the cards based on what you think will help you this turn. You then take three actions, such as open a door in the room you're in, move from a room (or outside) to another room (assuming the door is open), disable a trap, or grab a treasure; using a card isn't an action unless it says otherwise. You can repeat actions as desired or needed, but you can't enter a room with Prof. Evil and you can't exit the house on your own (in order to run across the grounds to another window) once you enter. You're now committed to grabbing those treasures!
After you finish your turn, Prof. Evil now moves, but again he's not all there, so he doesn't necessarily move in a logical manner. To move him, you roll three dice: One die advances the secondary Prof. Evil figure on the clock on the board either five or ten minutes; the other two determine where Prof. Evil moves and how far. What's more, as he walks through rooms, he closes the doors through which he travels and reactivates any inactive traps he encounters. If you roll a blue and a 1, for example, he moves through the blue doorway into the next adjacent room; a red and a 3 will move him through three rooms, walking through the red doorway each time. A color and a particular signal will teleport him immediately to the treasure bearing the same colored marker.
Each treasure shows a time value and one or more traps on it. Three treasures are placed on the board, then a blue, red and green token are placed on the treasures, with a matching blue, red and green token placed on the game board clock on the time matching what's on the treasure. The Magna Carta might say 45 minutes, for example, and after placing a blue token on the Magna Carta, you place a blue token on the clock 45 minutes away from where the Prof. Evil figure is located. If Prof. Evil moves onto this token on the clock, then that treasure is lost ? and if you lose four treasures, then you've lost the game. Remove it from play and replace it with a new treasure, marking the proper time on the clock.
Note that you can't just grab a treasure, however. Professor Evil can't be in the same room (of course), but you also must ensure that all the traps shown on the treasure are currently deactivated. The game board starts with eight traps on it ? half active, half not ? and you'll play tug-of-war with Professor Evil over keeping them in this status. Collect a treasure, and a new one will be added to the game board; collect four treasures before Prof. Evil does, and you all win Professor Evil and The Citadel of Time.
You play as a rider and his titanic mount, using your power, cunning, and all sorts of magical objects to try to win the race. You can even ram into your opponents to weaken them. Do whatever it takes to cross the finish line first, and become the next legend of Neverworld!
Combine your dice, your titan's special ability, and the bonus cards you collect on the circuit in order to perform the best actions, and stay ahead of your opponents. Complete three laps before the others and you will be declared the grand winner of the race.
The Tokaido road is ready to unveil a few more treasures for the most faithful Travelers: cherry trees in full bloom, luxurious bathhouses, goodluck charms, calligraphy, legendary objects, and even clandestine gambling rooms are now part of the journey!
The Crossroads expansion will open up new doors and many new possibilities to make the journey even richer and more strategic. (This expansion requires the Tokaido base game to play).
The traditional Japanese festivities and sixteen new travelers are now part of the wonderful Tokaido journey.
These Matsuri (the Japanese word for festival), triggered by the arrival of the Travelers at the intermediate Inns, punctuate the path with new and unique events.
Matsuri is an expansion that will bring new cards and tokens to the game. With this expansion, the players will live the Japanese feasts and festivals. These cards will modify the way each section of the road will be played, adding even more depth and strategy to the game in the same way that Crossroads did.
This is an expansion to Tokaido and requires both the Tokaido Board Game and the Crossroads Expansion in order to play.
The year is 2038. After decades of borrowing money from the rest of the world, the USA finally went bankrupt. In a last desperate move, the federal government decides to auction its most secret treasures: the artifacts and relics stored in warehouse 51. And there's serious stuff in there, such as Aladdin's Lamp, The Hammer of Thor, the Golem, and the Philosopher's Stone.
In Warehouse 51, players are multimillionaires from the entire world who want to buy these artifacts for their collections, but most of these items have strange paranormal effects that can influence the game, and many of them are fakes...