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.
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!
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!