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Aladdin And The Magic Lamp Card Game

Aladdin And The Magic Lamp Card Game

The sorcerer has sent you, a street urchin like Aladdin, into a cave to look for a magic lamp that lets you call upon a genie?s favors. However, the cave also encloses fabulous treasures sorted into three chests. If you?re not too greedy, this could be your chance to become rich!

A turn has 3 phases during which everyone plays simultaneously. First, choose how many Chest cards you want to draw and from which chest. Then, call out to the genie by being the fastest. Finally, if you haven?t been too greedy, draw Chest cards while avoiding the scorpions.

The game ends when a player draws one of the 3 Sorcerer cards and closes the cave.

Contents:

  • 5 Treasure boards
  • 5 dice
  • 78 Chest cards (3 types of chests: bronze, silver, and gold)
  • 25 Lamp cards
  • 1 Magic Ring token
  • 8 Starting cards
  • 1 Rulebook
  • 1 Tale

  • Around The World In 80 Days Board Game

    Around The World In 80 Days Board Game

    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?

    Contents:

  • 1 gameboard
  • 2 Bag mini-boards
  • 6 Hat pawns
  • 6 Travel Journals
  • 25 Passepartout cards
  • 18 Rumor cards
  • 130 (pound) cards
  • 1 rulebook

  • Innovation Card Game: Echoes Of The Past Expansion

    Innovation Card Game: Echoes Of The Past Expansion

    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.

    Kanagawa Board Game

    Kanagawa Board Game

    1840: In Kanagawa, the great bay of Tokyo, the Master Hokusai decided to open a painting school to share his art with his disciples. You are one of these disciples, and more than anything, you want to prove yourself worthy of the ?crazy, old artist?. Follow his teachings to expand your studio and paint your preferred subjects (Trees, Animals, Characters, Buildings), all while paying attention to the changing of the seasons in order to make the most harmonious print? the one that will become the work of your lifetime!

    King Of New York Board Game: Power Up Expansion

    King Of New York Board Game: Power Up Expansion

    Captain Fish, Sheriff, and their fellow monsters now have two of their own unique sets of evolution cards for both New York and Tokyo! And a new challenger joins them: Mega Shark!

    In New York, roll 3 Hearts (not necessarily on the same turn!) to draw a card and access violent new Powers!

    And now, King of Tokyo fans can mix monsters from both games to compete for the supremacy over Tokyo with Evolution cards!

    King Of Tokyo Board Game: 2nd Edition Power Up Expansion

    King Of Tokyo Board Game: 2nd Edition Power Up Expansion

    With King of Tokyo: Power Up! ? an expansion for the King of Tokyo base game ? Included is the new monster Pandakai, a giant panda bear. After choosing a monster, each player takes the eight Evolution cards associated with that monster, shuffles those cards, and creates a personal deck. At the end of a player's turn, if she has three hearts, she draws one Evolution card and adds it to her hand; this is possible even in Tokyo (when hearts are normally useless) and even if the hearts are used for some other action, such as healing.

    A player can reveal and play an Evolution card at any time. Some Evolutions are temporary, allowing a one-time bonus, while others are Permanent, such as Gigazaur's "Tail Sweep", which allows him to change one die to a 1 or 2 each turn. Each Evolution card also identifies whether a monster is a Mutant, Invader or Robot, and while not relevant for Power Up!, this species identification could come into play in future expansions.

    The rules for King of Tokyo: Power Up! contain a few variants: Players start with a random Evolution in play, or draw two cards and choose the one they want, or draft a set of Evolutions prior to the start of play. However you play, the goal of the game remains the same: Score 20 points or be the last monster standing amid the rubble of what was once Tokyo.

    King Of Tokyo Board Game: Cthulhu Monster Pack

    King Of Tokyo Board Game: Cthulhu Monster Pack

    The return of the Ancient One promises to spread chaos across Tokyo and New York, where scenes of madness are already multiplying. Even the other Monsters in these places could succumb to the insanity? Will you be crazy enough to respond to his Call?

    Welcome Cthulhu, the first in a line of Monster Packs designed to expand the ?King of? family! Now you can deploy fishy cultists in the streets to help summon victory!

    The Cthulhu Monster Pack is compatible with King of Tokyo and King of New York, as well as their expansions. Cthulhu?s Evolutions work like the Evolutions in King of Tokyo: Power Up! And King of New York: Power Up! To play with Cthulhu?s Evolutions, you need the Power Up! expansion for whichever base game you have.

    CONTENTS:

  • 1 Cthulhu monster board
  • 1 cardboard figure + stand
  • 15 Cultist/Temple of Cthulhu double-sided tiles
  • 12 Madness tokens
  • 8 Evolution cards for King of Tokyo
  • 8 Evolution cards for King of New York
  • 1 rulebook

  • Little Red Riding Hood Card Game

    Little Red Riding Hood Card Game

    Little Red Riding Hood is the fifth entry in Purple Brain Creations' "Tales & Games" series. In one game mode, the players co-operate to try to reach Grandma's house before the wolf can spot them; in the second game mode, one player takes on the role of the wolf.

    Contents:

  • 1 Gameboard
  • 13 Path Cards
  • 13 Gathering Tokens (9 Flowers and 4 Pebbles)
  • 1 Wolf Pawn
  • 1 Little Red Riding Hood Pawn
  • 1 Sticker Sheet
  • 1 Basket Mini-Board
  • 4 Destination tiles (3 Path and 1 Cottage)
  • 2 Tokens (Tub of Butter and Pastry)
  • 4 Character Cards (Mode 2)
  • 4 Trees
  • 10 number tokens
  • Storybook
  • Rulebook

  • Ninja Taisen Card Game

    Ninja Taisen Card Game

    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...

    Oceanos Card Game

    Oceanos Card Game

    Discover the new game by Antoine Bauza! As a submarine captain, explore the deep blue in search of rare underwater animal species, forgotten treasures, or priceless pearls! Upgrade sections of your submarine to venture deeper and deeper and score exploration points each turn for the animals you spot and the speed of your vessel. Unearth riches and discover coral reefs to score additional points at the end of the game.

    Pyramids Card Game

    Pyramids Card Game

    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!

    The Grasshopper And The Ant Card Game

    The Grasshopper And The Ant Card Game

    The Grasshopper & the Ant includes two ways to play, but the heart of both is the same. At the start of the game, lay out 16 (of the 48) path cards in a 4x4 grid; each path card shows one of four types of landscapes. The ant player places six ants on these cards, one ant per card, with the ants forming a chain (as in real life), then secretly chooses one type of terrain on which at least one ant stands. The grasshopper player then stands with one of the ants, and if the grasshopper chose the same landscape as the ant player, the grasshopper takes all the path cards of this type on which an ant stands; if the grasshopper chose incorrectly, then the ant player takes these path cards. Either way, you then refill the 4x4 grid. The ant player keeps playing until she finally wins path cards, then the next player in clockwise order controls the ants. (In winter mode, the third and fourth players control red ants and receive a random path card if they match the choice of the ant player.)

    In autumn mode, players score path cards immediately, with each type being tracked independently; path cards that feature insects are saved for a endgame bonus. As soon as a player maxes out two scoring tracks, the game ends and whoever has the most points wins.

    In winter mode, players keep the path cards they collect in order to buy provision cards (worth one victory point), which cost particular combinations of path types. In this mode, when you win a path card that features an insect, you can claim another card in the grid that features the same insect. Collect both provision cards of the same type, and you score a bonus VP. The first player to collect 4 VPs wins.

    Contents:

  • 48 round path cards
  • 8 pawns with stickers
  • 12 choice tokens with stickers
  • 1 game board
  • 20 cubes
  • 14 provisions cards
  • 6 power cards
  • Rules

  • The Mysterious Forest Card Game

    The Mysterious Forest Card Game

    The Mysterious Forest is a cooperative memory game inspired by Daniel Lieske's graphic novel, The Wormworld Saga.

    After going through a magical painting, young Jonas enters a fantasy world. Players help him cross the Mysterious Forest and face the frightening Queen of the Draconias. The game is played in three phases: During the scouting phase, the players look at each of the eight forest cards in play and try to memorize all the equipment they need to cross the forest. Then they prepare Jonas' backpack by rolling the dice and trying to get the right pieces of equipment. Once ready, the players start the expedition by turning the first forest card face up and discarding the required equipment from the backpack.

    If they can reach the final card and choose the right equipment before they reveal it, they win the game!

    The Pied Piper Card Game

    The Pied Piper Card Game

    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!

    Contents:

  • 5 House Mini-boards
  • 5 Rat Trackers
  • 6 Wooden Rat Figurines
  • 1 Pied Piper Figurine
  • 21 Character Cards
  • 50 Action Cards




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