Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players? goal is to be the first to cross the finish line with one of their riders. If more than one rider crosses the line in the same round, the one who gets furthest across wins. Players move their riders forward by drawing and playing numbered cards, which show how far each rider moves.
Anyone can race, few become champions!
Flamme Rouge: Meteo, a small expansion for Flamme Rouge, introduces players to weather phenomenons such as storms, side winds, and head winds.
After establishing themselves in Honshu, the Lords and Ladies head north to Hokkaido. Beholding Hokkaido's mountainous landscape, they see that expansion on this land will prove to be a greater challenge than before.
Hokkaido is the second map-building card game in the Nippon series, bringing new ideas and drafting mechanisms to the first design, Honshu. A game of Hokkaido consists of 12 rounds, each divided into two separate phases. Each player must expand their personal map to maximize their scoring possibilities.
Honshu is a trick-taking, map building card game set in feudal Japan. Players are lords and ladies of Noble houses seeking new lands and opportunities for fame and fortune.
One game of Honshu lasts 12 rounds, and each round is divided into two phases.
First, Map cards are played in a trick and the player who played the highest value card gets to pick first from those played. Then the players use the Map cards picked to expand their personal maps. Each player must expand their personal maps to maximize their scoring possibilities.
Manipulating your position in the player order is crucial for mastering Honshu.
Nations - The Dice Game is a dice-driven variant of the civilization building game Nations. As in the original game, every player strives to build the mightiest and most successful civilization, each on their respective game board. Familiar features include civilian- and military buildings, advisors, colonies, and wonders. The available buildings are defined by the players' dice, and the resources they "produce". Advisors, colonies and wonders give points and chips that may once per turn be exchanged for rerolls or resources.
Contents: 33 Chits; 44 6-sided dice; 1 4-sided die; 8 Wooden player markers; 12 Event tiles; 60 Progress tiles; 4 Player order/overview cards; 4 Player boards; 1 Score board; 1 Progress board; rulebook.