For years you?ve been tracking Skelit's Revenge, the most notorious ship on the high seas, and now you?ve finally taken it. Your Captain has informed you that there are treasure chests hidden on board full of the most valuable treasure the world has ever seen. In spite of the raging inferno aboard the ship, your captain orders you and the rest of his crew to bring him every single one of those treasure chests or you?ll be taking a long walk off a short plank.
Dead Men Tell No Tales (DMTNT) is a cooperative game where players take on the role of a Pirate crew, boarding the doomed Skelit's Revenge for one purpose: to take the loot. You need to deal with the spreading fire and explosion potential as well as the enemies left on the ship. But what's a little risk for the plunder!
At first, all I could feel was vibrations in my feet, then, a low rumble that seemed to shake the entire ship. It grew louder until it was almost deafening. The ship lurched to one side, and I instinctively reached for the nearest post ? despite the flames that crawled up it. There was a screeching sound that seemed to come from everywhere? And then I was on my back. The wood splintered as it crashed around me. The room flooded with water. Then I saw it: a tentacle the size of a ship?s mast crashed through the room, obliterating everything in sight. But I was ready for this! I knew the Kraken was in these waters. So I took up my axe and pushed my way toward the treasure?
When playing with The Kraken, the gameplay remains the same as Dead Men Tell No Tales, with the following exceptions: A new threat has emerged from the sea! In order to win the game, in addition to getting the treasure and your pirates off the ship, you must ALSO kill the Kraken. If the Kraken destroys the ship or pulls it underwater, you lose the game.
The 7 pirates from the base game of Dead Men Tell No Tales come to life with this great add-on 28mm miniatures product.
A power struggle at the beginning of an atomic age. A revolutionary new technology. Who will use it to build the deadliest arsenal and become the world's dominant superpower?
The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities.
The game features worker placement with a twist; There are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).
An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.
Minutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.
20 years after the end of The Manhattan Project, the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the "Nuclear Triad:" strategic bombers, ballistic subs, and land-based ballistic missiles.
Each player represents one of the superpowers in the arms race. At staged intervals, scoring is conducted in one of 4 categories:
In addition to earning points for deploying nukes during the scoring rounds, players can also earn defensive bonuses for mitigating the risks imposed against them.
The game ends after all of the scoring events have been completed. The player with the most points is the winner.
To help along the way, you will recruit 4 different kinds of workers:
You will also construct and operate 6 different kinds of buildings:
The 7-card Nations Expansion for The Manhattan Project allows each player to play the role of a real-world nation in the race to build the bomb!
Each card is essentially a "building" that is immune to Air Strikes and Espionage. This allows each nation to have its own unique ability throughout the game.
The Manhattan Project: Second Stage consists of four small expansions that can be added to the base game individually or together:
From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation?s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. Energy Empire is set in the same universe as The Manhattan Project, but is a stand-alone game, not an expansion.
The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.
Energy Empire uses worker placement, tableau-building, and resource management mechanics. On each turn, a player can choose to either WORK or GENERATE. On a work turn, a player plays a single worker on the main board, then uses workers and energy to activate cards in their tableau. Players may spend energy to use an occupied space on the main board, so no spaces are ever completely blocked. On a Generate turn, players get to renew their supply of energy by rolling ?energy dice? that represent nuclear, coal, oil, solar, and other forms of energy.