The idea of the game is to remove wooden pieces from the plate resting on a cork ball, without causing the plate to slip and fall. The player who collects the most pieces wins.
Beasty Bar: New Beasts in Town is the first standalone expansion to Beasty Bar, and it can be played either by itself or in combination with the original game, as part of a challenging two-round draft.
Twelve all-new beasts with new special powers are lining up in front of the bar. As before, it is imperative to stay at the front of the queue in order to be able to join the party. When combined with the original game, each player splits his 24 cards into two draw piles of 12 cards of his choice for two games in a row.
Rendezvous at midnight. Who will await you at the full moon: the monk, the maiden, or the vampire? In this action-packed game, you need to grab quickly. You try to secretly set the objectives that fit with the tiles you have grabbed. But what happens if you bite off more than you can chew? ? Happy is the player who has stocked up on garlic!
Dreams is a game of perception and intuition with 72 large cards illustrated by eight different artists.
In each round, four pictures are revealed. The players are gods who transfer one of these images onto the night sky as a new constellation of stars. Which one is transferred is determined in such a way that all players but one know the picture in question. The one who doesn't know which picture was chosen tries to remain undetected during the round.
Star by star, the players now transfer the picture onto the night sky (i.e., the central mat) until all stars are placed. There is a good chance that different players will emphasize different aspects of the picture in question. After the placement phase, the "Gods" try to detect the "ignorant" player, while the ignorant player tries to name the picture that was chosen. The right balance between keeping the imposter in the dark and not giving the regular players cause for suspicion has to be struck...
Seven splendid towns ?wait? to be looted by you. On each turn, you decide what target you?re aiming at. However, all of you too often get in each other?s way.
The longer an outlaw stays in a town, the more stolen goods he can take with him to the next town and turn into money there. But he who takes his time could fall into the sheriff?s hands.
You get rich not only if you make a fat haul, but turn it into cold cash. The one who leaves the seventh town with the most money is the bandit who can?t be beaten, and wins the game.
Ghost Blitz (Geistesblitz): Spooky Doo is the latest addition to Zoch?s brain twister family of games. It comes in a beautiful metal box and features two new items, the barrel and the fez. While the basic Geistesblitz rules still apply, the fez can be placed over any of the other items. It is a new challenge to know which item is hidden underneath the fez at all times.
The lightning fast shape and color recognition game that is sure to test the reflexes of kids, families and gamers alike. Five items sit on the table waiting to be caught. Each card in the deck shows pictures of two objects, with one or both objects colored the wrong way. With all players playing at the same time, someone reveals a card, then players grab for the "right" object ? but which object is right?
The new key feature is now the fez. Fez is used to cover one of the other elements. When the players are obliged the catch the fez they instead say the name of an item under the fez. When the players are obliged the catch the item under the fez, they instead catch the fez to show the item that was covered. Whenever fez is caught the player holding it may cover the same or new item.
Kilt Castle adds a simple and highly interactive card mechanism to the classic Euro game genre of outbuilding one's opponents in an attempt to control the largest territory.The game board shows a grid of 5x5 squares. Ten cards are placed beside the first four rows in stacks of 4, 3, 2 and 1 card. On their turn, the player picks up an open card from one of the stacks next to the game board and places it in another row ? always in a clockwise direction. All players whose colors are on that card (one or two) are then allowed to build a new tower or build on top of an existing tower in this particular row. Building on an open space is free, while building on top of somebody else's tower costs as many ducats as the number of "floors" already built. A player can decide to trigger a general round of scoring simply by moving the last card of any stack. High towers are a good way to claim a large, connected territory and collect a lot of ducats.
Mea Culpa is a paradise-and-pandemonium gamer's game that?s all about sins and sinners. Be it at the brothel or at the market, men such as the Pope or the Emperor can be seen hard at work at any time of the day. Even the most miserable miser, though, would be well advised to also strive to get hold of enough precious stones and wine to make sufficient donations towards the Lord's cathedrals. After all, it is through pious generosity that a poor soul can gain the all-important letters of indulgence and be pardoned for a life of greed and lust. When all is said done, what matters is to have sinned just enough to have achieved all goals and gotten away with it, while others took the fall.
To win, players have to end the game with their "poor souls" closer to heaven's gate than their opponents. Alas, throughout the game these poor souls pretty much exclusively move in the opposite direction, i.e., towards Hell. Only at the very end of the game might players climb back towards heaven, depending on the letters of indulgence that they managed to collect up to that point.
The accumulation of these letters of indulgence is each player's primary goal. To this end, they take on the roles of different people: the Pope, the Emperor, the Merchant, or the Little Sinner. Each round, these roles in turn grant them access to different special actions. On their turn, players buy or sell goods on the market, visit the brothel to benefit from personal connections, or secretly donate money and goods to the church. Meanwhile, the construction of the game's three cathedrals proceeds. As soon as a cathedral is fully erected, the church will hand out the all-important letters of indulgence. However, only those who have donated the most in either of three categories will actually receive anything.
Many perks that can be used during the game require the players to "sin". Sins are tracked by means of a tally stick and will move the player's poor soul closer to hell. The player who strikes the right balance and picks the right roles at the right time will be able to collect the most valuable letters of indulgence and might stand chance at winning the game. If a player has burdened themselves with too much sin, though, all will ultimately be for naught.
Neptune is raging! The rats are leaving the ship. The sailors are on the ropes and the cargo is shifting all over the deck lickety-split. Only your steady hand can calm all the waves!
The players riskily stow away their cargo high up in the yardarms. Many a hardened sea dog turns out to be just an ordinary seaman who has trouble with his balance just halfway up the mast. Whoever will instinctively defy gravity ? and catch even free-falling cargo as fast as lightning ? will go down in the annals of the seven world oceans...
Unique in its equipment and technical finesse, "Riff Raff" transforms any playing table into the ferocious seabed of a rolling galleon.