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ONE CARD DUNGEON - HARBOUR CLASH
From unfathomable depths, an ancient power stirs. The dark abyss, home to forgotten creatures, opens wide, releasing a threat that rises with the tide. The waves carry a chilling omen of destruction.
Only those brave enough to face the unknown can push back the darkness and save the harbor from impending ruin.
One Card Dungeon: Harbour Clash is a standalone adventure that follows the same setup and rules as the base game and the M’Guf-yn Returns expansion, with some unique new features.
A new Dungeon card, a new class, and the new Item module!
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COUP: REBELLION G54
In Coup: Rebellion G54, the last player with influence in the game wins, with influence being represented by face-down character cards in your playing area. Before each game players choose five character roles from a randomized deck. Characters have a unique variable power, and the deck is formed by three iterations of each role for fifteen cards total.
A player starts the game with two coins and two influence cards – i.e., two face-down character cards. On your turn, you can take any of the actions of the five characters in play, regardless of which characters you actually have in front of you, or you can take one of two general actions:
Income: Take one coin from the treasury.Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
Coup: Rebellion G54 is a new standalone game that takes the same simple Coup mechanisms and rules, but with a variable deck of 25 characters, and in each game you choose to play with five out of the 25, so the relative power and advantage of each character changes from game to game. This is more of a gamer's game than the original Coup as you can create a deck to increase bluffing, deduction, negotiation or luck.
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CVLT
CVLT is a competitive trick-taking game with a unique drafting mechanism.
After each trick, each player starting from the winner chooses a card from that trick. This card can be placed face-up in the player's offerings tableau or face-down in their dreams pile.
At the end of the round, cards from the offering tableau are added to the temple, and score points if every card of lower value in that suit has already been added to the temple.
Players also gain points by meeting the conditions of vision cards.
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BARRAGE
In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers.
Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses.
Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers.
Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you.
Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players.
Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.
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RA: THE GAME
Invoke the power of the sun god!
Take on the role of a line of ancient Egyptian kings, ruling over your vast kingdoms. You will work to improve the culture of Egypt and the strength of your royal lineage, all while following the will of the gods.
Time is limited, so you must wisely decide how to spend your days.
In the end, will you have pleased the gods enough to move on to the Field of Reeds in the afterlife?
Ra is an auction and set-collection game with an Ancient Egyptian theme. Each turn players are able to purchase lots of tiles with their bidding tiles (suns). Once a player has used up his or her suns, the other players continue until they do likewise, which may set up a situation with a single uncontested player bidding on tiles before the end of the round occurs.
Tension builds because the round may end before all players have had a chance to win their three lots for the epoch. The various tiles either give immediate points, prevent negative points for not having certain types at the end of the round (epoch), or give points after the final round. The game lasts for three “epochs” (rounds).
The game offers a short learning curve, and experienced players find it both fast-moving and a quick play.
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LINDYHOP
Inspired by the 1920s swing dance, Lindyhop is a cooperative, trick taking game for two people. Players work together to dance their meeple down a track of music, trying collectively to hit the beat in the best places to score the most points. There are 5 suits, with 8 cards in a suit, and each suit includes 4 cards with special powers that will only activate at certain times in the music. Players will try to end their dance in time with the music and ideally throw in a big finish to score the bonus points. • 2 Players• 20 minutes• Age 1O+ (box says 14+ tor international safety requirements)• Designed in New ZealandComponents 51 cards card points tokens and lead token printed wooden playing piece instruction sheet
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CRITTER KITCHEN À LA CARTE (EXPANSION)
Expansion for Critter Kitchen.
Adds fun twists to locations, additional critters, and a 6 / 7 player mode.
1-7 Players | 60 Mins | Ages 12+
Features: Contracts, Programmed Movement, Variable Player Powers, Worker Placement, Different Worker Types
Theme: Expansion for Base-game
Description:
Critter Kitchen: À La Carte adds fun twists to locations, while additional Zous Chefs, critics, restaurateurs and rumors increase replayability.
The 6/7 player mode allows you to bring everyone to the table on game night.
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• 1 Box• 1 Chipboard insert• 1 Rulebook• 11 Punchboard C (cart tokens, new Zous Chefs, ingredients, pie dials, etc)• 9 Punchboard C (cart tiles)• 2 Punchboard B (plates for 2 more players)• 68 Poker cards (new Player Locations, Zous Chefs, Critics, Restaurateurs, Carts)• 2 Player boards• 2 Folding player shields• 1 D6 die• 2 Mouse meeples, silk screen printed both sides• 2 Lizard meeples, silk screen printed both sides• 2 Boar meeples, silk screen printed both sides• 2 Chef hat meeples, silk screen printed both sides• 16 plastic rivets
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CASCADIA: LANDMARKS (EXPANSION)
In Cascadia: Landmarks expansion, players create sprawling habitats and place beautiful natural landmarks within them. Landmarks give each environment its own look and feel, while also providing dynamic endgame scoring bonuses!
In addition to the Landmarks module, this expansion includes more unique wildlife scoring cards and habitat tiles to add variety and enough components to play Cascadia with 5-6 players.
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ULTIMATE WEREWOLF LEGACY
In Ultimate Werewolf, players are given secret roles and asked to find whom among them are werewolves. Meanwhile the players who are werewolves are trying to get rid of everyone else in the village before they are discovered. With a variety of special-powered roles thrown in, games require players to be alert and to deduce the actions of all of the other players in order to survive and win.
Ultimate Werewolf Legacy raises the tension and increases the impact of decisions made by the players, as everything that happens will impact future games. Players are each given a public Family Card in addition to their secret role card, and will team up with the other members of their family to work together…unless one or more of their family members is secretly working against them. Players can earn special abilities that carry over between games as well.
The Legacy aspect of the game isn’t limited to player evolution, however, as the village itself will change over time base on both the decisions of the players and the outcomes of each game session. There are multiple paths that the game may take, and as a result the experience you have playing through the entire game will be different than someone else who is playing with another set of people. This also allows players to play through the campaign multiple times, with a different set of roles, rules, and environments each time.
At the center of Ultimate Werewolf Legacyis the oversized, 80+ page Diary, which walks the game moderator through every session. The Diary has been designed so that players with no previous werewolf playing experience can both play and moderate. The Diary is structured into 5 distinct chapters with 3 game sessions in each chapter, as well as an introductory Preface game session. Players can jump in and out for individual sessions, but they’ll have the most fun if they player all the sessions in a chapter. Each chapter can be played in a single evening. At the end of the 16 game session campaign, the Diary will be a record of exactly what happened in your village, and who was ultimately responsible for what it became over time.
For players who have already played through the campaign, they can purchase a Replay pack, which includes a fresh diary and an additional set of Family cards, allowing them to play through the entire campaign again.
Ultimate Werewolf Legacy was co-designed by Ted Alspach, (Ultimate Werewolf, Werewords, and One Night Ultimate Werewolf) and Rob Daviau (Pandemic Legacy, Seafall, Betrayal Legacy, and Mountains of Madness).
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The Sun Elf enters the Mad King’s arena, radiant and unstoppable. She does not hide her intent in shadows. Instead, she channels the power of the sun to heal herself and allies or strike devastatingly at her foes. Her brilliance illuminates the battlefield, and none can escape the reach of her light.
Harnessing solar energy, the Sun Elf commands the sun itself, striking enemies with searing power or restoring her allies’ strength. Every roll determines whether the battlefield is scorched with fire or bathed in healing light.
Dice Throne is a fast-playing game of skilled card play and dice manipulation for 2–6 players. Roll your hero’s custom dice up to three times per turn to activate unique abilities, unleash attacks, and outplay opponents. All heroes are fully compatible across the entire Dice Throne series.
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