Not Alone

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It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are not alone! Will you survive the dangers of Artemia?

NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the rest (the Hunted).

If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives.

If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever.

NOT ALONE is a light immersive card game resting on guessing, hand management, and a pinch of deck-building.

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HMS Dolores

dolores

Eric M. Lang and Bruno Faidutti have joined forces to create the ultimate prisoner’s dilemma game. Do you cooperate and risk getting outsmarted by a greedy player? Or do you compete and risk losing everything?

You are pirates who just looted a ship and must negotiate how to split the treasure. There are seven types of loot with values from 1 to 3. At the end of the game, you only score the treasure types you have the most and least of.

On each turn, open four new treasures: two in front of you and two in front of your neighbour. Simultaneously decide how to split them. Choices:

Peace (I want the 2 in front of me)
War (I want them all)
First pick (I want just one, pick first)

If both players choose peace, split the loot evenly. If both choose war, lose all treasure. If both choose first pick, lose all treasure.

The game continues until the Dawn Card is drawn. 15 minutes!

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Sushi Go Party!

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Sushi Go Party!, an expanded version of the best-selling card game Sushi Go!, is a party platter of mega maki, super sashimi, and endless edamame. You still earn points by picking winning sushi combos, but now you can customize each game by choosing à la carte from a menu of more than twenty delectable dishes. What’s more, up to eight players can join in on the sushi-feast. Let the good times roll!

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One Night Ultimate Vampire

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No moderator, no elimination, no werewolves.

In One Night Ultimate Vampire, the sun has just set, and vampires have descended on your sleepy little town, slowly turning the villagers into even more vampires. Fortunately, the village has several residents with special powers, with most willing to help eliminate this fanged menace!

One Night Ultimate Vampire is a fast game for 3-10 players in which everyone gets a role: The nefarious Vampire, the well-meaning Cupid, the sneaky Assassin, or others, each with a special ability. In the course of a single evening, your village will decide who among them is a vampire…because all it takes is finding one vampire to win!

One Night Ultimate Vampire can be combined with One Night Ultimate Werewolf.

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Dead Last

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The Tontine. An ages-old investment scheme, where you just buy a ticket and could potentially make millions – if you are the last living member. But there’s a reason Tontines are illegal. They have a tendency to lead to murder. That doesn’t mean they don’t still exist. In fact, you hold a ticket to a quickly collapsing Tontine. With only a few dozen members left, it is now kill or be killed. It could mean a fortune, if you’re DEAD LAST.

DEAD LAST is a ‘social collusion’ game of shifting alliances, betrayals and murder for profit. There is no hidden traitor, as each of you is equally an ally and a betrayer at any given moment. Each round, you will conspire and then vote upon whom to kill, in an effort to be the last player standing and collect gold. You MUST vote with the larger group, just to stay alive, so alliances and gaining agreement on who will die is critical. Subtle communication, a glance, a nod, pointing a finger, flashing their targeting card, anything at all is completely legal. But don’t tip off your target – or they will ambush you instead.

A boisterous, party game of .45 caliber diplomacy for 6 to 12 players.

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The Bloody Inn

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France 1831: In a remote corner of Ardèche, the little village of Peyrebeille sees numerous travelers pass through. A family of greedy rural farmers is determined to make its fortune and has devised a diabolical stratagem to achieve this goal: Invest in an inn so they can rob traveling guests, allowing them to get rich without arousing the suspicions of the police! Whether or not their plan will work out, one thing is certain: Not every guest will leave this inn alive….

In The Bloody Inn, you are one of the competitive innkeepers, bent on amassing the most wealth. Unfortunately, your morals hinder you from robbing your guests… at least while they’re alive. Fortunately, your scruples have no qualms with murder. Of course, you can’t just have dead bodies piled everywhere: It’s bad for business, and besides, what if the police drop by for a visit? It’s all so much work! Perhaps you could employ some of the guests as accomplices? Everyone has a price, after all!

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Fungi

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The woods are old-growth, dappled with sunlight. Delicious mushrooms beckon from every grove and hollow. Morels may be the most sought-after in these woods, but there are many tasty and valuable varieties awaiting the savvy collector. Bring a basket if you think it’s your lucky day. Forage at night and you will be all alone when you stumble upon a bonanza. If you’re hungry, put a pan on the fire and bask in the aroma of chanterelles as you sauté them in butter. Feeling mercantile? Sell porcini to local aficionados for information that will help you find what you seek deep in the forest.

Morels, a strategic card game for two players, uses two decks: a Day Deck (84 cards) that includes ten different types of mushrooms as well as baskets, cider, butter, pans, and moons, and a smaller Night Deck (8 cards) of mushrooms to be foraged by moonlight. Each mushroom card has two values: one for selling and one for cooking. Selling two or more like mushrooms grants foraging sticks that expand your options in the forest (that is, the running tableau of eight face-up cards on the table), enabling offensive or defensive plays that change with every game played. Cooking sets of three or more like mushrooms – sizzling in butter or cider if the set is large enough – earns points toward winning the game. With poisonous mushrooms wielding their wrath and a hand-size limit to manage, card selection is a tricky proposition at every turn.

Following each turn, one card from the forest moves into a decay pile that is available for only a short time. The Day Deck then refills the forest from the back, creating the effect of a walk in the woods in which some strategic morsels are collected, some are passed by, and others lay ahead.

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Mystic Vale

Mystic Vale

In Mystic Vale, players take on the role of druidic clans who are trying to cleanse a cursed land. Each turn, they play cards into their fields to gain both powerful advancements and useful vale cards. They must use that power wisely, or decay will end their turn prematurely.

Mystic Vale uses a “Card Crafting System”, which lets players not only build a deck, but build the individual cards in that deck, customizing each card’s abilities to exactly the strategy they wish to follow.

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Celestia

Celestia

You get aboard an aircraft with an adventurers team to perform many trips through the cities of Celestia and recover their wonderful treasures. Your journey will not be safe, but you will attempt to be the most rich adventurer by collecting the most precious treasures!

At the beginning of a journey, all players place their pawns within the aircraft; the players start the game with 6 cards in the hand (or 8 depending on the number of players). At the beginning of each round, one player is chosen to be the captain of the trip and he throws from 2 to 4 dice so as to determine the weather that he should face (fog, lightning bolts, killer birds or pirates). He must then play the appropriate cards to go on the journey and reach the next city (a compass, a lightning arrester, a foghorn or even canons).

Before that the captain plays the appropriate cards, each player has to decide whether or not he will stay within the aircraft:

– to get off is to ensure the victory points by exploring the city;

– to stay is to try a trip upto the next city in order to catch more precious treasures.

But beware: if the captain is unable to discard the appropriate cards, it is the crash down! All remaining passengers get back empty-handed and a whole new journey beginswith all players on board.

During his journeys, each explorer can try to pull out of the game with fabulous objects ( a jetpack, astronomy glasses… ) or by changing the trip ( modifying the travel or abandoning an explorer in the city ).

As soon as a player earns treasures valuable for at least 50 points, the game is over.

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Incan Gold

Incan Gold is a quick, fun and tense game in which you and other adventurers explore an old Incan temple in search of gold and treasure. In each of the five rounds, you secretly choose if you want to continue exploring the temple in search of more treasure or retreat to the safety of your camp with your share of the treasure that has been discovered so far.

Each time that an explorer braves new territory, more treasure or a danger appears. When a second card of the same type of danger is turned over, all exposed treasure is buried, leaving the remaining adventurers with nothing. Do you flee the dangerous temple with your portion of the treasure that has been uncovered so far or do you venture into the exciting temple in search of more hidden valuables?

After five rounds of exploration, whoever has the most treasure is the ultimate explorer and winner!

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