You score points by winning more tricks than your opponent, but don't get greedy! Win too many tricks, and you will fall like the villain in so many fairy tales...
As a member of an adventurous pirate crew, your goal is to be crowned Admiral of the Black, the most feared pirate ship in the Caribbean. To earn this title, you must complete dangerous scenarios in the shortest possible time frame. The most innovative element of the game is that the player uses their own 30-second sand timer as a character to be placed on the ship to perform actions. Each time a player places their own sand timer, they have to wait for the sand to run out to be able to perform the action needed. Each hole in the ship represents an area where you can perform a specific action: turning the ship, loading cannons, shooting enemy ships, repairing damage, and so forth...
In Star Wars: Destiny, two players engage in a fast-paced duel, each striving to eliminate the other's characters first. The game's innovative mechanisms combine dice-driven combat with faction-driven hand management. Straightforward rules make the game easy to learn, but also enable deep strategic thinking and clever deck-building. Players can create decks that include characters from every faction and any era, as long as heroes and villains are on opposite sides of the fight. For example, Padmé Amidala might fight alongside Rey and Finn, taking on Jabba the Hutt, Kylo Ren, and Jango Fett.
Each round, you use your characters' abilities, an assortment of dice, and a carefully constructed thirty-card deck filled with events, upgrades, and supports. You and your opponent alternate actions: activating your dice, playing cards from your hand, attacking your foes, and claiming the battlefield. You need to prove your skills and defeat your opponent's characters to claim your destiny!
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.
This push-your-luck dungeon delve tests your courage and shrewd choices.
Beat the dungeon twice or be the last warrior standing to win the game.
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.
It is 13th century Italy. Trade flourishes between the city-states and the Levant. Venice, Florence, and Genoa are bursting with wealth. However, each city-state is also plagued with a weak national army, leaving them defenseless against invasion from their envious neighbors. Enter the Condottiere.
Flick’em Up is a surprising dexterity game for 2 to 10 players. Will you join the Sheriff and his gang or will you be part of the fearsome Cooper clan?
A wooden 3D figurine with a removable cowboy hat represents each character.
What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder.
Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.
Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.
A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions. If you reach the opponent's capital, you win the game immediately. Similarly, if you acquire all six different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.