As soon as a dragon is overpowered, then some additional gems are revealed, and the players who had participated in that hunting party start a negotiation over how to divvy up the gems. If the sixty-second sand timer runs out, then no one gets treasure. When all of the dragons have been slain and the treasure claimed or discarded, the game ends and players score for their holdings, with silver and magic objects worth 1 point each, gold worth 3, the Black Diamond worth 7, and the colored gems scoring 10-15 points for those players who hold more than everyone else. (In the Advanced game, the colored gems score 8-12 points in addition to a variety bonus of 5 points for each set of different colored gems a player holds. The Black Diamond is worth 19 points [in the 2011 edition], but negates a player's score for all colored gems.)
Trains: Rising Sun also introduces Route Bonus Cards, allowing you to score additional points for being the first to connect specific stations. Route Bonus Cards are included for the original Trains game as well!
Finally, Trains: Rising Sun includes the Trains: Nagoya Map expansion that was first produced only by the designer for use with the original OKAZU Brand production of Trains. (This item is not linked to in the information box for database reasons.)
The simple scoring system rewards you for a drawing that is easy to guess as well as for guesses made quickly and accurately. But regardless of your score, you are certain to get a laugh out of your fellow players’ drawings.
Venture to Abyss, where players must battle monsters, recruit allies, and sway the great lords of the deep. The right hand of ally cards will let you control the lords who will help you seize the kingdoms of the Abyss. Be careful of your foes, though, because treachery abounds in the lands under the sea!
Each player takes on the role of a vanquisher, punishing villains the law cannot reach. But each villain holds several secrets. Some are guarded by many followers. Others threaten to kill hostages. And still others are perhaps not as evil as they appear. The vanquishers themselves are not invincible; ambushing a villain in a dark alley with no preparation could result in defeat as easily as victory. Each vanquisher holds a hand of cards representing that vanquisher’s special abilities and preparations for battle. Players must use these cards to learn the villains’ secrets, and to strengthen their own blades of justice. But using abilities takes time, and time is precious when so much evil is about. You must cooperate with your fellow vanquishers lest you yourselves become the vanquished! Will the vanquishers defeat all of the villains, or will evil prevail?
Take on the role of Egyptian nobles at the time of the pharaohs, preparing for death and burial in the Valley of the Kings. Players want to fill their tombs with food, canopic jars, statues, amulets and other treasures, and to do so they acquire cards that are laid out in the shape of a pyramid; the higher the card on the pyramid, the more expensive it is to buy — but when lower cards are purchased, the pyramid crumbles, lowering prices on the cards that fall. The pyramid resets each round with new offerings.
You score only for cards that you remove from your deck and stash in your tomb, so if you keep using valuable cards for their effects and don't entomb them before the game ends, you could lose out on big points! Whoever collects the most valuable artifacts in her tomb wins.