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Hive is a strategic game for two players that is not restricted by a board and can be played anywhere on any flat surface. The base game of Hive is made up of twenty two pieces, eleven black and eleven white, resembling a variety of creatures each with a unique way of moving. Hive Carbon and Hive Pocket include the Mosquito and Ladybug expansions, for a total of 26 pieces. With no setting up to do, the game begins when the first piece is placed down. As the subsequent pieces are placed this forms a pattern that becomes the playing surface. (The pieces themselves become the board.) Unlike other such games, the pieces are never eliminated and not all have to be played. The object of the game is to totally surround your opponent's queen, while at the same time trying to block your opponent from doing likewise to your queen. The first player to totally surround the opponent's queen wins the game.
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Twenty years after his expedition around the world, Charles Darwin is writing On the Origin of Species. He wants to gather new information about animal life, particularly about continents he hardly explored. Who other than young naturalists, eager for discovery, could help the renowned scholar finish writing his most famous work? In In the Footsteps of Darwin, players are junior naturalists who have just arrived aboard the Beagle to help Charles Darwin finish his book On the Origin of Species. During this journey, you will study animals, carry out cartographic surveys, publish your findings, and develop theories. Starting with the naturalist controlling the Darwin token, naturalists take turns in clockwise order, performing these two steps in order: Study an animal or take inspiration from a character: Choose one of the three tiles facing the Beagle and place it onto your naturalist's notebook. It may be either an animal to study or a character from the Beagle's previous journey who will inspire you. Gain the bonuses depicted or any additional scoring bonuses triggered by the tile's placement. Voyage of the Beagle: After placing a tile on your notebook, move the Beagle as many spaces forward as the distance between the Beagle and the tile you just selected (1-3 spaces), then draw a new tile to replace the empty space on the journey board. Your goal is to score more points than your opponents to determine who contributed the most to On the Origin of Species. —description from publisher
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Innovation Ultimate is a box set containing Innovation and all five of its expansions, which includes a brand new expansion titled The Unseen. Many, many updates have been made to this edition. First, Age 11 has been added, representing the recent past and potential near future at the time of release. Language and mechanics have been streamlined, and in particular, the expansions have all been heavily reworked to be more accessible and easy to include while playing.
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Since the dawn of time, humanity has sought new ideas, forever developing them into still newer concepts. Their genius made them stand out from the other animals. Each invention is a veritable evolutionary step. Humans' use of tools surpasses the efforts of all others, making Homo sapiens technologists since before historical records were invented. Inventions: Evolution of Ideas follows humanity's most noteworthy innovations and places the power of these technological developments in your hands to evolve your societies over the ages. In Inventions, cards simulate these new concepts. Cards are the ideas that eventually become inventions. Once they are invented, these technologies can be shared with the world, and everyone involved in the process spreads the exciting news, giving credit where credit is due. Developing these inventions progresses your society, advancing its technology, economy, and culture. You can even share with other societies, boosting the inventions' efficacy even more! Inventions is a tactical game, but you will do best by building these tactics around a long-term strategy. Each society's progress will be measured in Intellectual Property Points (IPP), and the player who has the most IPP has the strongest society and wins the game.
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Istanbul: Big Box is the all-in-one package for Istanbul, including the base game as well as both expansions, Mocha & Baksheesh and Letters & Seals. It also includes the Istanbul: Caravan Leader Mini Expansion, in the form of a small tile rather than a camel meeple. This combination also gives players the option to play on a big 5 x 5 tiles bazaar.
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In It’s a Wonderful World, you are an expanding Empire and must choose your path to your future. You must develop faster and better than your competitors. You’ll carefully plan your expansion to develop your production power and rule over this new world. It’s a Wonderful World is a cards drafting and engine building game from 1 to 5 players. Each round, players will draft 7 cards and then choose which ones will be recycled to immediately acquire Resources, and which ones will be kept for construction to produce Resources each round and/or gain victory points. When a card is fully built, it’s added to the player’s Empire to increase the player’s production capacity for each round. The mechanical twist being that the production phase works in a specific order. You'll have to plan your constructions carefully! For a deeper insight of the gameplay, please follow this link : It's a Wonderful World - First steps In addition to the base game, players can also enjoy expansions boxes introducing an innovative Campaign mode. Each Campaign offers a storyline to follow and many gameplay twists. At the end of each campaign, players will open a reward booster to unlock new cards, enhance their base game and keep a memory of what happened during the campaign. All the campaigns can be replayed and don’t imply game components destruction. More info on the Campaign mode : It's a Wonderful World - Campaign Mode —description from the publisher
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Electric vehicles (EVs) have become more common since 2014 and are the future of the automobile industry. They are superior vehicles due to them being more efficient, easier to maintain, cleaner, and cheaper to run. They are computerized machines that use AI to improve safety and in the near future will provide autonomous driving. They receive software upgrades during their lifetime and are constantly improving, unlike their traditional combustion-engine counterparts, which start to become obsolete as soon as you start using them. You will be overseeing the production of these vehicles in Kanban EV, with "kanban" (看板) being the name for a scheduling system that supports an efficient assembly line, just-in-time production, and a smooth workflow process. Over the course of the game, players take on the role of rookie employees who are trying to secure their career. You need to manage suppliers and supplies, improve and innovate automobile parts, and get your hands greasy on the assembly line in order to boost production and impress the factory manager. You must make shrewd use of the recycling facilities and the limited factory supplies in order to appropriate parts when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn't wait for you or for mistakes. Sandra, the factory manager, will review your performance and keep the factory on tempo. Kanban EV is a game that focuses on resource and time management that puts you in the driver's seat of an entire production facility, racing for factory goals and the highest level of promotion. You earn production points (PP) for performing various actions in the game, and the player with the most PP at the end of the game wins. —description from publisher Includes solo mode by Dávid Turczi
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On an uninhabited island in uncharted seas, explorers have found traces of a great civilization. Now you will lead an expedition to explore the island, find lost artifacts, and face fearsome guardians, all in a quest to learn the island's secrets. Lost Ruins of Arnak combines deck-building and worker placement in a game of exploration, resource management, and discovery. In addition to traditional deck-builder effects, cards can also be used to place workers, and new worker actions become available as players explore the island. Some of these actions require resources instead of workers, so building a solid resource base will be essential. You are limited to only one action per turn, so make your choice carefully... what action will benefit you most now? And what can you afford to do later... assuming someone else doesn't take the action first!? Decks are small, and randomness in the game is heavily mitigated by the wealth of tactical decisions offered on the game board. With a variety of worker actions, artifacts, and equipment cards, the set-up for each game will be unique, encouraging players to explore new strategies to meet the challenge. Discover the Lost Ruins of Arnak! —description from the publisher
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MANTIS has only two rules: Steal or Score your way to victory. Collect matching cards by stealing or scoring until the winner has 10 cards in their score pile. With the simplicity of UNO and depth of Gin Rummy, Mantis is designed for both kids and adults. But adults should be warned that kids will often beat them at this game.
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Who are you in Mascarade? Whoever you want to be...at least until someone else calls you out on it! Each character receives a face-down role card at the start of the game, and in a game with 4-5 players some role cards are placed in the center of the table. On a turn, you take one of three actions: 1) Announce your character: Claim the power of a certain character and take the associated action. You don't have to have that character card in front of you to take this action, but if someone else says that they're that character and reveals the card to prove it, that player takes the action instead while you lose one coin to the tribunal. 2) Swap cards or not: Take another player's character card along with yours, place them under the table, shuffle them around a bit, then give one card back to the other player while keeping one for yourself. You (presumably) know whether you changed characters and can have some idea of who you are now, but that other player might be in the dark. 3) Secretly look at your character: Look at your character card to make sure of who you are. Play continues until one player obtains 13 coins and wins — or until a player has lost all of their coins, in which case the player with the most coins wins. Mascarade includes more character cards than the number of players, so not all characters will be used in each game. The rules suggest that you use certain characters in your first games, but once you know the game, you can try many other distributions. Note that this second edition of Mascarade includes 17 role cards, with these cards being a mix of roles from the original base game and the 2014 expansion.
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Micro Cosmos is a 1-4 player, card based, resource management game in which players try to terraform planets, create colonies and bring back survivors to their home worlds. On each turn players move their spaceship (Ark), use their cards in one of 3 different ways in order to gain and convert resources and perform various actions on planets, moons and space stations. Players try to gain victory points by terraforming planets, scouting for survivors, settling them on their home worlds and creating colonies on planets they visit. Once a set number of planets is fully terraformed, the player with the most victory points is considered the winner. The game includes a robust solo mode that uses a super simple Automa deck to perform the AI players actions. Various levels of difficulty create a challenge for any player.
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Working from the shadows, Mind MGMT once used its psychically-powered agents to put a stop to global crises. However, absolute power corrupts absolutely, and Mind MGMT is now rotting from the inside. To tighten its iron grip on the world stage, Mind MGMT deploys covert operatives around the world to recruit other psychically-attuned individuals to their side. How can this enigmatic organization, hell bent on global domination, be defeated? Thankfully, a few renegade agents have figured out that Mind MGMT has been compromised and have defected, turning their backs on the syndicate. They now use their own psychic abilities to prevent Mind MGMT from achieving its nefarious goals. In Mind MGMT: The Psychic Espionage "Game" one player controls Mind MGMT and must scour the city for new recruits. They move around on a secret map, trying to visit locations that match one of their three randomly drawn feature cards. They can also use their four Immortals to protect locations from being exposed. All other players control the rogue agents who must try to stop Mind MGMT before it's too late! They ask questions to the Recruiter and deduce their whereabouts from the answers they receive. Rogue agents can use dry-erase "mental notes" to track all the information they're given. Mind MGMT wins by either collecting twelve recruits or surviving sixteen turns. The rogue agents can win only by capturing Mind MGMT, which they do when they believe they're on the same block as Mind MGMT. —description from the publisher
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Mind Space is a thoughtful game in which players are trying to achieve serenity by adding emotions to their Brain Board. Each emotion is represented by a polyomino shape. Five of the possible Seventeen emotion cards will be available each round, and five rolled dice will determine which colors can be used to add those shapes to a Brain Board. After 12 rounds, the game is scored, and points can be earned by completing sections of the brain, achieving public goal cards, and meeting the organizational criteria of each color. The one section of each Brain Board with the most unfilled squares will result in a deduction of 1 point for each unfilled square in that section.
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Mission Planets, Conquer the galaxy is a super fun, easy to learn and very replayable board game from the MP05 studio that self-funded the game production and now already for sale on e-commerce platforms without publishers. The History of the Game: Year 3055. Our Sun threatened to explode and destroy the entire galaxy. Only 6 ships managed to escape before the catastrophe. We astronauts faced a journey in a distant galaxy to explore new planets and build space bases, confronting meteor showers and alien invasions that threaten the survival of our species. Our mission is just beginning... Welcome astronauts! Start the Mission. Mission Planets is a boardgame from 2 to 6 players where your mission is to get 8 points by building bases. You can earn points building bases, per combination of bases in planets of the same categories or using hidden points from spacial cards. The game dynamics is roll and dice, receive cards, act building, attacking or moving your space craft through the universe. —description from the designer
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GAME SYSTEM This entry is to allow for discussion/rating of the game system as a whole, and the foundation deck in general. It is not for a specific game. Living elements interweave throughout the realm. A water guardian extinguishes a roaring wildfire that leaves behind unrecognizably scorched earth. The seared avatar of that earth rises and consumes the water of a dozen seas. With infinite variations on their eternal cycle, no element can ever reign supreme.Mysticana is a Foundation Deck: an 18-card deck that includes multiple core games using just the base cards with even more games added through small expansions. The deck features cards with 6 ranks across 3 suits (elements) which have a “rock-paper-scissors” hierarchy. While each game might make use of the deck’s design in different ways, the flexible foundation enables new games to fit in seamlessly alongside previous entries. The base deck includes rules for three core games: Nine Perils: a quick but puzzly solo game of arranging a sequence of events that will avert nine disasters. Sorcerers' Showdown: a game of outplaying your opponent, calculated risks, shrinking hands, and rising chaos. The Path Ahead: a light game where players take turns guessing whether what lies ahead on the path is stronger or weaker than what they’ve already encountered. Nine Perils The prophecy foretells nine great perils, warnings of coming doom. As a seer, you must peer into the future and find a path to avoid these perils. A solo-only game of limited information and anticipating the future to avert nine disasters using the Mysticana deck. Using your hand of cards (based on the difficulty chosen) play against the central timeline of 9 peril cards. Each turn you’ll flip one of the peril cards in the timeline face-up, draw a new card into your hand, then play a single from your hand into a free space in a separate row below any peril card. After 9 turns, compare each peril’s rank and element against the adajcent card’s rank and element. Each of the perils must be successfully outmatched to win! Sorcerers' Showdown Two sorcerers clash in battle, each spell and counterspell growing less predictable as they wear down. A dueling-like game for 2 players using the Mysticana deck. In the first round, players are dealt 8 cards and choose 6 to battle with, setting aside 2 to hold onto for the next round. The first player then plays a card to start a clash. The other player responds with a card of their own, matching the element if possible. The clash is evaluated by rank and element, with the winner capturing both cards. Should an Avatar (rank ⟐) win a clash, the winner steals a pair of previously captured cards from their opponent. Clashes are played and resolved until both players are out of cards. Should one player have all of the captured cards, they win! Otherwise, players take the 2 cards set aside at the beginning of the round and draw a hand size that is 1 card less than the previous round to continue the duel. The Path Ahead In every corner of the realm, travelers engage in a timeless game of deduction and chance. A guessing game for 2-4 players that uses the Mysticana deck. Each round, the active player guesses whether the next card drawn will be stronger or weaker than the currently showing card (accounting for rank and suit). A correct guess moves play to the next player; an incorrect guess earns a consequence card. These may count against the player’s score if not used to make a set of matching consequences. At the end of each round, players add up any consequence cards they still hold and add it to their running score from previous rounds. The game is over when any player hits 20 points, with the lowest-scoring player the ultimate winner.
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In Namiji, you are fishers from the Japan of yesteryear, navigating south of the Japanese archipelago, a few kilometers from the famous Tokaido road. You will need to have a fruitful day at sea to win the game. To do this, you will have the opportunity to contemplate magnificent marine species, to fish with a line or a net to fill your racks with colorful fish, and haul in your crustacean traps. You can benefit from stops to improve your fishing equipment, and you will also have to contend with the gods of the sea by setting offerings afloat, or by fulfilling their wishes that they express during your contemplation with the Sacred Rocks, for which they will reward you. Namiji features gameplay similar to Tokaido. The action spaces are laid out on the game board in a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action, so players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces. What players are doing on the track differs from what they do in Tokaido.
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Wind whistling, bees buzzing, rivers rolling along: the sounds of the great outdoors are everywhere. This open countryside is unspoiled by human hands, and it’s your job to keep it that way. Make sure the tourists and campers have somewhere to go, but don’t let their presence distract you from what really matters. In Naturopolis, players work together to build a new landscape. Using only 18 cards and a variable scoring system, the game is never the same twice. Naturopolis is the 3rd game in our series of standalone and combinable Sprawlopolis games. It brings mountains, lakes, forests and meadow blocks to the game, with the added bonus of campsites, rivers and double line roads. First, players will randomly flip over 3 cards to set the scoring rules for the game. Each game has drastically different scoring rules in unique combinations, and a new score to beat, ranging from 6 to 51 points. Each turn, players will play one card from their hand to the growing landscape, trying to score as many points as possible. Players will have to communicate and plan without revealing their own cards in order to most efficiently develop large areas in each of the 4 zone types. When all cards have been placed, the game ends and players see if they have met the dynamically generated minimum score for their game.
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It is said that for every person who has inhabited the Earth, there is more than one shining star in the universe... In Nebula you will have to collect stars to position them in your galaxy. Stars come in various stages, from red giants to white dwarfs, which you can get from star clusters. You can get stars by investing Time or going to Chaos. Then you must position them in some orbit and constellation respecting the law of gravity. Finally, there will be objectives, both personal and shared, that can reward you, and also some stars without glow that will remind us that death is part of stellar life. Give life to your Galaxy and find harmony within your constellations. The stories that will be invented while you watch them will last over time... —description from the publisher (translated) Se dice que por cada persona que ha habitado la Tierra, hay más de una estrella que brilla en el universo... En Nebula deberás recolectar estrellas para posicionarlas en tu galaxia. Las estrellas se presentan en diversas etapas, desde gigantes rojas hasta enanas blancas, las cuales podrás conseguir desde los cúmulos estelares. Podrás obtener estrellas invirtiendo Tiempo o acudiendo al Caos. Luego deberás posicionarlas en alguna orbita y constelación respetando la ley de gravedad. Finalmente, habrán objetivos, tanto personales como compartidos, que podrán recompensarte, y también algunas estrellas sin resplandor que nos harán recordar que la muerte es parte de la vida estelar. Dale vida a tu Galaxia y encuentra la armonía dentro de tus constelaciones. Las historias que se inventarán mientras las observas perdurarán en el tiempo... —description from the publisher
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Nemesis Lockdown is the first stand alone expansion to Nemesis. During the game, players will be taken to a totally new location - a secret base on Mars, represented by a multi level board. Lockdown will retain the highly cinematic, semi-co-op experience of the original game, while introducing a lot of new, fresh mechanics. During the tense gameplay, you and your fellow players will gather items, explore different rooms and use your actions, craft, run, and fight other species. At the same time, every player will try to complete their secret objective, that will grant them victory... Sometimes at the expense of others. Some of the new mechanics are: Multi-level base with stairs and elevators Advanced computer actions CSS hatch system Power and light on different levels Contingency procedure New characters and alien race
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We're a group of neuroscientists specializing in degenerative brain diseases. We're implementing new technology for preserving memories in our patients. This amazing invention is the nanobots called "Neuroriders" Neuroriders is a tile-laying game where the players will be traveling around the brain looking for the right amount of data they can take care of. To achieve this goal, they have to connect doors and avoid getting caught by crystalized areas.
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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 stranded explorers (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 immersive, thematic card game, where you use guessing, bluffing, hand management, and just a pinch of deck-building to achieve your goal, which is survival for the Hunted... or total assimilation for the Creature!
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The Wise One, immortal keeper of wisdom and knowledge, has sent Demigods endowed with earth-moving power to the far reaches of humanity. In Oros each player acts as one of these Demigods. They must instruct their Followers in the wisdom of the mountains through study, worship, and experience. And only in the heights of the mountains can the greatest mysteries be known. Oros is a tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game. On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points. When building sacred places, the Demigods of the Wise One ascend a ziggurat which acts as a timer toward the end of the game. When one reaches the top, players finish the round and then tally a final score. At the core of Oros is the unique ability to shift, move, build up, erupt, and reposition the land within an infinitely connected play environment. This mechanic turns every action into a puzzle of creative problem solving, abstract thinking, and a constantly evolving strategy. Another chief aspect of the game is the player mat which uses a minimal worker placement mechanic to govern action opportunity. The mat also maintains an action economy that evolves differently for each player as they invest their gained wisdom into a variety of action improvements. Because of these core aspects, there are dozens of strategies for players to explore, and every game plays out in a different, yet competitive way. —description from the designer
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Paleo is a co-operative adventure game set in the stone age, a game in which players try to keep the human beings in their care alive while completing missions. Sometimes you need a fur, sometimes a tent, but these are all minor quests compared to your long-term goal: Painting a woolly mammoth on the wall so that humans thousands of years later will know that you once existed. (Okay, you just think the mammoth painting looks cool. Preserving a record of your past existence is gravy.) What might keep you from painting that mammoth? Death, in all its many forms. Each player starts the game with a couple of humans, who each have a skill and a number of life points. On a turn, each player chooses to go to one location — possibly of the same type as other players, although not the same location — and while you have some idea of what you might find there, you won't know for sure until you arrive, at which point you might acquire food or resources, or find what you need to craft a useful object, or discover that you can help someone else in their project, or suffer a snakebite that brings you close to death. Life is full of both wonders and terrors... At the day's end, you need food for all the people in your party as well as various crafts or skills that allow you to complete quests. Failure to do so adds another skull on the tote board, and once you collect enough of those, you decide that living is for fools and give up the ghost, declaring that future humans can just admire someone else, for all you care. Paleo includes multiple modules that allow for a variety of people, locations, quests, and much more during your time in 10,000 BCE.
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In Pan Am, players compete with Pan American Airways and others to build an air-travel empire. Outbid rivals for lucrative landing rights, buy planes with longer range to reach the far corners of the world, and use insider connections to advance your interests. As you bump up against the ever-growing Pan Am, you can sell your routes to the company to earn a tidy profit, with you then using that money to invest in other growth or to purchase Pan Am stock for what's sure to be a big payout down the road. Pan Am is a game of global strategy that spans four decades of industry-changing historic events.