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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 cards 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 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 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 any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.

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And ASL is more than "squads" - the system includes the rules for everything from machine guns to bazookas, tanks and ordnance weapons, paratrooper drops, glider landings and beach assaults. And much more. This set of rules is constantly kept up to date by expansions included with the modules.

ASL goals are scenario-defined, and vary from tasks such as exiting troops off of one edge of the board, to inflicting a certain number of casualty points on the opposing force, to capturing a certain number of goal buildings or areas.

This is just the rulebook. To start playing the game the newcomer must get, at least, the Beyond Valor: ASL Module 1. There are a great many ASL Modules available. "Core Modules" provide additional rules, units from different nationalities, and additional geomorphic mapboards. "Historical Modules" provide campaign games simulating multi-day battles using actual historical maps rather than geomorphic mapboards, including additional rules, counters, and paper maps. Many modules have dependencies on earlier modules.

Rulebook contents:

 Introduction
 Chapters A, B, C, D, H (Design Your Own, German & Russian vehicle notes only), J [1st edition]
 Chapters A, B, C, D, E, H (Design Your Own, German & Russian vehicle notes only), J, K [2nd edition]
 Index & Glossary



1st edition additional changes/chapters:

 chapter E in Yanks: ASL Module 3
 chapter F in West of Alamein: ASL Module 5
 chapter G in Code of Bushido: ASL Module 8 / Gung Ho!: ASL Module 9
 chapter K in Paratrooper: ASL Module 2
 8 revised RuleBook pages [A 17-18/A 29-30/B 31-32/F 1-2 all marked "92"] in Croix de Guerre: ASL Module 10



2nd edition additional chapters:

 chapter G in Rising Sun: ASL Module 13



(Note: this is a description of the ASL rulebook which is published separately. For the ASL family, check Game wiki.)

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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Agricola.xml b/cache/Agricola.xml new file mode 100644 index 0000000..315413d --- /dev/null +++ b/cache/Agricola.xml @@ -0,0 +1,811 @@ + + https://cf.geekdo-images.com/dDDo2Hexl80ucK1IlqTk-g__thumb/img/GHGdnCfeysoP_34gLnofJcNivW8=/fit-in/200x150/filters:strip_icc()/pic831744.jpg + https://cf.geekdo-images.com/dDDo2Hexl80ucK1IlqTk-g__original/img/toobKoejPiHpfpHk4SYd1UAJafw=/0x0/filters:format(jpeg)/pic831744.jpg + + + + + + + + + + + + + + + Description from BoardgameNews

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.

Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14).
Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over.
Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference.
Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions...

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Arkham Horror The Card Game.xml b/cache/Arkham Horror The Card Game.xml new file mode 100644 index 0000000..7727d85 --- /dev/null +++ b/cache/Arkham Horror The Card Game.xml @@ -0,0 +1,1250 @@ + + https://cf.geekdo-images.com/RdCWCXPnBGSxoOhk5Hkq_g__thumb/img/QyBd2yZWmWOdudkHw0YF1__74ak=/fit-in/200x150/filters:strip_icc()/pic6530423.jpg + https://cf.geekdo-images.com/RdCWCXPnBGSxoOhk5Hkq_g__original/img/ekoKDLjgeUoPw3mpPUPfy-Xnjeo=/0x0/filters:format(jpeg)/pic6530423.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!

In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.

Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...

The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand—and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

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Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

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In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.

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This is a rethemed version of Schotten Totten with different graphics and wooden flag bits in place of the boundary stone cards. Game play is identical, except the cards run from 1 to 10 (not 9), you hold seven cards in your hand (not 6), and the rule that stones may only be claimed at the start of your turn is presented as an "advanced variant". Also the tactics cards were introduced by Battle Line; these cards were only added to later editions of Schotten-Totten.

Some have reported that the production quality of the cards is inferior to the Schotten Totten cards, however, for most readers Battle Line will be much easier to find in stores. In the second edition of GMT's Battle Line the card quality is higher.

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In 2019 the old BattleTech Introductory Box Set was replaced by two all-new box sets. The second of these (after the Beginner Box) is A Game of Armored Combat. AGoAC comes with eight 'Mech miniatures--seven new, one a repeat from the Beginner Box (all made to a higher quality level than the previous generation of box set miniatures). The AGoAC rules cover introductory weapons and construction technology, and the standard BattleTech ruleset for mechs.

An expansion for this set, the BattleTech: Clan Invasion box set, adds more advanced technologies and introduces the Clan factions.

In terms of rulebooks, the intended follow-on from this box is either the BattleMech Manual (for more advanced but still mech-only play) or Total Warfare (for combined arms play featuring mechs, combat vehicles, infantry, air support, etc).

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Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends.

Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.

Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.

Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.

An updated reprint of Betrayal at House on the Hill was released on October 5, 2010.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Bärenpark.xml b/cache/Bärenpark.xml new file mode 100644 index 0000000..355f162 --- /dev/null +++ b/cache/Bärenpark.xml @@ -0,0 +1,353 @@ + + https://cf.geekdo-images.com/9JC16l1EMwmJkpbjaUBkpw__thumb/img/MbjH6nLmJQ5IjCgeULOjMfOf-NA=/fit-in/200x150/filters:strip_icc()/pic3486218.jpg + https://cf.geekdo-images.com/9JC16l1EMwmJkpbjaUBkpw__original/img/H14LeRRtvcOajZ1Z1_pRYu_rSTM=/0x0/filters:format(jpeg)/pic3486218.jpg + + + + + + + + + + + + + + + + + + + Up to two thousand pounds in weight and over ten feet tall, the bear is considered the biggest and heaviest terrestrial carnivore in the world. Of course, there is not just "one bear;" on the contrary, there are plenty of subspecies that differ from each other in various aspects. For instance, only the Kodiak bear (ursus arctos middendorffi) weighs about 2,000 lbs. The polar bear (ursus maritimus) weighs "only" 1,100 lbs., but gets much bigger than the Kodiak bear, being as much as 11 ft. tall!

Bärenpark takes you into the world of bears, challenging you to build your own bear park. Would you like another polar bear enclosure or rather a koala* house? The park visitors are sure to get hungry on their tour through the park, so build them places to eat! Whatever your choices are, make sure you get the next building permit and use your land wisely! (* No, koalas aren't bears but they're so cute, we couldn't leave them out of this game!)

In more detail, each player in Bärenpark builds their own bear park, attempting to make it as beautiful as they can, while also using every square meter possible. The park is created by combining polyomino tiles onto a grid, with players scoring for animal houses, outdoor areas, completed construction, and more. The sooner you build it, the better! Cover icons to get new tiles and park sections. The game ends as soon as one player has finished expanding their park, then players tally their points to see who has won.

—description from the publisher

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Castle Panic.xml b/cache/Castle Panic.xml new file mode 100644 index 0000000..82c325e --- /dev/null +++ b/cache/Castle Panic.xml @@ -0,0 +1,507 @@ + + https://cf.geekdo-images.com/S7fIwW5oKep1_Eov9kk91w__thumb/img/dg1B3cbYCNW3rhS9yZfD--SiApc=/fit-in/200x150/filters:strip_icc()/pic6123987.jpg + https://cf.geekdo-images.com/S7fIwW5oKep1_Eov9kk91w__original/img/9c2soXAGpOVJFoyIS38OyPUFkr8=/0x0/filters:format(jpeg)/pic6123987.jpg + + + + + + + + + The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

First game in the Panic series.

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1289. To strengthen the borders of the Kingdom of France, King Philip the Fair decided to have a new castle built. For the time being, Caylus is but a humble village, but soon, workers and craftsmen will be flocking by the cartload, attracted by the great prospects. Around the building site, a city is slowly rising up.

The players embody master builders. By building the King's castle and developing the city around it, they earn prestige points and gain the King's favor. When the castle is finished, the player who has earned the most prestige wins the game. The expansion Caylus Expansion: The Jeweller was included in the 2nd Edition.

Each turn, players pay to place their workers in various buildings in the village. These buildings allow players to gather resources or money, or to build or upgrade buildings with those resources. Players can also use their resources to help build the castle itself, earning points and favors from the king, which provide larger bonuses. Building a building provides some immediate points, and potentially income throughout the game, since players receive bonuses when others use their buildings. The buildings chosen by the players have a heavy impact on the course of the game, since they determine the actions that will be available to all the players.

As new buildings are built, they stretch along a road stretching away from the castle, and not all buildings can be used every turn. Players have some control over which buildings are active by paying to influence the movement of the Provost marker. The final position of the marker is the newest building that can be used that turn. The Provost marker also helps determine the movement of the Bailiff marker, which determines the end of the game. Generally, if players are building many buildings and the Provost is generous in allowing them to be used, the game ends more quickly.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Codenames.xml b/cache/Codenames.xml new file mode 100644 index 0000000..178405e --- /dev/null +++ b/cache/Codenames.xml @@ -0,0 +1,905 @@ + + https://cf.geekdo-images.com/F_KDEu0GjdClml8N7c8Imw__thumb/img/yl8iXxSNwguMeg3KkmfFO9SMVVc=/fit-in/200x150/filters:strip_icc()/pic2582929.jpg + https://cf.geekdo-images.com/F_KDEu0GjdClml8N7c8Imw__original/img/gcX_EfjsRpB5fI4Ug4XV73G4jGI=/0x0/filters:format(jpeg)/pic2582929.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Codenames is an easy party game to solve puzzles. 
The game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. 
At the beginning of the game, there will be 25 cards on the table with different words. Each card has a corresponding position, representing different colors. 
Only the team leader can see the color of the card. The team leader should prompt according to the words, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win.

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"Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama."

"The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time."

"Unlike its older brother, Battle Cry by Avalon Hill Games, Inc., Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour."

"The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards."

"The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol."

"The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory."

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Coup.xml b/cache/Coup.xml new file mode 100644 index 0000000..5dd4979 --- /dev/null +++ b/cache/Coup.xml @@ -0,0 +1,639 @@ + + https://cf.geekdo-images.com/MWhSY_GOe2-bmlQ2rntSVg__thumb/img/vuR_0PCX1w2EkjO_LbchOHZPOwU=/fit-in/200x150/filters:strip_icc()/pic2016054.jpg + https://cf.geekdo-images.com/MWhSY_GOe2-bmlQ2rntSVg__original/img/ayAAWBK1rAEumARNmROsOtvqW-4=/0x0/filters:format(jpeg)/pic2016054.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:


 Duke: Take three coins from the treasury. Block someone from taking foreign aid.
 Assassin: Pay three coins and try to assassinate another player's character.
 Contessa: Block an assassination attempt against yourself.
 Captain: Take two coins from another player, or block someone from stealing coins from you.
 Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.


On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:


 Income: Take one coin from the treasury.
 Foreign aid: Take two coins 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!

A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.


 Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.


 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Dominion.xml b/cache/Dominion.xml new file mode 100644 index 0000000..4a2786a --- /dev/null +++ b/cache/Dominion.xml @@ -0,0 +1,943 @@ + + https://cf.geekdo-images.com/j6iQpZ4XkemZP07HNCODBA__thumb/img/B2u2ghwlmI_qsUtCwuvcbnBcIqU=/fit-in/200x150/filters:strip_icc()/pic394356.jpg + https://cf.geekdo-images.com/j6iQpZ4XkemZP07HNCODBA__original/img/96COuakNiLRrjDLc1sM4Zxsw4WE=/0x0/filters:format(jpeg)/pic394356.jpg + + + + + + + + + + + + + + + + + + + + + + + + + "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.

But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted."

—description from the back of the box

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.

—user summary

Part of the Dominion series.

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You must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day.

Flash Point: Fire Rescue is a cooperative game of fire rescue.

There are two versions of game play in Flash Point, a basic game and expert game.
In both variants, players are attempting to rescue 7 of 10 victims from a raging building fire.
As the players attempt to rescue the victims, the fire spreads to other parts of the building, causing structural damage and possibly blocking off pathways through the building. Each turn a player may spend action points to try to extinguish fires, move through the building, move victims out of the building or perform various special actions such as moving emergency vehicles. If 4 victims perish in the blaze or the building collapses from taking too much structural damage, the players lose. Otherwise, the players win instantly when they rescue a 7th victim.

The expert variant included in the game adds thematic elements such as flash over, combustible materials, random setup, and variations on game difficulty from novice to heroic. The game includes a double sided board with two different building plans and several expansion maps are available.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Gloomhaven Jaws of the Lion.xml b/cache/Gloomhaven Jaws of the Lion.xml new file mode 100644 index 0000000..73526df --- /dev/null +++ b/cache/Gloomhaven Jaws of the Lion.xml @@ -0,0 +1,578 @@ + + https://cf.geekdo-images.com/_HhIdavYW-hid20Iq3hhmg__thumb/img/OMkN_E5eyWrkID_cHCnQEbIixGM=/fit-in/200x150/filters:strip_icc()/pic5055631.jpg + https://cf.geekdo-images.com/_HhIdavYW-hid20Iq3hhmg__original/img/PBzsLRqNKQKJxGnzpb7o3qLWPQM=/0x0/filters:format(jpeg)/pic5055631.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game.

The game also includes 16 monster types (including seven new standard monsters and three new bosses) and a new campaign with 25 scenarios that invites the heroes to investigate a case of mysterious disappearances within the city. Is it the work of Vermlings, or is something far more sinister going on?

Gloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly. All of the hard-to-organize cardboard map tiles have been removed, and instead players will play on the scenario book itself, which features new artwork unique to each scenario. The last barrier to entry — i.e., learning the game — has also been lowered through a simplified rule set and a five-scenario tutorial that will ease new players into the experience.

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A version with lower quality components and a cardboard box was later sold in regular toy stores.

From the box:

In this special edition of the classic Clue game, you'll search rooms and secret passages as one of 6 different Disney characters. The mystery changes every time you play, If you collect the right clues and make the right deductions, you’ll solve the mystery of the Haunted Mansion! “We have 999 happy haunts, but there’s always room for one more…”

Features rooms from Disney's haunted mansion such as the ballroom and portrait gallery. The character pieces are miniature versions of Disney characters including Mickey and Minnie Mouse, Donald and Daisy Duck, Pluto, and Goofy. Instead of murders, players must guess which Disney character is being haunted by which of several Haunted Mansion ghosts.

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Come out to socialize with the The Game of Life® The Haunted Mansion Welcome to the After-Life Disney Theme Park Edition. This re-incarnation of the classic board game scares-up a lifetime of fun as you race for a final resting place.

If you’ve played THE GAME OF LIFE, then you’re in for a real treat (and a few tricks!) 
It’s all here from the game you know, but re-imagined to take place on the grounds of Master Gracey’s vast, decrepit, and mostly haunted estate. You may encounter the "soul" mortal - the Grounds Keeper and his dog - as you travel through the After-LIFE.

There will be trials and tribulations as you, kind spirit, encounter a hitch-hiking ghost or three, all the while trying to accumulate the most screams along the way. If you are the spirit to arrive at the FINAL RESTING PLACE with the most accumulated screams you will be welcomed as the 1,000 ghost at the Haunted Mansion.

- The game board centers on extending the stories of the four stretch paintings found within the Haunted Mansion.

- Elements from inside and outside the Mansions tucked with in the game board. Can you find the musical instruments? "Tomb Sweet Tomb"? Transformation paintings? Tombstones? Busts from the library, the pet cemetery, the ghosts and ghouls, the five roses?

- The buildings include the Haunted Mansion from Disneyland, Walt Disney World, and Disneyland Paris (aka Phantom Manor), a crypt, a carriage house, the Grounds Keepers shack, and a BOO-niversity. The buildings and spinner are glow-in-the-dark.

- The spinner is inspired by Madam Leota’s table, complete with tarot cards on the table, a melted candle on the spinner and a raven who watches your every move.

- The bridges hold a few surprises of their own

- The movers are modified Doombuggies, to hold you and your "passengers" along the path of the After-LIFE.

- Also included are new elements not found at the Mansions but would certainly be found at the Gracey Estate.

- The "Scareer" cards have images of the classic spirits residing in the Haunted Mansion and a few more that have long since been unseen, until now.

- And of course, there are Hidden Mickeys - see how many you can find on the game board and on the cover.

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Players gain points by socializing with ghosts around the Haunted Mansion. Players move around the mansion by rotating the Endless Hallway around Madame Leota's Séance Room, collecting Ghost cards in front of them in sets, each of which are worth different point values. Players want to avoid Haunt cards, as the most “haunted” player will lose points. The player with the most points at the end wins.

-description from publisher

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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 player to totally surround his opponent's queen wins the game.

•••

Hive FAQ - please read before posting questions in the forum!

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Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards.

If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait!

You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Kanagawa.xml b/cache/Kanagawa.xml new file mode 100644 index 0000000..6c9ba27 --- /dev/null +++ b/cache/Kanagawa.xml @@ -0,0 +1,377 @@ + + https://cf.geekdo-images.com/Rr2JrRztCFzzikJ9YL5-Dw__thumb/img/x9MtKEQlcQ_jS-5AVMeZ28NOC0s=/fit-in/200x150/filters:strip_icc()/pic3105168.jpg + https://cf.geekdo-images.com/Rr2JrRztCFzzikJ9YL5-Dw__original/img/-v_1QOvedVYSmOkWsmQuROJCHI0=/0x0/filters:format(jpeg)/pic3105168.jpg + + + + + + + + + + + 1840: In Kanagawa, the great bay of Tokyo, the Master Hokusai decided to open a painting school to share his art with his disciples. You are one of these disciples, and more than anything, you want to prove yourself worthy of the “crazy, old artist”. Follow his teachings to expand your studio and paint your preferred subjects (Trees, Animals, Characters, Buildings), all while paying attention to the changing of the seasons in order to make the most harmonious print… the one that will become the work of your lifetime!

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Keyforge.xml b/cache/Keyforge.xml new file mode 100644 index 0000000..1d516f1 --- /dev/null +++ b/cache/Keyforge.xml @@ -0,0 +1,391 @@ + + https://cf.geekdo-images.com/ZzJ2NGZz4CXxr1VIRkQZtA__thumb/img/ywNMVg_jcW9XNWvn80xOB_nT7Eo=/fit-in/200x150/filters:strip_icc()/pic4298867.jpg + https://cf.geekdo-images.com/ZzJ2NGZz4CXxr1VIRkQZtA__original/img/ePqFX4yps1Mj2muu8YKnJE6wmmg=/0x0/filters:format(jpeg)/pic4298867.jpg + + + + + + + + + + + + + + + + + + + + + From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen—a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day!

Along with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet’s hidden Vaults to gain ultimate knowledge and power.

This starter set contains two starter decks, two unique Archon Decks, and all the keys and tokens two players need to play!

KeyForge: Call of the Archons is the world's first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge: Call of the Archons, there are more than 104 quadrillion possible decks!

Every Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them—interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant!

KeyForge: Call of the Archons is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy's forces, and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may play and use cards only from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare "Sanctum" at the start of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed must wait.

Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival’s forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool.

Notably, no card in KeyForge has a cost — choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins!

—description from the publisher

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/King of Tokyo.xml b/cache/King of Tokyo.xml new file mode 100644 index 0000000..e807f7e --- /dev/null +++ b/cache/King of Tokyo.xml @@ -0,0 +1,855 @@ + + https://cf.geekdo-images.com/m_RzXpHURC0_xLkvRSR_sw__thumb/img/OfgWmkGJj5BgOO0zFHEtP5CHfbU=/fit-in/200x150/filters:strip_icc()/pic3043734.jpg + https://cf.geekdo-images.com/m_RzXpHURC0_xLkvRSR_sw__original/img/hSvWgiRYJCTTuoLOWTW3c8sYtl8=/0x0/filters:format(jpeg)/pic3043734.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.

At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.

The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!

Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!

In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.

First Game in the King of Tokyo series

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Koi-Koi.xml b/cache/Koi-Koi.xml new file mode 100644 index 0000000..ef7aa0a --- /dev/null +++ b/cache/Koi-Koi.xml @@ -0,0 +1,224 @@ + + https://cf.geekdo-images.com/nR1sKwgXzfZMhFX1uz8HOg__thumb/img/FI6Z-WZy1iUPrWyBsGkIHDdSOeo=/fit-in/200x150/filters:strip_icc()/pic6666923.jpg + https://cf.geekdo-images.com/nR1sKwgXzfZMhFX1uz8HOg__original/img/pnauN4Vllvb7262xiwkFCZin7Ig=/0x0/filters:format(jpeg)/pic6666923.jpg + + + + + + + + + A traditional two-player Japanese card game played with the beautiful Hanafuda (literally 'Flower card') deck.

Setup: the cards are all shuffled, and one card is randomly revealed: the player whom the birthday month is closer to the revealed card month is the first player and thus the dealer. The cards are shuffled again and handed out, two by two, to both players, as for the face-up talon in the middle of the table.

Turn: Then each player proceeds as so: firstly, he discards a card face up on the table from his hand. If that card matches another card on the table (matching months), the player then wins both cards which he puts in his face-up collection, in front of him. The collection is always displayed in 4 columns, as so: Flowers, Ribbons, Animals and Specials. If it doesn't match anything, the discarded card stays on the table. Secondly, whether it matched or not, the player then draws the first card from the face down deck, and proceeds the same way: if it doesn't match any card, the drawn card stays on the table, but if it does match a card, the player wins both cards which he adds to his collection. Then the other player takes his turn.

Turn's End: At the end of a player's turn, if he has any Yaku, he can stop the current month (inning) by stating his Yakus, then the points are scored and the next month begins. However, if he wishes to continue in order to increase his score for this month, he says "Koi-Koi" and the other player takes his turn. If later on during the game, the player who said Koi-Koi wins another Yaku OR increases his previous Yakus, he can then again stop the game or say Koi-Koi, as many times as he wants. But if a player gets a Yaku in a game where his opponent already said Koi-Koi, then he gets the right either to say Koi-Koi too, or to stop the game and receive his points, thus leading his opponent to get no points at all this month.

End: Since each player has 8 cards in his hand, a month (inning) can at worse last 16 turns. In case of a game where one (or both) player(s) said Koi-Koi and no more Yakus have been added or increased before the month ends, then only the last player who said Koi-Koi scores his points as usual. The winner of a month becomes the dealer for the next month, or stays the same if there was not any winner.

Each Yaku can add itself to the others. Here are the Yakus:

Basic Yakus

10 Flowers / Kasu : 1 point (Each additional Flower adds 1 point)
5 Ribbons / Tanzaku : 1 point (Each additional Ribbon adds 1 point)
3 Purple Ribbons (blue) / Aotan : 5 points
3 Ribbons with Poems (red) / Akatan : 5 points
5 Animals / Tane : 1 Point (Each additional Animal adds 1 point)
Doe + Boar + Butterflies / Ino Shika Chô : 5 Points
3 Specials without the Rain Man / Sankô : 5 Points
4 Specials with the Rain Man / Ameshikô : 6 points
4 Special without the Rain Man / Shikô : 8 Points
5 Specials : Gokô : 10 points

Special Yakus

The Moon + The Sake Cup / Tsukizake : 5 points (Bonus Yaku, only in addition to at least another normal Yaku)
The Cherry Curtain + The Sake Cup / Hanamizake : 5 points (Bonus Yaku, only in addition to at least another normal Yaku)
The Iris Flower is a "Joker" card: it can either be counted as an Animal, or as Flower to form a Kasu (but not both).
The 4 Cards of the current Month / TsukiFuda : 5 points
No Yakus / OyaKen : 1 point

The game ends when one player reaches 50 points. In some variants, at the end of a month, the points scored by a player are subtracted from his opponent's score. In some variants, the player with the most points at the end of the year (December) wins the game.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Lanterns.xml b/cache/Lanterns.xml new file mode 100644 index 0000000..47ac5a6 --- /dev/null +++ b/cache/Lanterns.xml @@ -0,0 +1,407 @@ + + https://cf.geekdo-images.com/JmY4nVWwW98qEn0NRbKdTw__thumb/img/qQuRUZQAineOCl4abLvZgPjnqTE=/fit-in/200x150/filters:strip_icc()/pic2372790.png + https://cf.geekdo-images.com/JmY4nVWwW98qEn0NRbKdTw__original/img/a5OqnY-e8hhVO1IHp6wZKnXHWlY=/0x0/filters:format(png)/pic2372790.png + + + + + + + + + + + + + + + + + + + + + + + + + The harvest is in, and the artisans are hard at work preparing for the upcoming festival. Decorate the palace lake with floating lanterns and compete to become the most honored artisan when the festival begins.

In Lanterns: The Harvest Festival, players have a hand of tiles depicting various color arrangements of floating lanterns, as well as an inventory of individual lantern cards of specific colors. When you place a tile, all players (you and your opponents) receive a lantern card corresponding to the color on the side of the tile facing them. Place carefully to earn cards and other bonuses for yourself, while also looking to deny your opponents. Players gain honor by dedicating sets of lantern cards — three pairs, for example, or all seven colors — and the player with the most honor at the end of the game wins.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Love Letter.xml b/cache/Love Letter.xml new file mode 100644 index 0000000..6fd42ed --- /dev/null +++ b/cache/Love Letter.xml @@ -0,0 +1,825 @@ + + https://cf.geekdo-images.com/T1ltXwapFUtghS9A7_tf4g__thumb/img/GtNX7gCmGpw39Tr6JApWC3Aga5U=/fit-in/200x150/filters:strip_icc()/pic1401448.jpg + https://cf.geekdo-images.com/T1ltXwapFUtghS9A7_tf4g__original/img/xIAzJY7rl-mtPStRZSqnTVsAr8Y=/0x0/filters:format(jpeg)/pic1401448.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?

Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!

Number 4 in the Tempest: Shared World Game Series

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Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!

Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your dice (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of their city on future turns. The first player to construct all of their landmarks wins!

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Mage Knight Board Game.xml b/cache/Mage Knight Board Game.xml new file mode 100644 index 0000000..d93875d --- /dev/null +++ b/cache/Mage Knight Board Game.xml @@ -0,0 +1,448 @@ + + https://cf.geekdo-images.com/DUO2hz9AlLOH8p9ED-lCWg__thumb/img/0bWDfnjzYebauQZrHmjyHkuUttI=/fit-in/200x150/filters:strip_icc()/pic1083380.jpg + https://cf.geekdo-images.com/DUO2hz9AlLOH8p9ED-lCWg__original/img/PDDH38Vf9NEB_4ODURxcJKNBfVQ=/0x0/filters:format(jpeg)/pic1083380.jpg + + + + + + + + + + + + + + + + + The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.

Combining elements of RPGs, deck-building, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Magic Maze.xml b/cache/Magic Maze.xml new file mode 100644 index 0000000..d8e6acf --- /dev/null +++ b/cache/Magic Maze.xml @@ -0,0 +1,555 @@ + + https://cf.geekdo-images.com/wJfDIveg2zpTGn8E1WzEpA__thumb/img/Un57jB38oeBZ0WFdd7rXSOEP-1k=/fit-in/200x150/filters:strip_icc()/pic3268473.jpg + https://cf.geekdo-images.com/wJfDIveg2zpTGn8E1WzEpA__original/img/hlp96WuBfwiCijcfPddNmfgTq6E=/0x0/filters:format(jpeg)/pic3268473.jpg + + + + + + + + + + + + + + + + + + + + + Description from the publisher:

After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway…but can they pull it off?

Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.

At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Mr Jack.xml b/cache/Mr Jack.xml new file mode 100644 index 0000000..51fea0e --- /dev/null +++ b/cache/Mr Jack.xml @@ -0,0 +1,353 @@ + + https://cf.geekdo-images.com/CDdF4xOQJsNK0gX8-tBdCQ__thumb/img/5b44BrekfAQznAhRIOSPDtwHMsg=/fit-in/200x150/filters:strip_icc()/pic3066125.jpg + https://cf.geekdo-images.com/CDdF4xOQJsNK0gX8-tBdCQ__original/img/d18QDvd0PyfMsipVpHPajZCFPsE=/0x0/filters:format(jpeg)/pic3066125.jpg + + + + + + + In Mr. Jack, one of the two players represents Jack the Ripper, who will be one of the eight characters on the board. This player knows which character is Mr. Jack, and his goal is to flee from the district as soon as possible (or avoid being accused for eight turns). The other player represents an independent investigator (not represented on the board) who tries to guess the identity of Jack — but he can make only one accusation during the game!

During each turn, the players move the characters, using their special powers and placing them either in shadow or light. At the end of each turn, the witnesses declare whether Jack is visible — that is, in light or adjacent to another character — or not (alone in the shadows). This allows the investigator to know which characters are innocent. As the turns progress, the investigator tries to eliminate suspects while Jack tries to escape. Intuition, logic, and cold blood will be necessary for each of the two participants.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Mysterium Park.xml b/cache/Mysterium Park.xml new file mode 100644 index 0000000..e31d3dc --- /dev/null +++ b/cache/Mysterium Park.xml @@ -0,0 +1,366 @@ + + https://cf.geekdo-images.com/U2CYPYgIEC1cLF45Rh0UGw__thumb/img/bTRB0-Qnb-tvrYxN3vJJZRBEZ1s=/fit-in/200x150/filters:strip_icc()/pic5581038.jpg + https://cf.geekdo-images.com/U2CYPYgIEC1cLF45Rh0UGw__original/img/472oJ1mqGHWxFxuOsnXFiZBshUc=/0x0/filters:format(jpeg)/pic5581038.jpg + + + + + + + + + + + Welcome to Mysterium Park!
Its cotton candies, its circus, its dark secrets...

The park’s former director has disappeared, but the investigation came to nothing. Since that night, weird things are happening on the fairground. As psychics, you’re convinced that a ghost haunts this carnival... You’re now intent on giving it a chance to reveal the truth.

In this cooperative stand-alone game, the ghost sends visions with illustrated cards. The psychics try to interpret them in order to rule out certain suspects and locations. Then, they’ll seize their only chance to piece together what happened to the director. You have only six nights before the carnival leaves town... Open your minds and find the truth!

Set in the lights of a 1950's US fairground, Mysterium Park shares the same core mechanism with the famous award-winning game it reimplements, though bringing a different approach: it is smaller and faster, thanks to very quick setup and simplified rules.

Mysterium is a milestone in immersive and eye-catching experiences close to role-playing; with Mysterium Park, you can enjoy the heart of it in a more condensed way.

— description from the publisher

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Mysterium.xml b/cache/Mysterium.xml new file mode 100644 index 0000000..e6e9e34 --- /dev/null +++ b/cache/Mysterium.xml @@ -0,0 +1,586 @@ + + https://cf.geekdo-images.com/wfeAiLK5n5hD1omhnlYLLA__thumb/img/NAl-NrSAmWvklSVr3hKrSwiszNA=/fit-in/200x150/filters:strip_icc()/pic2601683.jpg + https://cf.geekdo-images.com/wfeAiLK5n5hD1omhnlYLLA__original/img/uhvKoYDfAsLg-nMkjQcbSJTDFmU=/0x0/filters:format(jpeg)/pic2601683.jpg + + + + + + + + + In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery.

Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.

Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.

After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.

If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.

Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.

If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Netrunner.xml b/cache/Netrunner.xml new file mode 100644 index 0000000..465c498 --- /dev/null +++ b/cache/Netrunner.xml @@ -0,0 +1,941 @@ + + https://cf.geekdo-images.com/2ewHIIG_TRq8bYlqk0jIMw__thumb/img/IJaOyyQ7Y59tW6nbKbjTMTFt-Ls=/fit-in/200x150/filters:strip_icc()/pic3738560.jpg + https://cf.geekdo-images.com/2ewHIIG_TRq8bYlqk0jIMw__original/img/cassW39WF2QrPImJF59efADAmM0=/0x0/filters:format(jpeg)/pic3738560.jpg + + + + + + + + + + + Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view.

Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.

Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.

In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.

The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.

The Revised Core Set for Android: Netrunner released in late 2017 includes cards from the original Core Set released in 2012 as well as cards from the Genesis Cycle and Spin Cycle series of Data Packs. While the cards in this set have been released previously, the art on some of them is new.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/One Night Ultimate Werewolf.xml b/cache/One Night Ultimate Werewolf.xml new file mode 100644 index 0000000..187fba7 --- /dev/null +++ b/cache/One Night Ultimate Werewolf.xml @@ -0,0 +1,551 @@ + + https://cf.geekdo-images.com/KLDb0vR3w8mfaHgIGF0gHw__thumb/img/ZgQsHsvdxXZr4DbMGUBSTArBp3o=/fit-in/200x150/filters:strip_icc()/pic1809823.jpg + https://cf.geekdo-images.com/KLDb0vR3w8mfaHgIGF0gHw__original/img/9YTYFSMwiRA01ZRNG0R5e9Rq01E=/0x0/filters:format(jpeg)/pic1809823.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + No moderator, no elimination, ten-minute games.

One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!

Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.

This game can be combined with One Night Ultimate Werewolf Daybreak.

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The game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the "normal" spread of the infections.

Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five—but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win!

The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game.

Pandemic is the first game in the Pandemic series.

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On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.

In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.

What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.

Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)

When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.

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Launch a campaign to strike back against the evils plaguing Varisia with the Pathfinder Adventure Card Game: Rise of the Runelords - Base Set. This complete cooperative strategy card game pits 1 to 4 heroes against the traps, monsters, deadly magic, and despicable foes of the Pathfinder Roleplaying Game's award-winning Rise of the Runelords Adventure Path. In this game players take the part of a fantasy character such as a rogue or wizard, each with varying skills and proficiencies that are represented by the cards in their deck. The classic ability scores (Strength, Dexterity, etc.) are assigned with different sized dice. Players can acquire allies, spells, weapons, and other items. The goal is to find and defeat a villain before a certain number of turns pass, with the villain being represented by its own deck of cards complete with challenges and foes that must be overcome. Characters grow stronger after each game, adding unique gear and awesome magic to their decks, and gaining incredible powers, all of which they'll need to challenge greater threats in a complete Pathfinder Adventure Card Game Adventure Path.

The Pathfinder Adventure Card Game is an expandable game, with the first set containing nearly 500 cards. The Rise of the Runelords - Base Set supports 1 to 4 players; a 110-card Character Add-On Deck expands the possible number of players to 5 or 6 and adds more character options for any number of players. The game will be expanded with bimonthly 110-card adventure decks.

Errata: Early printings had the Loot card "Sihedron Medallion" listed as belonging to "B" (for Base Set). It is instead supposed to read "1" (for Burnt Offerings ). (It is unknown if this has been fixed in later printings)

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The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.

Power Grid FAQ - Please read this before posting a rules question! Many questions are asked over and over in the forums... If you have a question about a specific expansion, please check the rules forum or FAQ for that particular expansion.

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Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons.

The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.

During each round, players take turns selecting a role card from those on the table (such as "Trader" or "Builder"). When a role is chosen, every player gets to take the action appropriate to that role. The player that selected the role also receives a small privilege for doing so - for example, choosing the "Builder" role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, so the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game.

Puerto Rico uses a variable phase order mechanism in which a "governor" token is passed clockwise to the next player at the conclusion of a turn. The player with the token begins the round by choosing a role and taking the first action.

Players earn victory points for owning buildings, for shipping goods, and for manned "large buildings." Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game.

In 2011 and mostly afterwards, Puerto Rico was published to include both Puerto Rico: Expansion I – New Buildings and Puerto Rico: Expansion II – The Nobles. These versions are included in the other game entry Puerto Rico (with two expansions), not this regular game entry for Puerto Rico. Some editions of Puerto Rico list the player count as 2-5 instead of 3-5, and they include variant rules for games with only two players.

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—description from the publisher

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Red Cathedral.xml b/cache/Red Cathedral.xml new file mode 100644 index 0000000..0f78f58 --- /dev/null +++ b/cache/Red Cathedral.xml @@ -0,0 +1,371 @@ + + https://cf.geekdo-images.com/-PuiCnbxlBzMSjnUegp9AQ__thumb/img/CKamYUPlBDXav4A1AEqMRy976fY=/fit-in/200x150/filters:strip_icc()/pic5556025.jpg + https://cf.geekdo-images.com/-PuiCnbxlBzMSjnUegp9AQ__original/img/hH1AwTR4fdtYY_cO8IYp1-I8dhE=/0x0/filters:format(jpeg)/pic5556025.jpg + + + + + + + + + + + + + + + + + + + + + Autumn is not the best time to climb up on a scaffold in Moscow, but it is still far better than doing so in the winter. Tsar Ivan wants to see results and our team will prove to him that we are the best builders in the city. We are sure to finish off those decorative arches with the brightest shining stones and ensure our place on the list of the government’s trusted workers.

Sheila Santos and Israel Cendrero make up the game designing duo known as Llama Dice. To date they have put out various titles with different Spanish publishers (1987 Channel Tunnel, Mondrian, Smoothies), and The Red Cathedral is the first game they have published with Devir. Pedro Soto (Holmes, Sherlock & Mycroft, Papua) and Chema Román (El mundo de Águila Roja) took care of the graphic elements of the game with a grand homage to Ivan Bilibin, an iconic Russian artist from the turn of the twentieth century. Despite being from a far later period, his mark is very recognizable in the game.

The Red Cathedral is a strategic, “Euro” board game in which the players take the roles of construction teams. Their job is to work together to put up St. Basil's cathedral in Moscow, as ordered by Ivan the Terrible. However, only one of them will be able to gain the favor of the Tsar.

During the game, the players can carry out one of these three actions: assign a section of the cathedral, send resources to that section to build it, or go to the game board to achieve more resources. Each of these actions has its own mechanism and requires that the players pay close attention to what the other players are doing.

When the sections of the cathedral are assigned the players take possession of the spaces in each of the columns that make up their section. The more sections built and the completion of each with its own tower, the more points the player will be given at the end of the game.

The players can send resources to the cathedral sections that they have claimed. When they complete each of those sections they will obtain rewards in money and prestige points. They will also be able to install decorations on the completed sections to achieve even more recognition from the Tsar. This part of the game also works as a clock, since once any player completes the construction of their sixth section it brings about the end of the game.

The game board shows us the iconic rondel of The Red Cathedral. It is where the players obtain all the resource types needed to complete their work on the cathedral, as well as to get favors from the guilds and professionals to make the most of their trip to the market. In the central rondel the players choose the die they wish to use and move forward as many spaces as is shown on the top side of said die, in order to obtain the resources indicated in the space destined by the die.

The Red Cathedral is a very accessible game with regard to its rules because it is very easy to understand the various levels of the game, but it remains very interesting with regard to strategy. It is sure to please those who are more interested in the challenge offered by trying to strategically optimize their position in each game rather than the complexity of the rules.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Ricochet Robots.xml b/cache/Ricochet Robots.xml new file mode 100644 index 0000000..6fcfd9f --- /dev/null +++ b/cache/Ricochet Robots.xml @@ -0,0 +1,493 @@ + + https://cf.geekdo-images.com/3qg1xTP7ZZiu8OolGBYJ1w__thumb/img/2LGbUy0Hen-8-8bQ-ZfwHjNnCtU=/fit-in/200x150/filters:strip_icc()/pic1766273.jpg + https://cf.geekdo-images.com/3qg1xTP7ZZiu8OolGBYJ1w__original/img/wkfYHdMR_P05Mat4oTHa9cmRNCA=/0x0/filters:format(jpeg)/pic1766273.jpg + + + + + + + + + + + + + + + + + + + Ricochet Robots is less of a game and more of a puzzle, which explains why there's such an odd number of solutions possible. There's a four-piece modular board that forms a large room with walls spread around the board. There are also color-coded targets on boards. Placed on top of the surface are four robots. The idea for each turn/puzzle is to get the like-colored robot to a randomly selected target. The trick is that once a robot starts moving, it will continue to move until a wall or another robot stops it. Therefore, players are seeking a sequence of moves for the robots that will enable them to move the required robot to the target in the fewest moves.

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Similar to the Rummy that you play with cards - you try to get rid of all your tiles by forming numbers into runs of 3 tiles or more, or 3 to 4 of a kind. The colors of the numbers on the tiles are like card suits. This game may start rather uneventfully, but when the players start putting more and more tiles in play, the options for your upcoming turns can become more complex, challenging, and exciting (from areyougame.com).

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Setup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile.

A turn consists of possibly playing a development card, rolling the dice, everyone (perhaps) collecting resource cards based on the roll and position of houses (or upgraded cities—think: hotels) unless a 7 is rolled, turning in resource cards (if possible and desired) for improvements, trading cards at a port, and trading resource cards with other players. If a 7 is rolled, the active player moves the robber to a new hex tile and steals resource cards from other players who have built structures adjacent to that tile.

Points are accumulated by building settlements and cities, having the longest road and the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), he announces his total and claims the win.

CATAN has won multiple awards and is one of the most popular games in recent history due to its amazing ability to appeal to experienced gamers as well as those new to the hobby.

Die Siedler von Catan was originally published by KOSMOS and has gone through multiple editions. It was licensed by Mayfair and has undergone four editions as The Settlers of Catan. In 2015, it was formally renamed CATAN to better represent itself as the core and base game of the CATAN series. It has been re-published in two travel editions, portable edition and compact edition, as a special gallery edition (replaced in 2009 with a family edition), as an anniversary wooden edition, as a deluxe 3D collector's edition, in the basic Simply Catan, as a beginner version, and with an entirely new theme in Japan and Asia as Settlers of Catan: Rockman Edition. Numerous spin-offs and expansions have also been made for the game.

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Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.

On each knight's turn, the knight takes a "heroic action", such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat.

Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...

But enough words... don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Star Realms.xml b/cache/Star Realms.xml new file mode 100644 index 0000000..1c866b0 --- /dev/null +++ b/cache/Star Realms.xml @@ -0,0 +1,883 @@ + + https://cf.geekdo-images.com/EsJqPL5CB_TMt0MYL-lnVg__thumb/img/s_CE1b1XXUnYj9auTPhLrvkNsYA=/fit-in/200x150/filters:strip_icc()/pic1903816.jpg + https://cf.geekdo-images.com/EsJqPL5CB_TMt0MYL-lnVg__original/img/QXgamCDRuBoRJyU1PQjeh58Pvr8=/0x0/filters:format(jpeg)/pic1903816.jpg + + + + + + + + + Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).

Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!

Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series.

				
				
					Factions

Each of the cards in the 80 card Trade Deck is a Ship or a Base belonging to one of four factions: The Trade Federation, The Blobs, The Star Empire or The Machine Cult.

				
				
					Trade Federation

In the far future, the more traditional governing bodies of the human race have been replaced with corporate leadership. The earth and its surrounding colonies are ruled by a group of corporations called the Trade Federation. The Federation’s policies are focused around trade and growth, but especially in profit and prosperity for those at the top of the corporate ladder. While they prefer to deal with other star realms using trade and diplomacy, they have a large defense branch dedicated to protecting the Federation’s trade and other interests.

				
				
					The Blobs

These mysterious creatures are the first alien life forms encountered by the human race. Most of the initial encounters consisted of human colonies being completely obliterated. On the few occasions that a Blob ship has been recovered somewhat intact, the only biological remains found inside have consisted of a gelatinous mass, thus leading to the moniker, “The Blobs”. While for several years all encounters between humanity and the Blobs have been extremely violent, there is currently some limited trade between various Blob factions and some of the more daring human traders.The Blobs are best at generating massive amounts of Combat and at removing undesirable cards from the Trade Row.

				
				
					Star Empire

The Star Empire consists primarily of former colonies of the Trade Federation. These colonies were on the outer edges of the Federation. Not only did they feel used by the corporations, but they felt the Federation failed to give them adequate protection from the Blobs. As a result, one ambitious colonial governor was able to unite several colonies into an independent empire under his control, one with a strong military, both for warding off the Blobs and for discouraging the Federation from trying to reclaim their lost colonies. The Star Empire is a combat oriented faction that draws lots of cards and makes the opponent discard cards.

				
				
					Machine Cult

A cluster of industrial mining worlds were completely cut off from the Trade Federation by the Blobs. With the threat of annihilation by the Blobs always looming and no contact with the rest of human space, these worlds were forced to take drastic measures. Soon a cult of technology arose, focused on using advanced technology, robotics and computerization to create strong defenses and a powerful military that belied their relatively small population. Since their leaders believed their salvation lay in technology, technology soon became their god and their religion. The Machine Cult gains most of its power from being able to remove undesirable cards from your deck and from having a large number of Bases designed to defend your Authority from attack.

				
				
					Playing Star Realms

​When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.

As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent’s Authority to zero and win the game, it’s also useful for destroying your opponent’s Bases. Some Bases are designated as Outposts. Your opponent’s Outposts must be destroyed before you can use Combat to attack your opponent’s Authority directly.

Star Realms is easy to learn, especially if you’re familiar with deck-building games, but it’s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent’s Base or their Authority? These are just some of the many choices you’ll be faced with. New players needn’t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Tak.xml b/cache/Tak.xml new file mode 100644 index 0000000..747cee2 --- /dev/null +++ b/cache/Tak.xml @@ -0,0 +1,287 @@ + + https://cf.geekdo-images.com/pgJUsRt3inyH0hz3NyjU-w__thumb/img/jlV6zZgrEBkLgqQV8tdhiu0zMYk=/fit-in/200x150/filters:strip_icc()/pic6763305.jpg + https://cf.geekdo-images.com/pgJUsRt3inyH0hz3NyjU-w__original/img/-EfWE3NFHwEyMv5fSeMn4r_k1rI=/0x0/filters:format(jpeg)/pic6763305.jpg + + + + + + + + + + + + + "My next several hours were spent learning how to play tak. Even if I had not been nearly mad with idleness, I would have enjoyed it. Tak is the best sort of game: simple in its rules, complex in its strategy. Bredon beat me handily in all five games we played, but I am proud to say that he never beat me the same way twice." -Kvothe

Tak is a two-player abstract strategy game dreamed up by Pat Rothfuss in "The Wise Man's Fear" and made reality by James Ernest. In Tak, players attempt to make a road of their pieces connecting two opposite sides of the board.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Through the Ages.xml b/cache/Through the Ages.xml new file mode 100644 index 0000000..71daafb --- /dev/null +++ b/cache/Through the Ages.xml @@ -0,0 +1,403 @@ + + https://cf.geekdo-images.com/3piN3YX4WmBRuIvbEG2Ygg__thumb/img/TDXIygWwAHKc2o90uGnnAhIa7_4=/fit-in/200x150/filters:strip_icc()/pic236169.jpg + https://cf.geekdo-images.com/3piN3YX4WmBRuIvbEG2Ygg__original/img/9it-9V5tij-EnowN_pLXQgl6k7c=/0x0/filters:format(jpeg)/pic236169.jpg + + + + + + + + + + + + + + + + + + + + + Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age.

One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one.

Victory is achieved by the player whose nation has the most culture at the end of the modern age.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Ticket to Ride Europe.xml b/cache/Ticket to Ride Europe.xml new file mode 100644 index 0000000..f4d5dbb --- /dev/null +++ b/cache/Ticket to Ride Europe.xml @@ -0,0 +1,941 @@ + + https://cf.geekdo-images.com/0K1AOciqlMVUWFPLTJSiww__thumb/img/RDvu2FvsYVVH8icp1VsilUlqUGI=/fit-in/200x150/filters:strip_icc()/pic66668.jpg + https://cf.geekdo-images.com/0K1AOciqlMVUWFPLTJSiww__original/img/O37sCRSJLq4S8EpCxFDNVsNBuxE=/0x0/filters:format(jpeg)/pic66668.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.

More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces.

The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.

Copyright 2002-2014 Days of Wonder, inc.

Part of the Ticket to Ride series.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Timeline.xml b/cache/Timeline.xml new file mode 100644 index 0000000..a8f84bc --- /dev/null +++ b/cache/Timeline.xml @@ -0,0 +1,527 @@ + + https://cf.geekdo-images.com/imomCZ6ITgREtGMpVXxqIw__thumb/img/tbJA8u4HAGAs2_d5SxK_M6l9dZE=/fit-in/200x150/filters:strip_icc()/pic5872047.jpg + https://cf.geekdo-images.com/imomCZ6ITgREtGMpVXxqIw__original/img/nFfQGm2whUxMrvpE4pktCLVddIs=/0x0/filters:format(jpeg)/pic5872047.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Timeline: Inventions is a card game played using 55 cards. Each card depicts an invention on both sides, with the year in which that invention was created on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck.

The first player to get rid of all their cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out.

Timeline: Inventions can be combined with any other title in the Timeline series.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Tokaido.xml b/cache/Tokaido.xml new file mode 100644 index 0000000..87ed573 --- /dev/null +++ b/cache/Tokaido.xml @@ -0,0 +1,437 @@ + + https://cf.geekdo-images.com/-sUA2HQNFHBxOdzHE6Ywlg__thumb/img/OW3Jp2snfQM6Aq_nwOrKnHpF2hM=/fit-in/200x150/filters:strip_icc()/pic3747956.png + https://cf.geekdo-images.com/-sUA2HQNFHBxOdzHE6Ywlg__original/img/501lMzjLD_EuCxtV24y0AooDbAI=/0x0/filters:format(png)/pic3747956.png + + + + + + + + + In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.

The potential action spaces in Tokaido are laid out on 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.

The action spaces allow a variety of actions that will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow players to engage in various set collections that score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types.

All of the actions in Tokaido are very simple, and combined with a unique graphic design, Tokaido offers players a peaceful zen mood in its play.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Twilight Struggle.xml b/cache/Twilight Struggle.xml new file mode 100644 index 0000000..ce20eb4 --- /dev/null +++ b/cache/Twilight Struggle.xml @@ -0,0 +1,570 @@ + + https://cf.geekdo-images.com/pNCiUUphnoeWOYfsWq0kng__thumb/img/p7alNkNy8Avm8UISmhYHCiMz5bE=/fit-in/200x150/filters:strip_icc()/pic3530661.jpg + https://cf.geekdo-images.com/pNCiUUphnoeWOYfsWq0kng__original/img/Iae47UtAd_RXVd5tJ3YzbDHOv4E=/0x0/filters:format(jpeg)/pic3530661.jpg + + + + + + + + + + + + + + + + + + + + + + + "Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle..."
– John F. Kennedy

In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.

Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?

Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.

Components (original edition):


 228 full colour counters 
 22"x34" full colour map 
 103 event cards 
 2 six-sided dice
 1 24-page rulebook
 2 full colour player aid cards


Components (2009 Deluxe edition and after)

 260 full colour counters 
 22"x34" mounted map with revised graphics
 110 event cards
 2 six-sided dice
 1 24-page rulebook
 2 full colour player aid cards


TIME SCALE: approx. 3-5 years per turn
MAP SCALE: Point-to-point system
UNIT SCALE: Influence markers
NUMBER OF PLAYERS: 2

DESIGNER: Ananda Gupta & Jason Matthews
MAP, CARD, & COUNTER ART: Mark Simonitch


A deluxe edition, published in 2009 includes the following changes from the basic game:

 Mounted map with revised graphics
 Two double-thick counter sheets with 260 counters
 Deck of 110 event cards (increased from 103)
 Revised rules and player aid cards
 Revised at start setup and text change for card #98 Aldrich Ames


Upgrade kit for the owners of the previous version includes the following:

 Mounted Map with revised graphics
 New card decks
 Updated Rules & Charts


 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Unmatched.xml b/cache/Unmatched.xml new file mode 100644 index 0000000..98bc854 --- /dev/null +++ b/cache/Unmatched.xml @@ -0,0 +1,607 @@ + + https://cf.geekdo-images.com/4AlLbprNustr9G7pbkGRuw__thumb/img/nVkIL7RgCkFpBuxbJ3BfOxIJscU=/fit-in/200x150/filters:strip_icc()/pic4621579.jpg + https://cf.geekdo-images.com/4AlLbprNustr9G7pbkGRuw__original/img/d7Z89SEv9T_HqPaYEomeKcFmgeA=/0x0/filters:format(jpeg)/pic4621579.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In battle, there are no equals.

Unmatched is a highly asymmetrical miniature fighting game for two or four players. Each hero is represented by a unique deck designed to evoke their style and legend. Tactical movement and no-luck combat resolution create a unique play experience that rewards expertise, but just when you've mastered one set, new heroes arrive to provide all new match-ups.

Battle of Legends, Volume One features four heroes. King Arthur sacrifices cards to power up his attacks and gets some timely assistance from Merlin's magic. Alice is back from Wonderland with a giant vorpal blade and the Jabberwock by her side as she grows and shrinks to gain advantages on attack and defense. Medusa is happy to attack from range and let her harpies hound you, but just one devastating glance could end the battle quickly. Sinbad grows in power as he gains experience on each of his voyages.

Combat is resolved quickly by comparing attack and defense cards. However, each card's unique effects and a simple but deep timing system lead to interesting decisions each time. The game also features an updated version of the line-of-sight system from Tannhäuser for ranged attacks and area effects.

The game includes a double-sided board with two different battlefields, pre-washed miniatures for each hero, and custom life trackers that's brought to life with the stunning artwork of Oliver Barrett and the combined design teams of Restoration Games and Mondo Games.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Uno.xml b/cache/Uno.xml new file mode 100644 index 0000000..fdfcac2 --- /dev/null +++ b/cache/Uno.xml @@ -0,0 +1,793 @@ + + https://cf.geekdo-images.com/SU-OL7XWn7BOiSYevyTThw__thumb/img/5dxRomuxNxzw01ZYNnIK-f_Ai4o=/fit-in/200x150/filters:strip_icc()/pic981505.jpg + https://cf.geekdo-images.com/SU-OL7XWn7BOiSYevyTThw__original/img/JeM6Gys8GmsTTRXcukfk92YtIcA=/0x0/filters:format(jpeg)/pic981505.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit.

UNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards.

This entry includes all themed versions of UNO that do not include new cards.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Upwords.xml b/cache/Upwords.xml new file mode 100644 index 0000000..328f0c0 --- /dev/null +++ b/cache/Upwords.xml @@ -0,0 +1,341 @@ + + https://cf.geekdo-images.com/B8CW-TKNknUhvqVeUJsy6A__thumb/img/e3bqmrr-V-ztni2ZjPltsERt1Ic=/fit-in/200x150/filters:strip_icc()/pic2503759.jpg + https://cf.geekdo-images.com/B8CW-TKNknUhvqVeUJsy6A__original/img/Q3weSoBpl0MWMc1rRU2kCgw9PNo=/0x0/filters:format(jpeg)/pic2503759.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Players take turns forming words on either an 8x8 (original and Winning Moves "new classic" versions) or a 10x10 (most later versions) grid. Words may be formed horizontally or vertically, as in Scrabble, but, as the title suggests, the letters may also be stacked. This allows already played words to change into different words by stacking new letters (up to a limit of 5 high). For example, LATE could be changed to CATER and then to BELATED. Instead of having different values for each letter, when a new word is formed, the number of tiles used in that word is counted. If the whole word is one tile high (no stacking), then the word scores 2 points per tile. However, if there are any stacked tiles, you score one point per tile in the word, including those underneath. This results in scoring that increases as the game continues, even for simpler words.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Villainous.xml b/cache/Villainous.xml new file mode 100644 index 0000000..755a725 --- /dev/null +++ b/cache/Villainous.xml @@ -0,0 +1,383 @@ + + https://cf.geekdo-images.com/7Ej5V5Dq92QdvVFvISfl_A__thumb/img/8tU6KCVSI5dlcibYTT6mq3K9ljk=/fit-in/200x150/filters:strip_icc()/pic4216110.jpg + https://cf.geekdo-images.com/7Ej5V5Dq92QdvVFvISfl_A__original/img/XHykA7cqZ0F4tYiKXw095TvHRno=/0x0/filters:format(jpeg)/pic4216110.jpg + + + + + In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character.

On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition.

One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/cache/Wingspan.xml b/cache/Wingspan.xml new file mode 100644 index 0000000..86333a2 --- /dev/null +++ b/cache/Wingspan.xml @@ -0,0 +1,684 @@ + + https://cf.geekdo-images.com/yLZJCVLlIx4c7eJEWUNJ7w__thumb/img/VNToqgS2-pOGU6MuvIkMPKn_y-s=/fit-in/200x150/filters:strip_icc()/pic4458123.jpg + https://cf.geekdo-images.com/yLZJCVLlIx4c7eJEWUNJ7w__original/img/cI782Zis9cT66j2MjSHKJGnFPNw=/0x0/filters:format(jpeg)/pic4458123.jpg + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features over 170 birds illustrated by Beth Sobel, Natalia Rojas, and Ana Maria Martinez.

You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:


 Gain food tokens via custom dice in a birdfeeder dice tower
 Lay eggs using egg miniatures in a variety of colors
 Draw from hundreds of unique bird cards and play them


The winner is the player with the most points after 4 rounds.

If you enjoy Terraforming Mars and Gizmos, we think this game will take flight at your table.

—description from the publisher

From the 7th printing on, the base game box includes Wingspan: Swift-Start Promo Pack.

 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/data.json b/data.json new file mode 100644 index 0000000..c75b895 --- /dev/null +++ b/data.json @@ -0,0 +1 @@ +[{"id": 173346, "title": "7 Wonders Duel", "year": 2015, "player_range": [2, 2], "time": 30, "rank": 19, "families": ["Strategy"], "description": "In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.\n\nWhat's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards 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 coins, or used to construct a wonder.\n\nEach 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.\n\nPlayers 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.\n\nA player can win 7 Wonders Duel in one of three ways: each time 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 any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.\n\n", "mechanics": ["Layering", "Open Drafting", "Set Collection", "Sudden Death Ending", "Tug of War"], "weight": 2.2236}, {"id": 243, "title": "Advanced Squad Leader", "year": 1985, "player_range": [2, 2], "time": 480, "rank": 375, "families": ["War"], "description": "Advanced Squad Leader is the completely reorganized and re-designed version of the original Squad Leader system. This three-ring binder is the basic rules for the entire system, and provides the ultimate combination of playability and detail. Full-color charts and beautiful pictures make this the most readable of rulebooks - and includes a full-service index as well for quick reference.\n\nAnd ASL is more than \"squads\" - the system includes the rules for everything from machine guns to bazookas, tanks and ordnance weapons, paratrooper drops, glider landings and beach assaults. And much more. This set of rules is constantly kept up to date by expansions included with the modules.\n\nASL goals are scenario-defined, and vary from tasks such as exiting troops off of one edge of the board, to inflicting a certain number of casualty points on the opposing force, to capturing a certain number of goal buildings or areas.\n\nThis is just the rulebook. To start playing the game the newcomer must get, at least, the Beyond Valor: ASL Module 1. There are a great many ASL Modules available. \"Core Modules\" provide additional rules, units from different nationalities, and additional geomorphic mapboards. \"Historical Modules\" provide campaign games simulating multi-day battles using actual historical maps rather than geomorphic mapboards, including additional rules, counters, and paper maps. Many modules have dependencies on earlier modules.\n\nRulebook contents:\n\n Introduction\n Chapters A, B, C, D, H (Design Your Own, German & Russian vehicle notes only), J [1st edition]\n Chapters A, B, C, D, E, H (Design Your Own, German & Russian vehicle notes only), J, K [2nd edition]\n Index & Glossary\n\n\n\n1st edition additional changes/chapters:\n\n chapter E in Yanks: ASL Module 3\n chapter F in West of Alamein: ASL Module 5\n chapter G in Code of Bushido: ASL Module 8 / Gung Ho!: ASL Module 9\n chapter K in Paratrooper: ASL Module 2\n 8 revised RuleBook pages [A 17-18/A 29-30/B 31-32/F 1-2 all marked \"92\"] in Croix de Guerre: ASL Module 10\n\n\n\n2nd edition additional chapters:\n\n chapter G in Rising Sun: ASL Module 13\n\n\n\n(Note: this is a description of the ASL rulebook which is published separately. For the ASL family, check Game wiki.)\n\n", "mechanics": ["Critical Hits and Failures", "Dice Rolling", "Grid Movement", "Hexagon Grid", "Interrupts", "Line of Sight", "Modular Board", "Movement Points", "Ratio / Combat Results Table", "Scenario / Mission / Campaign Game", "Secret Unit Deployment", "Simulation", "Variable Player Powers", "Variable Set-up"], "weight": 4.7367}, {"id": 31260, "title": "Agricola", "year": 2007, "player_range": [1, 5], "time": 150, "rank": 41, "families": ["Strategy"], "description": "Description from BoardgameNews\n\nIn Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?\n\nThe game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.\n\nAgricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14).\nEach player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over.\nProblem: Each action can be taken by only one player each round, so it's important to do some things with high preference.\nEach player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions...\n\n", "mechanics": ["Automatic Resource Growth", "Enclosure", "Hand Management", "Increase Value of Unchosen Resources", "Solo / Solitaire Game", "Turn Order: Claim Action", "Variable Player Powers", "Worker Placement"], "weight": 3.639}, {"id": 205637, "title": "Arkham Horror: The Card Game", "year": 2016, "player_range": [1, 4], "time": 120, "rank": 25, "families": ["Customizable", "Thematic"], "description": "Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!\n\nIn the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.\n\nNo matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.\n\nEach of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...\n\nThe basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand\u2014and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.\n\n", "mechanics": ["Action Points", "Area Movement", "Communication Limits", "Cooperative Game", "Deck Construction", "Events", "Hand Management", "Map Deformation", "Modular Board", "Push Your Luck", "Role Playing", "Scenario / Mission / Campaign Game", "Solo / Solitaire Game", "Stat Check Resolution", "Variable Player Powers"], "weight": 3.4916}, {"id": 69789, "title": "Ascension: Deckbuilding Game", "year": 2010, "player_range": [1, 4], "time": 30, "rank": 642, "families": ["Strategy"], "description": "Ascension: Deckbuilding Game \u2014 originally released as Ascension: Chronicle of the Godslayer \u2014 is a fast-paced deck-building game designed by Magic: The Gathering Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee.\n\nAscension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.\n\n", "mechanics": ["Deck, Bag, and Pool Building", "Hand Management", "Open Drafting"], "weight": 2.1444}, {"id": 230802, "title": "Azul", "year": 2017, "player_range": [2, 4], "time": 45, "rank": 62, "families": ["Abstract", "Family"], "description": "Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora.\n\nIn the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.\n\n", "mechanics": ["End Game Bonuses", "Open Drafting", "Pattern Building", "Tile Placement", "Turn Order: Claim Action"], "weight": 1.765}, {"id": 219513, "title": "B\u00e4renpark", "year": 2017, "player_range": [2, 4], "time": 45, "rank": 307, "families": ["Family"], "description": "Up to two thousand pounds in weight and over ten feet tall, the bear is considered the biggest and heaviest terrestrial carnivore in the world. Of course, there is not just \"one bear;\" on the contrary, there are plenty of subspecies that differ from each other in various aspects. For instance, only the Kodiak bear (ursus arctos middendorffi) weighs about 2,000 lbs. The polar bear (ursus maritimus) weighs \"only\" 1,100 lbs., but gets much bigger than the Kodiak bear, being as much as 11 ft. tall!\n\nB\u00e4renpark takes you into the world of bears, challenging you to build your own bear park. Would you like another polar bear enclosure or rather a koala* house? The park visitors are sure to get hungry on their tour through the park, so build them places to eat! Whatever your choices are, make sure you get the next building permit and use your land wisely! (* No, koalas aren't bears but they're so cute, we couldn't leave them out of this game!)\n\nIn more detail, each player in B\u00e4renpark builds their own bear park, attempting to make it as beautiful as they can, while also using every square meter possible. The park is created by combining polyomino tiles onto a grid, with players scoring for animal houses, outdoor areas, completed construction, and more. The sooner you build it, the better! Cover icons to get new tiles and park sections. The game ends as soon as one player has finished expanding their park, then players tally their points to see who has won.\n\n\u2014description from the publisher\n\n", "mechanics": ["Grid Coverage", "Open Drafting", "Set Collection", "Tile Placement"], "weight": 1.6471}, {"id": 760, "title": "Battle Line", "year": 2000, "player_range": [2, 2], "time": 30, "rank": 255, "families": ["Strategy"], "description": "Two opponents face off across a 'battle line' and attempt to win the battle by taking 5 of 9 flags or 3 adjacent flags. Flags are decided by placing cards into 3 card poker-type hands on either side of the flag (similar to straight flush, 3 of a kind, straight, flush, etc). The side with the highest 'formation' of cards wins the flag.\n\nThis is a rethemed version of Schotten Totten with different graphics and wooden flag bits in place of the boundary stone cards. Game play is identical, except the cards run from 1 to 10 (not 9), you hold seven cards in your hand (not 6), and the rule that stones may only be claimed at the start of your turn is presented as an \"advanced variant\". Also the tactics cards were introduced by Battle Line; these cards were only added to later editions of Schotten-Totten.\n\nSome have reported that the production quality of the cards is inferior to the Schotten Totten cards, however, for most readers Battle Line will be much easier to find in stores. In the second edition of GMT's Battle Line the card quality is higher.\n\n", "mechanics": ["Card Play Conflict Resolution", "Hand Management", "Melding and Splaying", "Set Collection"], "weight": 1.8995}, {"id": 296694, "title": "BattleTech: A Game of Armored Combat", "year": 2019, "player_range": [2, 2], "time": 120, "rank": 4170, "families": ["Strategy"], "description": "In this introduction to the BattleTech game and universe, players each take control of one or more giant walking war machines (BattleMechs, aka 'Mechs) and battle until their opponent is destroyed or until the scenario objectives being played are completed.\n\nIn 2019 the old BattleTech Introductory Box Set was replaced by two all-new box sets. The second of these (after the Beginner Box) is A Game of Armored Combat. AGoAC comes with eight 'Mech miniatures--seven new, one a repeat from the Beginner Box (all made to a higher quality level than the previous generation of box set miniatures). The AGoAC rules cover introductory weapons and construction technology, and the standard BattleTech ruleset for mechs.\n\nAn expansion for this set, the BattleTech: Clan Invasion box set, adds more advanced technologies and introduces the Clan factions.\n\nIn terms of rulebooks, the intended follow-on from this box is either the BattleMech Manual (for more advanced but still mech-only play) or Total Warfare (for combined arms play featuring mechs, combat vehicles, infantry, air support, etc).\n\n", "mechanics": ["Dice Rolling", "Paper-and-Pencil", "Player Elimination", "Variable Player Powers"], "weight": 3.5}, {"id": 10547, "title": "Betrayal at House on the Hill", "year": 2004, "player_range": [3, 6], "time": 60, "rank": 573, "families": ["Thematic"], "description": "From the press release:\n\nBetrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends.\n\nBetrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.\n\nSecretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it\u2019s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.\n\nBetrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.\n\nAn updated reprint of Betrayal at House on the Hill was released on October 5, 2010.\n\n", "mechanics": ["Dice Rolling", "Map Addition", "Modular Board", "Player Elimination", "Role Playing", "Storytelling", "Team-Based Game", "Traitor Game", "Variable Player Powers"], "weight": 2.3854}, {"id": 43443, "title": "Castle Panic", "year": 2009, "player_range": [1, 6], "time": 60, "rank": 1128, "families": ["Family"], "description": "The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!\n\nCastle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.\n\nFirst game in the Panic series.\n\n", "mechanics": ["Campaign / Battle Card Driven", "Cooperative Game", "Dice Rolling", "Hand Management", "Solo / Solitaire Game", "Trading"], "weight": 1.6633}, {"id": 18602, "title": "Caylus", "year": 2005, "player_range": [2, 5], "time": 150, "rank": 87, "families": ["Strategy"], "description": "Once upon a time ...\n1289. To strengthen the borders of the Kingdom of France, King Philip the Fair decided to have a new castle built. For the time being, Caylus is but a humble village, but soon, workers and craftsmen will be flocking by the cartload, attracted by the great prospects. Around the building site, a city is slowly rising up.\n\nThe players embody master builders. By building the King's castle and developing the city around it, they earn prestige points and gain the King's favor. When the castle is finished, the player who has earned the most prestige wins the game. The expansion Caylus Expansion: The Jeweller was included in the 2nd Edition.\n\nEach turn, players pay to place their workers in various buildings in the village. These buildings allow players to gather resources or money, or to build or upgrade buildings with those resources. Players can also use their resources to help build the castle itself, earning points and favors from the king, which provide larger bonuses. Building a building provides some immediate points, and potentially income throughout the game, since players receive bonuses when others use their buildings. The buildings chosen by the players have a heavy impact on the course of the game, since they determine the actions that will be available to all the players.\n\nAs new buildings are built, they stretch along a road stretching away from the castle, and not all buildings can be used every turn. Players have some control over which buildings are active by paying to influence the movement of the Provost marker. The final position of the marker is the newest building that can be used that turn. The Provost marker also helps determine the movement of the Bailiff marker, which determines the end of the game. Generally, if players are building many buildings and the Provost is generous in allowing them to be used, the game ends more quickly.\n\n", "mechanics": ["Action Queue", "Ownership", "Turn Order: Claim Action", "Turn Order: Pass Order", "Variable Set-up", "Worker Placement"], "weight": 3.8007}, {"id": 178900, "title": "Codenames", "year": 2015, "player_range": [2, 8], "time": 15, "rank": 108, "families": ["Party"], "description": "Codenames is an easy party game to solve puzzles. \nThe game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. \nAt the beginning of the game, there will be 25 cards on the table with different words. Each card has a corresponding position, representing different colors. \nOnly the team leader can see the color of the card. The team leader should prompt according to the words, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win.\n\n", "mechanics": ["Communication Limits", "Memory", "Push Your Luck", "Team-Based Game"], "weight": 1.2758}, {"id": 14105, "title": "Commands & Colors: Ancients", "year": 2006, "player_range": [2, 2], "time": 60, "rank": 173, "families": ["War"], "description": "From the designer (about his Commands and Colors system, C&C: Ancients, and Memoir' 44):\n\n\"Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.\"\n\n\"The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.\"\n\n\"Unlike its older brother, Battle Cry by Avalon Hill Games, Inc., Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.\"\n\n\"The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.\"\n\n\"The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.\"\n\n\"The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory.\"\n\n", "mechanics": ["Campaign / Battle Card Driven", "Command Cards", "Dice Rolling", "Hand Management", "Hexagon Grid", "Modular Board", "Scenario / Mission / Campaign Game", "Simulation"], "weight": 2.6926}, {"id": 131357, "title": "Coup", "year": 2012, "player_range": [2, 6], "time": 15, "rank": 556, "families": ["Party"], "description": "You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...\n\nIn Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.\n\nEach player starts the game with two coins and two influence \u2013 i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:\n\n\n Duke: Take three coins from the treasury. Block someone from taking foreign aid.\n Assassin: Pay three coins and try to assassinate another player's character.\n Contessa: Block an assassination attempt against yourself.\n Captain: Take two coins from another player, or block someone from stealing coins from you.\n Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.\n\n\nOn your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:\n\n\n Income: Take one coin from the treasury.\n Foreign aid: Take two coins from the treasury.\n 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.)\n\n\nWhen you take one of the character actions \u2013 whether actively on your turn, or defensively in response to someone else's action \u2013 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.\n\nIf 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.\n\nThe last player to still have influence \u2013 that is, a face-down character \u2013 wins the game!\n\nA new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.\n\n\n Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.\n\n\n", "mechanics": ["Hidden Roles", "Memory", "Player Elimination", "Take That", "Variable Player Powers"], "weight": 1.4115}, {"id": 36218, "title": "Dominion", "year": 2008, "player_range": [2, 4], "time": 30, "rank": 109, "families": ["Strategy"], "description": "\"You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\n\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.\"\n\n\u2014description from the back of the box\n\nIn Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can \"buy\" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.\n\nDominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play\u2014leading to immense variety.\n\n\u2014user summary\n\nPart of the Dominion series.\n\n", "mechanics": ["Deck, Bag, and Pool Building", "Delayed Purchase", "Hand Management", "Take That", "Variable Set-up"], "weight": 2.3539}, {"id": 100901, "title": "Flash Point: Fire Rescue", "year": 2011, "player_range": [2, 6], "time": 45, "rank": 392, "families": ["Thematic", "Family"], "description": "The call comes in... \"911, what is your emergency?\" On the other end is a panicked response of \"FIRE!\" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack \u2013 then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger.\n\nYou must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day.\n\nFlash Point: Fire Rescue is a cooperative game of fire rescue.\n\nThere are two versions of game play in Flash Point, a basic game and expert game.\nIn both variants, players are attempting to rescue 7 of 10 victims from a raging building fire.\nAs the players attempt to rescue the victims, the fire spreads to other parts of the building, causing structural damage and possibly blocking off pathways through the building. Each turn a player may spend action points to try to extinguish fires, move through the building, move victims out of the building or perform various special actions such as moving emergency vehicles. If 4 victims perish in the blaze or the building collapses from taking too much structural damage, the players lose. Otherwise, the players win instantly when they rescue a 7th victim.\n\nThe expert variant included in the game adds thematic elements such as flash over, combustible materials, random setup, and variations on game difficulty from novice to heroic. The game includes a double sided board with two different building plans and several expansion maps are available.\n\n", "mechanics": ["Action Points", "Cooperative Game", "Dice Rolling", "Grid Movement", "Pick-up and Deliver", "Simulation", "Solo / Solitaire Game", "Square Grid", "Variable Player Powers"], "weight": 2.202}, {"id": 291457, "title": "Gloomhaven: Jaws of the Lion", "year": 2020, "player_range": [1, 4], "time": 120, "rank": 5, "families": ["Thematic", "Strategy"], "description": "Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters \u2014 Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) \u2014 that can also be used in the original Gloomhaven game.\n\nThe game also includes 16 monster types (including seven new standard monsters and three new bosses) and a new campaign with 25 scenarios that invites the heroes to investigate a case of mysterious disappearances within the city. Is it the work of Vermlings, or is something far more sinister going on?\n\nGloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly. All of the hard-to-organize cardboard map tiles have been removed, and instead players will play on the scenario book itself, which features new artwork unique to each scenario. The last barrier to entry \u2014 i.e., learning the game \u2014 has also been lowered through a simplified rule set and a five-scenario tutorial that will ease new players into the experience.\n\n", "mechanics": ["Action Queue", "Action Retrieval", "Campaign / Battle Card Driven", "Communication Limits", "Cooperative Game", "Critical Hits and Failures", "Deck Construction", "Grid Movement", "Hand Management", "Hexagon Grid", "Legacy Game", "Line of Sight", "Once-Per-Game Abilities", "Scenario / Mission / Campaign Game", "Simultaneous Action Selection", "Solo / Solitaire Game", "Variable Player Powers"], "weight": 3.6066}, {"id": 309129, "title": "Disney: The Haunted Mansion", "year": 2020, "player_range": [2, 6], "time": 30, "rank": 3521, "families": ["Family"], "description": "Disney\u2019s beloved The Haunted Mansion comes to life \u2014 err, death \u2014 in this hauntingly fun family board game! Explore all the classic rooms of the ghost-infested manor, from the festivities-filled Ballroom to the Attic and out to the Graveyard and beyond in search of spirits. Beware, though, of the Hitchhiking Ghosts, who are notorious for \u201cfollowing you home\u201d as that may spell your doom in the end!\n\nPlayers gain points by socializing with ghosts around the Haunted Mansion. Players move around the mansion by rotating the Endless Hallway around Madame Leota's S\u00e9ance Room, collecting Ghost cards in front of them in sets, each of which are worth different point values. Players want to avoid Haunt cards, as the most \u201chaunted\u201d player will lose points. The player with the most points at the end wins.\n\n-description from publisher\n\n", "mechanics": ["Action Points", "Push Your Luck", "Set Collection"], "weight": 1.8}, {"id": 5467, "title": "Clue: The Haunted Mansion", "year": 2002, "player_range": [3, 6], "time": 45, "rank": 11167, "families": ["Family"], "description": "the Haunted Mansion Clue, was the first of the tin boxed Disney Theme Park Editions. They are only sold at Disney resorts and theme parks.\n\nA version with lower quality components and a cardboard box was later sold in regular toy stores.\n\nFrom the box:\n\nIn this special edition of the classic Clue game, you'll search rooms and secret passages as one of 6 different Disney characters. The mystery changes every time you play, If you collect the right clues and make the right deductions, you\u2019ll solve the mystery of the Haunted Mansion! \u201cWe have 999 happy haunts, but there\u2019s always room for one more\u2026\u201d\n\nFeatures rooms from Disney's haunted mansion such as the ballroom and portrait gallery. The character pieces are miniature versions of Disney characters including Mickey and Minnie Mouse, Donald and Daisy Duck, Pluto, and Goofy. Instead of murders, players must guess which Disney character is being haunted by which of several Haunted Mansion ghosts.\n\n", "mechanics": ["Roll / Spin and Move"], "weight": 1.875}, {"id": 80028, "title": "The Game of LIFE: The Haunted Mansion", "year": 2010, "player_range": [2, 6], "time": 45, "rank": 18993, "families": ["Family"], "description": "From Disney/Stitchkingdom Websites:\n\nCome out to socialize with the The Game of Life\u00ae The Haunted Mansion Welcome to the After-Life Disney Theme Park Edition. This re-incarnation of the classic board game scares-up a lifetime of fun as you race for a final resting place.\n\nIf you\u2019ve played THE GAME OF LIFE, then you\u2019re in for a real treat (and a few tricks!) \nIt\u2019s all here from the game you know, but re-imagined to take place on the grounds of Master Gracey\u2019s vast, decrepit, and mostly haunted estate. You may encounter the \"soul\" mortal - the Grounds Keeper and his dog - as you travel through the After-LIFE.\n\nThere will be trials and tribulations as you, kind spirit, encounter a hitch-hiking ghost or three, all the while trying to accumulate the most screams along the way. If you are the spirit to arrive at the FINAL RESTING PLACE with the most accumulated screams you will be welcomed as the 1,000 ghost at the Haunted Mansion.\n\n- The game board centers on extending the stories of the four stretch paintings found within the Haunted Mansion.\n\n- Elements from inside and outside the Mansions tucked with in the game board. Can you find the musical instruments? \"Tomb Sweet Tomb\"? Transformation paintings? Tombstones? Busts from the library, the pet cemetery, the ghosts and ghouls, the five roses?\n\n- The buildings include the Haunted Mansion from Disneyland, Walt Disney World, and Disneyland Paris (aka Phantom Manor), a crypt, a carriage house, the Grounds Keepers shack, and a BOO-niversity. The buildings and spinner are glow-in-the-dark.\n\n- The spinner is inspired by Madam Leota\u2019s table, complete with tarot cards on the table, a melted candle on the spinner and a raven who watches your every move.\n\n- The bridges hold a few surprises of their own\n\n- The movers are modified Doombuggies, to hold you and your \"passengers\" along the path of the After-LIFE.\n\n- Also included are new elements not found at the Mansions but would certainly be found at the Gracey Estate.\n\n- The \"Scareer\" cards have images of the classic spirits residing in the Haunted Mansion and a few more that have long since been unseen, until now.\n\n- And of course, there are Hidden Mickeys - see how many you can find on the game board and on the cover.\n\n", "mechanics": ["Roll / Spin and Move"], "weight": 1.75}, {"id": 2655, "title": "Hive", "year": 2000, "player_range": [2, 2], "time": 20, "rank": 266, "families": ["Abstract"], "description": "Hive is a highly addictive strategic game for two players that is not restricted by a board and can be played anywhere on any flat surface. 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.\n\nWith 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 player to totally surround his opponent's queen wins the game.\n\n\u2022\u2022\u2022\n\nHive FAQ - please read before posting questions in the forum!\n\n", "mechanics": ["Enclosure", "Grid Movement", "Hexagon Grid", "Pieces as Map", "Slide/Push", "Three Dimensional Movement", "Tile Placement"], "weight": 2.3243}, {"id": 54043, "title": "Jaipur", "year": 2009, "player_range": [2, 2], "time": 30, "rank": 154, "families": ["Family"], "description": "You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that's not enough for you because only the merchant with two \"seals of excellence\" will have the privilege of being invited to the Maharaja's court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds.\n\nJaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards.\n\nIf you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait!\n\nYou can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.\n\n", "mechanics": ["Hand Management", "Hidden Victory Points", "Market", "Open Drafting", "Score-and-Reset Game", "Set Collection"], "weight": 1.4767}, {"id": 200147, "title": "Kanagawa", "year": 2016, "player_range": [2, 4], "time": 45, "rank": 687, "families": ["Family"], "description": "1840: In Kanagawa, the great bay of Tokyo, the Master Hokusai decided to open a painting school to share his art with his disciples. You are one of these disciples, and more than anything, you want to prove yourself worthy of the \u201ccrazy, old artist\u201d. Follow his teachings to expand your studio and paint your preferred subjects (Trees, Animals, Characters, Buildings), all while paying attention to the changing of the seasons in order to make the most harmonious print\u2026 the one that will become the work of your lifetime!\n\n", "mechanics": ["Hand Management", "Open Drafting", "Pattern Building", "Push Your Luck", "Set Collection", "Turn Order: Claim Action", "Worker Placement"], "weight": 2.0225}, {"id": 257501, "title": "KeyForge: Call of the Archons", "year": 2018, "player_range": [2, 2], "time": 45, "rank": 547, "families": ["Customizable"], "description": "From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen\u2014a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day!\n\nAlong with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet\u2019s hidden Vaults to gain ultimate knowledge and power.\n\nThis starter set contains two starter decks, two unique Archon Decks, and all the keys and tokens two players need to play!\n\nKeyForge: Call of the Archons is the world's first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge: Call of the Archons, there are more than 104 quadrillion possible decks!\n\nEvery Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them\u2014interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant!\n\nKeyForge: Call of the Archons is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious \u00c6mber, hold off your enemy's forces, and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may play and use cards only from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare \"Sanctum\" at the start of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed must wait.\n\nNext, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival\u2019s forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more \u00c6mber to your pool.\n\nNotably, no card in KeyForge has a cost \u2014 choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more \u00c6mber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of \u00c6mber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six \u00c6mber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins!\n\n\u2014description from the publisher\n\n", "mechanics": ["Hand Management", "Take That"], "weight": 2.4646}, {"id": 70323, "title": "King of Tokyo", "year": 2011, "player_range": [2, 6], "time": 30, "rank": 356, "families": ["Family"], "description": "In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens\u2014all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.\n\nAt the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.\n\nThe fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!\n\nTop this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!\n\nIn order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.\n\nFirst Game in the King of Tokyo series\n\n", "mechanics": ["Dice Rolling", "Die Icon Resolution", "King of the Hill", "Open Drafting", "Player Elimination", "Push Your Luck", "Re-rolling and Locking"], "weight": 1.4885}, {"id": 11865, "title": "Koi", "year": 0, "player_range": [2, 4], "time": 30, "rank": 5067, "families": ["Abstract", "Family"], "description": "A traditional two-player Japanese card game played with the beautiful Hanafuda (literally 'Flower card') deck.\n\nSetup: the cards are all shuffled, and one card is randomly revealed: the player whom the birthday month is closer to the revealed card month is the first player and thus the dealer. The cards are shuffled again and handed out, two by two, to both players, as for the face-up talon in the middle of the table.\n\nTurn: Then each player proceeds as so: firstly, he discards a card face up on the table from his hand. If that card matches another card on the table (matching months), the player then wins both cards which he puts in his face-up collection, in front of him. The collection is always displayed in 4 columns, as so: Flowers, Ribbons, Animals and Specials. If it doesn't match anything, the discarded card stays on the table. Secondly, whether it matched or not, the player then draws the first card from the face down deck, and proceeds the same way: if it doesn't match any card, the drawn card stays on the table, but if it does match a card, the player wins both cards which he adds to his collection. Then the other player takes his turn.\n\nTurn's End: At the end of a player's turn, if he has any Yaku, he can stop the current month (inning) by stating his Yakus, then the points are scored and the next month begins. However, if he wishes to continue in order to increase his score for this month, he says \"Koi-Koi\" and the other player takes his turn. If later on during the game, the player who said Koi-Koi wins another Yaku OR increases his previous Yakus, he can then again stop the game or say Koi-Koi, as many times as he wants. But if a player gets a Yaku in a game where his opponent already said Koi-Koi, then he gets the right either to say Koi-Koi too, or to stop the game and receive his points, thus leading his opponent to get no points at all this month.\n\nEnd: Since each player has 8 cards in his hand, a month (inning) can at worse last 16 turns. In case of a game where one (or both) player(s) said Koi-Koi and no more Yakus have been added or increased before the month ends, then only the last player who said Koi-Koi scores his points as usual. The winner of a month becomes the dealer for the next month, or stays the same if there was not any winner.\n\nEach Yaku can add itself to the others. Here are the Yakus:\n\nBasic Yakus\n\n10 Flowers / Kasu : 1 point (Each additional Flower adds 1 point)\n5 Ribbons / Tanzaku : 1 point (Each additional Ribbon adds 1 point)\n3 Purple Ribbons (blue) / Aotan : 5 points\n3 Ribbons with Poems (red) / Akatan : 5 points\n5 Animals / Tane : 1 Point (Each additional Animal adds 1 point)\nDoe + Boar + Butterflies / Ino Shika Ch\u00f4 : 5 Points\n3 Specials without the Rain Man / Sank\u00f4 : 5 Points\n4 Specials with the Rain Man / Ameshik\u00f4 : 6 points\n4 Special without the Rain Man / Shik\u00f4 : 8 Points\n5 Specials : Gok\u00f4 : 10 points\n\nSpecial Yakus\n\nThe Moon + The Sake Cup / Tsukizake : 5 points (Bonus Yaku, only in addition to at least another normal Yaku)\nThe Cherry Curtain + The Sake Cup / Hanamizake : 5 points (Bonus Yaku, only in addition to at least another normal Yaku)\nThe Iris Flower is a \"Joker\" card: it can either be counted as an Animal, or as Flower to form a Kasu (but not both).\nThe 4 Cards of the current Month / TsukiFuda : 5 points\nNo Yakus / OyaKen : 1 point\n\nThe game ends when one player reaches 50 points. In some variants, at the end of a month, the points scored by a player are subtracted from his opponent's score. In some variants, the player with the most points at the end of the year (December) wins the game.\n\n", "mechanics": ["Hand Management", "Push Your Luck", "Set Collection"], "weight": 1.7059}, {"id": 160851, "title": "Lanterns: The Harvest Festival", "year": 2015, "player_range": [2, 4], "time": 30, "rank": 822, "families": ["Family"], "description": "The harvest is in, and the artisans are hard at work preparing for the upcoming festival. Decorate the palace lake with floating lanterns and compete to become the most honored artisan when the festival begins.\n\nIn Lanterns: The Harvest Festival, players have a hand of tiles depicting various color arrangements of floating lanterns, as well as an inventory of individual lantern cards of specific colors. When you place a tile, all players (you and your opponents) receive a lantern card corresponding to the color on the side of the tile facing them. Place carefully to earn cards and other bonuses for yourself, while also looking to deny your opponents. Players gain honor by dedicating sets of lantern cards \u2014 three pairs, for example, or all seven colors \u2014 and the player with the most honor at the end of the game wins.\n\n", "mechanics": ["Hand Management", "Pattern Building", "Set Collection", "Tile Placement"], "weight": 1.5617}, {"id": 129622, "title": "Love Letter", "year": 2012, "player_range": [2, 4], "time": 20, "rank": 297, "families": ["Family"], "description": "All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?\n\nLove Letter is a game of risk, deduction, and luck for 2\u20134 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!\n\nNumber 4 in the Tempest: Shared World Game Series\n\n", "mechanics": ["Deduction", "Hand Management", "Player Elimination", "Score-and-Reset Game"], "weight": 1.189}, {"id": 143884, "title": "Machi Koro", "year": 2012, "player_range": [2, 4], "time": 30, "rank": 1077, "families": ["Family"], "description": "Welcome to the city of Machi Koro. You've just been elected Mayor. Congrats! Unfortunately the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die.\n\nArmed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!\n\nMachi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your dice (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of their city on future turns. The first player to construct all of their landmarks wins!\n\n", "mechanics": ["Dice Rolling", "Random Production"], "weight": 1.528}, {"id": 96848, "title": "Mage Knight Board Game", "year": 2011, "player_range": [1, 4], "time": 240, "rank": 32, "families": ["Thematic", "Strategy"], "description": "The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.\n\nCombining elements of RPGs, deck-building, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience.\n\n", "mechanics": ["Cooperative Game", "Deck, Bag, and Pool Building", "Dice Rolling", "Grid Movement", "Hand Management", "Hexagon Grid", "Modular Board", "Open Drafting", "Role Playing", "Solo / Solitaire Game", "Variable Player Powers"], "weight": 4.3332}, {"id": 209778, "title": "Magic Maze", "year": 2017, "player_range": [1, 8], "time": 15, "rank": 577, "families": ["Family"], "description": "Description from the publisher:\n\nAfter being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual\u2019s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway\u2026but can they pull it off?\n\nMagic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator\u2026 All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.\n\nAt the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!\n\n", "mechanics": ["Communication Limits", "Cooperative Game", "Elapsed Real Time Ending", "Grid Movement", "Map Addition", "Modular Board", "Real-Time", "Solo / Solitaire Game", "Variable Player Powers"], "weight": 1.7733}, {"id": 21763, "title": "Mr. Jack", "year": 2006, "player_range": [2, 2], "time": 30, "rank": 589, "families": ["Strategy"], "description": "In Mr. Jack, one of the two players represents Jack the Ripper, who will be one of the eight characters on the board. This player knows which character is Mr. Jack, and his goal is to flee from the district as soon as possible (or avoid being accused for eight turns). The other player represents an independent investigator (not represented on the board) who tries to guess the identity of Jack \u2014 but he can make only one accusation during the game!\n\nDuring each turn, the players move the characters, using their special powers and placing them either in shadow or light. At the end of each turn, the witnesses declare whether Jack is visible \u2014 that is, in light or adjacent to another character \u2014 or not (alone in the shadows). This allows the investigator to know which characters are innocent. As the turns progress, the investigator tries to eliminate suspects while Jack tries to escape. Intuition, logic, and cold blood will be necessary for each of the two participants.\n\n", "mechanics": ["Grid Movement", "Hexagon Grid", "Open Drafting", "Variable Player Powers"], "weight": 2.1754}, {"id": 181304, "title": "Mysterium", "year": 2015, "player_range": [2, 7], "time": 42, "rank": 303, "families": ["Thematic", "Family"], "description": "In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary s\u00e9ance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery.\n\nUnable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.\n\nIn Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.\n\nEach hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.\n\nAfter time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.\n\nIf one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.\n\nMediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards \u2014 one for the suspect, one for the location, and one for the weapon \u2014 then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.\n\nIf a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...\n\n", "mechanics": ["Communication Limits", "Cooperative Game", "Deduction", "Finale Ending", "Hand Management", "Pattern Recognition", "Voting"], "weight": 1.9026}, {"id": 301767, "title": "Mysterium Park", "year": 2020, "player_range": [2, 6], "time": 45, "rank": 1146, "families": ["Thematic", "Family"], "description": "Welcome to Mysterium Park!\nIts cotton candies, its circus, its dark secrets...\n\nThe park\u2019s former director has disappeared, but the investigation came to nothing. Since that night, weird things are happening on the fairground. As psychics, you\u2019re convinced that a ghost haunts this carnival... You\u2019re now intent on giving it a chance to reveal the truth.\n\nIn this cooperative stand-alone game, the ghost sends visions with illustrated cards. The psychics try to interpret them in order to rule out certain suspects and locations. Then, they\u2019ll seize their only chance to piece together what happened to the director. You have only six nights before the carnival leaves town... Open your minds and find the truth!\n\nSet in the lights of a 1950's US fairground, Mysterium Park shares the same core mechanism with the famous award-winning game it reimplements, though bringing a different approach: it is smaller and faster, thanks to very quick setup and simplified rules.\n\nMysterium is a milestone in immersive and eye-catching experiences close to role-playing; with Mysterium Park, you can enjoy the heart of it in a more condensed way.\n\n\u2014 description from the publisher\n\n", "mechanics": ["Communication Limits", "Cooperative Game", "Pattern Recognition", "Roles with Asymmetric Information", "Storytelling"], "weight": 1.55}, {"id": 124742, "title": "Android: Netrunner", "year": 2012, "player_range": [2, 2], "time": 45, "rank": 66, "families": ["Customizable"], "description": "Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view.\n\nAndroid: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.\n\nCorporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with \"ice\". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.\n\nIn turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.\n\nThe first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.\n\nThe Revised Core Set for Android: Netrunner released in late 2017 includes cards from the original Core Set released in 2012 as well as cards from the Genesis Cycle and Spin Cycle series of Data Packs. While the cards in this set have been released previously, the art on some of them is new.\n\n", "mechanics": ["Action Points", "Deck Construction", "Hand Management", "Race", "Secret Unit Deployment", "Take That", "Variable Player Powers"], "weight": 3.3949}, {"id": 147949, "title": "One Night Ultimate Werewolf", "year": 2014, "player_range": [3, 10], "time": 10, "rank": 485, "families": ["Party"], "description": "No moderator, no elimination, ten-minute games.\n\nOne Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!\n\nBecause One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.\n\nThis game can be combined with One Night Ultimate Werewolf Daybreak.\n\n", "mechanics": ["Hidden Roles", "Role Playing", "Roles with Asymmetric Information", "Traitor Game", "Variable Player Powers", "Voting"], "weight": 1.3812}, {"id": 30549, "title": "Pandemic", "year": 2008, "player_range": [2, 4], "time": 45, "rank": 119, "families": ["Strategy", "Family"], "description": "In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.\n\nThe game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the \"normal\" spread of the infections.\n\nTaking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five\u2014but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win!\n\nThe 2013 edition of Pandemic includes two new characters\u2014the Contingency Planner and the Quarantine Specialist\u2014not available in earlier editions of the game.\n\nPandemic is the first game in the Pandemic series.\n\n", "mechanics": ["Action Points", "Cooperative Game", "Hand Management", "Point to Point Movement", "Set Collection", "Trading", "Variable Player Powers"], "weight": 2.4072}, {"id": 163412, "title": "Patchwork", "year": 2014, "player_range": [2, 2], "time": 30, "rank": 100, "families": ["Abstract", "Family"], "description": "In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons \u2014 the currency/points in the game \u2014 and someone is chosen as the start player.\n\nOn a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.\n\nIn addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn \"button income\": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.\n\nWhat's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.\n\nAdditionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)\n\nWhen a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.\n\n", "mechanics": ["Grid Coverage", "Income", "Open Drafting", "Square Grid", "Tile Placement", "Time Track", "Turn Order: Stat-Based", "Victory Points as a Resource"], "weight": 1.62}, {"id": 133038, "title": "Pathfinder Adventure Card Game: Rise of the Runelords", "year": 2013, "player_range": [1, 4], "time": 90, "rank": 511, "families": ["Thematic"], "description": "A forgotten evil stirs in the ancient land of Varisia. Dark magic once more thrums amid crumbling ruins, giants gather in titanic armies, cultists murder in the name of foul deities, and maniacal goblins plot a fiery end for the peaceful town of Sandpoint.\n\nLaunch a campaign to strike back against the evils plaguing Varisia with the Pathfinder Adventure Card Game: Rise of the Runelords - Base Set. This complete cooperative strategy card game pits 1 to 4 heroes against the traps, monsters, deadly magic, and despicable foes of the Pathfinder Roleplaying Game's award-winning Rise of the Runelords Adventure Path. In this game players take the part of a fantasy character such as a rogue or wizard, each with varying skills and proficiencies that are represented by the cards in their deck. The classic ability scores (Strength, Dexterity, etc.) are assigned with different sized dice. Players can acquire allies, spells, weapons, and other items. The goal is to find and defeat a villain before a certain number of turns pass, with the villain being represented by its own deck of cards complete with challenges and foes that must be overcome. Characters grow stronger after each game, adding unique gear and awesome magic to their decks, and gaining incredible powers, all of which they'll need to challenge greater threats in a complete Pathfinder Adventure Card Game Adventure Path.\n\nThe Pathfinder Adventure Card Game is an expandable game, with the first set containing nearly 500 cards. The Rise of the Runelords - Base Set supports 1 to 4 players; a 110-card Character Add-On Deck expands the possible number of players to 5 or 6 and adds more character options for any number of players. The game will be expanded with bimonthly 110-card adventure decks.\n\nErrata: Early printings had the Loot card \"Sihedron Medallion\" listed as belonging to \"B\" (for Base Set). It is instead supposed to read \"1\" (for Burnt Offerings ). (It is unknown if this has been fixed in later printings)\n\n", "mechanics": ["Cooperative Game", "Deck, Bag, and Pool Building", "Dice Rolling", "Hand Management", "Move Through Deck", "Role Playing", "Scenario / Mission / Campaign Game", "Solo / Solitaire Game", "Variable Player Powers"], "weight": 2.7127}, {"id": 2651, "title": "Power Grid", "year": 2004, "player_range": [2, 6], "time": 120, "rank": 50, "families": ["Strategy"], "description": "Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.\n\nThe objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.\n\nHowever, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.\n\nAdditionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.\n\nPower Grid FAQ - Please read this before posting a rules question! Many questions are asked over and over in the forums... If you have a question about a specific expansion, please check the rules forum or FAQ for that particular expansion.\n\n", "mechanics": ["Auction/Bidding", "Auction: Turn Order Until Pass", "Catch the Leader", "Income", "Market", "Network and Route Building", "Turn Order: Stat-Based"], "weight": 3.264}, {"id": 3076, "title": "Puerto Rico", "year": 2002, "player_range": [3, 5], "time": 150, "rank": 35, "families": ["Strategy"], "description": "In Puerto Rico, players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings.\n\nEach player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons.\n\nThe resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.\n\nDuring each round, players take turns selecting a role card from those on the table (such as \"Trader\" or \"Builder\"). When a role is chosen, every player gets to take the action appropriate to that role. The player that selected the role also receives a small privilege for doing so - for example, choosing the \"Builder\" role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, so the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game.\n\nPuerto Rico uses a variable phase order mechanism in which a \"governor\" token is passed clockwise to the next player at the conclusion of a turn. The player with the token begins the round by choosing a role and taking the first action.\n\nPlayers earn victory points for owning buildings, for shipping goods, and for manned \"large buildings.\" Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game.\n\nIn 2011 and mostly afterwards, Puerto Rico was published to include both Puerto Rico: Expansion I \u2013 New Buildings and Puerto Rico: Expansion II \u2013 The Nobles. These versions are included in the other game entry Puerto Rico (with two expansions), not this regular game entry for Puerto Rico. Some editions of Puerto Rico list the player count as 2-5 instead of 3-5, and they include variant rules for games with only two players.\n\n", "mechanics": ["Action Drafting", "End Game Bonuses", "Follow", "Hidden Victory Points", "Increase Value of Unchosen Resources", "Turn Order: Progressive", "Variable Phase Order"], "weight": 3.2759}, {"id": 265524, "title": "Ramen Fury", "year": 2019, "player_range": [2, 5], "time": 30, "rank": 4733, "families": ["Family"], "description": "Rush to prepare and slurp up delicious bowls of ramen filled with tasty ingredients in the use-your-noodle card game Ramen Fury. Collect combos of cards to score for different recipes while adding garnishes to boost your points. At the same time, watch out as other players throw spicy chili peppers your way or swipe foods right from your bowls! It's \"take that\" fun that will have you calling for takeout!\n\n\u2014description from the publisher\n\n", "mechanics": ["Take That"], "weight": 1.2727}, {"id": 227224, "title": "The Red Cathedral", "year": 2020, "player_range": [1, 4], "time": 80, "rank": 259, "families": ["Strategy"], "description": "Autumn is not the best time to climb up on a scaffold in Moscow, but it is still far better than doing so in the winter. Tsar Ivan wants to see results and our team will prove to him that we are the best builders in the city. We are sure to finish off those decorative arches with the brightest shining stones and ensure our place on the list of the government\u2019s trusted workers.\n\nSheila Santos and Israel Cendrero make up the game designing duo known as Llama Dice. To date they have put out various titles with different Spanish publishers (1987 Channel Tunnel, Mondrian, Smoothies), and The Red Cathedral is the first game they have published with Devir. Pedro Soto (Holmes, Sherlock & Mycroft, Papua) and Chema Rom\u00e1n (El mundo de \u00c1guila Roja) took care of the graphic elements of the game with a grand homage to Ivan Bilibin, an iconic Russian artist from the turn of the twentieth century. Despite being from a far later period, his mark is very recognizable in the game.\n\nThe Red Cathedral is a strategic, \u201cEuro\u201d board game in which the players take the roles of construction teams. Their job is to work together to put up St. Basil's cathedral in Moscow, as ordered by Ivan the Terrible. However, only one of them will be able to gain the favor of the Tsar.\n\nDuring the game, the players can carry out one of these three actions: assign a section of the cathedral, send resources to that section to build it, or go to the game board to achieve more resources. Each of these actions has its own mechanism and requires that the players pay close attention to what the other players are doing.\n\nWhen the sections of the cathedral are assigned the players take possession of the spaces in each of the columns that make up their section. The more sections built and the completion of each with its own tower, the more points the player will be given at the end of the game.\n\nThe players can send resources to the cathedral sections that they have claimed. When they complete each of those sections they will obtain rewards in money and prestige points. They will also be able to install decorations on the completed sections to achieve even more recognition from the Tsar. This part of the game also works as a clock, since once any player completes the construction of their sixth section it brings about the end of the game.\n\nThe game board shows us the iconic rondel of The Red Cathedral. It is where the players obtain all the resource types needed to complete their work on the cathedral, as well as to get favors from the guilds and professionals to make the most of their trip to the market. In the central rondel the players choose the die they wish to use and move forward as many spaces as is shown on the top side of said die, in order to obtain the resources indicated in the space destined by the die.\n\nThe Red Cathedral is a very accessible game with regard to its rules because it is very easy to understand the various levels of the game, but it remains very interesting with regard to strategy. It is sure to please those who are more interested in the challenge offered by trying to strategically optimize their position in each game rather than the complexity of the rules.\n\n", "mechanics": ["Area Majority / Influence", "Dice Rolling", "End Game Bonuses", "Rondel", "Solo / Solitaire Game", "Victory Points as a Resource"], "weight": 2.8238}, {"id": 51, "title": "Ricochet Robots", "year": 1999, "player_range": [1, 99], "time": 30, "rank": 737, "families": ["Abstract"], "description": "Ricochet Robots is less of a game and more of a puzzle, which explains why there's such an odd number of solutions possible. There's a four-piece modular board that forms a large room with walls spread around the board. There are also color-coded targets on boards. Placed on top of the surface are four robots. The idea for each turn/puzzle is to get the like-colored robot to a randomly selected target. The trick is that once a robot starts moving, it will continue to move until a wall or another robot stops it. Therefore, players are seeking a sequence of moves for the robots that will enable them to move the required robot to the target in the fewest moves.\n\n", "mechanics": ["Grid Movement", "Modular Board"], "weight": 2.4043}, {"id": 811, "title": "Rummikub", "year": 1977, "player_range": [2, 4], "time": 60, "rank": 1685, "families": ["Family"], "description": "The game is based on the traditional middle-eastern game of Okey. First created in the 1930s and sold in hand-produced versions until the late 1970s.\n\nSimilar to the Rummy that you play with cards - you try to get rid of all your tiles by forming numbers into runs of 3 tiles or more, or 3 to 4 of a kind. The colors of the numbers on the tiles are like card suits. This game may start rather uneventfully, but when the players start putting more and more tiles in play, the options for your upcoming turns can become more complex, challenging, and exciting (from areyougame.com).\n\n", "mechanics": ["Set Collection", "Tile Placement"], "weight": 1.7319}, {"id": 13, "title": "Catan", "year": 1995, "player_range": [3, 4], "time": 120, "rank": 448, "families": ["Strategy", "Family"], "description": "In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players build by spending resources (sheep, wheat, wood, brick and ore) that are depicted by these resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep.\n\nSetup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile.\n\nA turn consists of possibly playing a development card, rolling the dice, everyone (perhaps) collecting resource cards based on the roll and position of houses (or upgraded cities\u2014think: hotels) unless a 7 is rolled, turning in resource cards (if possible and desired) for improvements, trading cards at a port, and trading resource cards with other players. If a 7 is rolled, the active player moves the robber to a new hex tile and steals resource cards from other players who have built structures adjacent to that tile.\n\nPoints are accumulated by building settlements and cities, having the longest road and the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), he announces his total and claims the win.\n\nCATAN has won multiple awards and is one of the most popular games in recent history due to its amazing ability to appeal to experienced gamers as well as those new to the hobby.\n\nDie Siedler von Catan was originally published by KOSMOS and has gone through multiple editions. It was licensed by Mayfair and has undergone four editions as The Settlers of Catan. In 2015, it was formally renamed CATAN to better represent itself as the core and base game of the CATAN series. It has been re-published in two travel editions, portable edition and compact edition, as a special gallery edition (replaced in 2009 with a family edition), as an anniversary wooden edition, as a deluxe 3D collector's edition, in the basic Simply Catan, as a beginner version, and with an entirely new theme in Japan and Asia as Settlers of Catan: Rockman Edition. Numerous spin-offs and expansions have also been made for the game.\n\n", "mechanics": ["Dice Rolling", "Hexagon Grid", "Income", "Modular Board", "Network and Route Building", "Race", "Random Production", "Trading", "Variable Set-up"], "weight": 2.3108}, {"id": 15062, "title": "Shadows over Camelot", "year": 2005, "player_range": [3, 7], "time": 80, "rank": 445, "families": ["Thematic"], "description": "Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3\u20137 players.\n\nEach player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.\n\nOn each knight's turn, the knight takes a \"heroic action\", such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat.\n\nMoreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...\n\nBut enough words... don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!\n\n", "mechanics": ["Communication Limits", "Cooperative Game", "Dice Rolling", "Hand Management", "Player Elimination", "Semi-Cooperative Game", "Set Collection", "Team-Based Game", "Traitor Game", "Variable Player Powers"], "weight": 2.5664}, {"id": 147020, "title": "Star Realms", "year": 2014, "player_range": [2, 2], "time": 20, "rank": 132, "families": ["Strategy"], "description": "Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).\n\nStar Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent\u2019s score (called Authority) to zero, you win!\n\nMultiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series.\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\tFactions\n\nEach of the cards in the 80 card Trade Deck is a Ship or a Base belonging to one of four factions: The Trade Federation, The Blobs, The Star Empire or The Machine Cult.\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\tTrade Federation\n\nIn the far future, the more traditional governing bodies of the human race have been replaced with corporate leadership. The earth and its surrounding colonies are ruled by a group of corporations called the Trade Federation. The Federation\u2019s policies are focused around trade and growth, but especially in profit and prosperity for those at the top of the corporate ladder. While they prefer to deal with other star realms using trade and diplomacy, they have a large defense branch dedicated to protecting the Federation\u2019s trade and other interests.\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\tThe Blobs\n\nThese mysterious creatures are the first alien life forms encountered by the human race. Most of the initial encounters consisted of human colonies being completely obliterated. On the few occasions that a Blob ship has been recovered somewhat intact, the only biological remains found inside have consisted of a gelatinous mass, thus leading to the moniker, \u201cThe Blobs\u201d. While for several years all encounters between humanity and the Blobs have been extremely violent, there is currently some limited trade between various Blob factions and some of the more daring human traders.The Blobs are best at generating massive amounts of Combat and at removing undesirable cards from the Trade Row.\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\tStar Empire\n\nThe Star Empire consists primarily of former colonies of the Trade Federation. These colonies were on the outer edges of the Federation. Not only did they feel used by the corporations, but they felt the Federation failed to give them adequate protection from the Blobs. As a result, one ambitious colonial governor was able to unite several colonies into an independent empire under his control, one with a strong military, both for warding off the Blobs and for discouraging the Federation from trying to reclaim their lost colonies. The Star Empire is a combat oriented faction that draws lots of cards and makes the opponent discard cards.\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\tMachine Cult\n\nA cluster of industrial mining worlds were completely cut off from the Trade Federation by the Blobs. With the threat of annihilation by the Blobs always looming and no contact with the rest of human space, these worlds were forced to take drastic measures. Soon a cult of technology arose, focused on using advanced technology, robotics and computerization to create strong defenses and a powerful military that belied their relatively small population. Since their leaders believed their salvation lay in technology, technology soon became their god and their religion. The Machine Cult gains most of its power from being able to remove undesirable cards from your deck and from having a large number of Bases designed to defend your Authority from attack.\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\tPlaying Star Realms\n\n\u00e2\u20ac\u2039When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.\n\nAs you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent\u2019s Authority to zero and win the game, it\u2019s also useful for destroying your opponent\u2019s Bases. Some Bases are designated as Outposts. Your opponent\u2019s Outposts must be destroyed before you can use Combat to attack your opponent\u2019s Authority directly.\n\nStar Realms is easy to learn, especially if you\u2019re familiar with deck-building games, but it\u2019s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent\u2019s Base or their Authority? These are just some of the many choices you\u2019ll be faced with. New players needn\u2019t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.\n\n", "mechanics": ["Deck, Bag, and Pool Building", "Delayed Purchase", "Hand Management", "Open Drafting", "Take That"], "weight": 1.9365}, {"id": 197405, "title": "Tak", "year": 2017, "player_range": [2, 2], "time": 60, "rank": 873, "families": ["Abstract"], "description": "\"My next several hours were spent learning how to play tak. Even if I had not been nearly mad with idleness, I would have enjoyed it. Tak is the best sort of game: simple in its rules, complex in its strategy. Bredon beat me handily in all five games we played, but I am proud to say that he never beat me the same way twice.\" -Kvothe\n\nTak is a two-player abstract strategy game dreamed up by Pat Rothfuss in \"The Wise Man's Fear\" and made reality by James Ernest. In Tak, players attempt to make a road of their pieces connecting two opposite sides of the board.\n\n", "mechanics": ["Grid Movement", "Network and Route Building", "Square Grid"], "weight": 2.4853}, {"id": 25613, "title": "Through the Ages: A Story of Civilization", "year": 2006, "player_range": [2, 4], "time": 120, "rank": 69, "families": ["Strategy"], "description": "Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age.\n\nOne of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one.\n\nVictory is achieved by the player whose nation has the most culture at the end of the modern age.\n\n", "mechanics": ["Action Points", "Auction/Bidding", "Auction: Dutch", "Hand Management", "Open Drafting"], "weight": 4.1747}, {"id": 14996, "title": "Ticket to Ride: Europe", "year": 2005, "player_range": [2, 5], "time": 60, "rank": 137, "families": ["Family"], "description": "Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.\n\nMore than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces.\n\nThe overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.\n\nCopyright 2002-2014 Days of Wonder, inc.\n\nPart of the Ticket to Ride series.\n\n", "mechanics": ["Connections", "End Game Bonuses", "Hand Management", "Network and Route Building", "Open Drafting", "Push Your Luck", "Set Collection"], "weight": 1.929}, {"id": 85256, "title": "Timeline: Inventions", "year": 2010, "player_range": [2, 8], "time": 15, "rank": 1179, "families": ["Family"], "description": "Timeline: Inventions is a card game played using 55 cards. Each card depicts an invention on both sides, with the year in which that invention was created on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck.\n\nThe first player to get rid of all their cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out.\n\nTimeline: Inventions can be combined with any other title in the Timeline series.\n\n", "mechanics": [], "weight": 1.1028}, {"id": 123540, "title": "Tokaido", "year": 2012, "player_range": [2, 5], "time": 45, "rank": 616, "families": ["Family"], "description": "In Tokaido, each player is a traveler crossing the \"East sea road\", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler \u2013 which means that you'll have to be the one who discovered the most interesting and varied things.\n\nThe potential action spaces in Tokaido are laid out on 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.\n\nThe action spaces allow a variety of actions that will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow players to engage in various set collections that score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types.\n\nAll of the actions in Tokaido are very simple, and combined with a unique graphic design, Tokaido offers players a peaceful zen mood in its play.\n\n", "mechanics": ["End Game Bonuses", "Set Collection", "Time Track", "Track Movement", "Variable Player Powers", "Worker Placement"], "weight": 1.7503}, {"id": 12333, "title": "Twilight Struggle", "year": 2005, "player_range": [2, 2], "time": 180, "rank": 13, "families": ["War", "Strategy"], "description": "\"Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are \u2013 but a call to bear the burden of a long twilight struggle...\"\n\u2013 John F. Kennedy\n\nIn 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new \"superpowers\" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.\n\nTwilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?\n\nTwilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.\n\nComponents (original edition):\n\n\n 228 full colour counters \n 22\"x34\" full colour map \n 103 event cards \n 2 six-sided dice\n 1 24-page rulebook\n 2 full colour player aid cards\n\n\nComponents (2009 Deluxe edition and after)\n\n 260 full colour counters \n 22\"x34\" mounted map with revised graphics\n 110 event cards\n 2 six-sided dice\n 1 24-page rulebook\n 2 full colour player aid cards\n\n\nTIME SCALE: approx. 3-5 years per turn\nMAP SCALE: Point-to-point system\nUNIT SCALE: Influence markers\nNUMBER OF PLAYERS: 2\n\nDESIGNER: Ananda Gupta & Jason Matthews\nMAP, CARD, & COUNTER ART: Mark Simonitch\n\n\nA deluxe edition, published in 2009 includes the following changes from the basic game:\n\n Mounted map with revised graphics\n Two double-thick counter sheets with 260 counters\n Deck of 110 event cards (increased from 103)\n Revised rules and player aid cards\n Revised at start setup and text change for card #98 Aldrich Ames\n\n\nUpgrade kit for the owners of the previous version includes the following:\n\n Mounted Map with revised graphics\n New card decks\n Updated Rules & Charts\n\n\n", "mechanics": ["Action/Event", "Advantage Token", "Area Majority / Influence", "Campaign / Battle Card Driven", "Dice Rolling", "Events", "Hand Management", "Simulation", "Simultaneous Action Selection", "Sudden Death Ending", "Tug of War"], "weight": 3.5975}, {"id": 274637, "title": "Unmatched: Battle of Legends, Volume One", "year": 2019, "player_range": [2, 4], "time": 40, "rank": 241, "families": ["Strategy"], "description": "In battle, there are no equals.\n\nUnmatched is a highly asymmetrical miniature fighting game for two or four players. Each hero is represented by a unique deck designed to evoke their style and legend. Tactical movement and no-luck combat resolution create a unique play experience that rewards expertise, but just when you've mastered one set, new heroes arrive to provide all new match-ups.\n\nBattle of Legends, Volume One features four heroes. King Arthur sacrifices cards to power up his attacks and gets some timely assistance from Merlin's magic. Alice is back from Wonderland with a giant vorpal blade and the Jabberwock by her side as she grows and shrinks to gain advantages on attack and defense. Medusa is happy to attack from range and let her harpies hound you, but just one devastating glance could end the battle quickly. Sinbad grows in power as he gains experience on each of his voyages.\n\nCombat is resolved quickly by comparing attack and defense cards. However, each card's unique effects and a simple but deep timing system lead to interesting decisions each time. The game also features an updated version of the line-of-sight system from Tannh\u00e4user for ranged attacks and area effects.\n\nThe game includes a double-sided board with two different battlefields, pre-washed miniatures for each hero, and custom life trackers that's brought to life with the stunning artwork of Oliver Barrett and the combined design teams of Restoration Games and Mondo Games.\n\n", "mechanics": ["Action Points", "Area Movement", "Card Play Conflict Resolution", "Hand Management", "Line of Sight", "Point to Point Movement", "Take That", "Team-Based Game", "Variable Player Powers"], "weight": 1.9083}, {"id": 2223, "title": "UNO", "year": 1971, "player_range": [2, 10], "time": 30, "rank": 22335, "families": ["Family"], "description": "Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit.\n\nUNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards.\n\nThis entry includes all themed versions of UNO that do not include new cards.\n\n", "mechanics": ["Hand Management", "Lose a Turn", "Matching", "Take That"], "weight": 1.1122}, {"id": 1515, "title": "Upwords", "year": 1982, "player_range": [2, 4], "time": 90, "rank": 6747, "families": ["Family"], "description": "Players take turns forming words on either an 8x8 (original and Winning Moves \"new classic\" versions) or a 10x10 (most later versions) grid. Words may be formed horizontally or vertically, as in Scrabble, but, as the title suggests, the letters may also be stacked. This allows already played words to change into different words by stacking new letters (up to a limit of 5 high). For example, LATE could be changed to CATER and then to BELATED. Instead of having different values for each letter, when a new word is formed, the number of tiles used in that word is counted. If the whole word is one tile high (no stacking), then the word scores 2 points per tile. However, if there are any stacked tiles, you score one point per tile in the word, including those underneath. This results in scoring that increases as the game continues, even for simpler words.\n\n", "mechanics": ["Hand Management", "Layering", "Tile Placement"], "weight": 1.6912}, {"id": 256382, "title": "Disney Villainous", "year": 2018, "player_range": [2, 6], "time": 50, "rank": 648, "families": ["Family"], "description": "In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character.\n\nOn a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition.\n\nOne of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain.\n\n", "mechanics": ["Hand Management", "Take That", "Variable Player Powers"], "weight": 2.456}, {"id": 266192, "title": "Wingspan", "year": 2019, "player_range": [1, 5], "time": 70, "rank": 24, "families": ["Strategy", "Family"], "description": "Wingspan is\u00a0a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features over 170 birds illustrated by Beth Sobel, Natalia Rojas, and Ana Maria Martinez.\n\nYou are bird enthusiasts\u2014researchers, bird watchers, ornithologists, and collectors\u2014seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:\n\n\n Gain food tokens via custom dice in a birdfeeder dice tower\n Lay eggs using egg miniatures in a variety of colors\n Draw from hundreds of unique bird cards and play them\n\n\nThe winner is the player with the most points after 4 rounds.\n\nIf you enjoy Terraforming Mars and Gizmos, we think this game will take flight at your table.\n\n\u2014description from the publisher\n\nFrom the 7th printing on, the base game box includes Wingspan: Swift-Start Promo Pack.\n\n", "mechanics": ["Contracts", "Dice Rolling", "End Game Bonuses", "Hand Management", "Once-Per-Game Abilities", "Open Drafting", "Set Collection", "Solo / Solitaire Game", "Turn Order: Progressive"], "weight": 2.4442}] \ No newline at end of file