Catalogo Boardgames
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Mini Crimes: A Wrong Choice
In your hands you have an investigative case that you can play alone or with friends. It takes little space, a bit of time and a lot of ingenuity. But remember, one case leads to another! Six chapters for six compact boxes to carry with you in every situation: the box itself contains the rules of the game, and along with the deck of cards contained in it, it will be enough to get all the clues necessary to the resolution! Mini Crimes is a cooperative investigative game in which you'll put your observation and deduction skills to the test to solve a mysterious case. You'll analyse a crime scene and up to 10 clues. Choose carefully and solve the mystery! 'In Mini Crimes: Una scelta sbagliata' (Mini Crimes: A wrong choice), an ambitious researcher, Sara Lawrence,unfortunately will never reach the car in the private parking of her company. Only you can find the solution on this case of light and shadows... -description from editor
Mind Up!
In Mind Up!, you start with a line of cards on the table, with as many cards as players. Each turn, players pick a card from their hand and simultaneously reveal it to make a new line, ordered from the lowest to the highest card. Each player then takes the card in the previous line at the same position as the one they just played, adding it to their tableau. These cards will score points at the end of the round, depending on their color and the order they were picked. After being scored, they become the player's hand for the next round.
Middle Ages
You are the head of a fiefdom and its future is in your hands. Will you develop agriculture with fields and mills? Or will you become a pious church-builder or prefer to feast in your sumptuous palaces? Develop your lands in your image and become the most influential lord in the kingdom. In Middle Ages, you explore the economics of medieval urban life through eight distinct tiles: fields, farms, villages, forts, markets, barracks, churches, and palaces. Each tile features its own scoring system, yet it's linked to others, offering an immersive gaming experience. Unleash strategic maneuvers, from daring assaults on rival fiefdoms to reserving tiles for future use. Harness the power of tactical combinations to amplify your income and pave your way to triumph! With an ever changing tile board, you need to be able to plan ahead but adapt to changing circumstances to make the best moves. The richest player at the end of the 16th round wins. —description from the publisher
Micro City (Second Edition)
Build your city wherever you want! At home, on the train, on the plane. As the name says, Micro City is a small game about building your city. Several game modes, various challenges, different levels of difficulty and random distribution of districts will make each game different! Your goal will vary depending on the mode chosen, but it’s all about building structures that you will pay for with materials gained with your actions. You only have a certain number of rounds to reach your goal, so plan every move carefully. Micro City second edition introduces 2 completely new game modes and several changes to the base game. It’s still primarily a solitaire game but now you can also play against another player or face challenges together in a 2 player coop mode. In Micro City you start of by rolling 2 dice. You then play one of the cards on your hand and resolve its effects. Each card causes your builder to move through the city and perform an action - either basic or an advanced one which requires a correct die. You then gain benefits from the city tile your builder ends up on. Be careful as each tile action uses one of your investment tokens and blocks that tile until the investment token is removed. Also bear in mind that you have a certain amount of time to fulfill your current objective so plan your moves wisely! —description from the publisher
Maudit Mot Dit
Maudit Mot Dit is a game in which you will have to guess a word in a specific number of clues chosen for you! Be careful that it is not guessed too quickly, or not guessed at all! How to play ? A player secretly opens the box and discovers a word to be guessed with a precise number of clues. They give clues one by one so that their word is found with the right number of clues, no more, no less... If an opponent guesses the right word too early, they steal the points! Will you be able to turn around the word? The trick is to use the right number of clues to get the right word. For example with 3 players: Irma tries to guess the secret word Pisces with 4 clues. After saying "Astrology" and "Moon", she says "Tail" as the third clue. Felix suggests Pisces, the round stops immediately and he alone wins 3 points! —description from the publisher
Maquis
Engage the Nazi occupation of France in la petite guerre to throw off the yoke of the oppressors and free your homeland! Maquis is a solitaire worker-placement game with variable goals and a play time of approximately twenty minutes. The player places his resistance agents on spaces around town to achieve his goals - blowing up trains, publishing underground newspapers - but at the same time Milice collaborators and Wehrmacht soldiers patrol the area. Agents who can't make it back to the safe house at the end of the day are arrested, and never seen again.
Living Forest: Kodama
The dreadful Onibi has never been more dangerous… He has set foot in the Circle of Spirits and is ferociously attacking the Sacred Tree, while his flames threaten all living things in the forest. But the Spirits of Nature aren’t fighting alone: Sanki has sent small beings of light, the Kodama, to help them face this growing threat. Play as one of the four Spirits of Nature and make the most of the Kodama’s help to save the Sacred Tree! A NEW ACTION: You can now use the flowers from your Help Line, your Forest and your victory tiles to perform the new action: Call a Kodama. Thanks to this new action you can, each turn, buy one (and only one) Kodama card which is placed on your personal deck, like a Guardian Animal card. These Kodama cards, in addition to providing you with items like Guardian Animals do, provide you with a Kodama symbol. At the start of your Action phase, add the number of Kodama symbols on your Help Line and your Forest: • With 2 visible Kodama symbols, you can take 1 Fragment tile. Put it next to your Forest. • With 3 visible Kodama symbols, you can take 1 Element tile. Put it next to your Forest. • With 4 visible Kodama symbols, you can perform an additional basic Action during this turn. And icing on the cake, you increase the corresponding victory condition from 13 to 15 by emptying a pile of Kodama cards. A good way to slow down your opponents! NEW GUARDIAN ANIMAL Two types of Guardian Animal complete your teams: • 5 new Level 2 Guardian Animal cards allow to perform twice the same basic Action shown on the card, when you normally have to perform two different actions. • 5 new Level 3 Guardian Animal allow you to perform a Bonus Action of the type shown on the card, in addition to your basic Actions. NEW PROTECTIVE TREES RELATED TO KODAMA Six new types of Trees are available, these are the Trees related to Kodama. You can only plant one of each type, so a maximum of 6 different new Trees. ONIBI ENTERS THE CIRCLE OF SPIRITS Each time you buy a Kodama card, Onibi retaliates and moves forward on the Circle of Spirits. For each Spirit he jumps, you must add a Fire tile of value 2 to the center of the Circle of Spirits. And that’s not everything, there is also a Solo mode! -description from publisher
Living Forest Duel
Living Forest Duel or how to experience all the thrills of the award-winning Living Forest in a tense and tactical two-player showdown! SUMMARY: In Living Forest Duel, two players face off as the spirits of Summer and Winter, each striving to save the sacred forest and be recognized as its ultimate protector. Although their goals are similar, only one season will claim the honors. Your goal? Be the first to achieve one of the four victory conditions: Plant a 3×3 rectangle of Guardian Tree cards in your Forest Have only cards of your season on the recruitment line Collect 8 Fire tokens Move the Onibi creature to your opponent's side once the Onibi card is in their possession. The game is played in alternating turns. On each turn, choose one of the following options: Draw 1 guardian animal card from the shared draw pile and add it to the shared help line Use 1 action token on 1 guardian animal card in the shared help line • Draw a guardian animal card Draw a card from the shared draw pile and place it face up on one of the three help lines: the shared help line if it’s a neutral animal your help line if it’s an animal of your season your opponent’s help line if it’s an animal of their season Each animal provides elements that you can use later with one of your two Action tokens. Be careful: revealing too many solitary animals can be detrimental. After 3 solitary symbols, you lose an Action token, which will significantly reduce your ability to act. • Use an action token Place one of your Action tokens on a card to point to the last element corresponding to the action you want to perform. Count all elements of this type visible from the start of the common aid line OR from the last Action token pointing to this element. Possible Actions: Recruiting one or more Guardian Animals Extinguishing the fire by collecting one or more Fire tokens Planting one or more protective trees Advancing Onibi toward your opponent • End of the turn The turn ends when both Summer and Winter have used up their 2 action tokens. Add up the value of the fire tokens in the clearing: the value of each fire token is determined by its location. Then, add up your water values. Check to see whether the fire value in the clearing is strictly higher than your water value. If so, add a fire varan card corresponding to your season to the shared discard pile for each fire token present in the clearing. Next, place a fire token on each of the cards on either side of the Onibi standee. Retrieve your 2 action tokens back in front of you, and place all of the cards in the help line, as well as the cards in the players' personal lines on the shared discard pile. ——————— No prior knowledge of Living Forest is required to enjoy Living Forest Duel. —description from the publisher
Living Forest
In Living Forest, you play as a nature spirit who will try to save the forest and its sacred tree from the flames of Onibi. But you are not alone in your mission as the animal guardians have come together to lend a hand around the Circle of Spirits where you progress. Each turn, they bring you valuable elements, so try to combine your team of animal guardians as best as possible to carry out your actions, but be careful: some of them are solitary and do not like to be mixed with others... You have one of three ways to achieve your goal: by planting 12 different Protective Trees, by collecting 12 Sacred Flowers to awaken Sanki the great Guardian of the Forest, by extinguishing 12 Fires to permanently repel Onibi. Each turn includes 3 phases: • Guardian Animals (simultaneous push your luck phase) : You draw and turn face up, one after the other, the Guardian Animal cards from your personal stack. You thus form the Animal Guardian Help Line. You can stop drawing cards whenever you want. However, if you reveal a card showing a third solitary symbol, then you must stop drawing cards. This card closes your Help Line. • Action phase: You play in turn. If your Help Line shows strictly less than three solitary symbols (not canceled by gregarious symbols), you can then perform 2 different Actions. If your Help Line shows three solitary symbols (not canceled by gregarious symbols), you can then perform only 1 Action. The strength of an Action is determined by the number of corresponding Elements visible on the Guardian Animal cards in your Help Line and on your Forest individual board. • End of the turn: - Onibi attacks you: If some Fires remain at the center of the Circle of Spirits and you cannot resist them, then add as many Fire Varan cards to your discard stack as there are Fire tiles at the center of the Circle of Spirits. - Onibi attacks the Sacred Tree: Add as many Fires to the center of the Circle of Spirits as there are Guardian Animal cards taken this turn. - The arrival of new Guardian Animals: Complete the Guardian Animal reserve by revealing as many new cards per level as there were cards taken this turn. - Passing the Sacred Tree: Give the Sacred Tree to the next Spirit of Nature clockwise. - The Return of Guardian Animals: Move all the Animal Guardian cards from your Help Line to your personal discard stack. The game stops at the end of a complete turn when one of the Spirits of Nature has managed to collect at least 12 different Protective Trees OR 12 Fires OR 12 Sacred Flowers.
Link City
In Link City, build a city by matching ideas! In this cooperative party game, players create the biggest possible city in 6 exciting rounds, trying to have the most connections between the Location tiles and score points. In each round, a different person takes on the role of mayor. His or her mission: secretly connect 3 new locations to the sites marked by 3 building studs. The twist? The other players then talk together, trying to make the same choices as the mayor. Harmony is the only way to validate the mayor's decisions and expand the city! Take up the challenge, unlock bonuses and admire your unique and unusual city! —description from publisher
Limit
Limit is a competitive strategy game where you play as a Nation facing the challenges of our world. Make crucial political decisions, manage your resources with finesse, anticipate global crises and adapt to the upheavals of the planet and the decisions of other Nations. Balance growth and resilience to build a prosperous society. The game takes place in a maximum of 7 generations. However, the end of the game can come before if you and your opponents trigger at least 4 global crises. A generation is made up of 3 phases: The Political phase: you make decisions The Social phase: your Nation reacts to these decisions The International phase: crises arise and alliances are formed End of the Game: Before counting your points, you must test the resilience of your Nation for future generations. Redo the Food, Consumption and Production stages of the Social phase with the effects of shortages but without new crises. The Nation with the highest score wins the game.
Lewis & Clark: The Expedition
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita. Lewis & Clark is a board game in which each player manages an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance. Lewis & Clark features dual use cards. To be activated, one card must be combined with another one, which becomes unavailable for a while. Thus, players are faced with a constant dilemma: play a card or sacrifice it. During the game, each player acquires character cards that enlarge his hand, building a crew that gives him more options but it needs to be optimized as he will recycle his cards more slowly. This new "handbuilding" mechanism fits strongly with the historical background. Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players' positions are crucial.
Legend Raiders
Hail to you, intrepid explorer! You've been selected to take part to the biggest event in the world. The best among explorers, archeologist, and adventurers will compete to decide who's the most excellent. The veil of mystery continues to surround many treasures and legendary places: Will you be able to dig them up and prove that you are the best? —"Legend Raiders Inc. - Scouting Bureau" In Legend Raiders, each player represents an adventurer who wants to collect as many ancient coins (a.k.a., victory points or VPs) as possible, searching for legendary treasures and mythical places. In every round on the main board are four different missions, each composed of a discovery to be performed and two random tools (ropes, shovels, compasses and maps) supplied by the bureau. The explorer who gains the most points wins. On their turn, a player chooses between two actions: Take a discovery and place it on the personal board together with the two randomly related tools, or Perform one or more discoveries with the tools already on the personal board. To be discovered, each treasure requires a specific combination of tools. Places require more tools than artifacts, but will give more VPs in the following expeditions. When a player uses their favorite tool, they gain more VPs; the torch can be used as a joker by turning it off, but only if it's on! Discovering new treasures gives the player VPs based on number of ancient coins visible on the personal board, uncovered by the ongoing missions. Solving one mission at a time allows the player to have more visible ancient coins and thus to score more VPs, but having more missions on the board and solving more of them in a single turn gives the player a benefit in terms of time. Each time one or more legendary treasures are discovered, the player also gains a expedition card from the four available at the bureau; expedition cards show goals that grant VPs at the end of the game if achieved. At the beginning of each round, the player rolls the adventure die and gains the resulting benefit — or causes the torches of all players to be flipped over! The game ends when the first player has dug up six or more ancient treasures. Which strategy will you choose to apply? Will you succeed being the best explorer in the world? How many and which mythical treasures will you uncover? —description from the publisher
Leaders
What is the secret of this kingdom, where peace has reigned for thousands of years? Every spring, aspiring rulers recruit four allies and face off in unusual duels. No armies, no blood: the first to capture their rival wins. Your time has come. Tactical thinking, daring, and strategy will distinguish the true Leaders! Create a team of unique Champions in order to defeat the opposing Leader! To win, either position two of your champions next to your opponent’s Leader to capture them, or skillfully maneuver so the opponent’s Leader is surrounded, leaving no adjacent empty spaces. —description from the publisher
Landomy
A devastating nuclear war has wreaked havoc on Earth. The two surviving peoples vie for control of the only territories on which life is still possible. Not mere majority and area control: two players at the helm of peoples who have survived the nuclear disaster are competing for the domination of the islands and the resources they need to thrive. Conquer as many territories as possible at the helm of futuristic spaceships. —description from the publisher
Landmarks
Landmarks is a word game of hidden paths and clever clues. Your party is lost deep in an island jungle, relying on you to guide them to safety and treasure! In this jungle, every word matters. Use strategic wordplay to send a chain of one-word clues. The connections between them will create a path leading to fortune and glory. —description from the publisher
La Famiglia
The Boss wants to nominate an heir for his empire and he has to choose among his four Campofamiglia. Maybe it's going to be you, but first you'll have to take out your brothers. Shootings, cops and bribes: you'll have to handle your resources with care to obtain the respect that a New York underworld Boss needs! La Famiglia is a game with high player interaction in which you'll have to carefully manage your hand to use each card's power to the max. Each turn you'll play exactly one card, representing a gangster that you want to add to your den, using a mechanic of interlocking card colours. You'll use its effect to gain respect points or to damage your opponent's dens, but be careful: each card played will attract the attention of the police, that will eventually raid you. Create the best gangster den before your opponents, make some friends at the table and be prepared to betray them to win.
Kitsu
A game is 1v1 or in teams of 2v2 or 3v3. The Kitsune are divided into 2 clans : Zenko (blue cards) and Yako (orange cards). You are assigned one clan at the beginning of the game but you will have to play with your clan's cards and the ones of the opposing clan to win. A round is a series of tricks. At the end of each trick, compare the total value of the orange Kitsu cards against the blue Kitsu cards. The clan with the higher value advances its Kistune marker on the Wisdom track by the difference between the orange Kitsu cards and the blue Kitsu cards total value. If this difference is higher than 4, the team who lost the trick gets a Power token. A round is over when a clan has brought its Kitsune marker on the absolute wisdom space. When a clan has won 2 rounds, the game ends. You will have to count on the special cards that spice things up, on the changes of strategy because of the timing and on the power tokens to win the game.