Card Game

Omen: A Reign of War

You are a child of Zeus poised to conquer all of Greece, but first you must prove your worth to the gods, as there is another who contests your claim. To determine who shall rule, gods have devised a contest and lent their most powerful forces to both sides of the conflict.

Omen: Reign of War is a head-to-head strategic card game where you compete to gain the favor of the pantheon of gods, and prove that you are the rightful heir of Zeus. Powerful forces of antiquity and legend are at your command as you raze and pillage cities, strategically manage your resources, and eliminate your rival’s forces. Choose your battle strategy with rules for standard and draft play, and expand your war with other, fully compatible, games from the 'Omen Saga'!

Omen: Reign of War
- Head to Head demigod battles for supremacy of ancient Greece.
- Tactical battle card-game where every unit has its own unique abilities and uses.
- Definitive Omen Saga gaming experience and endlessly expandable.

Verdant

Verdant is a puzzly spatial card game for 1 to 5 players. You take on the role of a houseplant enthusiast trying to create the coziest interior space by collecting and arranging houseplants and other objects within your home. You must position your plants so that they are provided the most suitable light conditions and take care of them to create the most verdant collection.

Each turn, you select an adjacent pair of a card and token, then use those items to build an ever-expanding tableau of cards that represents your home. You need to keep various objectives in mind as you attempt to increase plant verdancy by making spatial matches and using item tokens to take various nurture actions. You can also build your "green thumb" skills, which allows you to take additional actions to care for your plants and create the coziest space!

—description from the designer

SCOUT

SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand.

More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand.

On a turn, a player takes one of two actions:

• Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves.

• Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten.

Once per round, a player can scout, then immediately play.

When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.

Museum: Pictura

Museum: Pictura is a standalone set collection game for 2-4 players by Olivier Melison and Eric Dubus, in which you take on the role of an aspiring curator in an art museum.

Set in the roaring 20’s, the game is gorgeously illustrated in art deco style by French artist Loïc Muzy, while the 180 paintings featured in the game have been individually brought to life by Ekaterina Varlamov.

Your goal is to create collections of some of History’s most iconic works of art. To do so, you will be acquiring Painting cards and exhibiting them into your Museum, represented by your player board, to create Collections. These Collection can be based either on the painting’s Period (ranging from the Renaissance period all the way to Impressionism), or its Domain (Historical, Landscape, Mythological…). The Collections you create will earn you Prestige points, and the player with the most Prestige at the end of the game wins.

During play, you will have to deal with the changing trends of the art world, acquiring and exhibiting Paintings depending on what is currently in highest demand. Exhibiting Paintings of the types that are currently in fashion will gain you additional points!

As your Collections grow, you will be able to open them briefly to the public with a Temporary Exhibition, which allows you to immediately score that Collection’s value and obtain special bonuses for the rest of the game. But beware, your visitors will quickly grow tired of seeing the same types of Collection again and again, so timing your exhibitions correctly is essential!

Museum: Pictura brings exciting new mechanisms and strategies to the table, while maintaining a strong family connection to its predecessor.

-description from publisher

Fairy Lights

Push your luck with Fairy Lights to collect as many points as possible!

To play, shuffle the deck and place it face down. Cards in the deck show 1 or 2 bulbs in one of five colors, and each card is worth 0-2 points. At the start of your turn, see how many cards are in the "shop", the central area of play:

If the shop has 5 cards, you can only take cards on your turn.
If the shop has 1-4 cards, you may draw from the deck.
If the shop has 0 cards, you must draw.

When you draw, place the revealed card at the end of the shop line. If it's the same color as the last card in the shop, your turn ends immediately. Otherwise, if the shop doesn't contain five cards, you can choose to draw again, or you can end your turn and take cards. If five cards are now in the shop, you must take cards.

When you take cards, if 1-4 cards are in the shop, take all cards of a single color from the shop and add them to your collection; if five cards are in the shop, take all cards of two colors from the shop instead. If the number of bulbs in a color in your collection is now a multiple of three (3, 6, 9, 12), score those cards, placing them face down in a corner of your playing area. If you have 1-2 bulbs of a color, leave those cards where they are. If you have four or more bulbs of a color and didn't score them, discard all bulbs of that color. The next player then takes their turn.

When the final card is revealed from the deck, the active player finishes their turn, then the game ends. Add the points on your scored cards, then subtract the points showing on all cards that remain in your playing area. Whoever ends up with the most points wins!