Dice Rolling

Tsuro of the Seas

The basic game play of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game.

Each turn players add "wake" tiles to the 7×7 game board; each tile has two "wake connections" on each edge, and as the tiles are placed on the board, they create a connected network of paths. If a wake is placed in front of a ship, that ship then sails to the end of the wake. If the ship goes off the board, that player is out of the game.

What's new in Tsuro of the Seas are daikaiju tiles, representing sea monsters and other creatures of the deep. Notably, daikaiju can move: each tile has five arrows, four for moving in each of the cardinal directions and another one for rotation. On the active player's turn, he rolls two six-sided dice; on a sum of 6, 7, or 8, the daikaiju will move, while on any other sum they'll stay in place. To determine which direction the daikaiju tiles move, the player then makes a second roll, this time with a single die. On 1-5 in the second roll, each daikaiju moves according to its matching arrow. On a 6 in the second roll, a new daikaiju tile is added to the board.

If a daikaiju tile hits a wake tile, a ship, or another daikaiju tile, the object hit is removed from the game. Another way to be ousted! The more daikaiju tiles on the game board, the faster players will find themselves trying to breathe water...

Super Munchkin 2: The Narrow S Cape

Publisher's Description

There comes a time in every munchkin's career when he's taken on more than he can handle, bitten off more than he can chew, gotten in over his head. It's time for - the Narrow S Cape.

With 112 cards to enhance your Super Munchkin game, The Narrow S Cape is much more than just this season's favorite fashion accessory! It teems with new villains like the contemptible Cheese Wiz, Gothzilla (with earthquake-causing platform boot action!), and the Ratwoman. And lest you feel overwhelmed by villainy, this expansion also features new items, new Powers and a new Class: the Brain!

Wield the Slide Rule and Power Ring against Sister Blister! Tackle Tackyman with the Trampoline! Endure the Two-Hour Monolog because you were Raised By Armadillos! And flee from Shaenon K. Garrity's fearsome Foot and the unfortunate, mind-controlled Too Much Coffee Man!

Super Munchkin 2 - The Narrow S Cape... the ultimate expansion for the bestselling Munchkin series.

Other

Part of the Munchkin series

Super Munchkin

Publisher's Description

Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.

Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now, it's the superheroes' turn!

Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension - from the wimpy Triplicate Twit all the way up to Big Ol' Planet Eater Guy himself - and TAKE THEIR STUFF! With the Aura Helmet, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you.

Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson (I) and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha!

Other

Part of the Munchkin series

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.

There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.

Spotcha!

The Wild, Which-Way-Did-They-Land Game

Spotcha! takes fast eyes and faster hands. Start by tossing the 18 oddball objects and watch how they land. Flip a card and the race is on. Is the lawn mower rightside-up? Is the ghost face down? Look, the wizard hat is on its side! Quick, grab the correct scoring flags before anyone else. Everybody plays on every turn, so it's all-out, mad-cap fun for everyone!

Smugglers: A Family Friendly Strategy Game

Strategy: Smuggling & Smuggler Catching: Long Haul Trucking

Players make money by delivering goods throughout the U.S. and certain overseas cities. There are two ways to make money: 1) make a successful delivery and 2) intercept an illegal delivery. Players can choose whether to attempt to make legal or illegal deliveries. Illegal deliveries have higher payouts.

Players can purchase boats, weigh stations, and upgrades for trucks in order to increase their chances of making deliveries or checking other players' deliveries. But don't get too carried away, because all assets count as $0 at the end of the game.

Are you ready to catch a Smuggler? Are you the Smuggler? Either way, this will be an action-packed, fun game!