Monopoly: Pokémon
Another edition of the classic Monopoly game themed with characters and places from the Pokemon animated series. It includes a variant to replace the "doubles roll again" rule with "Pokemon Powers."
Another edition of the classic Monopoly game themed with characters and places from the Pokemon animated series. It includes a variant to replace the "doubles roll again" rule with "Pokemon Powers."
Players compete to build the best resort for attracting fantasy heroes and tourists looking for fun and relaxation. The more you attract, the more likely monsters will attack!
Overview
Hire and train your workers, build and upgrade your attractions, and convince your battle weary heroes to fight just one more time so without letting too many tourists get eaten! Gain Victory points by upgrading attractions and giving Heroes the rest they need. The highest scoring player when all monsters are defeated is the winner.
Setup
Each player begins with a humble resort consisting of a Beach, a Tiki Hut and a small number of Tourists, placed at each attraction. Each player starts with their own worker Deck consisting of 7 Apprentices, 3 Street Performers, and 3 Lazy Peons.
Gameplay
Each round consists of 4 phases:
Phase I - Get to Work
Each Player draws a hand of 5 Workers from their Worker Deck.
Players simultaneously send worker cards from their hand to do work at each of their Attractions. Any missing units of work (are required by the Attraction) cause Tourists to leave before gathering resources.
Players gain the primary resource of Gold by having more tourists at each attraction, and Flair by having less tourists.
Phase II - Action: Attract, Hire & Upgrade
In order, players take one action per turn or pass. Players will be interacting with common draft areas, as well as using abilities from their own workers and attractions. Possible actions include:
Attract Tourists from the Dock (Spending Flair) - Tourists are placed at attractions, potentially increasing the Gold gained on the subsequent turn.
Attract a Hero from the Dock (Spending Flair) - Heroes start with low health, which is gained at the end of each round. Fully Rested Heroes are scored for Victory Points.
Upgrade an Attraction (Spending Gold) - Providing higher tourist capacity, better Gold payout, better abilities and more Victory Points. Upgraded attractions typically require more workers to keep them fully staffed.
Train or Hire new Workers (Spending Gold) - Upgrade your workers to provide more work, or better abilities. Training locks a worker draft pile, preventing other players from upgrading to that particular worker during the round. Training workers is a 1-for-1 exchange, keeping players' Worker Deck lean by design.
Pass - The first Player to Pass becomes the Start Player for the next round
Any time during a player's turn, he may use abilities from fully-staffed attractions, or discard worker cards to use their unique abilities.
Phase III - A Ship Arrives
The dock is refilled with new Heroes and Tourists from a center pile. While refilling, it's possible to trigger a Monster Attack!
If an Attack! card is revealed, the top Monster from the Monster Pile will choose which player it's attacking; typically by Most Tourists or Most Heroes at their resort, ties broken clockwise from the start player.
If a Hero defends against a Monster Attack, he loses 1 health. Any undefended damage causes tourists to be eaten by the Monster.
Heroes may dodge into, or out of, a Monster Attack up to one time per round.
If an attraction has no Hero or Tourists, a Monster will Damage it, potentially destroying the attraction.
A player may chose (if they have one) to throw a Lazy Peon at the monster, ending the attack and permenantly removing the Worker Card from the game.
The Dock Continues to refill, potentially triggering more Monster Attacks, until it is full.
Phase IV - Clean Up
Used and unused Workers are placed in players' discard piles.
Any fully-rested Heroes are scored - Placed to the side, each worth Victory Points at the end of the game. This Hero also removes the top Monster from the remaining Monster Deck.
Remaining Heroes gain 1 Health each.
Any Locked Worker Draft Piles and Attraction Abilities are made available for the next round.
Any unused Flair is sent back to the supply. Gold carries over to the next round.
Gameplay continues with Phase I
Game End
If at the end of the round there are no Monsters remaining, the game is over and players total Victory Points from Attractions, Scored Heroes, and 1 point for each remaining Hero at their resort. The player with the highest Victory Point total has built the most Epic Resort and is victorious!
It's that special time of year when the entire kingdom gathers at court for the Munificent Theatrical Festival. Acting troupes from all over the land will come together to perform plays of light-hearted comedy or soul-wrenching tragedy. Will their performance win the favour of the king or will his fickle mood spell a flop?
In Histrio, you travel the land recruiting actors to join your troupe. Assemble the right team and you might earn enough money to pay for an entire year of shows. It'll take careful planning and a little luck to out-perform your competitors. The play is the thing in Histrio, and the world is your stage!
Endless adventure and untold excitement await! Prepare to venture forth with your bold companions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons role-playing game.
The revised Player's Handbook is the definitive rule book for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
Dare to enter Dragonwood! Deep in the heart of this mythical forest lurk angry ogres, giggling goblins, and even the famed and fearsome fire-breathers themselves!
In Dragonwood, you collect sets of adventurer cards to earn dice, which you then use to roll against your foes. Stomp on some fire ants, scream at a grumpy troll, or strike the menacing orange dragon with a magical silver sword. Choose your strategy carefully because the landscape of Dragonwood is ever-changing. Only the bravest will overcome the odds to emerge victorious!
Gameplay:
On their turn, players either draw a card or attempt to capture a creature or enhancement. Players draw from the Adventurer deck that contains cards of 5 different colors all numbered 1-12. With these cards players form combinations to attempt a Strike (cards in a row of any color), a Stomp (cards of the same number) or a Scream (cards of the same color). To capture, players roll a number of dice equal to the number of cards they have of the particular combination. Each creature has different minimum values of a Strike, Stomp or Scream needed to capture it, and a Victory Point amount.
The game includes six, six-sided dice with sides 1, 2, 2, 3, 3, and 4 to reduce extremely lucky outcomes. The Dragonwood deck has 42 cards, 5 of which are displayed in the landscape at any time. In addition to creatures, this deck also has enhancements that are captured in the same way as creatures which assist players in capturing creatures, and contains events that also impact play. When both dragons have been defeated, the game is over and the player with the most victory points wins!
Is the best strategy to go for several smaller creatures or save up for larger attacks? Should you grab some enhancements hoping they will pay off, or go immediately for creatures? Do you take chances on some rolls or go for sure things? Every time you play Dragonwood the deck is different, so no two games are the same!