Hand Management

Lost Legacy: Second Chronicle – Vorpal Sword & Whitegold Spire

In the distant past, a starship from a faraway world appeared in the sky. Damaged in battle, the craft broke apart and traced lines of fire across the horizon. These falling stars crashed to the surface, and in the ages to come, became enshrined in legends as the Lost Legacy. Discover where the Lost Legacy can be found and win the game!

Lost Legacy: Second Chronicle contains two sets of game cards: Vorpal Sword and Whitegold Spire. Each set can be played independently or mixed together with other sets to create a unique custom set.

As for how to play, Lost Legacy is a game of risk, deduction, and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn, you do the following:

Draw: Draw the top card from the deck and add it to your hand.
Play: Choose one of the two cards in hand to play and place it face up in front of you.
Effect: Carry out the played card's effect, after which the card is considered as discarded.
End: Throughout gameplay you're trying to eliminate other players or uncover the location of the "Lost Legacy" card; this card might also be in the "Ruins", a location that holds one card at the start of the game and possibly acquires more cards during play. When someone discovers the Lost Legacy, the game ends, everyone tallies the value of the cards they've played and the card left in hand, and whoever has the highest total wins.

By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play), up to six players can compete at the same time.

Fluxx: The Board Game

Fluxx: The Board Game lives up to its card game namesake as this board game is all about change: changing rules, changing goals, and changing tiles on the board.

Players start the game with their three pieces in the center of a 3x3 grid of tiles, with each tile divided into four spaces and each space showing an icon of some type (chocolate, sun, cookies, etc.) or an octagon or a portal. Players each start with three cards in hand, and the overall goal of the game is to collect 3-6 goal cards, with the exact number possibly changing during play.

On a turn, a player draws one card, plays one card, then moves one space, with all of those values being subject to change during gameplay; depending on what's currently allowed by the rules, you can also use movement points to rotate or move tiles in the play area. If you have a piece on each icon shown on the topmost goal card in play, you claim that card and are that much closer to winning. Players can also claim goal cards they have in hand by, again, placing their pieces on the appropriate icons. Other cards in the game allow players to change the rules, the game board, the ownership of player pieces, and so on.

CrossWays

In CrossWays players want to be the first to build a path of their pieces from one side of the game board to the opposite side, but to build they need to use the cards they draw and have in hand.

On a turn, a player can lay down a single card (e.g., a red 9) and place one of their pieces on this space on the game board; she can also lay down a pair of cards with the same value and place two of her pieces in a stack on any space, including the white ones that are otherwise off-limits. If a player has two pieces in a row on a stack, no one else can play on top of that stack – but by playing a suited run of cards, a player can remove pieces already on the board, putting those spaces into play once again.

Queen's Necklace

Queen's Necklace is a game of gem-selling, influence, and intrigue at the Court. Two to four players compete in the role of Royal Jeweler to sell rare jewels to the Queen and her court.

Jeweler's loupe in hand, you must decide how best to spend your hard-earned ducats: on the acquisition of beautiful gems (diamonds, emeralds, and rubies); or to buy the favors of the various court followers. After three years of craftsmanship, the jeweler who sells the most precious gems and builds the largest fortune will receive the coveted title of King's Jeweler and a place at the Court!

Set in Paris, on the eve of the French Revolution

From the slums, where purse-snatchers and courtesans work their respective trades, to the inner salons of the Louvre, where confessors, royal astrologers, musketeers, and court favorites mingle and scheme in hushed conversations. The position of King's Jeweler has suddenly become a lot more dangerous!

Fishing for Terrorists Version 2.0

In this twisted take on Go Fish, you fight against terrorism as the heroic head of a government agency. You must utilize cunning, connections, wire taps and covert ops to hunt down and capture the likes of the Cultists of Invincible Anarchy, the Gun Toting Maniacs and the Militant Satanic Gamers.
Don't worry though, you're not alone. Your “friends” are heads of their own agencies, and they're also trying to capture terrorists. Of course, whoever captures the most terrorists will get a Presidential commendation, a significant budget increase and win the game!

Fishing for Terrorists Version 2.0 has all new color art and more strategic game play.