Hand Management

High Noon Saloon

Game description from the publisher:

On a windin' desert road in the middle of nowhere lies a town with no name. In this town you'll find a place where no slight goes unanswered and no fight stays private, the roughest, toughest waterin' hole in the Old West – the High Noon Saloon. If you're lookin' for a fight, you've come to the right place.

In the action-packed game High Noon Saloon, you are a combatant in an all-out brawl fought in an Old West Saloon. Shoot it out from a distance or get in close and beat on your opponents directly. Move between different parts of the saloon to get the upper hand. Whatever you do, make sure to keep your guard up – if you're not careful, you'll get beaten to a bloody pulp, shot full of holes, or both! The last one standin' wins, and there ain't no prize for second.

High Noon Saloon also includes special rules and cards for playing the game in teams.

Catan: Star Trek

Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German.

In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities.

On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources.

Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.

Descent: Journeys in the Dark (2nd Edition)

Game description from the publisher:

Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot.

With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character's abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you'll need every advantage you can take...

Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.

Compared to the first edition of Descent: Journeys in the Dark, this game features:

Simpler rules for determining line of sight
Faster setup of each encounter
Defense dice to mitigate the tendency to "math out" attacks
Shorter quests with plenty of natural stopping points
Cards that list necessary statistics, conditions, and effects
A new mechanism for controlling the overlord powers
Enhanced hero selection and creation process
Experience system to allow for hero growth and development
Out-of-the-box campaign system

Reimplements

Descent: Journeys in the Dark

Descent 1st edition Conversion Kit

Descent: Journeys in the Dark (second edition) - Conversion Kit

1955: The War of Espionage

Two players take on the role of Master Spies as they attempt to use their country's resources to sway the people of six countries into joining their faction.

The two players draw from a communal deck to build their hands in an attempt to create card combinations that will allow the shifting of allegiance in six different countries. Every card may be used offensively, defensively or for a special effect. Careful planning and maneuvering of their master spy pawn results in increased effectiveness of the cards or the ability to trigger an offensive action that catches the opponent off guard.

A game takes between 15 and 30 minutes for experienced players and between 30 and 45 minutes for inexperienced players. The game is marketed for ages 14 and up.

1955: The War of Espionage was released at GenCon 2011 by APE Games and Living Worlds Games.

My Precious Presents

Be the first to collect 3 large silver presents! Whoever said it's better to give than to receive never played My Precious Presents! In this game it is ALWAYS better to receive. This gift exchange is anything but civilized. Mischief abounds as everyone races to collect the biggest presents. Remember to keep your eyes on your pile of presents or else you'll end up with none!

Play revolves around managing and protecting your presents while sabotaging other players efforts. There are 120 cards in the deck, so a good variety of actions, reactions and other game play is possible. You will have to pay close attention to other players' victory conditions as once they are met the game is over.

Quick easy game play attracts all level of gamers and non-gamers alike. The back stabbing and action/counter action should keep players constantly on their toes.

69 colourful foil wrapped presents create instant buzz from onlookers.