Hand Management

Comic Hunters

After a long search in several comic bookstores and online stores, you managed to acquire the most important comic books of all your favorite heroes. Well, almost all of them! Some rare and important editions are still missing from your collection. The first appearance of your favorite villain, that special edition that influenced a generation of story lines, the spetacular debut of the new uniform, the memorable confrontation with the archenemy and the valuable number one! You already know where to find them and you also know that you are not the only one in search of these precious gems. Will you be able to collect all the comics needed to be recognized as the greatest collector of all time?

Comic Hunters is divided into three rounds. In each round, players will visit three of the four locations where they can purchase Comic Book Cards. At the end of the round, players must place cards on the table to start or expand their collections. When adding a comic to a hero's collection, the player will move his markers on the icon tracks according to the Spotlight Icons of the new card in play (Number 1, First Appearance, New Visual, Special Edition and Memorable Clashes.). The further the player advances on each track, the more points he or she may get. In addition, each collection scores based on the number of cards it contains. After three rounds the player with most points is acclaimed as the greatest comic book collector of all time and wins the game!

-description from designer

Res Arcana Duo

Res Arcana Duo is both an expansion for Res Arcana (with 35% more cards) and a standalone, two-player game that can be later combined with Res Arcana and its other expansions Lux et Tenebrae and Perlae Imperii.

Gameplay is the same as in the original game: Life, Death, Elan, Calm, and Gold are the essences that fuel the art of magic. Choose your mage, gather essences, craft unique artifacts, and use them to summon dragons, acquire places of power, and achieve victory!

Res Arcana Duo features a new drafting method designed for just two players and a tight set of 16 artifacts. Unlike the base game, it has no attacks, which some couples may prefer.

A game typically lasts 4-6 rounds. In each round, players do these steps:

Collect essences: performs any Collect abilities, and may take essences from components.
Do actions, 1 per turn, clockwise from the First Player, until all players have passed:
place an artifact
claim a monument or Place of Power
discard a card for 1 Gold or any 2 other essences
use a power on a straightened component
pass: exchange magic items and draw 1 card. If you are first to pass, take the First Player token.

Check victory (10+ VPs).

If no one has won: straighten all turned components and begin the next round.

Finspan

You are a marine researcher seeking to find and observe an array of aquatic life in the colorful Sunlight Zone, ghostly Twilight Zone, and pitch-black Midnight Zone of the world's seas and oceans. In Finspan, the fish you discover over four weeks will generate a series of benefits as you dive deeper into the ocean.

Each dive site specializes in a key aspect of expanding your research:

Grow your collection of fish.
Discover freshly laid eggs.
Hatch eggs into young and consolidate young to form schools.

The winner is the player with the most points gained from fish, eggs, young, schools, and achievements.

—description from the publisher

Desperate Oasis

"Two players battle for control over the lush life-sustaining sanctuaries of the desert. By cleverly playing and grouping animal cards, players can show their strength, unlock powers, and use palm tree tokens to alter values. Do you have what it takes to survive in the Desperate Oasis? I don't."

Desperate Oasis is a small but mighty "lane-battling" card game where you will play Animal Cards on your side (and sometimes your opponent's side) of a row of Oasis Cards in an attempt to win them. Special spatial rules pull similar animals together, allowing for manipulation of card positions. Each animal has a special power that can be triggered to alter the outcome of each duel, some only being revealed at the end of the round.

—description from the designer

Tether

Astronauts love floating in space, but not all by themselves. Tether them together so they don't drift through the galaxy alone.

Each card in Tether has a two-digit number in the top corner, and when you rotate the card 180 degrees, the number in the opposite corner has the same two digits, but the positions are swapped. For instance the card with a 68 in one corner has 86 in the opposite corner. Opponents sit across the table from each other, which means that when you play a card each player sees a different number.

You can connect astronauts together if they have consecutive numbers. One player (or team) connects astronauts together horizontally on the table and the other connects them vertically. Since each side sees a different number and connects in a different direction, but is playing with the same astronauts, you have an asymmetric puzzle with a lot of interaction between players.

—description from the designer