Hand Management

Riftforce

The Rifts changed our world. Villages were torn apart, Riftforce emerged from it and spread across the land. What seemed lifeless before started to rise and wake. Flames left campfires and waves poured out of their riverbeds. Even the sun and moon leave their footprints in the ground.

We learned how to control those living elementals and formed guilds to perfect this knowledge. While competing for Riftforce the guilds forged temporary alliances to share their unique abilities and guard the access to the Rifts.

Now it is your time! Choose your guilds, combine their powers and rush into battle. Gain Riftforce from the land you control and all the elementals you destroy until you have enough to ascend into a higher state of power.

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In Riftforce, the two-player duel card game, each player starts by drafting four of the ten different guilds, each with a unique power, to forge their own asymmetrical alliance. Every game of Riftforce gives you a chance to discover new synergies between guilds which will greatly influence your overall strategy and strengths. Can you combine the flexible and mobile water guild with the all-consuming fire elementals who even harm their allies and unleash their full potential?

The guilds’ elementals are the lifeblood of the game - they are your troops and at the same time the resource necessary to attack. Soon you will find yourself wondering how to use them best. Each turn you are torn, choosing one of three possible actions. Do you want to strengthen your position at the Rift, sacrifice elementals for powerful combo attacks or gather support for your next turn?

Gain Riftforce by destroying the elements of your opponent and by controlling locations along the Rift. Only then will you ascend and win the game.

Discovering new synergies between the different guilds, clever gameplay combos and the deeper layers of strategy will keep you coming back to enjoy the game again and again.

Fire!

The Aliens attack, and only you can defend Earth. Charge your Weapons and destroy all Aliens, before you lose too much energy! Level by level, danger raises ... are you ready to accept the challenges, and win all 9 Levels?

In Fire! you can play either in Solo Mode, playing all 9 Levels on your own, or in Team Mode, fighting cooperatively with a friend against all Aliens!

Fire! uses the Fable Game™ system introduced in Fabled Fruit. With the presorted deck of cards and a rules booklet separated in 9 sections, you will discover all 9 challenging Levels step by step. You can reset the game at any time and play it again!

Elevenses

Elevenses is a card game in which respectable 1920s socialites strive to serve the finest morning teas!

Each player starts the round with an identical set of eleven morning tea cards. Each card has a point value as well a special action which must be carried out when it is played. The lower the point value of a card, the better its power. The powers lead to surprising interactions between the players! Cards must also be played to a specific position on the table. Whenever a card is played, in most cases you pick up the card that was previously in its position, requiring you to plan your morning tea carefully!

The round ends when a player plays the "Elevenses" card. It's time for tea! The players compare the value of their cards. Points are awarded to the highest scoring morning teas. The game continues until a player has 7 or more points. She has served the finest morning teas of all and wins the game!

The six-card expansion Elevenses: The Special Guests is included in the game. With this expansion, each player is dealt one special guest card in secret at the start of each round. Each guest will come to your morning tea only if you serve certain things. If you play the right combination of morning tea cards, the guest arrives, you reveal the card, and your morning tea goes up in value!

Game #2 in 'The Mike Line' of games from Grail Games.

Amul

The city of Amul was one of the largest centers of international trade in ancient times and an important transit point on the Great Silk Road. The prosperity of this splendid city of merchants peaked after Arabian conquest in the 10th century and it was destroyed by the Mongols in 1220.

Amul, originally announced as Silk Road, is a card game of bustling bazaars for up to eight aspiring merchants. In Amul, each player is a striving merchant, competing for wealth and success. The creative card drafting mechanism caters to swift and simultaneous gameplay, keeping all players constantly engaged.

Draft cards from the market to collect goods and valuables, hire guards, assemble caravans, and make contracts with traders. Manage your hand effectively as only certain cards can be played to the table for scoring, while others must be in your hand for optimal end game scoring.

Amul features fast and engaging gameplay, as well as beautiful artwork.

—description from the publisher

AWARDS & HONORS
Adult Games of the Year Guldbrikken 2019 Nominee
https://www.guldbrikken.dk/nyheder/nominerede-til-arets-voksenspil

Air, Land & Sea

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

As Supreme Commander of your country's military forces, you must carefully deploy your forces across three possible theaters of war: Air, Land, and Sea. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities.

At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw.

You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!