Take That

All Aboard!

"We sink!" shouts the elephant, “That mouse is too heavy!” "Don't worry!" whispers the lion, "If I eat the giraffe, we can lose a little weight."

In All Aboard! you must get your gang of animals to safety in the different boats, but be careful not to exceed their capacity, or else they will sink. Designed by Paco Yánez and illustrated by Monsuros, this fun card game can be played as a couple or in groups of up to 5 players, from 7 years old, in games lasting about 20 minutes.

Before starting, each player receives a set of 12 cards with the 12 different animals in the game (mouse, peacock, fox, octopus, monkey, sloth, elk, zebra, giraffe, lion, bear and elephant). The game is played over 4 rounds and each one consists of two phases: boarding the boats and setting sail. In the boarding phase, players will place one of the animals face up in any of the boats, taking into account that there can be no more than 3 animals in each one. In the second turn, they will place a new animal in any of the available boats, but this time face down; Finally, in the third turn a third animal will board the available boats, again face up.

At the beginning of the setting sail phase, all animal cards that have been played face down are revealed and then a check is made to see if there are two or more animals of the same species. If there are 2, they both fall in love (and the players will receive points for it). If there are 3, they fight and the boat sinks. Next, the animals activate their effects and finally the sum of the weight of the animals on board the boat is checked. If the weight of the animals is equal to or less than the weight that the boat can withstand, the animals manage to set sail and will score at the end of the game. Each player takes their animals and places them in a pile of saved animals in their playing area. If, on the other hand, the boat sinks, the animals are discarded.

Knowing when to play each animal is one of the keys to the game. However, depending on how your rivals play the cards, unforeseen situations can arise on the ships. Each animal has its own power, which can unleash chaos or balance the scales. Will you be able to save as many animals as possible?

-description from the publisher

Mission: Red Planet (Second/Third Edition)

With technology rapidly developing and the human population growing, Victorian-era Earth is in dire need of fuel, land, and other natural resources. Fortunately, automated probes sent to Mars have discovered celerium, an ore that can be combusted to produce ten thousand times more power than a steam engine, and sylvanite, the densest substance ever found. More incredibly, the probes found ice that could be used in terraforming the planet, bringing the idea of colonizing Mars even closer to becoming a reality.

As the head of a mining corporation, these minerals and ice found on Mars could make you unfathomably wealthy – if you can reach them before your competitors. You have ten rounds to send your astronauts into space, occupy the planet's most resource-rich zones, and harvest as much celerium, sylvanite, and ice as possible. At your command is a team of nine professionals. Each has a unique skill set, from helping your astronauts traverse the Red Planet to blowing up spaceships before they launch.

In each round in Mission: Red Planet, players start by secretly deploying one of their character cards, with this card determining both when they place astronauts on the spaceships awaiting launch to Mars and which special action they take during the round. Each spaceship has a specified destination, and until an astronaut sets foot in a region, no one knows which resource they'll find. Players collect resources (worth points) three times during the game, and they each have a secret mission card that might grant them additional points at game's end. During the game, players might acquire an additional mission or a research card that changes the value of what awaits on Mars.

The 2015 edition of Mission: Red Planet features the same gameplay as the original 2005 edition, but it includes:

Components for up to six players instead of five
Special two-player variant rules
New action cards and revised mission and discovery cards
Mars' moon Phobos as a new zone that astronauts can explore before possibly returning to the planet itself

Bears vs Babies

Bears vs Babies is a card game in which you build handsome, incredible monsters who go to war with horrible, awful babies.

The shared deck of cards consists of bear parts (and other monster parts) and baby cards. When you draw a part, you use it to build a monster for yourself; when you draw a baby, it goes in the center of the table. When babies are provoked, they attack, and anyone who has fewer monster parts than the number of attacking babies loses their monster; everyone with more parts than babies defeats this infantile army and scores.

Match!

Will the players put their cards in the discard pile or their own collection? This choice decides whether they will gain points, pressure the others into the direction you want, or impede their rival players’ strategy.

Skullduggery

Get ready to set sail and engage in a game of cunning and strategy with Skullduggery! This ultimate pirate-themed card game will test your skills as you work to divide the plundered booty and outwit your opponents. With every move, prove yourself to be a true sea dog and master the art of piratical pilfering. Arrr!!

Your aim is to get the highest four-digit number on your secret doubloon cards at the end of the game. All cards are face down, but you'll swap cards in and take sneak peeks as you play.

Every turn you draw a card and choose whether to discard that card for the action, or swap with one of your face-down cards and play that action instead. You could even use a skullduggery token to swap the card with one of your neighbours.

The cards will move as you play. Can you track the cards you've seen and discard the right one at just the right time?

—description from the designer