Take That

Xtronaut: The Game of Solar System Exploration

Capturing the real-world thrill and challenges of planetary exploration, XTRONAUT™: The Game of Solar System Exploration gives 2 – 4 players ages 7 and up the chance to develop space missions and explore the solar system. The game is based on real planetary missions and rocket science. It also contains elements of politics and strategy that are inspired by the real-life situations that space missions face.

How do you complete your space mission?

Each player selects a Mission Card from the deck. This card determines the player's mission – the mission destination, type of spacecraft needed, the amount of Delta-V needed to achieve the mission, the potential to obtain gravity assists, and the points earned for completing the mission. Delta-V stands for change in velocity, and as applied to space missions and this game, it means the change in velocity necessary for a spacecraft to complete a selected mission.

Game play is straightforward. On their turn each player draws a playing card, plays up to three Action Cards, trades with other players, and places components on their game board. The Action Cards add real-life issues to the game that space missions often encounter - project cancellations, audits, government shutdowns, and other exciting twists and turns.

To complete a mission you must populate your game board with the right combination of cards for mission success. Each player needs to collect the Playing Cards that give them the right spacecraft, first and second stage rockets, and matching fairings. Gravity assist and solid rocket booster cards are available to provide additional Delta-V if needed to complete the assigned mission. Once the mission is complete, the player earns the points for the mission, which varies based on the size of the spacecraft and the target, and starts work on their next mission. The first player to score 10 points wins.

Fast Forward: FORTRESS

A great fortress looms in the distance...and it must be yours! Accept the challenge against all others to conquer the Fortress!

FORTRESS is a game about taking risks and out-witting and bluffing your friends to become the dominant ruler of the kingdom.

You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take twelve games of FORTRESS before your group has explored the entire system. It can then be reset and played again by the same or different groups!

FORTRESS is the second of three completely different games in the Fast Forward Series!

Fast Forward: FEAR

Do you fear ghosts? Or are you confronting the danger and scaring your opponents?

FEAR is a fast-paced and straightforward hand management game of tension-filled ghost chasing.

You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take 10-15 games of FEAR before your group has explored the entire system. It can then be reset and played again by the same or different groups!

FEAR is the first of three completely different games in the Fast Forward series!

Walk The Plank! (Limited Edition)

In Walk the Plank!, players represent the worst pirates in a captain's crew. The captain has rounded you all up because you're all lazy and stupid and simply not worth the rum and loot you get paid. That said, the captain has decided he's willing to keep two of you in his crew. To prove you're worthy, you will fight amongst yourselves, trying to shove other players' pirates off the end of the plank while keeping yours alive!

In game terms, each round players secretly stack three of their ten action cards, then they take turns revealing and playing those actions one by one no matter what's gone wrong between the planning and the doing. If you plan to have a pirate shove someone off the plank on your third move and all he sees are his own best mates, he will still shove away! Some cards bear a skull on them, and these powerful cards must remain on the table the round after they're played, but otherwise players then pick up their action cards and start a new round. As soon as two or fewer pirates remain on board, the game ends and the owner (or owners) of these pirates win! Watch out, though, as sometimes every pirate will end up in the drink, which means that no one wins other than the sharks circling in the water below...

This all new limited edition tin edition features a reworked version of the rules, all new artwork (by Felideus Bubastis), screen printed meeples, the Ghost Meeple mini-expansion (with rules), and a 26 card promo pack.

The promo pack features a summary card and 5x cards each each of the five player colors, which now give each player 15 cards to choose from rather than the 10 cards featured in the original or the deluxe tin editions.

The new cards are:

Skeleton
Scallywag
Parlay
Ghost Pirate
Dynamite

Oh Captain!

Our intrepid adventurers have sailed on a journey, finding the hidden cave of a mythic monster. There are so many strange things there! The Captain allows the crew to search through the place and bring back to him what they have found, but by bluffing the Captain, they will try to keep the best part of the loot for themselves...

In Oh Captain!, an asymmetric game of changing roles, an adventurer must offer the loot cards they draw to the Captain, telling the Captain something about what the cards contain but not necessarily speaking truthfully. Indeed, some cursed objects can't be spoken of at all by the adventurers.

The Captain, who is safe from being attacked by objects, decides whether the crew member can keep the loot or not, and if the Captain turns down the offer, the crew member can decide to use an object against another adventurer. The latter player can overcome this by calling out a lie, winning or losing a coin based on who is right. The role of the Captain can be claimed by any adventurer who is richer than the Captain, and in the end the richest adventurer wins the game.