Auction/Bidding

Edge of Humanity

"We never saw it coming. Were we the one who fired first?" He asked himself as if it even mattered. The night’s sky, red as always, made him sigh. He felt lucky to even be alive, but can you even call this a life? "Is it time to move forward? Is it time to rebuild? Is there even a point?”

After a worldwide conflict that led to a chain reaction of events, civilization as we knew it ceased to exist and humanity is now at the brink of extinction. In this apocalyptic future, a group of survivors will try to raise hope for the human race by establishing a new civilized inception.

In Edge of Humanity, 2-5 survivors try to get enough Survival points (SP) to win the game. The game takes near 30 minutes of play and introduces a new take on deck-building, drafting, and hand management. The survivors explore and try to collect enough resources and draft new survivors to maintain their everyday living. They encounter each round of play a new event that may affect many facets of their upcoming rounds of play.

Components:

1 Survival Guide
1 Map
224 cards:
39 Event cards
49 Supply cards
34 Survivor cards
65 Action cards
27 Building cards
10 Colony cards
46 Life tokens (with 36
‘1’ and 10 ‘3’ values)
25 Bullet tokens
1 Unlucky token
1 First player token
5 Player bases in 5 colors
6 Survivor figures

12 Days

The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game.

The gift deck consists of eighty cards: one partridge in a pear tree, two turtle doves, and so on up to twelve drummers drumming, as well as one card each for Mr. and Mrs. Claus. Shuffle this deck, then deal each player twelve cards. Each round a new holiday card is up for grabs, with the cards ranked from 1 to 12 and being worth 1-12 points. In a round, a player:

Gifts a present to the player to his left,
Opens presents and tries to win the day with the best present, and
Buys a new gift to refill his hand.

More specifically, all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round's holiday card; in the event of a tie for lowest, with the Clauses counting as zero, then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards.

After twelve rounds, players score points for each holiday card they've collected. In addition, whoever holds the most gift cards for each rank scores as many points as that rank, with all tied players scoring in the event of a tie. Whoever has the most points wins. Happy holidays!

Umbra Via

Just beyond the towering vines lies an ancient pathway into the unknown. Push back the thorn-riddled stocks to discover a clandestine garden, blooming with mysterious vigor. Vivid colors mark the way to intricate tiles zigging and zagging through the green. Within the flowers lies the key to greater meaning. An explanation for all things unknown...

In Umbra Via, players compete to control and complete the most cunning paths. Reach into your bag to select wooden flowers, then place them on your secret board in the order of the paths you want most. But when players reveal their choices, things get delightfully tricky. Experience the magic of Umbra Via and find out why this award-winning design belongs on any table.

In more detail, at the start of each round four tiles are revealed from the deck, with each tile showing part of a path, e.g., a straight line, a curve, or a T. Players secretly draw three cubes from their bag and place them on spaces on their personal board corresponding to these tiles. They all reveal their choices, move their cubes to the chosen tiles, then secretly place three more cubes, then move those cubes to the tiles. Whichever tile ends up with the fewest cubes on it is placed in the 4x4 grid first, maintaining the same orientation, by the player who bid the most cubes on that tile. (Some cubes in your bag are worth two cubes during the bidding phase, but are then removed from the tile and returned to your bag prior to placement.) Then the next tile is placed on the grid, and so on.

When you place a tile, if all the "open" ends of that path are cut off — whether by the edge of the board or other tiles — you count how many cubes each player has on the path. The player with the most placed cubes retrieves "double-bidding" cubes from the reserve equal to the number of tiles in the path, adding these cubes and all other cubes to their bag. The player with the secondmost cubes on the path retrieves half this many "double-bidding" cubes, and so on. After removing and returning all the cubes on this path, remove the tiles from the grid, placing them in a discard pile.

As soon as a player has retrieved all of their "double-bidding" cubes from the reserve, they win!

Going, Going, GONE!

Can you keep calm while bids are rising? Experience the exhilaration of real life auctions!

In Going, Going, GONE!, players try to win items by bidding on five simultaneous auctions while the Auctioneer counts down from 10 to 1! Players bid on these five simultaneous auctions by physically dropping their wooden cubes (known as "Bucks") into any or all of the five transparent Auction Cups, each of which represents an auction for one or two Item Cards.

At the end of the countdown, the Auctioneer says "GONE!" and quickly places the Auction Paddle over the five Auction Cups to close the auctions. The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction. Collections of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game. The player with the most Bucks at the end of the game wins!

Going, Going, GONE! is a simple-to-learn, exciting and unique game for players of all skill levels! It is ideal for playing in public spaces. Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.

That's a Wrap

Congratulations! You and a group of other movie directors have been hired by a major film studio on a five-year contract. All you have to do is make one movie a year, simple right? By the end of the contract, only the director with the most of the prestigious Oskie awards will get an extension, so watch out for your competition.

That’s a Wrap is played over four rounds, each one represented the cycle of a movie’s production. As directors, the players build the movie from scratch, first choosing a genre after seeing the list of actors and scripts available for purchase. Each genre, actor, and script have different values that reflect their ability to make money and win awards, with some cards being more specialized in either field. After players choose their genres, they purchase scripts and hire actors via bidding. Before any movies can be released, they have to go through a bit of studio meddling; each player plays a card that may help their movie or hinder others’. If a certain movie is a passion project, a player may elect to keep their film from being meddled with once per game. After movies are shot and finished, they go to market, where each movie makes some amount of profit. However, the season isn’t over until the Oskies are awarded. The highest box office film takes home the Audience Choice award, and the more artistically inclined ones can vie for three different awards, including for screenplay, performance, and director. Each director will go through this cycle four times, making a different film each time, and progressively getting access to more impressive genres, higher quality scripts, and A-List actors. At the end of the game, the director with the most Oskies wins!

—user summary