Card Game

Influentia

The Year 2077. Four families of identical lineage; a country, Italy, the setting to this scene, and an ancient conflict perpetuated in time. Northern Italy is now a battlefield where megacorporations fight to control the main sources of power.

Perhaps you can influence the netrunners of Bologna or control the cyber traffic of implants through the technosurgeons of Pisa. It won’t be easy, but you have to beat rival families to reach the top. Your future is at stake.

Influentia is a card game based on classic trick-taking card games. In each trick, players play one of their Resource Cards. The winner of the trick may choose one of the City Cards from among those available or the Resource Card that was just played by another player. The other players keep the cards they played as these will allow them to activate a variety of effects once they have two identical Symbols. After three rounds, the player who has won the most victory points wins the game.

Año 2077. Cuatro familias de idéntico linaje; un país, Italia, lugar de nuestra escena, y un antiguo conflicto perpetuado en el tiempo. El norte de Italia es ahora mismo un campo de batalla donde las megacorporaciones intentan controlar las principales fuentes de poder.

Quizás puedas influir con tus créditos sobre los netrunners de Bologna o controlar el tráfico de implantes cibernéticos mediante los tecnomédicos de Pisa. No será fácil, pero debes hacerlo mejor que el resto de familias rivales para llegar a lo más alto. Vuestro futuro está en juego.

Influentia es un juego de cartas basado en los juegos clásicos de bazas. En cada baza, los jugadores jugarán una de sus cartas de Recurso. El ganador de la baza podrá elegir una de las cartas de Ciudad de entre las disponibles o la carta de Recurso que acaba de jugar otro jugador. Los demás jugadores conservarán sus cartas jugadas ya que estas les permitirán activar diversos efectos en cuanto reúnan dos símbolos idénticos. Tras 3 rondas, ganará aquel jugador que haya conseguido más puntos de victoria.

-description from publisher

Munchkin Adventure Time

In Munchkin Adventure Time, players can help Finn, Jake, Lumpy Space Princess, and friends navigate the perils – and the rewards! – of the Land of Ooo. Will "Oh my glob – look out!" be the last thing Adventure Time fans hear from Princess Bubblegum? Or will Finn and Jake save the day with a sturdy sword and a hearty "Slamacow!"?

Munchkin Adventure Time is both a standalone game and an expansion for other titles in the vast Munchkin family.

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.

There are two types of cards - treasure and encounters. Each turn the current players "kicks down the door" by drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.

Herbaceous

In Herbaceous, herb collectors compete to grow and store the most valuable medley of herbs. Everyone starts with four containers, each of which allows a different grouping action:

Group herbs of same type
Group different types
Group pairs
Group any three types (same or different)

On your turn, you draw a herb, then decide to either keep it in your personal collection or put in into the communal pile. If kept, the next card goes to the communal pile; if placed in the communal pile, the next card goes in your personal collection.

At the start of your turn, you can decide to use a container. If so, you assemble cards from personal and communal spaces, group them, then turn them all over. You have then "collected" those and can't use the container again.

At the end of the game, collectors determine the best collection as a combination of value from their collection, matching herbs, and herb sets.

Shards of Infinity

One-hundred years ago, The Infinity Engine was shattered and its reality-bending shards have destroyed most of the world. Now, it falls upon you to gather your forces, defeat your adversaries, and rebuild the Infinity Engine! Will you survive?

Shards of Infinity combines an unprecedented level of strategy and customization into one small box. Rather than competing for points, players must outlast their opponents and reduce their health to zero, which can be done in a number of ways. Each player starts the game with a basic deck of cards, and they can acquire new cards from a central display of six cards (as in Ascension) and add these new cards to their deck or use them immediately, depending on what they are.

Every character starts with fifty health and zero mastery. On each turn, you can spend one gem (a.k.a., money) to gain a mastery point. The more mastery you have, the more powerful your cards become. This lets even the weak cards in your starting deck become more powerful as the game progresses. If you reach a total of thirty mastery, you can activate your Infinity Shard, which instantly defeats your opponent.

As you acquire new cards, you can employ allies and champions to craft your strategy. Mercenary cards can be added to your deck as in other deck-building games or they can be played immediately from the center row for their ability; this adds even more drama to each player's turn as a key mercenary flip can alter the very outcome of the game!

Will you neutralize your opponents before they can fully master the Infinity Shard? With careful planning and aggressive gameplay, only one player can emerge the winner!

Gem Rummy

Gem Rummy is similar to standard Gin Rummy except each card has a background color & gem symbol; Kings have two background colors; (Jokers are included but are not used in hands). Adding colors to each card allows for more interesting combinations (like having all eight gems in hand). Another difference is that (2) 6-sided dice are used at the beginning of each hand to establish the "Knock number", and also the "Diamond number" for a special meld called "Queen's Diamonds".

The object is to get your hand down to a few points of Deadwood by getting Melds.

There are 3 phases to each hand: 1) DEAL & ROLL; 2) CARD PLAY; 3) SHOWDOWN & SCORING.
Cards in Melds and Lay-offs will not score for your opponent, but have no inherent point values themselves. Cards not in Melds or Lay-offs are called Deadwood and might add points to your opponent’s score.

There are 4 different Melds available: Sets, Runs, Stashes, and Queen’s Diamonds (the latter two are new).

SET: At least 3 cards of the same rank (i.e., 5, 5, 5).
RUN: At least 3 consecutive cards in the same suit (i.e., 6, 7, 8, all clubs).
STASH: At least 4 cards of the same gem color (i.e., 4 Emeralds).
QUEEN’S DIAMONDS: Any Queen + one designated Diamond card that is determined by the initial roll number on the dice. Both dice are rolled to find one number (i.e., 3 and 4 = 7, indicating 7 of Diamonds is the card). An “11” or “12” indicates JACK of DIAMONDS.

Also, "Gem Parts" is a bonus players can earn by having all 8 gems at the end of a hand.

A new minimum score rule keeps the game moving along nicely.

—description from the designer