Card Game

Friday

Friday, the second game in the Friedemann Friese Series: Freitag-Project (Friedemann Friese), is based on the story of Robinson Crusoe and his loyal partner Friday (Freitag). You play as Friday, and when Robinson Crusoe crashes his ship on your island, your peaceful times are disturbed. You must help Robinson to survive the island and prepare him to defeat the pirates that are coming for the island.

Friday is a solitaire deck-building game in which you optimize your deck of fight cards in order to defeat the hazards of the island. During a turn the player will attempt to defeat hazard cards by playing fight cards from their deck. If defeated, a hazard card will become a fight card and is added to the player's deck. If failed, the player will lose life points but also get the opportunity to remove unwanted cards from their fight deck. In the end, the player will use their optimized fight deck to defeat the two pirate ships coming for the island, allowing Robinson Crusoe to escape the island and allowing you to finally have your peace back!

Onirim (Second Edition)

You are a Dreamwalker, lost in a mysterious labyrinth, and you must discover the oneiric doors before your dreamtime runs out – or you will remain trapped forever!

You may wander through the chambers of dreams, hoping that chance will reveal the doors, or you can linger in each type of room. In both cases, you will have to deal with the slithering Nightmares, which haunt the hallways of the labyrinth.

Onirim is a solo/cooperative card game. You (and a partner, if you wish) must work (together) against the game to gather the eight Door cards before the deck runs out; you can obtain those Door cards either by playing cards of the same color three turns in a row, or by discarding (under specific circumstances) one of your powerful Key cards. In both cases you will have to decide the best use of each card in your hand and carefully play around the Nightmares. Those cards are hidden in the deck and will trigger painful dilemmas when drawn...

Seven mini-expansions, all standalone and compatible with one another, are included with the second edition of Onirim, including these three that were in the first edition of the game:

"The Towers" introduces a new type of card that allows more searching and deck manipulation, while also imposing an additional victory condition.

"Happy Dreams and Dark Premonitions" adds evil time bombs that will impede your progress at predictable moments of your quest as well as helpful but unreliable allies.

In "The Book of Steps Lost and Found", you must find the eight Door cards in a randomly given order and may remove discarded cards from the game to cast powerful spells that will help you complete this difficult task.

In addition to these three variants from the first edition, there are four new modules in the Onirim 2nd edition box. Just like previously, each module consists of something that makes the game easier and something that makes the game harder:

"The Glyphs" introduces a fourth symbol on location cards (apart from Key, Sun and Moon), which makes it easier to compose the row of unrepeated symbols. Player must then find one extra door of each color (so 12 doors in total) to win

"The Dreamcatchers" are four cards that "guard" the Limbo piles. The Limbo pile stays with Dreamcatcher until some effect allows the player to shuffle the pile back to the deck... if all Dreamcatchers are full and new cards should come to Limbo, a Dreamcatcher is discarded and his cards shuffled back. Also, four new "Lost Dreams" cards are supposed to be in Limbo at the end of the game, as an extra winning condition - so discarding all Dreamcatchers means loss.

"The Crossroads and Dead Ends" introduce location cards with a given symbol (3 Sun, 2 Moon, 1 Key), but serving as any color "joker". It also contains 10 "Dead End" cards, that remain in players hand (un-discard-able on its own) and block her 5-cards hand limit... until a player discards the whole hand (=the only way to discard a Dead End).

"The Door To The Oniverse" brings several one-time abilities cards as "inhabitants of the Oniverse"... and one extra colorless door to find.

Apart from all those, there are a few special rules to use the dark meeple in the game (which interferes with Nightmare cards resolving), making the game easier or harder, depending on the chosen variant.

Ghost Blitz

Balduin, the house ghost, found an old camera in the castle cellar. Immediately he photographed everything that he loves to make disappear when he is haunting  – including himself, of course. Unfortunately, the enchanted camera takes many photos in the wrong colors. Sometimes the green bottle is white, at other times it's blue. Looking at the photos, Balduin doesn't really remember any more what he wanted to make disappear next. Can you help him with his haunting and quickly name the right item, or even make it disappear by yourself? If you grab the right items quickly, you have a good chance of winning...

The lightning fast shape and color recognition game that is sure to test the reflexes of kids, families and gamers alike. In Ghost Blitz, five wooden items sit on the table waiting to be caught: a white ghost, a green bottle, a cute grey mouse, a blue book, and a comfortable red chair. Each card in the deck shows pictures of two objects, with one or both objects colored the wrong way. With all players playing at the same time, someone reveals a card, then players grab for the "right" object – but which object is right?

If one object is colored correctly – say, a green bottle and a red mouse – then players need to grab that correctly colored object.

If both objects are colored incorrectly – say, a green ghost and a red mouse – then you look for the object and color not represented among the four details shown. In this case you see green, red, ghost and mouse, so players need to grab the blue book.

The first player to grab the correct object keeps the card, then reveals the next card from the deck. If a player grabs the wrong object, she must discard one card previously collected. Once the card deck runs out, the game ends and whoever has collected the most cards wins!

Reimplements:

Knapp daneben, released in 2004 by HABA.

Sierra West

In the late 1840s, thousands of pioneers headed out West to seek wealth and opportunity. Many of these brave souls traveled by wagon over the Sierra Nevada mountain range, into what would soon become the Golden State of California. In the game Sierra West, you are an expedition leader who must guide a party of rough-and-ready pioneers—employing a clever mix of strategy and tactics with each step.

Sierra West comes with four sets of special cards and parts, each of which can be combined with the game's basic components to create a unique mode of play. During setup, the players choose a mode, then build a mountain of overlapping cards with the corresponding deck. Each mode adds new thematic content, alternate paths to victory, and interesting twists on the core mechanics.

The four included modules are:

Apple Hill
Gold Rush
Boats & Banjos
Outlaws & Outposts

Overview of Play
At the start of each turn, you will overlap and arrange three cards into your player board—exposing and concealing a selection of the action icons available on them. This will create two unique paths for your pioneers to follow. Next, you will move your pioneers across their paths from left to right, performing a series of small actions. Common actions include: claiming cards from the mountain, building cabins, gaining resources, and advancing your wagon. Additional actions are brought into the game by the chosen mode—such as: harvesting apples, mining for gold, fishing, and fighting outlaws. As your pioneers complete their paths, they will gain access to the action spaces on the upper portions of your cards. On these, you will be able to exchange resources for to advance on the wagon trail and homestead tracks, or activate other special abilities unique to the mode.

As the game continues—and more cards are removed from the mountain—new and exciting things are discovered! Each piece of the mountain is either a card that can be gained to improve your deck, or a special card that is added to a face-up row at the mountain’s base. As this row extends, more of the mode’s opportunities and challenges come into play. For example, in Boats & Banjos mode, the row is a river that offers more fishing and gold panning options as time goes on.

Sierra West can be set up and played in under an hour, often leaving people with the desire to play it again right away—especially to explore the other modes! It is a highly thematic Eurogame that offers a truly novel and satisfying spin on action-programming, worker-placement, and deck-building.

Includes solo mode by Dávid Turczi.

—Description from the publisher

Note: Contained inside the box are 2 promos for other games:
Teotihuacan: City of Gods – Sierra West Promo
Dice Settlers: Sierra West Promo

The Coldest Night

The Coldest Night is a cooperative strategy card game where players feed fuel into a fire to keep it lit. Each card brings a certain amount of heat to the fire, and also requires the fire to be above a certain heat to burn it. With the fire constantly dying out, players must work together against the encroaching cold to sequence their cards so everything in the deck can be burned.

—description from the publisher