Card Game

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!

Dream On!

Description from the publisher:

Dreams can be vivid, as if they're actually happening — but when they end, they can be hard to remember. With a little luck, and some careful communication with friends, a dream can be something that's cherished forever.

Dream On! is a collective storytelling game in which players create a dream together. Using the dream cards, they have two minutes to create a dream story. When the timer runs out, they then have to remember what happened in the dream and in what order. They score points for getting the details correct. At the end of the game, they tally up their score to see how much of their collective dream they've remembered.

Red Flags

Red Flags is "The Game of Terrible Dates"

In Red Flags, your goal is to use "Perk" cards to create the best date for "The Single" (the judge for this round). However, there is a catch. Players may also play "Red Flags" (bad traits) in an attempt to sabotage another player's hot date.

Each player has an opportunity to argue why their date is the best one for "The Single," who chooses which awful date wins...

Majesty: For the Realm

The crown is up for grabs to whoever can build the richest domain and seize it from their rivals. It’ll take a whole kingdom’s worth of people to accomplish this monumental task. Rally your citizens, grow your power, and reign supreme in Majesty: For the Realm, a game of strategically selecting who you want to work your lands set during the Middle Ages. Each game, you recruit characters to perform jobs that generate gold for your kingdom. Some characters work better with others, opening many paths to victory. Whether you choose to be a silver-tongued monarch who rules with mercy, or an iron-fisted tyrant who crushes their rivals, the fate of the land rests with you.

Noxford

Welcome to Noxford, a timeless city in perpetual construction that extends continuously following the rhythm of the gears that hold it. Each player leads a crime syndicate and relies on their lieutenants and henchmen to become the most influential around rich districts of the city.

Set in a Steampunk universe, Noxford gives you the opportunity to take control of a Victorian city made up of cards. In turn, players place in the game either cards depicting influence of their syndicate, or neutral cards representing rich districts (victory points) as well as barracks (which cancel syndicate influence around those areas). Cards must be placed so that they touch at least two cards already in play and must have at least two edges aligned on the edges of the cards that it touches.

The game ends when a player plays their last syndicate card. Then, players wins neutral districts if they have more syndicate cards than their opponents around. Neutral districts give 1 victory point per symbol on them, and a +2 bonus if the district depicts the favorite field of the player's syndicate. The player with the most victory points controls the city and wins the game!