Expansion for Base-game

Reef Encounter of the Second Kind

Reef Encounters of the Second Kind was released at Essen 2006. It is an expansion set for Reef Encounter, introducing new creatures, opportunities, and tactics to the basic game.

The crown of thorns starfish with their voracious appetites have now found the reef and will consume any corals that they can reach. Blue shrimps will assist host shrimps in protecting the larger corals, but these blue shrimps are notoriously unreliable. Meanwhile, the polyp tiles now come in a variety of different forms, and even the rocks are liable to change shape.

A selection of cards provides one-off opportunities to influence the game, to introduce or to move the blue shrimps, or to affect the scoring at the end of the game. An appropriate card is also required before a parrot fish can consume its first coral.

Contents: 4 blue wooden shrimps, 48 special tiles, 56 cards (28 in English and 28 in German), and 2 rules sheets, one in English and one in German.

Expands:

Reef Encounter

Reef Encounters of the Second Kind Microbadge :

Dominion: Seaside

Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.

From the back of the box: "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers.
One day, all the rivers will be yours."

Part of the Dominion series.

GIPF Project Set 3

This includes three expansions for GIPF.

Contents:

6 YINSH-potentials for each player
6 PÜNCT-potentials for each player
3 extra basic pieces for each player

See the project GIPF wiki page for more details on the potentials' powers.

The YINSH-potential can slide off its piece, any number of empty spots, for sneaky deployment. The PÜNCT-potential can land atop certain other pieces (different ones than the DVONN-potential), changing their color, or possibly introducing more GIPF-pieces mid-game!

GIPF Set 3 contains 6 white and 6 black YINSH-potentials, 6 white and 6 black PÜNCT-potentials, and 3 white and 3 black extra basic pieces to play "Ultimate GIPF". For the very brave amongst players: that is GIPF with 21 basic pieces and all 5 different kinds of potentials.

This is probably the last part of Project GIPF - after all those years players can combine all games :)

First product of cooperation of Kris Burm with company SMART.

GIPF Project Set 2

This includes two expansions for GIPF and one for ZÈRTZ.

Contents:

6 DVONN-potentials for each player
6 ZÈRTZ-potentials for each player
12 ZÈRTZ rings

See the project GIPF wiki page for more details on the potentials' powers.

This expansion can integrate DVONN and ZÈRTZ with the original GIPF game. Additionally, it contains ring pieces to extend the ZÈRTZ board into new configurations.

The ZÈRTZ-potential has the power to jump other pieces. The DVONN-potential has the power to land on top of other pieces, changing their color.

This is part of project GIPF.

GIPF Project Set 1

This is an expansion for GIPF.

Contents:

6 TAMSK-potentials for each player

See the project GIPF wiki page for more details on the potentials' powers.

The TAMSK-potential is the first additional piece of project GIPF. It is named after the game TAMSK and offers new ways to play GIPF. The TAMSK-potential can grant its owner an extra move during a turn.

A clarifying note from designer Kris Burm about the GIPF Project expansion Set #1 and the TAMSK potentials included with the TAMSK game:

As you maybe know, enclosed in the TAMSK box are 3 white and 3 black TAMSK-potentials. These are samples. You need a minimum of 3 potentials of each color to get a feeling of how they change a game of GIPF. The GIPF Project Expansion Set #1 contains 12 TAMSK-potentials; 6 potentials per color is the standard number to play with. The kit is meant to give players who like playing with the potentials the possibility to get more potentials without needing to buy a second game of TAMSK. That aside, it is also meant to serve those who want to find out what potentials are all about without needing to purchase TAMSK.

This is part of project GIPF.

Expands:

GIPF