Ladder Climbing

Seers Catalog

The latest edition of the Seers Catalog has everything you need for stopping werewolves. Can you limit yourself to the essentials in time to save the village?

Seers Catalog is an almost-shedding card game in which each player tries to get rid of almost all of the cards in their hand. Each round, players have a unique set of artifacts that give them asymmetric abilities to help manage their hand of cards. When one player runs out of cards, the round is scored: Each card is worth -1, but if you have five or fewer cards in your hand, the lowest value on those cards is worth positive points! However, once you have five or fewer cards, you can no longer voluntarily pass, so holding on to a high-value card near the end of the round hoping for a big payout can result in total failure.

Haggis

Haggis is a climbing game in the same family as Zheng Fen and Big Two. It borrows and recombines elements from its parent games - card combinations, bombs, scoring for cards in hand, scoring for cards collected in tricks - and it mixes in equally distributed wild cards and betting that you'll be the first to empty your hand of cards.

Velonimo

The card game Velonimo allows you to depict the merciless struggle in the animal world for the distinctive and highly prized "petits pois-carottes" jersey rewarded to the best climbing cyclist. This trick taking game features ultra simple rules for an absolutely addictive play experience.

Goal of the Game: Race to the summit to score as many points as possible and win the covered jersey. To win a race, you must be the first player to get rid of all your cards. Racer cards may be played alone or in specific combinations of the same color or same value. There are also breakaway specialist cards which work alone to speed ahead of the pack.

Victory: The game has 5 rounds, each representing the ascent of a different mountain summit by riders in a cycling race. To win the round, yo need to get rid of all of your cards before any other player. Even if you are not the winner, you can still score points for your position. Keep playing until there is only one player left. At the end of each round, the player with the highest points total is the leader and received the coveted jersey. The player who receives the jersey at the end of the last round, after the final scoring, is the winner.

SCOUT

SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand.

More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand.

On a turn, a player takes one of two actions:

• Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves.

• Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten.

Once per round, a player can scout, then immediately play.

When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.

Lucha Wars

Lucha Wars is a two to eight-player dice game, based on the popular world of professional Mexican wrestling, or "Lucha Libre" (a.k.a. free fighting). The game is a new variation with new content to Luchador! Mexican Wrestling dice.
Each player selects a Luchador wrestling character to play and rolls their Grapple Dice to try to either reduce their opponent/s life points to zero to win by a knock-out (KO) or hold the opponent down on the mat for a "count of three" to win by a pin.
Each wrestler has individual Life levels, Pinnable level, and Combo Attack zones. Also, they each have their own Special Attacks that can be used during a match by rolling their Special Attack Die.

Players begin by each rolling their own set of five 'wrestling dice' at the same time, trying to ensure that they land in, or touching the wrestling ring. The results of HITs, DODGES, and MISS rolled are played off against each other with DODGES being re-rolled once which can also be used to target their opponent/s dice. The player with the highest Hits is the winner for that round and the loser takes the difference in damage off their Life track.

Additionally, the winner records the victory by moving their counter up one tile on their Special Attack Track.
The Special Attack track allows a player to do their Special Attack, attempt to PIN an opponent, attack using the Combo Die and attack with a Weapon (Weapons Match).

If a player has reached the PIN tile on their Special Attack Track, the 'three count' begins against their opponent. The player being pinned has three attempts to save, using four of their five wrestling dice or lose the match.

In a tag-team match, players have the choice of trying to tag-out to regain slight strength, but it can also cost them... if they fail to tag and get dragged back into the ring by their eager opponent.

In the Weapons match, four Weapons Tokens are placed face-down in each of the four corners of the wrestling ring. Once a player moves their token to the tile on their Special Attack Track that shows a Weapon, it allows them to take a random Weapon Token and use that Weapon against an opponent at the beginning of any new round. This will often involve dexterity rolls with dice.

The Ladder match is a two-player game about which player gets their wrestler standee to the top of the ladder first to win the match. The game also includes a Changing Alliances match and Cage Match rules.

—description from the designer