Set collection

Royals

In Royals, players take on the roles of the great noble houses of the 17th century, fighting for supremacy in Europe at that time. With the help of the right country cards, they occupy influential positions and obtain bonuses for this in the form of victory points. The higher the rank of the title associated with the position, the more country cards required. Already-occupied positions can be contested by playing intrigue cards.

The game proceeds over three periods, with a scoring taking place after each of them. During scoring, the players with the greatest influence in each of the four countries score victory points. After the third period scoring, the game ends with the scoring of the individual titles. The player with the most victory points wins.

Guildhall Fantasy: Fellowship

Description from the publisher:

Do you have a thirst for adventure? Is your middle name danger? Do you just like treasure? Form a party of adventurers to help you be victorious! The more members of each class you have, the greater the bonus they'll give you - but be careful; your opponents might try to poach your party members!

In Guildhall Fantasy: Fellowship, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you and the gamemaster know!

3 Wishes

3 Wishes is a party/family game for 3-5 players that plays in 3-5 minutes. With simple rules, this memory, intuition and bluffing game is as much about playing the game as it is about playing the other players. A poker face will go a long way – well, not too long, since the game may last only three minutes – and it will also serve you well as a fast and fun memory training.

A not-so-nice-but-not-too-evil genie appears as if from nowhere (someone, somewhere probably did rub a lamp) and pitches the crowd against one another, granting the most astute player no fewer than three wishes — but not all wishes come true, and only the player with the right balance between super powers, benefits for the world, and selfish gifts will be enter the good graces of the genie.

In more detail, each player has a hand of three cards, with two extra cards face down in the middle of the gaming table. On their turn, each player can either peak at a card or swap cards with other players or the common pool on the table, aiming to get three different type of wish cards. Once that happens, someone calls for the end of the game and all players reveal their hands and compare wish cards to determine the winner.

Ticket to Ride: First Journey

Ticket to Ride: First Journey takes the gameplay of the Ticket to Ride series and scales it down for a younger audience.

In general, players collect train cards, claim routes on the map, and try to connect the cities shown on their tickets. In more detail, the game board shows a map of the United States with certain cities being connect by colored paths. Each player starts with four colored train cards in hand and two tickets; each ticket shows two cities, and you're trying to connect those two cities with a contiguous path of your trains in order to complete the ticket.

On a turn, you either draw two train cards from the deck or discard train cards to claim a route between two cities; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that's two spaces long). If you connect the two cities shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can't connect cities on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.)

If you connect one of the West Coast cities to one of the East Coast cities with a path of your turns, you immediately claim a Coast-to-Coast ticket.

The first player to complete six tickets wins! Alternatively, if someone has placed all twenty of their trains on the game board, then whoever has completed the most tickets wins!

Phase 10

A rummy-type card game where players compete to be the first to finish completing all ten phases. Phases include collecting runs of numbers, collecting certain number of a given color cards, etc. The first player to finish completing the 10th phase wins. In case of ties, the player with the fewest number of points wins.

Contents:

Reference Cards (2)
Deck of 108 Cards:
24 x Red Cards (2 x 1-12)
24 x Blue Cards (2 x 1-12)
24 x Green Cards (2 x 1-12)
24 x Yellow Cards (2 x 1-12)
4 x Skip Cards
8 x Wild Cards (2 x 4 Colors)

Instructions