Monopoly: Star Wars
Monopoly Star Wars style. In this version of Monopoly players must buy up property and build homes in the Star Wars universe.
Monopoly Star Wars style. In this version of Monopoly players must buy up property and build homes in the Star Wars universe.
Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself!
In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated!
Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham!
Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
The Witcher Adventure Game takes players on a journey across the world of The Witcher, a detailed world, rich in lore and characters, fleshed out by Andrzej Sapkowski's famous series of novels, and honed by The Witcher video game trilogy.
Players assume the roles of four distinct characters from this series: Geralt of Rivia, monster slayer; Triss Merigold, cunning sorceress; Yarpen Zigrin, dwarven warrior; and Dandelion, roguish bard. Each character has unique skills and multiple ways of overcoming obstacles, but you decide what to do during the game: Do you fight your way to victory, call on your charm, or try your hand at diplomacy? You can bring enemies around to your point of view with a sword as Geralt - or bribe them with gold and threaten to call on powerful friends as Dandelion. If a situation calls for strength in numbers, Yarpen has his own fellowship of dwarves to command, and Triss can rely on her expert skill with magic to save the day.
Each character has its own deck of Development Cards, so each time you play you can discover something new by trying out varied characters and experimenting with different builds. For example, when playing as Geralt of Rivia, the main hero of the Witcher franchise, you can develop your character either by specializing in brewing and utilizing combat Elixirs, or else by growing your ability to cast powerful Witcher Signs.
A variety of quests invite players to hunt monsters, earn gold and interact with the characters they meet in a web of alliances and treachery. Decide whether you’ll help the other players or look after your own interests first, and keep an eye on the progress of your friends while you carefully work your way towards victory.
Ready to start exploring a previously uncharted island? Good! You and the other players each have a team of five scientists, and you want to capture animal species so that you can study them — and, of course, score points.
The game board in La Isla consists of a set of oddly-shaped tiles that are placed in a circular arrangement around a central polygonal tile. Thirty-five animal tokens (seven each of five types) are placed at random on spaces numbered 2, 3 and 4 on the game board; these numbers equal the number of camps that surround these spaces.
On a turn, a player has three cards that he places face-down in the A, B and D spaces on his card display. All players reveal their A cards at the same time, then place them in one of the three slots at the top of their display; the image depicted on the top of this card shows the special power that the owner of this card has available. Once a player has filled all three slots on her display, future cards placed with the A action cover an existing card.
After revealing the cards in their B slots simultaneously, the players collect the goods depicted in the lower-left corner of their individual card.
Each player in turn then places one of his scientists on a camp, first paying two resources of the type matching that camp. (If all of a player's scientists are on the board, she moves one of these scientists.) If the player now has a scientist on each camp surrounding an animal space, she takes that animal tile, scoring points for it as noted on the board (4, 3 or 2 points).
Finally, the card in the D slot increases the value of one animal. You (and only you!) immidiately score one point per animal of the type you moved up on the scale. If you don't have an animal of that tpe you don't get any points. Each animal has a points threshold so that if you move an animal up, say, four times, each animal of this type is worth an extra point at the end of the game. The scale goes up to five so that every animal can be worth up five points at the end of the game. When the sum of these values for all five animals equals seven, nine or eleven (based on the number of players), the game ends at the conclusion of the round. Players then tally their final scores to see who wins.
7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions.
In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal.
During the game, players now have an additional option when discarding a card. Instead of gaining three coins, they place one of these tiles in the next open space on a circular display; the law on this tile remains in effect until the end of the game or until it's covered. (Should a fifth tile be placed, for example, it's placed on top of the first tile played.) At the end of the game, players receive points based on how many tiles they played.
In the second half of 7 Wonders: Babel, one of five law cards is randomly revealed at the start of each age, and a number of tokens are placed on it, based on the number of players. This card imposes a tax on players who want to play cards of a certain color. When a player pays this tax, he takes one of the tokens from this law card. At the end of the age, if all of the tokens have been removed, then players receive a bonus (which is depicted on the card) for each token they have; if tokens remain on the card, then each player without a token is penalized.
Just as the cost of cards increases in each age, the number of resources required to pay the tax also increases.