Set collection

Stone Age

The "Stone Age" times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective.

In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.

Players use up to ten tribe members each in three phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.

Cootie

Players race to construct a plastic bug, rolling a die to see which piece they get to add.

The Hennepin History Museum states that the first Cootie game was designed by William H. Schaper in 1949. However, Schaper's game was not the first based upon the insect known as the "cootie". The creature was the subject of several tabletop games, mostly pencil and paper games, in the decades of the twentieth century following World War I.

In 1927, the J. H. Warder Company of Chicago released Tu-Tee, and the Charles Bowlby Company released Cootie; though based on a "build a bug" concept similar to Schaper's, both were paper and pencil games.
Schaper's game was the first to employ a fully three dimensional, free-standing plastic cootie.

Known in Australia as Creepy Critters and in the UK as Beetle Drive.

Ticket to Ride: The Card Game

A New Train Adventure Begins!

The Ticket to Ride Card Game delivers all of the excitement, fun, and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format.

Players collect sets of illustrated Train cards, which are then used to complete Destination Tickets - routes between two cities depicted on each ticket. But before their Train cards can be used, players must face the risk of "train robbing," where another player may force them to lose their hard-earned cards.

Contains 96 illustrated train car cards, 46 destination tickets, 6 big city prize cards, and a rulebook.

Part of the Ticket to Ride series.

To begin the game, each player is dealt train car cards and destination ticket cards. All these cards are kept secret from the other players until played or scored. Each player may keep all his ticket cards, just one or any number in between. A player's turn has two parts: first the player moves face up train car cards from his Railyard to his face down, On-the-Track stack; second the player may perform one of the following actions: 1) draw more train car cards, 2) place train car cards in his Railyard, or 3) draw destination tickets. Like the original Ticket to Ride board game, when a player chooses to draw train car cards, he may choose from the five face up cards or draw from the top of the face down deck. When placing cards in the Railyard, a player may place two or more cards of the same color including locomotives which are wild, or three cards, each of a different color. Also when placing cards in the Railyard, a player may not play cards of the same color as those currently present in his Railyard nor of the same color as those present in any opponent's Railyard unless he plays more of that color than are present in the opponent's Railyard. If the player plays more, then the opponent must discard his cards of that color. This is called "Train robbing." When drawing destination tickets, a player draws four and may keep any number of them including none.

When the train car card deck is exhausted in a two or three player game, each player gets one more turn and the game ends. In a four player game, completed tickets are scored and discarded train car cards are reshuffled into a new draw deck. When that deck is exhausted, each player gets one more turn and the game ends. At the end of the game all tickets not previously scored are scored. The point values of completed tickets are added to a players score while those of tickets not completed are subtracted. To complete tickets, players match train car cards in their On-the-Track stack by color and quantity with their tickets. Each big city bonus is awarded to the player with the most completed tickets having that city. These bonus points are added to the player's score. The player scoring the most total points wins.

Club

The Club is a slightly satirical game about life in the fast lane - a board game about love and about people's need to meet one another.

The whole game takes place in a nightclub and the game board is the dance floor. On their turn players push three new dancers to the dance floor from their own bar counter (edge of the game board) and as they come into play they push others towards the center of the dance floor. Once two dancers meet in the heat of the night they can be made into couples and the better the match the more players score. If only two of the four visible qualities match then the dancers have a one-night-stand which is not a very long term fun and is thus worth only one point. With three matching qualities the dancers actually like one another, start dating and that is worth four points. If all the four visible qualities match then the dancers get the "happily ever after" the one true love we all search for and thus it is worth full 5 points.

Each dancer also has a secret quality that can and will alter the basic score. For example if a guy has a large... "personality" then the player gets two extra points unless the other dancer is drunk, because if she is she wouldn't notice the difference. Girl's beautiful roommate on the other hand only has a function in the one-night-stands and the fun the couple would have means now triple fun and thus the player gets triple points. There are 12 different secret qualities in the game ranging from heart-broken to those who still live with their mom.

Occasionally the game gets spiced up by one of the three special charachters in the game. Bouncer can remove any of the dancer from the game board where as a Rock Star walks into the game normally, but once (s)he has gathered a fan crowd and he's completely surrounded player can take the Rock Star and four adjacent dancers back to his hotel room and form two couples out of them. The bully is the guy who harasses women and picks a fight with men and once he enters the game his mere presence prevents any dancer next to him to be part of a couple.

In the end the player who has been the best cupido wins the game. In other words the best scorer wins.

Warriors: Dragon Hordes Expansion

The Dragon Hordes expansion (55 cards, two small pages of rules) to Warriors adds a new creature, the Dragon, along with additional Catapults and Attack Cards, and makes the game playable by up to 6 players.

Dragons, unlike other creatures, must attack and defend individually, but just one can wreak havoc. They roll two dice on both attack and defense, adding one to each die roll. Catapults have only one chance in 6 of killing Dragons, and their defense can be augmented by "Flames" (basically, extra lives that must be eliminated before the Dragon can be killed). Having the most Dragons at the end of the game also gains victory points.