Two Player Game

Revolver

Howdy, ya'll.
C'mon in and sit a spell. Let me tell ya about Jack Colty and his gang, and get ya up to gallop on all the interestin' events. Those filthy drovers and gunslingers are dangerous and desperate, each one generally havin' killed a man, and be content to live on a diet of Navy plug and whiskey.
I ain't never seen no queen in her damned undies, so the feller says. But I'll tell you what - after hearin' this here stupefyin' story I'm about to unfold, well, I guess you folks can make up yer own minds why I retired early.

The year is 1892.
The bank at Repentance Springs has been robbed.
Many good citizens, including Sheriff Anton Dreyfus and school-marm Sue Daggett, were brutally slain as Colty's gang shot its way, whooping and hollering, out of town.
Colonel Ned McReady and his men are tasked with bringing Jack Colty - a man so mean he'd steal a fly from a blind spider, or a coin off a dead man's eyes - and his gang to justice.

Revolver is a non-collectable card game set in the Old West.

Consisting of two balanced 62 card decks, the game pits two players against each other in a life or death struggle. One player takes the role of Colonel Ned McReady and his lawmen, and his opponent assumes control of the notorious and deadly Colty gang.

At their disposal, the Colty gang - the meanest bunch of low down dirty dogs in the West - have a roster of weaponry to bring down the lawmen on their tail: .38 Specials, .45 Long Colts, 1866 double barrel Derringers, and even a Gatling gun! Some example cards from the gang's deck: Cherokee Scout, "Adios, Amigoes!", "Thanks for yer coffee and eggs, ma'am", and "Chew on this, Gringo!"

The Colonel player's objective is to eliminate all the gang members before they can escape across the Mexican border. He can utilise such cards as Buffalo Stampede, Rattlesnake Bite, "I can smell those yellow bellies on the wind", "He shot my hat clean off!" Apache Scout, and Rickety Bridge.

The game has an asymmetrical design, with both decks featuring different cards and abilities. Revolver is played using a 5-column system, representing consecutive gunfights in the following battlegrounds: The Bank at Repentance Springs, Whiskey Canyon, Buzzard Point, Rattlesnake Creek, and the 3:15 Express from Rattlesnake Station. Gameplay is quick and bloodthirsty with bandits gunned down frequently, and law-men peppered with lead by the well-placed use of "Fire at will, boys."

Numerous tricky decisions must be made throughout. For instance, the Colty player could choose to deploy the Jackson Clan during the Whiskey Canyon battle, but the resources that this would require might make it a very risky, but rewarding, play. Similarly, the Colonel McReady player can deploy the Colonel at any time during the conflict - he's free to play aboard the 3:15 Express Train, but hugely expensive if used at Buzzard Point, for instance. Also, during the final confrontation, Jack Colty can force the train to crash - as a last ditch effort, probably killing some of his own crew in the process - he's as crazy as popcorn on a hot stove!

Primarily a combat-driven card game, each player must manage his deck of cards effectively to win. In addition to simple, unique abilities, each card also has two values: power and cost. Some simple icons are used to display such things as 'coming-into-play' effects, and if a gringo has 'True Grit'.

Revolver can trace its parentage back to San Juan, Magic: The Gathering, Battle Line, and is a new implementation of Aliens: This Time It's War.

Victory Conditions:

The Colty Gang player wins if he manages to "Escape across the Mexican border."
The Colty Gang player wins if he reaches and survives the battle on the 3:15 Express train.
The Colonel McReady player wins if Jack Colty and all the gang members are either hanged or killed.
The Colonel McReady player wins if Cortez is killed before boarding the 3:15 Express train.

Each bandit character card has a Survival Rating, indicating the likelihood of them surviving to the end of the game. For example, Lenny and Micky Mason have a low chance of survival, whereas Cortez has a high Survival Rating. Also, certain character's deaths have hugely detrimental effects on the game, such as having to discard a card, or in "Kittens" Mackenzie's case: the gang having to fight an extra two turns on the Rattlesnake Creek battlefield.

7 Wonders: Duel

In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.

What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder.

Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.

Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.

A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions. If you reach the opponent's capital, you win the game immediately. Similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.

Tides of Time

Play as an ancient civilization as they prosper and collapse through time. Build gigantic monuments, raise impenetrable fortifications, and amass vast knowledge as the ages pass. The greatest civilizations will leave their mark long after their collapse. From times long forgotten to times recently lost, civilizations will rise and fall as the tide of time carries them.

Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective. After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.

Carcassonne: The Castle

Carcassonne: the Castle takes place in the city of Carcassone itself. The theme is development of the city within the "castle walls", which might be more appropriately called the city walls, but Carcassonne: The City was apparently already in development.

It is not an expansion, but a stand-alone tile-placement game with the Carcassonne mechanics adapted specially for two players. The goal is to lead the race around the castle wall, which is also the scoring track for the game. There are bonus items on the wall for the first player to reach that point.

Play is very similar to Carcassonne but all the tiles must be played within the walls, which often constrains the choices. The followers used for scoring are heralds (on paths), knights (on towers), squires (on houses) and merchants (on courtyards which are more valuable if they have a market). And, the player with the largest "keep" (largest house completed during the game) scores points for the largest contiguous undeveloped area (unplayed tile spaces) at the end of the game. The bonus tiles collected from the walls add twists to the scoring, such as doubling one of a particular scoring structure or scoring one uncompleted structure.

BattleLore

This game is based upon Richard Borg's Command and Colors system. The world of BattleLore meshes history and fantasy together - putting players in command of an array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.

Drawing on the strengths of Memoir '44, this Days of Wonder game takes the time-tested Command and Colors system to a new level and offers gamers of many backgrounds a chance to fight medieval battles with a dose of epic fantasy.

In this fantastical re-imagining of the Hundred Years War, French and English armies are supplemented with Goblins and Dwarves mercenaries and even some creatures like the Giant Spider and the Earth Elemental! Just as important as the armies you have, though, are the Lore Masters you choose to aid you: Wizards, Clerics, Warriors and Rogues can all aid you with unique powers and spells in ways role-playing gamers will find familiar.

Note: This is a protected game due to fragile packaging and requires having a Membership to play. See Game Associate for details.