You have the AGENT power: once per round, you may privately reveal your card to a player and force that player to card share with you. You must verbally say to the target player, "I'm using my AGENT power. You MUST reveal your card to me".

Note: If used on a character that is unable to card share (e.g. has the "shy" condition or is a Paranoid character that has already card shared), the power is wasted. The target must prove they can't card share by verbally saying (even if "cursed") "I can't because (provide specific and honest (even if a Demon reason)". …

Welcome to pre-WWII Germany. In Secret Hitler, players are German politicians attempting to hold a fragile Liberal government together and stem the rising tide of fascism. Watch out though - there are secret fascists among you, and someone is Secret Hitler.

At the beginning of the game, each player is secretly assigned to one of three roles: Liberal, Fascist, or Hitler. Hitler plays for the fascist team, and the fascists know who Hitler is, but most of the time Hitler does not know who his fellow fascists are. The Liberals don't know who anyone is. …

Solo Player Mode

Solo games work much like normal games, but with a single board as the whole island. The only difference is that you can target yourself with Powers that specifically target Another Spirit', though you do not gain extra benefits from Powers that are better when used on another Spirit, like Gift of Constancy or Elemental Boon.

Also, the luck of the draw is high, and you have no fellow Spirits to compensate for your Spirit's weaknesses and limitations. …

Agoraphobe ­

You win if you are never sent to a different room by anyone.

Ahab ­

You win if Moby gains the "dead" condition and you do not.

Anarchist ­

You win if your vote helped successfully usurp a leader during a majority of the rounds. For example, in a 3 round game, you must have usurped a leader 2 of the 3 rounds.

Born Leader ­

You win if you are a room's leader at the end of the game.

Butler ­

You win if you are in the same room as the Maid and the President at the end ofthe game. …


Each small square on the map that isn't water is called a land area. At the start of the game, land areas may contain a resource or they may be empty. Land areas are adjacent with up to 8 areas in horizontal, vertical and diagonal directions.


The blue areas on the map are water areas. All water that is horizontally or vertically adjacent forms one large water area. Water areas that are only diagonally adjacent do not form one water area. …

This variant allows players to play a game of Welcome To while trying to achieve their best score.


Shuffle the Construction cards, effect side face up and randomly deal out two equal stacks. Shuffle the Solo card into one of these two stacks, then place this stack under the other without shuffling again.

Shuffle and randomly pick three City Plan cards. Place them "Project" side face up next to the Construction cards. Take a player sheet from the pad and a player aid. …

  • Development Lines

    In Shakespeare, there are 3 great development lines which are the rehearsal tracks, the set dressing, and the costumes. In addition, there are a few alternative sources of points which are non-negligible (the objectives, the gold, and the initial bid).

    The game is designed to allow the use of various successful strategies. We could, for example, do a bit of everything well, or push two of the lines as much as possible and deal only lightly with the third one. However, it's a bad idea to focus on exclusively one of the lines. …

You are a Dreamwalker, lost in a mysterious labyrinth. Your goal is to find the eight oneiric doors! Onirim is a solo/cooperative game for two players. You play against the game, alone, or with a partner. The Locations are the magical places of the labyrinth you will explore in your search for the eight Doors.

The 8 oneiric Doors are the object of your quest: having all 8 Door cards on the table is the victory condition of the game. There are two ways to obtain a Door card : …

Object of the Game

In K2, each player directs a team of two mountaineers who in competition with other teams are trying to reach the peak of K2 and survive until the end of an 18-day expedition. Important elements include selecting a suitable route to the summit, blocking other players, placing tents optimally, and paying attention to the weather, which significantly affects the difficulty of climbing to the summit.

Players will move their mountaineers on the board with cards which they play every turn. The higher a particular climber goes, the more victory points the climber earns at the end of the game - but in the upper parts of the mountain one must be careful about a climber's acclimatization level. If it falls below 1, the exhausted mountaineer dies, and the player receives no victory points gained by that climber. …

When a player chooses an action on the Art Nouveau board, on which an opponent has built a Building tile, the opponent gets a secondary action, as defined by the main action.

He performs this secondary action immediately after the active player has performed his primary action. The different actions are:

Workshop Action

he player creates a black work of art. He takes a black work from those placed near the gameboard. He may sell this work through the Sale action of the Art Nouveau board. …