Although there's plenty of strategy and nuance in this game, we offer an additional variation, along with a version based on the included Expansion Pack.

Players can use these rules separately or use both options together. For both of these options, use the rules above except for the changes noted below.



Secret Identities

  1. The winner is the player who collects the most information and discovers the secret identities of the other agents. Each player will need paper and pen (or they can use their cellphones) to write down their predictions. …



Components

  • 50 Cards
  • 5 Extra Large Wild Card Indicators
  • 84 Point Chips
  • Rules

Object of the Game

Five crowns junior is a rummy-style game where players try to match all 5 cards in their hands by either color or number.

There are 5 rounds in the game with different wild cards each round. The player with the most treasure chips at the end wins!


Wild Cards

The wild cards change each round. A wild card can be used as any number or color. There are five large wild cards, which show what is wild for each round. …



Components

  • 400 Cards
  • Timer/Spinner
  • Instructions

Object of the Game

Score the most points by giving answers under pressure of the random Timer/Spinner that could stop at any moment, and may have you giving more and more and more answers!


Setup

  • Place the Cards on the table where everyone can reach them. You can keep them in a neat pile or scattered around...just keep them face down.

  • Set the Timer/Spinner out as well, and add 3 AAA batteries to it.


Quick And Easy

  • Draw a Card, start the Timer and name three things in that category/subject. …



Components

  • 396 cards Board 4 Playing Pieces
  • Sand timer
  • Rules

Object of the Game

To be the first team to move from the START to the FINISH segment on the board. Progress is made by correctly guessing the phrases your teammates are describing.


Setup

Layout the board and the card box. Players divide into teams of two or more. The more players per team the better. If for example there are eight players, two teams of four is better than four teams of two.

Each team selects one playing piece and puts it on the START segment. The team with the youngest player starts. …



Components

  • 200 culture cards
  • 100 opinion cards
  • Instructions

THE METAGAME has two kinds of cards:



When the rules mention a hand of cards, it means keep your cards hidden from other players.

  • Filling in blanks

    When there is a blank on an opinion card, you fill it by saying any word or phrase.

  • Who goes first?

    If a game asks you to pick a first player, draw a culture card at random. Whoever most recently interacted with some version of what is on the card goes first. …


Florence in the 15th century! The city is in the midst of an artistic, cultural, and financial boom. Thus, it begins a competition among the architects and master builders of Florence to build the most impressive palaces.

Who will be the most successful builder? Who will score the most victory points? Who will win the game?


Components

  • 55 money cards
  • 1 master builder
  • 8 frames with 4 quarries, 1 material supply, 48 building tiles
  • 5 rider tiles
  • 1 value 3 certificate
  • 4 Summary Cards
  • Rulebook

Object of the Game

The players try to build the most valuable palaces (with many windows). …


Set the board up as you would for a 2-player game.

Draw 28 Construction Cards from the deck and form a separate deck to be placed next to the game board. From this moment on, this deck will be called the Timer. You are the first player.

Note: If you want to increase the level of difficulty, form the deck with 26 cards instead of 28. If you want an even bigger challenge, form the deck with 24 cards.


Object of the Game

To win, your scoring marker must reach 60 or more VP before the last card is drawn from the Timer deck (this will give you 14 turns). …



Components

  • 1000 Sets of clues on 200 Cards
  • Spin Timer
  • 5 Scoring Markers
  • Instructions

Object of the Game

Rack up points by solving clues!


Setup

  • Place the Cards, the 5 Scoring Markers and the Spin Timer in the center where all can easily reach them.

  • Everyone should practice twirling the Spin Timer to get the hang of it - during play, when it comes to a complete stop, time is up.

  • Get a pen and paper to keep score.

  • Divide into two teams - it doesn't matter if they are uneven. …



Action Spaces: General Clarifications

  • All actions are performed immediately after choosing them.

  • The arrow icon () on action spaces means that you have to discard the thing in front of the arrow in order to get or do the thing after the arrow.

  • The word "OR" on action spaces denotes exclusivity. You have to do this -OR- that, but not both. If actions are described in any other way, there is no order in which you must perform them; you can choose the order. …


As Jarl of a Viking clan, your followers have certain expectations: prosperity, security, and glory. In return, they follow you on raids of keep and villages and territories.

They join you in battles at sea in search of treasures to keep you all in comfort and satisfy the gods.

Recruit savage reavers, mount powerful artifacts on your ship, set sail for open seas and distant shores and return with gold and glory for your clan!


Components

  • 1 Start Player Marker
  • X Village Spoils Cards
  • 1 Game Board
  • 10 Longship Pawns
  • X Keep Spoils Cards
  • X Journey Cards
  • X Sea Battle Cards
  • X Prophecy Cards
  • X Reaver Cards
  • X Territory Tiles
  • X Ship Upgrade Tiles
  • X Food Tokens
  • 5 Longship Player Boards
  • X Crew Dice
  • 1 Honor Ship
  • X Favor Tokens
  • X Troll Trophies
  • X Kraken Trophies
  • Instructions

Object of the Game

Have the most Glory at the end of 6 rounds of play. Glory is gained primarily through Raiding Keeps, Raiding Villages, Battling at Sea, and Conquering Territory. …