• The cards the players place in their 1st rows at the start of the game have a great influence on the game. One or two high strength cards in the 1st row is a good idea, but a player who loses his strongest cards early in the game is in a weak position.

  • Although challenges can occur as early as the second round, a player is often better served to build up his forces on his side of playing field before initiating challenges. …


Each player is an acolyte in a Buddhist temple, creating works to display and sell to the visitors and tourists who come by. These works are made of materials of varying value - determining both the difficulty to complete the work and its worth to you.

Completed works can be displayed in your Gallery to train your helpers, or in your Gift Shop to allow you to make sales. In the end, the winner will be the player with the most valuable completed works, sales, and backorders. …



Components

  • 683 numbered Adventure cards (with a green or gold back)
  • 135 Exploration cards (with a foggy back)
  • 118 Action cards (with a blue back)
  • 11 Character cards
  • 1 "Satchel & Journal" card
  • 4 Clue cards
  • 10 Save cards
  • 7 explorer figures
  • 4 fire figures (1 per player)
  • 8 6-sided dice serving as durability counters for items within inventories
  • 4 player aids
  • 3 storing trays and 30 dividers to make it easier to find : any card you need
  • 1 magnifying glass to help you scrutinize all cards in play
  • 1 double-sided holder for the Action cards' Discard Pile
  • rulebook

Object of the Game

To win the game, players must lift each and every curse that they chose at the beginning of the game. …



Speed Variant

Play a competitive real-time game! Place the mothership an equal distance away from all players (if possible). All players take all 7 of their ships. No other components are needed.

When all players are ready, yell "FLIP!" and players simultaneously start flipping their ships from the edge of the table (flipping one ship at a time). The first person to get all 7 of their ships in the mothership wins!

There are no breaks in the game, so if you miss you'll need to pick up your ships quickly from wherever they landed and keep flipping! You can flip your ships from anywhere around the table. Feel free to move around! …



Components

A complete game of Twilight Struggle includes the following:

  • One Map Board
  • Two sheets of markers
  • One Rules Booklet
  • Two Player Aid Cards
  • 110 Cards
  • Two 6-sided dice

The Game Map

"From Stettin in the Baltic to Trieste in the Adriatic, an iron curtain has descended across the continent". -Winston Churchill

The map is divided into six Regions: Europe, Asia, Central America, South America, Africa, and the Middle East. A region is a group of geopolitically connected nations, normally in close geographic proximity. …



Components

  • 1 Scoring Pad
  • 6 Dice
  • 4 Felt Pens

Object of the Game

By skillfully using the dice in the five colored areas, the players try to score as many points as possible on their own game sheet.

The dice should be cleverly chosen in order to have sufficient options for subsequent rolls. It is also important to pay attention to the rolls of the other players. If you have the most points after a certain number of turns you win.


Setup

Each player receives a game sheet and a pen. The smartest among them takes the six dice and starts the game. …



Longer Game

To play a longer game with more possibilities in the opening, do not setup with VESTIGIAL STRUCTURES, add an extra suit to the instability deck and choose a corresponding instability effect to go with it.



Trigger Events

Trigger events represent structural shifts or solar phenomena brought about by the current environment of instability in the Sun.

There are 5 additional cards that can be added to the instability deck called trigger flares. If used, at setup shuffle some or all of the trigger flares into the instability deck and choose one trigger event face-up near the board. …


Root is a fast-paced game of adventure and war. You will play as one of four factions vying to show that you are the most legitimate ruler of the vast Woodland.

Each turn is split into three phases: Birdsong, Daylight, and Evening. Once you play through these phases in order, your turn ends, and the player to your left begins their turn. The three phases are described in detail on each player's faction board.

You can win in one of two ways: score 30 victory points or play and complete a dominance card. Dominance cards cannot be played early in the game, so we recommend learning about them later. …



Components

  • 84 plastic spaceships
  • 24 starbase chits
  • 264 wooden population cubes
  • 96 wooden influence discs
  • 18 ambassador tiles
  • 6 player boards
  • 1 supply board
  • 96 Technology tiles
  • 54 ship part tiles
  • 21 discovery tiles
  • 22 colony ship tiles
  • 21 ancient ship tiles
  • 1 GCDG tile
  • 32 reputation tiles (12x 1, 9x 2, 7x 3, 4x 4)
  • 22 orbital/monolith tiles
  • 2 crowded hex tiles
  • 6 summary cards
  • 1 traitor card
  • 4 info cards
  • 18 plastic dice
  • 18 wooden storage markers
  • 12 wooden damage cubes
  • 1 start player marker
  • 1 round marker
  • 1 rulebook




Setup

Set the Ship Part Tiles 1 and the Round Marker 2 on the Supply Board 3. Put the Technology Tiles in the bag and shuffle them. Draw random Technology Tiles (according to the number of players) from the bag and set them on their spots 4 on the Research Tracks. Set similar tiles on top of each other. …


"Easy money", you probably thought to yourselves when you discovered the newspaper ad seeking subjects for a medical study.

So you signed right up for the next available appointment. You show up on time at the address you received over the phone. You enter a modern laboratory and notice all kinds of odd scientific vessels and apparatuses around you. But something is not right. There's nobody there except you.

Suddenly, vapor rises from a test tube and you start feeling dizzy ... …