Can you build the greatest rail line in Japan? Now is your chance to find out! Trains is a deck-building game where you work to build the strongest system of rails throughout Tokyo or Osaka.

Your cards not only allow you to buy other cards to tune your deck, but they will also allow you to build train stations and rail lines along the board, which are your key to victory!


Object of the Game

The goal of the game is to have the most powerful railway network! You accomplish this by collecting Victory Points from cards, railways, and stations. …


Qwirkle Select adds an extra element of strategy to Qwirkle with powerful star tokens that allow you to take a tile off the board and add it to your hand Qwirkle Select is a part of Qwirkle Trio.


Components

  • 108 Qwirkle tiles
  • 1 bag
  • 4 game board quadrants
  • 12 star tokens
  • 1 scoring track
  • 4 scoring markers

Setup

Use the blue side of the boards. Arrange the game board quadrants to make one large square playing board.

Put the quadrants together so the four thickbordered squares are in the center of the board. …



Setup

Use the one to two player game board. Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, )..

Use all 41 buildings in the Ireland variant. In the France variant, remove the Carpentry, both Grapevines and the C-Quarry from the game (represented by the crossed-out 1 on the cards). These buildings are not used in the solo game.

Place the Start buildings into the display. Place the A through D building cards onto the spaces intended for them around the edges of the solo game board. Add the joker to the rest of the goods indicators on the space with the "A" symbol. …


Employees allow you to use an action more productively or to attach more Equipment or Crew onto your ship. There are several types of Employees, distinguished by color. When you hire an Employee, his beneficial effect is yours to use for the rest of the game. The effect can be used every time it applies.

The effects of your Employees are cumulative. If you have multiple engineers, for example, it is possible to get multiple extra pieces when you perform the Manufacture Equipment action. …


You've Played The Basic Game, Now Try These Wild Variations!


Jabber Me

For a wider range of wacky stories, let all players be Jabbers. All Jabbers choose a theme card, pictures, and word tiles themselves. Jabbers will want to keep their words and pictures secret so no one can guess their identity.

When time is up, players text or give their stories to a designated Reader. Change readers for each round. After all the stories are read aloud, each person votes for his or her favorite story. …



Components

  • 19 Blue cards - 0 to 9
  • 19 Green cards - 0 to 9
  • 19 Red cards - 0 to 9
  • 19 Yellow cards - 0 to 9
  • 8 Reverse cards - 2 each in blue, green, red and yellow
  • 8 Skip cards - 2 each in blue, green, red and yellow
  • 8 Dare cards - 2 each in blue, green, red and yellow
  • 8 Wild Dare cards
  • 4 Dare List cards

Object of the Game

Be the first player to get rid of all of your cards in each round and score points for the cards your opponents are left holding. Points in rounds accumulate and the first player to reach 500 points wins. …


Secrets is a secret identity game. The action takes place in the 1960s. Players are either members of the CIA or KGB, or Hippies. Team affiliations can sometimes change during the game and must always be kept secret.


Object of the Game

At the end of the game, the team (CIA or KGB) with the highest score wins, unless a Hippie managed to have the lowest individual score and seize the victory for themself.


Components

  • 3 Double Agent Cards
  • 4 Politician Cards
  • 2 Psychiatrist Cards. 3 Detective Cards
  • 4 Journalist Cards
  • 6 Scientist Cards
  • 3 Diplomat Cards
  • 4 Assassins Cards
  • 4 Bullet cards
  • 1 Help sheet
  • 4 Reference cards
  • 10 Identity token
Character Card Anatomy


Setup

Determine the first active player by asking who has most recently been abducted by the CIA or the KGB. Or choose the first active player randomly. …


Hay

Arikara chief, independent, friendly, he refuses to stop trading with the Teton Sioux.

Take as many different primary resources as there are face-up Characters in your Playing Area (including Hay), so up to 4 resources (each one different from the others).

The effect of this action can only apply once. Activating this card with a Strength greater than 1 is useless (but not forbidden!).

Little Raven

Mandan second chief of Matootonha village, met during the stay at Fort Mandan.

Choose one of the four primary resources. Take as many resources of this type as there are face-up Characters in your Playing Area (Little Raven included). …



Cats

When you take a cat card, place it face up in front of you.

Feeding Needs

At the end of the game, all of your cats need to be fed, represented by the food symbol(s) on the bottom of the card.

If the cat is fully fed, you gain VP equal to the number on the left side of the card.

If the cat is not fed, you lose 2 VP regardless of the number on the left side of the card. …


Agent

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)". …