A narrative game played out in chapters. Embody heroes and use their actions to play on a board of scratch off ink.
Description:
Since the dawn of time, YOU, the Zephyrhymes, take control of talented beings in order to stop Tragedies that threaten the balance of the universe. On Earth, in a not too distant future, a pandemic has decimated most of the human population, leaving room for insects to become gigantic. The survivors exploit the insects’ prodigious abilities to construct a new world. But all that may soon crumble. Uncover hidden words and take their corresponding cards. This will reveal the next part of the story as well as new words to find in order to accomplish your mission. Fully immerse yourself in a personalized adventure. Elude traps (riddles, anagrams, palindromes, etc.). Complete your Quest before scratching off the last square on the Line of Tragedy.
A narrative game played out in chapters. Embody heroes and use their actions to play on a board of scratch off ink.
Description:
Since the dawn of time, YOU, the Zephyrhymes, take control of talented beings in order to stop Tragedies that threaten the balance of the universe. On Earth, in a not too distant future, a pandemic has decimated most of the human population, leaving room for insects to become gigantic. The survivors exploit the insects’ prodigious abilities to construct a new world. But all that may soon crumble. Uncover hidden words and take their corresponding cards. This will reveal the next part of the story as well as new words to find in order to accomplish your mission. Fully immerse yourself in a personalized adventure. Elude traps (riddles, anagrams, palindromes, etc.). Complete your Quest before scratching off the last square on the Line of Tragedy.
A tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game
Description:
On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points.
A tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game
Description:
On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points.
A tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game
Description:
On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points.
A tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game
Description:
On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points.
A tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game
Description:
On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points.
A tile-colliding, volcano erupting, mountain-making, wisdom-gathering, action-economy strategy game
Description:
On individual player mats, players move their Followers between action spaces, allowing them to manipulate a shared environment like a giant puzzle of plate tectonics. Action spaces allow players to shift rows of land, move and collide land tiles, form and erupt volcanoes, worship to gain wisdom, journey their Followers around the ever-shifting landscape, and build sacred places of study and worship on mountains. Building sacred places and worshipping in sacred places brings wisdom which is used to improve the abilities available for each action space. Wisdom is also used to improve the end game value of each sacred place built as well as reach other goals worth end game points.
A dice game in which you don't roll the dice! You're a Loa, a voodoo god trying to become the new god of death. To take his place, you have to catch more souls in one night, before another Loa!
Description:
To catch a soul, the main mechanism seems easy: move one of your dice (of your color) to catch a dice. But after this action, you have a lot of optional possibilities who make the game more strategic. As a Loa, you have also special power. At the beginning or the end of your turn, you can apply it for free or pay one skull to apply the power of anther player! During the game, depending the quantity of "special white game" you will catch, you can also become the "Baron Samedi" and use all power for free. The game finishes when a player have 18, 15 or 12 points, depending the quantity of players. After that, all dice are getting down to the spirit world to look at the majorities on each colors and check who is the new Baron Samedi!
A dice game in which you don't roll the dice! You're a Loa, a voodoo god trying to become the new god of death. To take his place, you have to catch more souls in one night, before another Loa!
Description:
To catch a soul, the main mechanism seems easy: move one of your dice (of your color) to catch a dice. But after this action, you have a lot of optional possibilities who make the game more strategic. As a Loa, you have also special power. At the beginning or the end of your turn, you can apply it for free or pay one skull to apply the power of anther player! During the game, depending the quantity of "special white game" you will catch, you can also become the "Baron Samedi" and use all power for free. The game finishes when a player have 18, 15 or 12 points, depending the quantity of players. After that, all dice are getting down to the spirit world to look at the majorities on each colors and check who is the new Baron Samedi!