A game where players play as priests of the Sun and Moon. Match patterns of elements on a 5x5 grid to the patterns on the Yokai cards to capture them, release magic, and gain dominance.
Description:
The sun rises and grows in power, while her influence is strong. Her priests manipulate the elements of nature to lure Yokai to do her bidding. As the day grows long, she weakens and soon sees that she is not alone. Surging with the darkness is the Moon, who also has plans to use spirits and ghosts on this plane. The battle will rage on. As the priests of the sun and moon pivot for advantage. A 1 or 2 player game where you will assume the role of priests of the Sun and the Moon, taking turns to capture Yokai. Play occurs on a 5x5 grid with players swapping one token to create a pattern of elements matching that on the available Yokai cards. More power is gained with matches in the source element. After capture, there is a release of magical energy and the field of battle will change as a result. Voids are created, wild magic appears, or the universe could shift.
A game where players play as priests of the Sun and Moon. Match patterns of elements on a 5x5 grid to the patterns on the Yokai cards to capture them, release magic, and gain dominance.
Description:
The sun rises and grows in power, while her influence is strong. Her priests manipulate the elements of nature to lure Yokai to do her bidding. As the day grows long, she weakens and soon sees that she is not alone. Surging with the darkness is the Moon, who also has plans to use spirits and ghosts on this plane. The battle will rage on. As the priests of the sun and moon pivot for advantage. A 1 or 2 player game where you will assume the role of priests of the Sun and the Moon, taking turns to capture Yokai. Play occurs on a 5x5 grid with players swapping one token to create a pattern of elements matching that on the available Yokai cards. More power is gained with matches in the source element. After capture, there is a release of magical energy and the field of battle will change as a result. Voids are created, wild magic appears, or the universe could shift.
The year is 2301. Scientists discovered the Altuli have begun to change the time stream. Send in Agents, Soldiers, and Embedded back in time to straighten things out.
Description:
The wheels of time intersect at key moments and the actions you take might have unintended consequences in the future. Each paradox generated increases the threat level and that might mean the end of all things. Missions are assigned based on the discoveries of our researchers. If too many assignments are not dealt with successfully, it may be too late to stop the Altuli and save the timeline. Victory lies in changing the past so that we can mitigate the damage while improving our technology to the point where we can lock the time stream.
The year is 2301. Scientists discovered the Altuli have begun to change the time stream. Send in Agents, Soldiers, and Embedded back in time to straighten things out.
Description:
The wheels of time intersect at key moments and the actions you take might have unintended consequences in the future. Each paradox generated increases the threat level and that might mean the end of all things. Missions are assigned based on the discoveries of our researchers. If too many assignments are not dealt with successfully, it may be too late to stop the Altuli and save the timeline. Victory lies in changing the past so that we can mitigate the damage while improving our technology to the point where we can lock the time stream.
The year is 2301. Scientists discovered the Altuli have begun to change the time stream. Send in Agents, Soldiers, and Embedded back in time to straighten things out.
Description:
The wheels of time intersect at key moments and the actions you take might have unintended consequences in the future. Each paradox generated increases the threat level and that might mean the end of all things. Missions are assigned based on the discoveries of our researchers. If too many assignments are not dealt with successfully, it may be too late to stop the Altuli and save the timeline. Victory lies in changing the past so that we can mitigate the damage while improving our technology to the point where we can lock the time stream.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A Sci-Fi themed card game. Points are earned by winning challenges, capturing enemies, and earning credits. Governments use military and civilian abilities to achieve their objectives.
Description:
A card placement game where the cards you keep in your hand roll over to the next round. Players will play four cards per challenge. The most powerful card will win the hand, but there are exceptions. Military can combine power, diplomats prevent military from winning, cards can be captured or eliminated. Assassins, Diplomats, Mechs, Merchants, Emissaries, Sappers, and Spies are just some cards you will encounter. A complete game consists of 3 challenges.