Brent Beck's trick-taking game is similar to Oh Hell!, Wizard and Spades, with players needing to state how many tricks they think they'll win each round.
Description:
Pirates and other special cards add to the unique strategy, which includes an emphasis on Nil bidding. Mermaids will definitely be used, but use of the White Whale, Kraken, Loot and special Pirate Abilities are up to the knowledge level of the players.
A trick-taking game similar to Spades. Pirates, & other special cards add to the strategy. Winner receives a special prize package worth over $250!
Description:
Brent Beck's Skull King is a trick-taking game similar to Oh Hell!, Wizard and Spades, with players needing to state how many tricks they think they'll win each round. Pirates and other special cards add to the strategy. Players will play in 3 preliminary rounds; top scorers will advance to elimination play.
Create collections of Antiquities and Treasures, but beware - your competitors can, and will seek to sabotage your efforts. Careful planning, brilliant strategy, and some luck will bring you success!
Description:
Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create. the more it's worth. A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes on last turn and then scores are tallied.
Create collections of Antiquities and Treasures, but beware - your competitors can, and will seek to sabotage your efforts. Careful planning, brilliant strategy, and some luck will bring you success!
Description:
Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create. the more it's worth. A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes on last turn and then scores are tallied.
Create collections of Antiquities and Treasures, but beware - your competitors can, and will seek to sabotage your efforts. Careful planning, brilliant strategy, and some luck will bring you success!
Description:
Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create. the more it's worth. A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes on last turn and then scores are tallied.
Players compete to become the first millionaire by building towers of matching sets made from 10 different types of asset cards (things like jewels, piggy banks, classic autos, and more).
Description:
Each new set that is created is stacked crosswise on top of the previous set, covering, and protecting, all the sets beneath it. The top set of assets in your pile is vulnerable, and can be stolen by other players if they show you a matching asset card, or wild (which are Silver and Gold cards) from their hand. The first player to reach $1,000,000 wins!
Players compete to become the first millionaire by building towers of matching sets made from 10 different types of asset cards (things like jewels, piggy banks, classic autos, and more).
Description:
Each new set that is created is stacked crosswise on top of the previous set, covering, and protecting, all the sets beneath it. The top set of assets in your pile is vulnerable, and can be stolen by other players if they show you a matching asset card, or wild (which are Silver and Gold cards) from their hand. The first player to reach $1,000,000 wins!
Players compete to become the first millionaire by building towers of matching sets made from 10 different types of asset cards (things like jewels, piggy banks, classic autos, and more).
Description:
Each new set that is created is stacked crosswise on top of the previous set, covering, and protecting, all the sets beneath it. The top set of assets in your pile is vulnerable, and can be stolen by other players if they show you a matching asset card, or wild (which are Silver and Gold cards) from their hand. The first player to reach $1,000,000 wins!
An absurdly ruthless set-collection party game. The game's cutthroat mechanics which make the game a highly-addictive riot-inducer are blunted by the punderfully-whimsical theme.
Description:
You and your rivals will each become Rulers of your own fantasy Kingdom. Regrettably, the Kingdoms are creatureless and vacant, and no creatures means no magic. To remedy this problem, you'll contend with the other rulers as you try to convince lengenderpy Creatures (such as Pigxies, Hentaurs, Uniquehorns, and Sighclops) to join your Kingdom. You can add them to your Kingdom by forming clans of two matching creatures (or one paired with a Wild Creature), or by recruiting (ahem- stealing) Clans from other Ruler's Kingdoms. Each Creature is worth a certain amount of Magic. The Ruler with the most Magic in their Kingdom at the end of the game wins.
An absurdly ruthless set-collection party game. The game's cutthroat mechanics which make the game a highly-addictive riot-inducer are blunted by the punderfully-whimsical theme.
Description:
You and your rivals will each become Rulers of your own fantasy Kingdom. Regrettably, the Kingdoms are creatureless and vacant, and no creatures means no magic. To remedy this problem, you'll contend with the other rulers as you try to convince lengenderpy Creatures (such as Pigxies, Hentaurs, Uniquehorns, and Sighclops) to join your Kingdom. You can add them to your Kingdom by forming clans of two matching creatures (or one paired with a Wild Creature), or by recruiting (ahem- stealing) Clans from other Ruler's Kingdoms. Each Creature is worth a certain amount of Magic. The Ruler with the most Magic in their Kingdom at the end of the game wins.