It has been 3000 years and the ancient celestial being known as 'Santa Clause' has finally returned to his people. But this is not the nice world he left behind, the world has become naughty!
Description:
And so, Santa has decided to offer one final gift to the children of the world. The cleansing fire. But hope still remains for the people of the world! For Santa has grown weak in his years of dormancy. A brave group of adventurers travels to the far north to put an end to Santa's plans. They arrive at Santa's workshop on the eve of Evil Christmas!
It has been 3000 years and the ancient celestial being known as 'Santa Clause' has finally returned to his people. But this is not the nice world he left behind, the world has become naughty!
Description:
And so, Santa has decided to offer one final gift to the children of the world. The cleansing fire. But hope still remains for the people of the world! For Santa has grown weak in his years of dormancy. A brave group of adventurers travels to the far north to put an end to Santa's plans. They arrive at Santa's workshop on the eve of Evil Christmas!
It has been 3000 years and the ancient celestial being known as 'Santa Clause' has finally returned to his people. But this is not the nice world he left behind, the world has become naughty!
Description:
And so, Santa has decided to offer one final gift to the children of the world. The cleansing fire. But hope still remains for the people of the world! For Santa has grown weak in his years of dormancy. A brave group of adventurers travels to the far north to put an end to Santa's plans. They arrive at Santa's workshop on the eve of Evil Christmas!
The Continental army is at the brink! Hemmed in by Redcoats and Hessians, only an elite band of operatives can hope to clear the way for a daring counter-attack in this Revolutionary Adventure.
Description:
Christmas Eve, 1776. The remnants of the Continental Army have been routed from New York to New Jersey. With his army at the brink of collapse, George Washington sets a plan in motion for a daring counterattack. The mission? To cross the icy Delaware river under cover of night and catch the sleeping Hessian garrison unawares! In this Nations & Cannons game, you will play as a 4th-level, historically-sourced character from the American Revolution; complete with new rules for black powder firearms, period-appropriate Backgrounds, and brand-new classes and subclasses. Take on the Redcoats and more.
You have 10 days to travel the country by jet, car, and on foot. Plan your trip from start to finish and with a little luck and clever planning, you just might outwit your fellow travelers.
Description:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.
You have 10 days to travel the country by jet, car, and on foot. Plan your trip from start to finish and with a little luck and clever planning, you just might outwit your fellow travelers.
Description:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.
You have 10 days to travel the country by jet, car, and on foot. Plan your trip from start to finish and with a little luck and clever planning, you just might outwit your fellow travelers.
Description:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.
You have 10 days to travel the country by jet, car, and on foot. Plan your trip from start to finish and with a little luck and clever planning, you just might outwit your fellow travelers.
Description:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.
You have 10 days to travel the country by jet, car, and on foot. Plan your trip from start to finish and with a little luck and clever planning, you just might outwit your fellow travelers.
Description:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.
You have 10 days to travel the country by jet, car, and on foot. Plan your trip from start to finish and with a little luck and clever planning, you just might outwit your fellow travelers.
Description:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.