A recent earthquake has revealed the ruins of a forgotten civilization. What treasures might have been left in those bygone halls waiting to be lifted from the accumulated dust of time?
Description:
Earthquakes rocked the region recently causing a great chasm to open in the earth. At the bottom of this newly opened fissure were the ruins of a long-forgotten people. As word spread of this discovery, many scholars and would-be treasure hunters migrated to the region to see what could be recovered. Unfortunately, these recent findings have also brought several groups of unsavory individuals and evil humanoids to the region to plunder the archeological treasure trove. And aftershocks are still being felt which threaten to collapse the entire site back beneath the ground. An old-school dungeon crawl for 2nd level characters in 5th edition.
Xeno-archaeology is usually an interesting, though often tedious, task of documentation. However, when the previous away team goes missing, it turns into a search and rescue mission.
Description:
The USS Gagarin is an Intrepid class exploration vessel on an extended deep space tour. Vulcan Captain Nirak runs a tight and efficient ship, and prefers to accomplish away missions in the same efficient manner. The Captain uses specialized teams for specialized tasks, and you are part of Gamma Team. If it's dangerous, you're the ones to do it.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.