When a high-ranking vampire is murdered, suspicion is cast between the covenants. With none trusting the others, a conclave is formed to set out & find the truth of who was behind his death.
You lead a pigeon army, traversing the urban landscape with one goal in mind - to drop as much poop as possible on the citizens & cars below. But you must also watch out for the hungry falcon.
Some of Amthydor's most prominent citizens have something to hide? Someone thinks so & threatens to reveal all if they don't get what they want. In this situation, discretion is a must. Levels 5-15.
Battle against your opponents in state vs state combat trying to capture their secret state but watch out for disasters! If you aren't in control your secret state at the end of your turn you lose.
Description:
Each player has a secret state. Battle is similar to Risk except you get new armies at the end of your turn which means you need to have enough armies on/near your secret state to reclaim it if it's taken over on someone else's turn but you try not to make it too obvious what your secret state is by placing too many armies on the same state/area all the time. If you aren't in control of your secret state at the end of your own turn you must say you lost. Player draws 1 card at the beginning of their turn: the card is either a state (add 5 armies to that state if you control it), a disaster card (2 for each color area so 16 total), or 8 special cards which always help you. If it's a Disaster card (Disaster Red-Earthquake for example) the red area is affected and all the armies in red are reduced to 1 no matter who drew the card.
Battle against your opponents in state vs state combat trying to capture their secret state but watch out for disasters! If you aren't in control your secret state at the end of your turn you lose.
Description:
Each player has a secret state. Battle is similar to Risk except you get new armies at the end of your turn which means you need to have enough armies on/near your secret state to reclaim it if it's taken over on someone else's turn but you try not to make it too obvious what your secret state is by placing too many armies on the same state/area all the time. If you aren't in control of your secret state at the end of your own turn you must say you lost. Player draws 1 card at the beginning of their turn: the card is either a state (add 5 armies to that state if you control it), a disaster card (2 for each color area so 16 total), or 8 special cards which always help you. If it's a Disaster card (Disaster Red-Earthquake for example) the red area is affected and all the armies in red are reduced to 1 no matter who drew the card.
Battle against your opponents in state vs state combat trying to capture their secret state but watch out for disasters! If you aren't in control your secret state at the end of your turn you lose.
Description:
Each player has a secret state. Battle is similar to Risk except you get new armies at the end of your turn which means you need to have enough armies on/near your secret state to reclaim it if it's taken over on someone else's turn but you try not to make it too obvious what your secret state is by placing too many armies on the same state/area all the time. If you aren't in control of your secret state at the end of your own turn you must say you lost. Player draws 1 card at the beginning of their turn: the card is either a state (add 5 armies to that state if you control it), a disaster card (2 for each color area so 16 total), or 8 special cards which always help you. If it's a Disaster card (Disaster Red-Earthquake for example) the red area is affected and all the armies in red are reduced to 1 no matter who drew the card.
Battle against your opponents in state vs state combat trying to capture their secret state but watch out for disasters! If you aren't in control your secret state at the end of your turn you lose.
Description:
Each player has a secret state. Battle is similar to Risk except you get new armies at the end of your turn which means you need to have enough armies on/near your secret state to reclaim it if it's taken over on someone else's turn but you try not to make it too obvious what your secret state is by placing too many armies on the same state/area all the time. If you aren't in control of your secret state at the end of your own turn you must say you lost. Player draws 1 card at the beginning of their turn: the card is either a state (add 5 armies to that state if you control it), a disaster card (2 for each color area so 16 total), or 8 special cards which always help you. If it's a Disaster card (Disaster Red-Earthquake for example) the red area is affected and all the armies in red are reduced to 1 no matter who drew the card.