A card-drafting game in which players try to collect sets of Land Cards so they can capture and display strange and exotic Monsters, hire talented Staff, and pursue their own Secret Goals.
Description:
The Royal Monstrological Society counts among its members the most renowned and respected experts in monster lore throughout the entire empire. Each year the Society permits only a single new member to join, so applicants compete to prove their worth with the most magnificent menagerie of monstrous beasts they can find...and capture. To aid in these quests of discovery the Society grants every aspiring monstrologist a small stipend, which they can use to hire additional experts and fund their journeys to the magical lands where the most exotic beasts reside. After four seasons of hunting, would-be members present their collections at the organization’s annual banquet, an event known as the "Carnival of Monsters".
A card-drafting game in which players try to collect sets of Land Cards so they can capture and display strange and exotic Monsters, hire talented Staff, and pursue their own Secret Goals.
Description:
The Royal Monstrological Society counts among its members the most renowned and respected experts in monster lore throughout the entire empire. Each year the Society permits only a single new member to join, so applicants compete to prove their worth with the most magnificent menagerie of monstrous beasts they can find...and capture. To aid in these quests of discovery the Society grants every aspiring monstrologist a small stipend, which they can use to hire additional experts and fund their journeys to the magical lands where the most exotic beasts reside. After four seasons of hunting, would-be members present their collections at the organization’s annual banquet, an event known as the "Carnival of Monsters".
Each turn, players have 2 options: play 1 of their chips to avoid picking up the current face-up card or pick up the face-up card (along with any chips that have already been played on that card).
Each turn, players have 2 options: play 1 of their chips to avoid picking up the current face-up card or pick up the face-up card (along with any chips that have already been played on that card).
Saboteur - The Classic Game of Treasure and Trickery
Summary:
Players take on the role of dwarf miners hunting for gold. But some players are saboteurs that will set out to thwart everyone else. Who will find the gold first?
Description:
Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner. The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.
Saboteur - The Classic Game of Treasure and Trickery
Summary:
Players take on the role of dwarf miners hunting for gold. But some players are saboteurs that will set out to thwart everyone else. Who will find the gold first?
Description:
Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner. The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.
As in 6 Nimmt!, players are constructing sets of cards, with the fifth card in a set taking the whole thing.
Description:
Relying heavily on his previous effort, 6 Nimmt!, Wolfgang Kramer has transformed it into a more strategic game. The deck is numbered from 1 to 98, with some of the cards having green bullheads and others having red bullheads. In this game greens are positive points and reds are negative points. As in 6 Nimmt!, players are constructing sets of cards, with the fifth card in a set taking the whole thing. This time, however, players take their turns sequentially and can play one to three cards from their hands. In a confusing twist, the Dutch edition of 6 Nimmt! is called Take 5! but is the progenitor game, not this game.
As in 6 Nimmt!, players are constructing sets of cards, with the fifth card in a set taking the whole thing.
Description:
Relying heavily on his previous effort, 6 Nimmt!, Wolfgang Kramer has transformed it into a more strategic game. The deck is numbered from 1 to 98, with some of the cards having green bullheads and others having red bullheads. In this game greens are positive points and reds are negative points. As in 6 Nimmt!, players are constructing sets of cards, with the fifth card in a set taking the whole thing. This time, however, players take their turns sequentially and can play one to three cards from their hands. In a confusing twist, the Dutch edition of 6 Nimmt! is called Take 5! but is the progenitor game, not this game.
Players are given an equal deck of bidding cards from one to fifteen. Each turn, a prize tile is randomly selected from a pool.
Description:
Rarely is a game broken down to its barest elements like this one. Players are given an equal deck of bidding cards from one to fifteen. Each turn, a prize tile is randomly selected from a pool. A prize tile is worth either positive or negative points (from -5 to +10). Each player is attempting to gather the most positive points from these prizes. Players secretly select one of their remaining bidding cards and reveal them simultaneously. For positive prizes, the highest card gets the prize; For negative prizes, the lowest card is stuck with the prize. However, if two people play the highest (or lowest) card, they cancel each other out and the prize goes to the next in line. The highest total score after all fifteen prizes are awarded wins.
Players are given an equal deck of bidding cards from one to fifteen. Each turn, a prize tile is randomly selected from a pool.
Description:
Rarely is a game broken down to its barest elements like this one. Players are given an equal deck of bidding cards from one to fifteen. Each turn, a prize tile is randomly selected from a pool. A prize tile is worth either positive or negative points (from -5 to +10). Each player is attempting to gather the most positive points from these prizes. Players secretly select one of their remaining bidding cards and reveal them simultaneously. For positive prizes, the highest card gets the prize; For negative prizes, the lowest card is stuck with the prize. However, if two people play the highest (or lowest) card, they cancel each other out and the prize goes to the next in line. The highest total score after all fifteen prizes are awarded wins.