Reinforce the cosmic gate before it’s too late. Combine the proper components, be warned, delving into the occult will affect your sanity. Stop the cultists. Create the sigils. Time is running out!
Description:
As specialists from the Department of Paranormal Investigations, you have been sent to reinforce the cosmic gate. You must be confident that you are combining the proper components, but be warned, delving into the occult is certain to affect you and your colleague’s sanity. Cultists are sure to be aware of your plans by now and are secretly plotting to thwart them. The clock is ticking and time is running short. Stop the cultists - create the sigils - secure the gate - save humanity.
Reinforce the cosmic gate before it’s too late. Combine the proper components, be warned, delving into the occult will affect your sanity. Stop the cultists. Create the sigils. Time is running out!
Description:
As specialists from the Department of Paranormal Investigations, you have been sent to reinforce the cosmic gate. You must be confident that you are combining the proper components, but be warned, delving into the occult is certain to affect you and your colleague’s sanity. Cultists are sure to be aware of your plans by now and are secretly plotting to thwart them. The clock is ticking and time is running short. Stop the cultists - create the sigils - secure the gate - save humanity.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Your family subversively vies for control of the crown. Featuring seven victory conditions the path will shift as you gain information. Your allegiances will twist and change based on your interests.
Description:
The court that surrounds the King holds subjects who seek power. Each player represents a family that will vie for control over these court members with the goal of backing the King (or new King) when the dust settles. Featuring seven victory conditions, the path to victory may shift as you gain more information about each subject’s motives and those of the other families. Your allegiances will twist and change based on your interests. The court members are but pawns. The tools at your disposal are daggers, poison, guards, treachery, betrayal, spies, agents, antidotes, bribery, and conspiracy.
Affliction is a critically acclaimed (Dice Tower Seal of Excellence) historically accurate game about the Salem Witch Trials. A highly interactive worker placement game with some engine building.
Description:
Affliction is a historically accurate game about the Salem Witch Trials of 1692. Players represent a faction within the town or village of Salem. Influence is used to bring colonists into the faction, ask for protection, have the Magistrate arrest those you accuse, or to encourage Cotton Mather to spread suspicion. Affliction is a highly interactive worker placement game with engine-building and engine-disruption mechanics.