An area control game about being the best street musician in New Orleans.
Description:
The game is played over three days, where players choose which locations to play their set of songs. It takes time to play a song, so players decide on their next turn whether they're going to use all of their energy at the location or to only use some of it to save the rest for later songs. If a player matches the mood of the people with the song that they're playing, they can get bonus tips!
An area control game about being the best street musician in New Orleans.
Description:
The game is played over three days, where players choose which locations to play their set of songs. It takes time to play a song, so players decide on their next turn whether they're going to use all of their energy at the location or to only use some of it to save the rest for later songs. If a player matches the mood of the people with the song that they're playing, they can get bonus tips!
An area control game about being the best street musician in New Orleans.
Description:
The game is played over three days, where players choose which locations to play their set of songs. It takes time to play a song, so players decide on their next turn whether they're going to use all of their energy at the location or to only use some of it to save the rest for later songs. If a player matches the mood of the people with the song that they're playing, they can get bonus tips!
A set collection, shifting rondel game about building dreams.
Description:
Players are dream engineers trying to save their present by sending dreams to past. Longer dream sequences that are better connected have a higher chance of getting through to the dreamer, but there's also certain dreams that are more impactful than others. Dreams can also allow the dream engineer certain abilities, so all these aspects must be weighed when choosing what kind of dream sequence to create. The last round is triggered when any one dream engineer has added five dreams to their dream sequence.
A set collection, shifting rondel game about building dreams.
Description:
Players are dream engineers trying to save their present by sending dreams to past. Longer dream sequences that are better connected have a higher chance of getting through to the dreamer, but there's also certain dreams that are more impactful than others. Dreams can also allow the dream engineer certain abilities, so all these aspects must be weighed when choosing what kind of dream sequence to create. The last round is triggered when any one dream engineer has added five dreams to their dream sequence.
A press-your-luck game in which players must try their best to rescue books and accumulate knowledge. Take your chances, be the bravest, and save books in Fire in the Library!
Description:
The game is played in rounds with a variable turn order in which earlier players have more risk but a higher possible reward. Everyone starts with tools to help mitigate their luck or change the probabilities for their opponents! Gain more tools when your luck runs out or if you take the safe route and exit the library before things get too risky. Hurry, as the game ends immediately when any one wing of the library completely burns.
A press-your-luck game in which players must try their best to rescue books and accumulate knowledge. Take your chances, be the bravest, and save books in Fire in the Library!
Description:
The game is played in rounds with a variable turn order in which earlier players have more risk but a higher possible reward. Everyone starts with tools to help mitigate their luck or change the probabilities for their opponents! Gain more tools when your luck runs out or if you take the safe route and exit the library before things get too risky. Hurry, as the game ends immediately when any one wing of the library completely burns.
A press-your-luck game in which players must try their best to rescue books and accumulate knowledge. Take your chances, be the bravest, and save books in Fire in the Library!
Description:
The game is played in rounds with a variable turn order in which earlier players have more risk but a higher possible reward. Everyone starts with tools to help mitigate their luck or change the probabilities for their opponents! Gain more tools when your luck runs out or if you take the safe route and exit the library before things get too risky. Hurry, as the game ends immediately when any one wing of the library completely burns.