Secrets of the Lost Tomb is a cooperative game of thrilling action-adventure and discovery. Players assume the roles of stalwart expedition members working together to investigate ancient mysteries, while surviving dangers and shielding humanity from the supernatural powers of The Tomb—an ancient vault filled with primeval powers perpetually struggling to be set free upon the world. Powers that mankind should never behold…
The Details: Each of the game’s Scenario-Scripts has its own unique theme, flavor, and powerful boss monster bringing you into the rich and detailed world of The Tomb. Prepare to prevent the second coming of the Immortal Rhaz Azul, reject the Pharaoh with the Blue Eyes that’s not of this world… or battle against the Elder Forces of Hera’Thulhu sealing the magical portal preventing Cthulhu from enslaving mankind! Each script offers new challenges and rewards. There are many stories that await the players’ fateful choices leading them to thrilling adventures and cliffhangers!
Strategizing with allies against the challenging objective cards is vital to save the world from these untold adventures and misadventures that you will explore. During the Adventurer’s Phase, players take actions to progress through the Script, face Combat with monsters, complete Side-Quests and Personal Missions, revealing more details about the characters, all the while overcoming the hair-raising Trap Rooms and sensational Story Cards.
As you explore new rooms your world will fill with untold delights, with each step a new world and new civilization of fame or of infamy is revealed… From the Crypts of the Mayan Empire, to the Pyramids of Egypt, through the Temples of the Orient, to the Ruins of Ancient Greece… the world is yours for the taking and its secrets are yours for the knowing…
Dangers are everywhere as you encounter these breathtaking wonders… but so are the rewards. Lethal Weapons, Priceless Relics, and Enchanted Artifacts will help you survive each frantic step. You may face a gruesome monstrosity that will push you to the brink of death, however upon defeating that monster, you will feel re-invigorated to reach out for that Artifact of Immense power and press on facing all that The Tomb can throw at you. Tomb Cards send orders to lurking monsters to move and attack, spawn anew, apply mystical effects, and progress the Three-Tailed Comet … foretold by the ancients… whose end shall awaken and unleash the primordial evil… and if you're not ready to face it… you and your team will be Devoured as it ventures outward to decimate the world.
You're living the dream. You're in a band and they’re about to go on tour. It's your job to schedule the band's stops over your 100-day tour, visiting as many states as possible.
Each turn in On Tour, two ten-sided dice are rolled to make two two-digit numbers. For example, a roll of 3 and 7 creates the numbers 37 and 73. All players write each of those numbers in a state on their map. The regions they can write in are restricted by three cards turned up in the middle of the table.
At the end of the game, each player draws a route on their map, starting with a low number and visiting adjacent states with higher and higher numbers. Players get a point for every state they visit.
There are also some bonus points available, a way to get wilds, and a variable set-up step that makes every game different.
Edge of Darkness is the third Card Crafting Game from Alderac Entertainment Group designed by John D. Clair. Edge of Darkness combines Card Crafting, Worker Placement, shared deck-building, and a whole new Threat Challenge system in a medium-weight euro-style board game of 60 to 120 minutes for 1 to 4 players.
Players are the heads of powerful guilds in the City. Each Guild vies with the others to become the leaders of the City in a desperate struggle against great evil. But the Guilds must also work together because the dangers facing the city can harm them all.
The Guilds exert their control in the city by sending agents to various locations where they can generate resources or abilities and enable the Guild to take actions. Guilds grow in power as they maneuver their agents and loyalists into positions of importance in the districts and organizations of the City. Over time the Guilds can seek to create synergies between the places their agents have been assigned and the tendrils of influence the Guilds have connected to the City's infrastructure.
To win a Guild must have the most power in the city when the game ends. Power is gained having the allegiance of important citizens and nobles, by accumulating wealth, and by undertaking actions beneficial to the City such as defending it from external and internal threats.
Here are some highlights of the mechanics in the game:
Card Crafting: Similar to the original card-crafting game, Mystic Vale, all cards are constructed of crafting slips which have game content on 1/3rd of the slip and are transparent on the other 2/3rds. During the game players will construct cards, combining (sleeving) different effects onto one card (ideally in ways that make strategic sense). However, unlike Mystic Vale, the transparent cards are double-sided, and when you upgrade the "good" side of the cards (front), you also add strength to the "bad" side of the cards (back). Group deckbuilding using one shared deck: Rather than having your own deck, there is a central deck that all players draw from and discard to. Different players will have the allegiance of different cards in that deck. Using other players' cards means you have to pay them. During the game you can claim allegiance of more cards in the deck by sleeving a slip into the card with your color and seal. Card-driven worker placement: While your actions are card-driven, most costs in the game are in the form of opportunity cost. Advancements don't have a cost, instead they require the use of workers to a greater or lesser degree depending on the power of the card. e.g. many effects require placing or pulling workers from different city locations as dictated by the card effects. Since you have a limited number of workers to use, you will constantly be choosing to forgo one useful thing in order to do another. Threat Tower: There is a Threat Tower which dictates when and whom Threats will attack. Cards leave the shared deck and enter the Threat Board, where they accumulate Threat Cubes on each player's turn. These cubes are color-coded, and when a threshold number of cubes of a given color accumulate on a card, it attacks the City. If the color matches one of the players, it attacks that player. If the color is black, it attacks all players! Modular set up: Edge of Darkness will come with 12 Locations. Each game you use only 10 of these Locations, which can be specifically selected or chosen randomly, making for a lot of variety from game-to-game in the types of challenges you will face and the strategies you will need to employ. These Locations are comprised of a Location Board and Crafting Slips. Location Boards may specify special rules for worker placement, or extend the basic rules with all new systems. For example, a combination of Location Boards can be used to assemble a party of heroes to take the fight to the Threat Tower and engage in a Monster Hunt!
Die Hard: The Nakatomi Heist Board Game uses one-versus-many, asymmetric gameplay to pit protagonist John McClane against others acting as thieves who are co-operating to foil the hero's plan, which is to save the hostages in the iconic Nakatomi Plaza high-rise. Movie buffs and hobby game enthusiasts will appreciate the game's distinct homage to the 1988 film, which packs rules and gameplay to the air vents with callbacks to Die Hard’s most memorable scenes, characters, and events.
The classic collectible card game Deadlands: Doomtown returns as an Expandable Card Game in Doomtown: Reloaded. Featuring four factions fighting for control of Gomorra, California. Doomtown: Reloaded allows you to build your own deck from a fixed set of cards in the box. Play your dudes to control deeds in the town, and use actions, hexes, and more to thwart your opponents.
Shootouts are resolved via a poker mechanism as every card has a suit and value. Preparing for the hands you want to draw is as much a part of deck building as choosing the actions and dudes you'll want to play. Your deck is built around an Outfit, one of the four main groups attempting to control Gomorra, California, and these outfits are:
The Law Dogs: The Sheriff and his deputies, tasked with enforcing law and order in an extremely chaotic town. The Sloane Gang: The main cause of a lot of the chaos, the Sloane Gang takes what they want, no matter who it costs. The Morgan Cattle Company: Progress and investment, Morgan Cattle has moved into the surrounding ranch lands and uses its deep pockets to influence the town. The Fourth Ring: It's that circus that's been here for months, but I swear it just arrived...
The classic collectible card game Deadlands: Doomtown returns as an Expandable Card Game in Doomtown: Reloaded. Featuring four factions fighting for control of Gomorra, California. Doomtown: Reloaded allows you to build your own deck from a fixed set of cards in the box. Play your dudes to control deeds in the town, and use actions, hexes, and more to thwart your opponents.
Shootouts are resolved via a poker mechanism as every card has a suit and value. Preparing for the hands you want to draw is as much a part of deck building as choosing the actions and dudes you'll want to play. Your deck is built around an Outfit, one of the four main groups attempting to control Gomorra, California, and these outfits are:
The Law Dogs: The Sheriff and his deputies, tasked with enforcing law and order in an extremely chaotic town. The Sloane Gang: The main cause of a lot of the chaos, the Sloane Gang takes what they want, no matter who it costs. The Morgan Cattle Company: Progress and investment, Morgan Cattle has moved into the surrounding ranch lands and uses its deep pockets to influence the town. The Fourth Ring: It's that circus that's been here for months, but I swear it just arrived...