Now available in English from WizKids, the Hit Japanese Game of Supernatural Horror, Hako Onna, is a game of horror hide-and-seek. One player plays the “Hako Onna” (the Woman in the Box), and the rest are “Visitors”, who are trying to escape from the mansion. As Visitors, you’ll try not to make noise as you search the shadowy rooms of the mansion for items to protect yourself, for information, and for a way to escape what you do not see, but know is there. But if you stumble upon the Hako Onna, you’re dead. Players who discover the Hako Onna become a Hakobito, one of her servants, and wake up with her to move throughout the house.
One Deck Dungeon is a card game “roguelike” — a dungeon delve that is different every time, difficult to survive, with a character you build up from scratch. The deck consists of various foes to combat and other perils from the dungeon. Each card, though, depicts both the obstacle to overcome and the potential rewards for doing so. When you defeat a card, you claim it as either experience, an item, or a skill, tucking it under the appropriate side of your character card to show its benefits.
The longer you take exploring the dungeon, the deeper you’ll delve, and the difficulty will scale up quickly! If you make it far enough, you’ll have to fight the dungeon boss. Survive, and you’ll be a legend!
One Deck Dungeon is designed for 1-2 players. With multiple sets, you can add more players.
Trek 12 lets you to trek through the Himalayas, opening new routes to the summits. A roll-and-write alpinism game, with progressive difficulty levels and more. To score points, you have to create chains of consecutive numbers from 0 to 12 and areas of a same number.
Greenville 1989 is a co-operative narrative game in which each player represents a character who has experienced or witnessed supernatural events. They must describe these events to their fellow players, who must then locate this character and save them. This lead role changes each round, giving everyone the chance to be lost or found — and you want to be found or else the group is pulled closer to the void engulfing the town that threatens to consume you all.
Shamans try to restore harmony in a world threatened by Shadows. You’ll need to pick a side.
The game combines with ingenuity: hidden roles, competitive play and an original card playing mechanic.
Each played card allows you to stabilise the spirit world, perform a Ritual, acquire an Artefact ; and together they will bring you closer to the final showdown between Shadows and Shamans.
When time comes, the victor will be the one who managed to read through his rivals and stuck to the right side in this never-ending confrontation.
By the end of the 1001st night, the sultan Shahryar wishes to build the new realm of Almadi (designed by Mathieu Bossu, François Gandon) to honor the intelligence and wisdom of his wife Sheherazade. As the sultan’s advisor, you are the architect of this great work. Design a thriving territory with sumptuous palaces, fresh oases, opulent markets and majestic caravans. Skillfully arrange the landscapes and use their effects to turn your work into a great success!
Players build the Almadi realm in front of them by arranging the different Landscape types to the right of their starting tile. During their turn, each player chooses a Landscape tile from one of the rows on the central board and places it in the row with the same number in their realm. By placing this tile, the player can activate the effects of adjacent tiles.
At the end of the Almadi game, players score points based on the landscape layout in their realm, the number of rubies collected, the activation of certain effects and the royal objectives they have completed. They also score points if they have used the characters.
The player who scores the most points at the end of the game will be the winner.
Rise and Shine! The Pancake Queen, the Ladybug Queen and ten of their closest friends have fallen under a sleeping spell and it’s your job to wake them up. Use strategy, quick thinking and a little luck to rouse these napping nobles from their royal slumbers. Play a knight to steal a queen or take a chance on a juggling jester. But watch out for wicked potions and dastardly dragons! The player who wakes the most queens wins.
About the Game
Imagine a place where there’s a queen of all pancakes, a king of cookies and a pack of over-protective dragons. If this sounds like something out of a dream, it actually is! Sleeping Queens was invented by 6-year-old Miranda Evarts, who thought up the game one night when she couldn’t fall asleep. She awoke the next morning and with help from her older sister, Madeleine and her parents, Denise and Max created this wonderfully whimsical world of napping nobles. As you immerse yourself in the Evarts’s fantasyland, you will find a game that helps develop memory, strategy, and elementary arithmetic skills. Just be careful when playing potion cards or you could wind up putting all the players to sleep!
The Clockwork Expansion allows players to square off against four fiendishly automated factions that can be used in solo, competitive or cooperative games. This is an expansion and requires a base game of Root.
Intruder: The Intruder power makes you play a rebel card in any capital district without triggering the power.
Vector: The Vector power makes you draw a negative card into your hand.
Architect: Take one Architect tile and add it to your home base sheet. Whenever you complete the mission on the tile, you receive 2 gold and discard the tile.
Experimenter: This power makes you draw one Experimenter card into your hand. A 1-valued card makes you trigger a capital power even when you play it in your home base, while a 7-valued card never triggers any power.In addition to this, the expansion also includes components for a 5th player, as well as 4 new Mentalist tiles to add to the base game.
Capital Lux 2: Generations, a standalone sequel to the acclaimed tactical card game from 2016, introduces a range of exchangeable capital powers that can be mixed and matched as you like. This allows for a total of 256 unique power combinations. One of these combinations plays as the original Capital Lux, while the other 255 present the players new tactical challenges.
The core of the game revolves around the following dilemma: Do you play character cards in your home base for points, or contribute them to the capital to benefit from their powers? At the end of a round, you are not allowed to have a higher total value in your home base for any color than the current total value in the capital. Exceeding the limit makes you lose those cards. At the end of the third round, all cards remaining in your home base are worth points.
The game therefore turns into an act of balancing on a razor’s edge: Secure as many points for yourself without exceeding the capital‘s limit ? always taking into account the current capital powers.