Myrioramas : The Endless Odyssey

 

Fire your imagination with these fun Endless Odyssey storytelling cards. Reviving the Victorian craze for ‘myrioramas’, the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities.

Enter a strange land of winged horses and vengeful gods, where one-eyed monsters feast on human flesh. Perhaps you will stumble across buried treasure or receive a favourable prophecy, but watch out for the sinister boatman. He is waiting to transport you across the river, a journey from which no one has ever returned … Where will the story take you?

There are over two quintillion storyscaping possibilities, and you can build a seamless panorama stretching up to 5 1/2 feet!

Myrioramas : The Mystery Mansion

 

Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for ‘myrioramas’, the twenty picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities.

Follow the corridor through a mysterious country house and build a perpetual panorama with its inhabitants and their secrets. Find sinister suits of armour and the aftermaths of strange accidents, butlers with a grudge and glamorous couples where revenge is never far from the surface.

With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you?

Myrioramas : The Shadow World

 

Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for ‘myrioramas’, the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities.

London, 1900. A brilliant scientist leaves the world above to create his own world below, determined to prove his radical theory – that gravity is a geometric property of spacetime. What happens when time is bent, space is collapsed and dimensions overlap? Descend into the shadow world to find out.

With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you?

Myrioramas : The Hollow Woods

 

Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for ‘myrioramas’, the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities.

Traverse an enchanted landscape as you build a perpetual panorama inhabited by fire-breathing dragons, magical unicorns and sinister shadow figures. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you?

There are over two quintillion storyscaping possibilities, and you can build a seamless panoramas stretching up to 170cm!

Fluxx : Astronomy

Players 2 – 6          Ages 8+          5 to 30mins

If you’ve ever dreamt of being an astronaut, Astronomy Fluxx is for you! This version of Fluxx takes you to outer space, but this time it’s not sci-fi. Featuring stunning NASA photographs of planets and other astronomical objects, you’ll have a blast while learning about space and humankind’s space flight history in this latest installment in the educational Fluxx series.

Castle Panic

Players 1 – 6           Ages 10+          60mins

Castle Panic is a cooperative tower defense board game for 1 to 6 players. The co-op element makes Castle Panic a great family game, and the perfect kick-off for your weekly game night.

You must work together to defend your Castle, in the center of the board, from Monsters that attack out of the forest, at the edges of the board. Trade cards, hit and slay Monsters, and plan strategies together to keep your Castle towers intact.

Win or lose as a team, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

Overlight

Overlight is a fantasy roleplaying game of kaleidoscopic journeys: a visceral, dangerous, and brightly-colored setting. Characters will search for personal meaning among a fantastic, sometimes violent, and overwhelming world.

Earth, 1000 BCE. Human civilization had just begun to achieve heretofore unreached heights. The Egyptians, the Olmecs, the Babylonians, the Chinese. A race of divine beings had been subtly guiding and protecting humankind during their formative years, and a small but vocal minority of these beings now believed that humankind was ready to take their place in the cosmos. They argued that humanity should be given the secrets of the universe, and take their rightful place among the stars. They were overruled. But one dissenting voice defied this judgment, and gave humankind the literal Keys to Creation, and with them one all-important guiding principle: Do not use the Black Key. Humanity did not listen. All of reality was turned inside out. The burning heart of the world became the bright white, unending sky, and the unknowable depths of space became a vast, star-filled sea beneath. Entire continents now float in the space between, without a moon or sun to guide them.

Now, three thousand years later. The fractured remains of humanity cling to the shattered remnants of a broken world. They know nothing of their earthly origins. This is all they have ever known: Floating mountains are the norm. Intelligent bird-people teach letters to the children of the elite. Moss-beings pray to trees in the dark depths of unknown forests. Monks make spirit bonds with snow monkeys in ice-shrouded temples. Unknown pleasures are traded like spice and coin by masked revelers. Huge centipedes seek enlightenment while shepherding their flocks upon sand-blasted expanses. People of all kinds work and play and trade in the streets of the flying metropolis of Haark, while criminals die hanging in the chains beneath. But there exist a few who yearn to be part of something larger. They know in their hearts that the world is not quite right, like a dream from which they hope to wake. They are called the Skyborn, and they have the strange ability to consciously manipulate the light from above, using it to fuel remarkable powers. In a world which was never meant to be, these Skyborn were destined for something greater. Only they can rise to become heroes beneath the neverending Overlight.

Detective: A Modern Crime Game

Players 1 – 5          Ages 16+          120 to 180 mins

In Detective: A Modern Crime Board Game you are going to solve FIVE different cases and find out what connects them, you are going to BREAK THE 4th WALL by using every resource you can, you are going to browse the game’s DEDICATED DATABASE simulating your agency’s resources, you will enter a city maze of old mysteries and fresh CRIME, and you will be able to COOPERATE with other agents or solve the mystery on your own.

Take the job of a real detective in a modern setting! In Detective: A Modern Crime Board Game, 1-5 players take on the role of investigators, solving mysterious crimes while working as an Antares National Investigation Agency team members. This board game tell rich stories – stories you will participate in. Let’s hope that you will be able to deduce the end, before there is another crime… The game will challenge you with five different cases, that have to be played in order. Seemingly unconnected at first, they will unveil an immersive meta-plot based on facts and fiction alike.

Detective: A Modern Crime Board Game brings classic, card-based, puzzle-solving gameplay into the 21st century with the introduction of online elements. You will gain access to the online Antares database that contains data about suspects, witnesses, and documentation from arrests and trials related to your case. Use every tool at your disposal to solve these crimes – consult the Internet, check the facts and constantly discover new clues. You are not playing a detective; you ARE a detective!

 

Old Masters

Players 2 – 4          Ages 10+         40 to 60mins

You are a painter and you’ve decided to participate in “Bateau Lavoir”, a friendly competition between several painters in a workshop in Montmartre, Paris. The newspapers know about this challenge, so perhaps this is a good opportunity to become famous, following the path of C‚zanne, Toulouse-Lautrec, Monet, or Renoir… Old Masters is a management game in which you must take care of your paint tubes, mixtures, and time to create works, all the while anticipating others to perform as needed within a rotating set of actions.

Medium

Players 2 – 8          Ages 14+          30 to 45mins

Medium! It’s a social word game of reading your friends’ minds. In teams of two, you and a partner will have a hand of word cards (BANJO, TROPICAL, SHORT, BIGFOOT, PICNIC, etc). You’ll each play a card, then attempt to CREATE A PSYCHIC CONNECTION together to think of the word that somehow connects them. The correct answer is whatever word your partner thinks of, so you’ll have to think alike to find it!

Together, you’ll count down: three…two…one! Then say the same word at the same time. And when you do, it feels perfect. It starts with cards  YOU WILL PLAY THEM. They lead to thoughts  YOU WILL READ THEM. Thoughts become words  YOU WILL SAY THEM. The connection is magical – YOU WILL FEEL IT.