King of Tokyo: King Kong Exp

2 – 6 players          Ages 8+          30mins

He is not happy! King Kong is ready to conquer the Empire State Building and Tokyo Tower to find his love. Will you dare cross his path, or worse, capture his beloved?

The King Kong Monster Pack adds new elements to two games: Tokyo Tower for King of Tokyo and the Empire State Building for King of New York!

Evolution cards let you play King of Tokyo and King of New York with supercharged monsters! King Kong’s Evolutions work like the Evolutions in King of Tokyo: Power Up! and King of New York: Power Up! To play with King Kong’s Evolutions, you need the Power Up! expansion for whichever base game you have.

One of King Kong’s Evolutions introduces the Beauty card, which has two sides that have different effects according to which monster owns the card.

Gonuts for Donuts

2 – 6 Players          Ages 8+          20mins

Go Nuts for Donuts is a fast-paced card game for the whole family with just a sprinkle of strategy. Outsmart your opponents and collect donuts hot out of the oven for points. But beware, if two players go after the same doughnut, then no one gets it!

In Go Nuts for Donuts, players lay out donuts from the deck equal to the amount of players plus one. Each player has a number card for each doughnut that is out. Players all pick a doughnut they want by placing one of their number cards face down on the table. Players simultaneously reveal their number. If two or more players have matching numbers, that doughnut is discarded and no one gets it. If you’re the only player that bid for the doughnut, than you take it and place it face up in front of you. Collect sets, unique and powerful donuts, and pairs of donuts to maximize points.

Outfoxed!

2 – 4 Players          Ages 5+          15mins

Mrs. Plumpert’s prized pot pie has gone missing, and now it’s a chicken chase to crack the case!

In Outfoxed, you move around the board to gather clues, then use the special evidence scanner to rule out suspects. You have to work together quickly because the guilty fox is high-tailing it towards the exit! Will you halt the hungry hooligan before it flies the coop — or will you be outfoxed?

Tempurra

Players 3 – 10          Ages 8+          15mins

This game is all about an eating contest in a Taiwanese Snackbar.

“In this competition you will eat more than you can imagine as your competitors continually challenge you to shove even more in. Play your cards cleverly or the servers will serve you food until you fall from your seat. Let the competitors be the ones to fill up until they drop and the snack bar throne will be yours!”

The players add “dish”-cards or special cards to a common “order”-pile until one of them can´t (or won´t) add any more cards. Then that player has to “eat” the whole order by drawing the appropriate amount of cards from a draw pile. If he draws one (or more) of the “No More!”-cards, he accrues negative points and the round ends.
The played cards are then set aside and new “No More”-cards are shuffled into the (now smaller) draw pile, making for an ever more tense experience as the contest goes into the later stages.
When one player has collected 3 negative points the game ends and the player with the smallest amount of negative points wins the game.

Ships (Limited Ed)

Players 2 – 4         Ages 13+          120mins

Ships covers the history of shipping from the time of the Phoenicians to the modern era. The game is divided into three ages, marked with different ship types. The first age is that of the galley, followed by the age of the galleon, then finally the steamship age.
Your turn is divided into two phases. In the first phase, you choose
to either conduct commerce (such as selling goods, taxing
locations or improving your warehouse) or take a card, selecting
one from seven on display; the cards vary in their effects granting
money, victory points or special actions. In the second phase you
choose whether to place a ship, move a ship, or retrieve
ships/merchants. When you place a ship, you do so in either the
merchant box or the warship box on the board. A merchant allows
you to place a merchant cube on the board, giving you goods for
your warehouse. A warship lets you take control of a location at
the cost food.
You need to decide which goods to go for, balance taking cards
with income, manage how your ships move up the track, as leaving
too many in lowly positions will gift additional income to other
players and possibly cost you victory points. You need to be
careful with your merchant cubes as once they are all placed you
will need to expend an action to retrieve some of them. This
leaves ample room for different strategies.
The Limited Edition of Ships comes with wooden ships and game counters to replace the cardboard tokens in the game

 

Onward to Venus (Limited Ed)

Players 2 – 5          Ages 13+          90 – 120mins

Onward to Venus is based on the Doctor Grordbort graphic novels from writer/artist Greg Broadmore, with those books being a parody of sorts of the British Empire in the late 19th century, but instead of the race for Africa, we now have the exploitation of the Solar System, which is populated by various natives who resent the Earthling settlers.

The game Onward to Venus takes lots of artwork from the books and mixes it together to create an empire-building game set in the Solar System. The core rules are fairly straightforward, and a game can be completed in 90 minutes. The game is played over three turns; in each turn you whizz around the planets and moons claiming tiles. The tiles grant you cards, allow you to build a factory or mine, let you hunt strange beasts, or simply earn you some money. Other tiles allow you to attack other players or add to the crisis level on the planet/moon in question. You have to be careful with crisis tiles as if you let too many build up, bad stuff — Martian invasions, robot rebellions, space pirates, etc. — starts happening.

Moongha Invasion

Players 2 – 4          Ages 10+          90 – 120mins

It’s just another day, get up, wash, go to work. What’s different is that today the Earth has been invaded by aliens – it’s just that nobody knows it yet. Deep underground mad scientists are raising monsters from the planet Moongha. Once fully formed they will emerge to spread terror and destruction. Cities will be laid waste to, and the human race will be hunted to extinction.

Through the sewers oozes the Bloob, quietly growing in size. The Drakoor, alien vampires, stalk the night, feeding off the unwary. Meanwhile, the strongest of the Moongha invaders, Mechoor, sucks in energy from the earth. Once sated it will rise to destroy whole cities with its heat ray. These are just a few of the monsters that will terrorise the people of Earth.

It can only be hoped that just as in the movies there’s a hero around who can thwart their evil plans; otherwise there will be no more “just another day”s for anybody! But who’s behind those evil plans? You! You are one of those sadistic, power-thirsty, psycho nerds, eager for revenge after a whole life of study, disregarded by everyone. All of you have received a visit from a mysterious flying saucer, carrying strange alien machinery – an engine that finally brought you POWER! And now you are ready to fight your insane struggle to be the first in destroying the human race. This time no “Klaatu barada nikto!” will stop you…

Moongha Invaders: Mad Scientists and Atomic Monsters Attack the Earth! is for three to four players and should take about ninety minutes to play. You have control of a number of different types of Moongha monsters. When you sit down to play, the side of the board closest to you is your monster display. There you will see the seven different types of monster. You will place your monster counters in these boxes. Note that some monster types have more than one counter.

The game lasts either eight or nine turns, depending on the number of players, although it may end before then if a player manages to get down all twenty of their damage cubes.

At the start of each turn a random number of actions are made available. Three of these actions relate to the monsters and allow you to create, attack, and move them. These actions are represented by orange, white, and purple tokens. There are three human action boxes, one that allows you to place a hero, the other two allow you to place military counters.

To create a monster you have to place a certain number of orange tokens in the monster box. Once the monster has been created you place it in one of the twelve cities on the board. When you do so, you place the monster on its hidden side. The monster is alive but as yet the world does not know of its presence. While hidden a monster is safe from attack and can build up its strength so that when it does attack it will cause carnage. Another player may attempt to reveal your monster by placing a hero counter in the same city.

Military units will try to destroy monsters. When you place a military unit or a hero, you can then attack with all military counters in that city. When a monster attacks a city, armor units will attack it first, then after that attack has been completed, any surviving infantry units will attack. All combat involves rolling dice and in all cases a roll of four or more is successful.

Each monster type has its own special abilities. Only three monsters are powerful enough to destroy entire cities; these are the Bloob, Mechoor, and Moogre. When you attack a city, you mark the damage you do with your colored cubes. At the end of the game, players score victory points depending on how many damage cubes they have in each city. Players also score points for the cities that were randomly assigned to them at the beginning of the game, depending on how much damage they have suffered. Points can also be scored for having vampires on the board and for killing other monsters with your Moogra monster.

Hostage Negotiator: Demand Pk 1

Players 1           Ages 15+          20mins

Demand Pack #1 is an expansion pack that comes with 16 new cards that will add new major demands for the original abductors (Arkayne, Donna, and Edward) as well as the abductors from Abductor Packs 1-4 (Connor, the Pedersen Twins, Lt. Jackson, and Herrera). These cards will breathe new life into abductors you’ve faced off against before.

 

13 Ghosts

Players 2 – 4         Ages 8+          10 – 20mins

The ghosts are fighting over who will rule the haunted mansion. The winner will be the one with the best hiding place!

13 Ghosts is a micro-game for 2-4 players in which each player tries to find the ghost hidden in the opponent’s crypt. The game consists of thirteen ghost cards (provided in two sets for use in four-player games), each with a number from 1 to 13 and a special ability.

When playing, you use the card in your hand and you either play it face up to apply its ability or play it face down, thereby attacking your opponent by trying to guess the number of the ghost in their crypt. Succeed, and they are out of the game. As more and more cards are played and abilities are applied, players try to deduce their opponents’ ghosts and remove them from the game. The last player to remain wins.