You seek to be elected at the head of Portyl, a medieval city made up of different more or less powerful guilds that you will have to convert to your cause in order to recover their votes.
The election is done in three ballots, with a count of votes at the end of each ballot. At the end of the third ballot, the player with the most votes will be named head of the city and will win the game.
Map selection Guild
Players take the cards they received at the start of the round, choose one and pass the remaining cards to their right or left neighbor.
Once a card is chosen, it cannot be changed. We proceed in this way (take the cards, choose a card, pass the remaining cards) until there are no more cards to select.
Place Guild Cards
Once the choice has been made, the players will lay down their cards, one by one. All held cards will not be played. Each player chooses a card from their hand and places it face down in front of them. When all players have placed a card, they are revealed simultaneously.
Each player places the selected card in front of him and classifies his cards by type.
Elections
During the first ballot, for each guild, only the player with the most cards from this guild is taken into account.
During the second ballot, for each guild, the two players with the most cards from this guild are taken into account.
During the third and last ballot, for each guild, the three players with the most cards from this guild are taken into account.
The player with the most cards scores as many votes as the first value of this tally.
The 2nd player with the most cards scores as many votes as the second value.
The 3rd player with the most cards scores as many votes as the third value.
Get ready to chase love as you dig up some worthy worms to win the hearts of the chickens on the farm!
Chickens is a variation of a memory game in which you are a burly young rooster ready to fight your way to the precious worm of this dear hen and win her heart.
Flip the dirt tiles to find the perfect dinner.
After you find two worthy worms, end the trick by shouting "Cocorico!!" and score points for correct matches - but don't be in too much of a rush!
If you call too soon without your prize worm, prepare for heartache and lose your dinner!
Discover the game description and its video below.
Below, on the left, in green, in red... Léon the chameleon has gone mad!
Get rid of all your cards to advance the chameleons from vine to vine.
Stay vigilant and do not exceed the imposed playing area.
Chameleons can no longer find their way through the jungle!
To help them, get rid of all your cards to advance the chameleons from vine to vine, without exceeding the imposed playing area.
But be careful, the chameleons have gone crazy!
They change colors and direction without warning...
Be careful not to leave the jungle!
Joker cards will allow you to trap other players (and save yourself!) by giving you the possibility to change the requested color, the direction or both.
In the game, you plant and then harvest bean cards in order to earn coins.
Each player starts with a hand of random bean cards, and each card has a number corresponding to the number of that type of bean in the game.
Unlike most other card games, you can't rearrange the order of cards in hand, so you must use them in the order you picked them up from the game - unless you can swap them with other players, which is the case.
During a turn, you must plant the first card or cards from your hand in the "fields" in front of you.
Each field can only contain one type of bean, so if you need to plant a type of bean that is not in one of your fields, you must harvest a field to make room for the new arrival.
This is generally not good!
Then you reveal two cards from the deck, and you can then trade those cards and any cards in your hand for cards from other players.
You can even make future promises for cards received right now!
Once all trades are complete - and all trades in a turn must involve the active player - you end your turn by drawing cards from the deck and placing them on the back of your hand.
When you harvest beans, you receive coins based on the number of bean cards in that field and the beanometer for that particular type of bean.
Flip 1-4 cards from this field to turn them into coins, then place the rest of the cards in the discard pile.
When the draw pile is depleted, shuffle the discard piles, replaying the draw pile two more times.
At the end of the game, everyone can harvest their fields, then whoever has earned the most coins wins.
Discover the game description and its video by clicking on the image of the game.
Will the chief of the tribe manage to save his village with the help of his four dogs?
Otherwise the bison will cross the river... and win this game of chess!
Aim of the game:
The two players have a different aim:
The player controlling the bison seeks to bring one of his animals to the other side of the board.
The goal of the other player is to succeed in preventing them from passing by catching them with his Indian chief or by stopping them with his dogs.
Rules of the game:
Place the 11 bison on one side of the board, in a straight line behind one of the rivers and, just in front of the other river, place the Indian chief with his dogs on either side.
The bison advance like pawns in chess, the dogs like checkers but cannot take bison, and the Indian chief like a king, he can take bison.
The bison begin...
At the end of the round, the roles are reversed.
The first to win a round on both sides wins the game.
Discover the game and its video by clicking on the picture of the game.
To do this, you must align the cards horizontally, vertically or diagonally so that they have a value of 10.
It may sound easy, but it's not that easy.
Everyone participates in the discovery of all these new islands, suddenly, if you have accidentally left an interesting small island on the table, the other players can take advantage of it!
Each in turn, you have 2 mandatory actions to perform in the order of your choice.
Move your ship to an adjacent card or place a card horizontally or vertically adjacent to the ship you moved.
Well, precisely, how do you recover your famous cards?
To retrieve them, 3 conditions are required: that their value is exactly 10, that they are located on the same horizontal, vertical or diagonal line and that there is no boat on them.
You don't need your maps to be side by side, this sometimes creates holes in island mapping.
You can therefore only collect cards once per turn.
There is a bustle in Istanbul's Grand Bazaar as merchants and their assistants rush through the narrow alleys in their bid to outsell their competitors.
Everything must be well organized: wheelbarrows must be filled with goods in the warehouses, then quickly transported by the assistants to various destinations.
Your goal?
Be the first merchant to collect a certain number of rubies.
In Istanbul, you lead a party of a merchant and four assistants through 16 bazaar locations.
At each of these locations, you can perform a specific action.
The challenge, however, is that in order to take action, you have to move your merchant and an assistant there, and then leave the assistant behind (to handle all the details while you focus on more important matters).
If you want to use this helper again later, your trader must return to this location to pick it up.
Thus, you must plan carefully in advance to avoid finding yourself without assistants and therefore unable to do anything...
In more detail, on a turn, you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant there, or pick up an assistant left earlier, then perform the action .
If you meet other traders or certain people there, you may be able to take a little extra action.
Possible actions include:
-Pay to increase the capacity of your wheelbarrow, which starts the game with a capacity of only two for each good.
-Fill your wheelbarrow with a specified good to its limit.
-Acquire a special ability, and the earlier you come, the easier they are to collect.
-Buy rubies or exchange goods for rubies.
-Sell special combinations of goods to earn the money you need to do everything else.
When a merchant has collected five rubies in their wheelbarrow, players end that turn, then the game ends.
If this player is the only one to have achieved this objective, he wins immediately; otherwise, the ties are severed by the money in hand.
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