Loony Quest is a game of about 20-30 minutes for 2-5 players.
In the wonderful land of Arkadia, a very old king has no heir.
He organizes a tournament to offer his throne to the bravest adventurer in the kingdom.
Up to five finalists will travel through seven worlds full of surprises...
In the drawing game Loony Quest, players study challenging level maps and then try to replicate the outline to complete objectives and avoid obstacles on their tracing sheets.
When complete, players place their sheets on top of the level map to see if the designs line up with the targets they wanted to hit or avoid.
Largely inspired by video games, Loony Quest players discover different worlds, play with 3D and 2D levels, meet wacky monsters - Loonies - and big bosses, trigger special stages, collect bonuses, inflict penalties on their opponents and accumulate as many Xperience points as possible.
Hello everyone ! Today we are going to talk about Rummukib!
Rummikub is a game of sequences of 30 to 45 minutes for 2 to 4 players where you have to put number sequences according to the tiles you have.
To win at Rummikub, you must position all your tiles on the table by making sequences or series.
Sequences: You place AT LEAST 3 consecutive tiles (i.e. on which the numbers shown follow one another) of the same color. The series: You deposit, AT LEAST, 3 tiles on which are indicated the same number but of different colors.
To start the game, each player draws 14 tiles which he then places on his easel so that the curious little ones cannot peek!!! The rest of the tiles will be used for the draw pile.
To determine who will start, each player draws a tile. The one with the highest number will start.
ATTENTION: For a player to start, the combination(s) he places on the table must be worth at least 30 points. If not, the player draws a tile and it is another player's turn.
Reminder: A combination must have at least 3 tiles, but you can also use your tiles in different ways:
If a player uses a joker in his combination, you can recover it by placing the tile he was replacing. ATTENTION the joker must be used immediately in another combination.
You can also add a tile at the end of a combination in order to recover the tile that is at the other end. to use it immediately in another combination).
If you want to use a tile already positioned in a combination you can but you must absolutely replace it with another tile.
You can also divide an already positioned suit into two. you can remove one in order to use it. The player who lays his tiles the fastest wins the game.
The other players must therefore add up the points remaining on their rack.
These points will be negative points. A joker left on your easel will cost you 30 negative points.
Hello everyone ! Today we are going to talk about Mysterium!
Mysterium is a cooperative game of about 40-45 minutes for 2-7 players.
In Mysterium, one player takes on the role of a ghost while all the others represent a medium. To solve the crime, the ghost must first recall (with the help of the mediums) all the suspects present the night of the murder.
A number of suspect, location, and murder weapon cards are placed on the table, and the ghost randomly assigns one of each in secret to a psychic. Each hour (i.e., game turn), the ghost hands one or more face-up vision cards to each medium, filling their hand to seven each time they split vision cards.
These vision cards present dreamlike images to the mediums, with each medium first having to deduce which suspect matches the received vision cards. After the ghost hands over the cards to the last medium, it begins a two-minute hourglass.
Once a psychic places their token on a suspect, they can also place clairvoyance tokens on guesses made by other psychics to show whether or not they agree with those guesses.
After the time is up, the ghost reveals to each media whether the guesses were correct or not.
Psychics who guessed correctly move on to guessing the crime scene (and then the murder weapon), while those who did not keep their vision cards and receive new ones the next hour matching the same suspect.
Once a psychic has correctly guessed the suspect, location, and weapon, they move their token to the epilogue board and receive one clairvoyance point for each hour remaining on the clock.
They can still use their remaining clairvoyance tokens to score extra points. If one or more psychics fail to identify their suspect, location, and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved.
If, however, they were all successful, then the ghost has recovered enough of its memory to identify the culprit. The psychics then group their suspect, location, and weapon cards on the table and place one number per group.
The ghost then selects a group, places the corresponding culprit number face down on the epilogue board, chooses three vision cards – one for the suspect, one for the location, and one for the weapon – then shuffles these cards.
Players with low clairvoyance points turn over a vision card at random, then secretly vote on which suspect they think is guilty; players with more points then turn over a second vision card and vote; then those with the most points see the final card and vote.
If the majority of psychics have identified the correct suspect, with the ties broken by the vote of the most clairvoyant psychic, then the killer has been identified and the ghost can now rest in peace.
Tic tac boum junior is a word and speed game lasting approximately 20 minutes for 2 to 10 players.
This frenetic game is a wonderful exercise in invoking words.
Within a given theme, players try to find a word containing a certain set of words before the time bomb in their hands explodes.
The bomb is an electronic timer with a variable time allotment, and a player is only allowed to pass the bomb to the next person when they come up with a word containing the theme words.
While the creative spelling of the words in question may be frowned upon, it's up to the guy next to you to determine your fate. In the basic version, recompose the word as quickly as possible so that the bomb passes into the hands of another player.
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.
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