In Sushi Express, from 3 to 6 players, become the best sushi delivery man for around 30 minutes.
Deliverers in a Japanese restaurant, players must accumulate the maximum number of Customer cards before the end of the game.
The game path is made up of 12 tiles (10 House tiles, 1 Sushi Express tile and 1 Park tile), laid out in a circle around a mini telephone-shaped board. Each time a player makes a complete turn (thus passing in front of the Sushi Express tile) he collects a Customer card from among those offered face up. In addition, a player who manages to stop in the park collects a face down Action card.
Two players cannot be on the same tile: the occupied tiles are therefore skipped "for free" when moving (they do not count when calculating the distance).
At each game turn, the players bet on the result of a roll of a pair of dice (thus from 2 to 12) by placing a marker on the central board.
Whoever has chosen the highest number rolls the dice first: he has two attempts to obtain an amount greater than or equal to his bet.
If he fails, he does not move his delivery man, but wins an Action card, and it is up to the next player to roll the dice to try to reach his bet, and so on...
As soon as the player obtains on the dice the sum he had announced or more (for example 8), he advances his deliverer by the number of squares fixed (8 tiles, even if he rolled 10 on the dice), without counting the occupied squares.
If he passes in front of the Sushi Express tile, he chooses a Customer card among those revealed (there are as many revealed cards as there are players).
The players who follow (who had therefore bet less than 8) then advance their delivery men automatically (without having to roll the dice) and also recover a Customer card if they pass in front of the Sushi Express.
Customer cards are available in different colors.
The first card of each color that you collect is worth 3 points, the following cards 1 point (for example, the 1st yellow: 3 pts, the 1st green: 3 pts, the 2nd green: 1 pt only). It is therefore necessary to try to diversify the colors.
There are also Tips cards: the player with the least Tips at the end of the game takes negative points.
Finally, the Action cards allow you to bypass certain rules: place the same bet as another player, swap your bet with that of another player, advance your delivery person one more tile, get a tip bonus, etc…
Wangdo lets you explore Northeast Asia for 2-4 players and a game time of 30 minutes.
Long ago, before the age of man, there were four clans of bears that helped the king rule over Northeast Asia.
The time has come for the king to decide who will be the heir to the throne.
Clans send their princes out into the world to gain all the qualifications to be the next king.
They travel from town to town and build statues of sacred bears; in return they inherit knowledge of religion, education, military and trade.
The new journey is about to begin.
Who will succeed to the throne?
Summary of the game
1. Place the bear stelae to acquire a knowledge token.
2. Pay the equivalent in number and color at the temples.
3. If a player is done collecting tokens, the game ends.
During a turn, we take either 2 bear steles of any visible color available on the temples.
You can also choose to draw three at random or grab a token from the board.
To recover it, another bear stele of the player will have to replace it by being placed on an adjacent stele and which is not the color of the stele that you want to place.
You will then have to pay the number of steles of the same color as the adjacent steles.
The last stele placed on a temple line leads to the discard of all the steles in the bag and makes the person who places it win a stele of the temple they want.
The token is then placed on the player's personal board. We have completed a column as soon as we have two tokens when playing 4 and 3 when playing 2.
You can then perform the special actions offered by the bonus card.
The game ends when a player has collected 2 of the 4 different tokens.
Hello everyone ! Today we are going to talk about 7 wonders!
7 wonders is a cooperative game of about 30 minutes for 2 to 7 players. You are the ruler of one of the 7 great cities of the ancient world. Gather resources, develop trade routes and assert your military supremacy.
Build your city and erect an architectural marvel that will transcend future times. 7 Wonders spans three ages.
At each age, players are dealt seven cards from a particular deck, choose one of those cards, and then pass the rest to an adjacent player.
Players reveal their cards simultaneously, paying resources as needed or collecting resources or interacting with other players in different ways. (Players have individual boards with special powers on which to arrange their cards, and the boards are double-sided). Each player then chooses another card from the deck passed to them, and the process repeats until players have six cards in play from that age. After three ages, the game ends.
In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards offer discounts on future purchases. Some provide military strength to defeat your neighbors and others only give victory points.
Each card is played immediately after being drafted, so you'll know what cards your neighbor is getting and how their choices may affect what you've already built.
Cards are passed left-right-left over all three ages, so you need to keep an eye out for neighbors back and forth. Although the previous editions box is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.
Hello everyone ! Today we are going to talk about Dragomino!
Dragomino is an exploratory game of dominoes lasting about 15 minutes for 2 to 4 players.
The big moment has arrived. You have been named "dragon trainer", and you have the chance to meet them on a mysterious island.
But you are not the only trainer sent to these lands. Who among you will discover the most baby dragons?
Dragomino features gameplay similar to Kingdomino, but with gameplay geared towards younger players.
At the start of a turn, you reveal four domino tiles, with each domino featuring two types of landscapes.
Starting with whoever has the mama dragon figurine, players draw a tile and add it to their landscape.
If the newly placed tile matches the landscape of one or more adjacent tiles, then you draw an egg tile for that type of landscape and place it face up where those tiles meet.
Some eggs feature a baby dragon, which is worth 1 point; others feature an empty shell, which allows you to take the mama dragon, giving you first choice on the next turn.
After seven rounds, the game ends and the player holding the mother dragon scores 1 extra point.
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.
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 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.
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