With Animeter; cooperate and measure your progress well to reap the fruits of your efforts in 15 to 20 minutes for 2 to 5 players, then to your harvests!
The trees are full of tasty apples, so it's time for the forest animals to feast!
But reaching the fruit is not a simple task, so the animals decided to cooperate.
One by one they climb on top of each other's heads to form a tall tower.
Hares use their long ears to lift their friends, hedgehogs hunt predators hiding between leaves, and tiny mice can reach apples in hollows. How to get to that fluffy red apple?
In Animeter, each player can build up to 3 towers using 9 cards with different animals.
Reach as many apples as possible and avoid dangerous predators.
Use your sight: you cannot check the height of your towers during the turn.
Collect combinations of animal abilities.
And, finally, after each player has played the last card, measure the towers and find out who collected the most apples and won the game!
With Quadropolis; to your constructions to create the most optimized city in 30 to 60 minutes for 2 to 4 players, then to your constructions!
Each player builds their own metropolis in Quadropolis, but they compete with each other for shops, parks, utilities, and other structures to place there.
The game lasts four rounds, and in each round players first arrange the tiles for the appropriate round randomly on a 5x5 grid.
Each player has four architects numbered from 1 to 4 and during a turn, a player places an architect next to a row or column in the grid, claims the tile that is as far as the number of the placed architect (e.g. the fourth tile in for architect #4), places that tile in the appropriately numbered row or column on the player's 4x4 city board, then claims all resources associated with the tile (inhabitants or energy).
After four rounds, the game ends. Players can move dwellers and energy between their tiles at any point in the game to see how to maximize their score.
At the end of the game, they then score for each of the six building types based on how well their city was built – as long as they have activated the buildings with dwellers or energy as needed.
With Joraku we will literally “Go to Kyoto” in 45 minutes for 3 to 4 Daimyo, so get your swords!
Joraku, an ancient Japanese word commonly used before the Edo period, which means "to go to Kyoto".
Specifically, during the Sengoku period, Joraku refers to the act of local warlords - the Daimyo marching their armies towards Kyoto, to "protect the Shogun and the Emperor from other rogue lords" and ultimately rule in their stead. .
Onward to Kyoto!
Take command of your army and defeat all the Daimyos that block the way!
March on! To victory! March on! Kachidoki!
Joraku is a zone control game that takes turns.
Outsmart your opponents with tactical card play, use your loyal samurai to take control of areas and boost your prestige.
Only the Daimyo with the highest reputation and the biggest stick can rule Japan!
Each troop is organized into one or more units.
Each game turn is divided into two player sub-turns.
Each player can perform a movement phase, a non-active lateral reaction movement phase, a forced march phase and a combat phase.
All units can move in the movement phase, but must pass the activity test in the reaction and forced march phase.
Combat result by CRT firepower and two dice.
The winner is determined by victory points.
Victory points are provided by capturing a castle, destroying enemy units, and controlling Kyoto, the former capital of Japan.
Today we are going to talk about Hanafuda Koi Koi!
Develop your floral strategies in 40 minutes as a duo, based on seasonal flowers and combos.
A traditional Japanese two-player card game played with the beautiful Hanafuda (literally "flower card") deck. Setup: the cards are all shuffled, and a card is randomly revealed: the player whose birthday month is closest to the month of the revealed card is the first player and therefore the dealer.
The cards are again shuffled and dealt, two by two, to the two players, as for the greenhouse visible in the middle of the table. Turn: Next, each player proceeds as follows: first, they discard a card face up on the table from their hand. If this card corresponds to another card on the table (corresponding months), the player then wins the two cards that he places in his collection face up, in front of him. The collection is always displayed in 4 columns, as follows: Flowers, Ribbons, Animals and Specials.
If it does not match anything, the discarded card remains on the table. Second, whether it matches or not, the player then draws the top card from the deck face down and proceeds in the same way: if it does not match any card, the drawn card remains on the table, but if it matches a card , the player wins the two cards that he adds to his collection. Then the other player takes his turn.
End of turn: At the end of a player's turn, if he has Yakus, he can stop the current month (round) by indicating his Yakus, then the points are scored and the next month begins. However, if he wishes to continue in order to increase his score for that month, he says "Koi-Koi" and the other player takes his turn. If later in the game, the player who said Koi-Koi wins another Yaku OR increases his previous Yakus, then he can stop the game again or say Koi-Koi, as many times as he wants. But if a player gets a Yaku in a game where his opponent has already said Koi-Koi, then he has the right either to say Koi-Koi too or to stop the game and receive his points, thus causing his opponent to get no points at all this month.
End: Since each player has 8 cards in hand, a month (round) can at worst last 16 turns. In the case of a game where one (or both) player(s) said Koi-Koi and no other Yakus were added or increased before the end of the month, then only the last player who said Koi- Koi scores his points as usual. The winner of one month becomes the croupier of the following month, or remains the same if there was no winner.
But if a player gets a Yaku in a game where his opponent has already said Koi-Koi, then he has the right either to say Koi-Koi too or to stop the game and receive his points, thus causing his opponent to get no points. at all this month. Each Yaku can be added to the others.
Here are the Yakus:
Basic Yakus 10 Flowers / Kasu: 1 point (Each additional Flower earns 1 point) 5 Ribbons / Tanzaku: 1 point (Each additional Ribbon earns 1 point) 3 Purple (blue) Ribbons / Aotan: 5 points 3 Ribbons with Poems (red) / Akatan: 5 points 5 Animals / Tane: 1 Point (Each additional Animal earns 1 point) Deer + Boar + Butterflies / Ino Shika Chô: 5 Points 3 Specials without Rain Man / Sankô: 5 Points 4 Specials with the Rain Man / Ameshikô: 6 points 4 Special without the Rain Man / Shikô: 8 Points 5 Specials: Gokô: 10 points Special Yakus The Moon + The Sake Cup / Tsukizake: 5 points (Bonus Yaku, only in addition to at least another normal Yaku) The Cherry Curtain + The Saké / Hanamizake Cup: 5 points (Bonus Yaku, only in addition to at least one other normal Yaku) The Iris Flower is a "Joker" card: it can either be counted as an Animal or as a Flower to form a Kasu (but not both). The 4 Cards of the Current Month / TsukiFuda: 5 points No Yakus / OyaKen: 1 point The game ends when a player reaches 50 points.
In some variants, at the end of a month, the points scored by a player are subtracted from his opponent's score.
In some variants, the player with the most points at the end of the year (December) wins the game.
Become an apprentice ninja in 15 to 30 minutes, from 2 to 4 players, being the smartest and strategist of all.
Hello, campers!
I hope you slept well last night, because Sensei Saru has a full day of training in store for you!
So study your lessons well and be faster and smarter than your fellow campers, because Sensei invites only the best to be his personal apprentices. Will it be YOU? !
Ninja Camp pits animal martial artists against each other in a training exercise where the best will become Sensei Saru's personal ninja apprentice.
Each player starts with two cards, each representing a ninja skill, with the rest of the deck making up the game board.
Using the cards in their hand, players navigate the board, adding new skills to their hand as they go and leaving fewer movement options for their campmates.
Each player also has a unique ninja ability that they can use once per game to try and turn the game in their favor.
A game that sets up and plays in thirty minutes or less, Ninja Camp is sure to provide hours of fun for families and aspiring ninjas!
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…
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