Experience 15 minutes of pure balance for 2 to 4 players! Join the circus and become the best acrobat to win!
The Chapito circus is back in town with a breathtaking acrobatic show!
Stack the character blocks on top of each other by
trying to reproduce one of the figures indicated by your cards.
Keep your balance well so as not to bring down the whole show!
Place the 3 Podium tiles in the center of the table, spacing them about 10 centimeters apart.
Place the 9 Character blocks around the Podium tiles.
Shuffle the cards and deal 4 to each player.
Everyone tries to reproduce on a podium one of the
figures imposed by the cards in his hand.
Either choose a Character block that is not yet in play on a Podium tile to place it above any block (or stack of blocks) already in play, or on an empty Podium tile.
Either move a block or stack of blocks already in play above another block (or stack of blocks), or onto an empty Podium tile.
When a player moves multiple blocks at once, they can only do so by holding the lowest block in the stack.
Blocks can only be placed in their upright position, without rotation or flipping.
It is forbidden to make the exact opposite movement to that of the previous player.
At any time, even if it is not his turn, a player can shout: “Photo!” if a stack of blocks meets the conditions indicated by one of the cards in his hand.
He reveals his card and we check that he was not mistaken.
- if he is right, he places the card in front of him, face up and draws a new one from the pile to add it to his hand; then play resumes.
- if he made a mistake, he takes the card back in hand and the game continues.
If the same pile of Character blocks corresponds to several cards of a player, he can place them all in front of him to validate them.
He then draws to always have 4 cards in his hand.
If the card a player has just drawn corresponds to the layout of a stack in play, he can announce it and place it immediately before completing his hand again.
If a player knocks down a block or knocks over a stack of characters, their turn ends immediately, they must return one of the cards placed in front of them to the draw pile as a penalty.
If he doesn't have any, he doesn't return any and the turn passes to the next player.
Blocks that have fallen or are still in hand are replaced around the podiums.
The first player who manages to place 7 cards in front of him wins the game.
If several players play their seventh card at the same time, they share the victory.
Measure yourself against your opponent and try either to get out of the tower or to prevent your opponent from fleeing in 10 to 20 minutes as a duo!
Shy Monsters (Mutlose Monster) is an asymmetrical bluffing game for two players in which one player builds a dungeon and his opponent tries to escape from it.
The Dungeon Master leads a band of timid monsters.
Make sure to respect their favorite places in the dungeon, otherwise they won't attack the hero.
The Hero must decipher the structure of the dungeon well and use his special actions wisely to get out of it alive.
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.
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