Go on a quest, for 2 to 4 players for 10 minutes, and find the objects to defeat the big bosses!
For a very, very long time, the castle of Patatrap has been regularly invaded by all sorts of threatening and more or less evil creatures.
This is how the order of the intrepid was created, bringing together all the adventurers and adventurers of the region ready to defend the castle of Patatrap and its fabulous Tower with 1000 mirrors!
In turn, each player must move their Character token on the trapdoors of the game board. Use the mirrors to see the contents of the trapdoors.
The goal?
Collect useful equipment to fight the final Big Bad!
The first player who manages to land three blows wins the game. But watch out for trapped hatches, you'll have to remember their location...
Finally, unless the elf, the ghost or even the thief decides to get involved and make a mess.
A real dungeon crawler for children! Includes 5 different endlessly replayable adventures.
Do you dare to face Sheuloub the spider, Michel the werewolf, Elvys the vampire, Smok the dragon or even Babakazoo the cursed king?
To win Patatrap Quest, you must be the first player to successfully attack the "Big Bad" in the castle three times.
The castle consists of a wall of mirrors surrounding a central pillar. On a turn, roll the dice, then move a distance equal to the face of the die or the sum of the faces of the die.
When you land on a space in the castle, your character lowers a lever and whatever is depicted under that lever is then visible in the mirror.
Sometimes you need to scavenge gear, sometimes you need to trade boards, and sometimes you do something else.
When you have the right gear and can access the stairway to the top of the pillar, you can take on the Big Bad.
Draw the topmost token from its stack, then look at it secretly. If you can discard the represented object, you recover this token; otherwise, you're kicked out of the castle and have to start moving in again.
The first player to collect three tokens wins.
Patatrap Quest includes five Big Bads, each with its own stack of chips.
Today we are going to talk about Speed Color Team!
Add color to your challenges, as a team for 10 minutes, by completing the objectives!
Place a line of uncolored face cards in front of each team and the markers in the center of the table in the game box.
As a team, discover the cards with the colors to be made, memorize them, then try to reproduce them all together.
How ? By coloring the black white cards of your line before the other players.
Take the markers corresponding to the colors corresponding to those you need to restore colors to the card in front of you.
And since remembering colors and coloring is child's play, we add a little difficulty. ;)
We will add team challenges in a limited time, not to mention the markers whose color is not indicated anywhere!
It will therefore be necessary to communicate on the colors found and coordinate to use other colors while they are already used either by his teammates or by the players of the opposing team...
Who will be able to combine team challenge and communication to color the team cards as quickly as possible?
You can either play with one card in front of each team or several to spice up the game. ;)
The first team to finish coloring the cards in front of them or the most cards wins the game!
No time to bubble, solo or in duo for 20 minutes, form your combos to win the game!
Line them all up!
In Bubblee Pop, players compete to save the Bubblees by lining up three of them horizontally or vertically.
Once lined up, the Bubblees give the player points and trigger special powers.
If you stack them the wrong way, you risk losing the game immediately.
Once the reversible board is installed between the two players, 3 black Bubblees take place on each of the players' planets.
It is then the Sky which is set up by the standard installation of colored Bubblees, so that two identical colors are not adjacent.
It's up to you to pop the Bubblees by assembling them by color and in groups of 3 or more via gravity which makes them fall 2 by 2 on your planet.
When things go wrong, powers are triggered and victory points are accumulated.
Fill the sky by drawing Bubblees from the bag. The active player may eventually swap 2 adjacent Bubblees in the sky before obligatorily causing 2 to fall, horizontally or vertically adjacent.
These Bubblees, once they land, if they form an alignment (not diagonal) of 3 or more of the same color, are removed and placed in the scoring area.
This triggers a power depending on the color, a power that remains optional:
- Swap bubbles on your planet or the opposing planet;
- Send a Bubblee or drop one from the sky at his opponent;
- Finally, recover an uncovered Bubblee from his planet and place it in his score zone.
- Black Bubblees, on the other hand, have no powers. Finally, any holes left by the bursts are filled by making the Bubblees "fall" from above.
A single player mode is available where the objective is to empty the opposing planet which starts in a filling state indicated by the level chosen. There are 20 of increasing difficulty.
The only difference in the rules is that when a cluster of 3 Bubblees forms, you can choose to send one (see 2 if the combination is 4 or more Bubblees) to the neighboring planet, keeping the d column. origin before deciding to use the power.
The Black Bubblees are then obstacles that may be the only ones left on the otherwise emptied planet.
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.
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