Don't get caught in crossfire, 5 to 10 players for 5 to 10 minutes from 14 years old!
In Cross Fire, we will play hidden roles either VIP protectors or VIP enforcers, but also personal objectives.
In Cross Fire mode, players form two teams, blue and red. The red team must reach the VIPs and the blue team must prevent the VIPs from being hit.
After looking at the cards of the different characters, we learn about their role in the game and their specificities.
Then we shuffle the cards again to distribute them to the next player who will do the same.
You will then have to claim a role with the card placed in front of it face down, trying to hide your true role to achieve your objective.
By discussing with the other players, about the roles that we try to deduce with the previous shuffling of the cards and their words, we try to determine what the role of the other players is.
To claim another role, you change the meaning of your card. We cannot show our card face up to the other players, but we can very well claim to be playing a role that is not ours to achieve our objectives.
Then, after 3 minutes of discussion and bluffing, on the count of 3, we point our finger at another player.
With his finger still pointed at another player, the game leader announces:
- If you are not armed, lower your finger.
- Agents, reveal your role card.
- If you have been targeted by an agent, lower your weapon and reveal your role card.
- VIP reveal your role cards. Are you targeted?
Yes: the red team wins; No: the blue team wins.
Some cards have victory or defeat conditions and are announced at that time.
With Sniper mode, the sniper will attempt to kill the assassins by placing his sniper shot cards before the time runs out. At the end of the round, the players targeted by sniper fire are shot down and reveal their role cards.
If all assassins are killed, the blue team wins; but if the sniper kills a VIP or a civilian, the red team wins.
If no team has won at this stage, the assassins not defeated reveal their role cards; we count down again to 3 until the final resolution.
To win at Crossfire, let your instincts guide you.
Your first lead is the role the players say they have. If too many players have the same role, someone is bound to be lying...
Your second avenue is observing the cards before the start of the game. Did you see the same cards as what other players announced?
Perhaps you have found allies... Each piece of information is very useful; it's up to you to put the pieces of these bits of information together.
So who is lying? Who tells the truth? Who should hide their identity? Who seems to be looking for the truth? Who seems evasive or too talkative?
We add up the points from each round and the player with the most points wins the game.
Rearrange the species of the jungle in 20 to 30 minutes, from 8 years old and from 2 to 4 players to recreate a cradle of diversity!
In Rainforest, harmoniously arrange your jungle with different types of vegetation and reintroduce the region's emblematic animal species to help their preservation.
On his turn, the player performs two obligatory actions in order:
1 Take the first Jungle tile from a pile then all the Species tokens of a single color or type from the same zone.
2 Distribute the Species tokens collected on your Jungle tiles inwait in its blank zone then validate those which are completed by moving them into its jungle.
The player chooses one of the 5 areas on the board and performs these two steps in order:
He takes the first Jungle tile from the pile and can either place it in one of the spaces in his blank area, or place it back under the pile if he does not want to take it or if he already has 3 tiles in his pile blank area.
Then he must take all the Species tokens of a single color or type of his choice in this same zone. The totem animal assigned to each player at the start of the game will earn them more points.
The player who collects the last Species token in a zone can immediately exchange one of his Species tokens collected during this turn or from his reserve with any Species token from the central board.
If the player creates an area of 3 or 4 tiles of the same color connected and the two Protected Area tokens of the color are available for the game, the player can immediately recover the token of 3 or 4 tiles.
A player can only have one Protected Area token per color.
The player places the Protected Area token on one of the tiles of their choice in the connected area in question.
If the player combines the 5 colors in his jungle, he collects the Balance token and places it on the tile of the 5th color. A player can only have one Balance token.
If a player has more Species tokens than he can store in his reserve (limited to 2), he must discard the excess into the bag.
He manages his reserve as he wishes: he can discard tokens reserved for previous rounds to store new ones collected this round.
When a player validates their 9th Jungle tile, they trigger the end of the game. The players complete the round of the table until they return to the player who has the Binoculars token, so that everyone has played the same number of rounds. They then move on to counting points.
Each Jungle tile validated in the jungle earns the number of points indicated on it, the Totem Species tokens, protected area and the balance tokens add or multiply the additional points.
The player who obtains the most points wins the game. In the event of a tie, the players share the victory.
Will you manage to make your jungle a cradle of diversity?
Collect treasures with your tribes for 20 to 60 minutes, from 8 years old and from 2 to 6 players to score as many points as possible!
In Costa Ruana, you are a tribal leader. Send your natives to neighboring islands to get your hands on more pirate treasure than your rivals.
If you become a shaman, your decisions affect events, so your rivals will try to influence you through fair or foul means...
Your goal is to score the most points by having treasures in your cabin and natives in your stash at the end of the fifth round.
Treasures are the key: each turn, you collect one on each island on which your tribe is in the majority (or minority, if other tribes are tied there).
Cards allow you to move treasure, place natives on islands, bring them home, or move them between islands.
Each turn, everyone plays a face-up card in front of any player (including themselves), followed by another face-down card (also in front of anyone).
Finally, you can place a native on any card played, even a hidden card played by an opponent, if you are very daring! — to copy its effect for yourself.
The background of each card is four colors, but in each round only two-color cards will be resolved, affecting the players they are played in front of.
The shaman determines these colors by turning over one of the two condition cards. If you are the shaman, use your power to the best of your ability; otherwise, try to guess others or influence the shaman.
Memorize the number of treasures in other players' cabins and carefully manage your natives: a few points can make the difference!
Intriguing, double riddles and bluffs: welcome to Costa Ruana!
Today we are going to talk about the Trial of the Temples!
You will be put to the test for 30 to 60 minutes, from 14 years old and 2 to 4 players to become the best adventurer!
The game offers you a challenge based on choice of placement and ability to adapt.
Game situations will very often lead players to have to answer this question:
“Is it better for me to place myself in a certain place to accumulate resources or is it better for me to position myself here to prevent the development of other players?
“Similarly, decisions made by other players can upset your turn strategy and force you to improvise a new one on the fly.
During the game, players accumulate Power Cubes which will allow them to unlock spells in their Grimoire; some provide immediate bonuses, others are more long-term oriented.
Here again, it is a matter of choice and this “personalization” aspect allows you to opt for several game strategies.
As is often the case in games developed by Emperor S4, the Trial of the Temples offers a game with simple mechanics to learn but which offer a rich gaming experience conducive to twists and turns!
The game works on a principle of accumulation of Victory Points: at the end of the game, the player who has collected the most wins.
A complete game takes place in 5 turns maximum but can end sooner depending on the players' actions!
Pay attention to the actions of others because some may want to end the game faster than you want!
In summary, the Temples test offers, in a package of simple rules and an interesting aesthetic, a game combining reflection, planning and adaptation and the slightest decision (of placement or development) has consequences.
Today we are going to talk about the eye of Itzamna!
Follow in the footsteps of the great explorers for 90 to 120 minutes for 1 to 4 players in the heart of the temple!
Jonathan Eaton, billionaire owner of Vestigium Industries, combines running the world's largest company with adventures in temples and mazes.
He leaves everyone perplexed when he announces his retirement.
And even more so when he explains how he will choose his successor: like a modern-day Willy Wonka, he challenges you and your friends to participate in the competition of the century. The winner will receive all Vestigium shares and will be the richest person in the world.
Are you up for it?
Go to your House of Treasures and visit the legendary temple of Itzamna, a Mayan god with great powers.
Search your way through the temple and find the jewel that is the Eye of Itzamna.
Have you completed the quest? Meet for new adventures to replay your game on the site indicated on the game box.
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.
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