Bounty hunters, from 2 to 8 players from 8 years old in 10 minutes, to collect as many little monsters as possible!
In Monster Rush, the king calls on you to chase adorable little monsters from the kingdom, as they hypnotize the villagers.
Capture these adorable monsters and the King will reward you as you deserve. But be careful, each monster requires a special combination of weapons and spells to capture. Speed will be your best ally. Who will be the fastest ?
A monster can be captured when the Weapon and Spell cards revealed by the players match the symbols on the Monster card.
Place the board in the center of the table between the players. Shuffle the Monster cards then distribute them into three equal piles, face down, around the board. Then return the first card of each pile to the dedicated space on the board.
Shuffle the Weapon and Spell cards and divide them into as many piles as there are players. No need to count: it is not necessary that everyone has the same number of cards. Each player receives a pile which they keep face down in front of them.
Taking turns, going clockwise, players turn over the top card of their Weapons and Spells pile and place it in front of them. Once a complete turn has been made, players turn over another card, one after the other, and place it next to the first. It is especially important not to stack the cards: they must all remain visible to all players.
The game continues like this until a monster is captured. When all symbols on a Monster card have been revealed using Weapon and Spell cards (regardless of who), players must immediately place their hand on the monster to capture it.
The fastest player wins the card and places it next to them, face up. At the end of the game, players will have to add up the values indicated at the top left of the Monster cards they have collected.
If a player makes a mistake and touches a Monster card without all the symbols having been revealed, he recovers the card concerned but places it next to him face down. It will count as a negative point (-1) at the end of the game.
When a Monster card is collected by a player (because they captured the monster or because they made a mistake), draw a new Monster card from the corresponding pile and place it on the face-up space on the board. visible. In addition, each player returns their Weapon and Spell cards to the bottom of their pile, face down. The player who captured the monster starts the new turn and the game continues.
When several players try to catch different monsters, only the fastest player wins their card. If it is not possible to decide between them, look at the number at the bottom left of each card: the advantage is given to the player who touched the card with the highest value.
Whether the player made a mistake or not is irrelevant. We take into account the capture attempt on the highest value card and then check if the player made a mistake.
If several players try to catch the same monster, the fastest one wins, that is to say the one whose hand is below the others. In case of doubt (for example if the hands do not touch), the player whose hand covers the largest area of the card wins.
The game ends when the last monster in one of the three piles is captured. Each player then adds the points of their face-up Monster cards and subtracts one point per face-down Monster card. The player with the most points wins the game.
In the event of a tie, the player who captured the most monsters at 5 points wins. If the tie persists, do the same with the monsters at 4 points, then at 3 points. In the (rare) case that tied players have captured exactly the same type of monsters, they share the victory.
The player who scores the most points thanks to the monsters he has captured will be declared the winner!
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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