This isn't the end of the world. That already happened. This is what's left... Aeon's End 2nd Edition is a cooperative deck building game where your deck is never shuffled, a variable player order simulates the chaos of battle, and deck management makes all your decisions meaningful. Every game you will face a different nemesis, each with a unique set of abilities requiring a different strategy to defeat.
Players must struggle to defend Gravehold from The Nameless and their hordes by wielding their unique abilities, powerful spells and using their collective wits to withstand the onslaught,
The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages.
Aeon's End Accessory Pack enhances your game with player cards, player dividers, charge tokens, power tokens, translucent nemesis tokens, and translucent d10s. The pack makes Aeon's End a visual treat to set up and play.
Contents:
The destruction brought with it chaos, and also hope in the form of powerful new tools discovered in its aftermath. Buried Secrets is an expansion for the cooperative deck building game Aeon's End. This expansion features over 150 new player cards, new nemesis cards, and new tokens.
An expansion for Aeons End that consists of milestones from the Past and Future Kickstarter campaign.
It contains:
Treasures:
Market Cards:
Mage:
Nemesis:
An ancient Nameles has begin moving north, spreaing death and decay wherever it goes. Only two of the youngest mages see it coming, a boy from the woods who speaks to the plants and a girl deeply connected with a wild beast.
Into The Wild contains a continuation of The NEw Age story with a new narrative expedition, one new nemesis, and two new breach mages, as well as new gems, relics, treasures, and minions.
?You are not breach mages yet,? Brama lectures as she paces down the line of students, her frail form belying her immense power. ?Breach mages have protected us since the beginning - since the burning of the world and our pilgrimage into the dark. It was they who founded Gravehold, our last bastion, and if you wish to stand beside these living legends, you must listen and learn. The Nameless shall come again, as they always have, and you will need to be ready. You are the hope of our future.?
As a young apprentice, you grew up to stories of the breach mages. Brama, the teacher, wisest of the mages. Dezmodia, the prodigy, master of great magic. Mist, the stoic leader and tactical genius. Malastar, the magical craftsman. Rebellious, powerful, and reckless perfectly sum up Xaxos. These mages are your heroes and tomorrow, after your ordeal, you will join their ranks. ?Each of you must overcome your ordeal to learn discipline and focus, the tools you will need to defend Gravehold. We are nothing without Gravehold. To be a breach mage is to sacrifice your life for Gravehold. When you die, it will be in defense of our city. Once you understand this universal truth...only then will you be ready to become a breach mage.?
Aeon's End is not required to play Aeon's End: Legacy.
Aeon's End: Legacy of Gravehold is the second legacy game in the Aeon's End line of games. Legacy of Gravehold has a deeper, more immersive narrative with branching paths. After each game, players will receive experience. They will spend that experience on enhancement stickers, those along with player cards will allow the players to become more powerful. However, the nemeses that players will face grow stronger and stronger with each battle. Legacy of Gravehold has more than twice as many mages as all previous base sets, and more than twice as many nemeses as well.
Wave 7 Expansion for Aeon's End content revealed in the Past and Future kickstarter campaign.
Includes:
Two interconnected storylines take players back in time, and hundreds of years into the future, in an exciting new expansion for Aeon's End! Aeon's End: Past and Future includes two full expeditions: The Past Campaign and the Future Campaign. These narratives can be played in either order - Future first, or Past first. Please Note: For expedition play, a copy of either Aeon's End: New Age or Aeon's End: Outcasts is required.
Contains:
Return to Gravehold is an expansion for the cooperative deck building game Aeon's End. This expansion features two mages, two nemeses, and several new player cards and treasures.
Aeon's End: Shattered Dreams is an expansion for the cooperative deckbuilding game Aeon's End: The New Age. This expansion features one new nemesis and one new breach mage, as well as new gems, relics, spells, and minions. The cards from this expansion are numbered SD-001 through SD-106.
Contains:
Promos from the Aeon's End: The New Age campaign, that were not labeled "Kickstarter Exclusive" went into The Ancients expansion. This Expansion provides content for existing Aeon's End games. The cards from this expansion are numbered TA-001 through TA-086.
Contains:
Aeon's End: The New Age introduces the Expedition system into the Aeon's End universe which allows players to replay all of the content they own in a short campaign format. After each game, players will receive new treasures and player cards that allow them to become more powerful. However, the nemeses that players will face grow stronger and stronger with each battle. Aeon's End: The New Age is a standalone expansion that is compatible with all of the other standalone games. All content can be mixed and matched for exciting new combinations!
Aeon's End: The Outer Dark is an expansion for the standalone Aeon's End titles that features two new nemeses and two new breach mages, as well as player cards and nemesis cards.
Will the mages of New Gravehold ever truly be able to escape from their past? The World That Was and the world that is, Gravehold and New Gravehold. Every new civilization is built on the bones of its predecessors. In order to look forward and build a brighter future, the mages must first understand their roots.
Aeon's End: The Void is an expansion for the standalone Aeon's End titles that features two new nemeses and two new breach mages.
The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages.
Aeon's End: War Eternal is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and an all new cast of dynamic characters. Featuring a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack and deck management rules that require careful planning, War Eternal can be played alone or combined with other Aeon's End content for a game experience like no other.
Astro Knights is a cooperative deck building game where your deck is never shuffled. Your goal is to defeat the Boss before it destroys your team or the Homeworld you're defending. Each round, the players and the Boss will take turns in a random order. During a player's turn, they will be able to acquire Fuel, Tech, and Weapons from the supply, equip and attack with those Weapons based on the number of slots they have, gain new slots, power up, and use their special ability. All four of the Bosses in this game have their own decks and abilities, and will require a different strategy to be defeated.
Astro Knights, The Orion System is an expansion for Astro Knights. Each stretch goal from the Kickstarter is collected in this expansion, providing more fuel, tech, and weapon cards with which to power your game!
In the not too distant future, the government is run for profit by a new "royal class" of multinational CEO's. Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation. Out of the oppressed masses rose The Resistance, an underground organisation focussed on overthrowing these powerful rulers. The valiant efforts of The Resistance have created discord, intrigue and weakness in the political courts of the nouveau royal, bringing the government to the brink of collapse. But for you, a poerful government official, this is your opportunity to manipulate, bribe, and bluff your way into absolute power. To be successful, you must destroy the influence of your rivals and drive them into exile. In these turbulent times there is only room for one to survive.
Contents:
Coup: Reformation, an expansion for the original version of Coup: City State, adds new cards to the game and rules for factions and team play that increases tension in the early stages for four or more players and (thanks to 15 additional character cards) allows Coup to be better played with up to ten players.
With Coup: Reformation, each player must declare himself either Loyalist or Resistance and can target only members of the other faction. Conversion is possible, however, for yourself or for another player by paying a charitable donation to the Almshouse. Like all factions, once you have eliminated the other, you just descend into in-fighting, so there's still only one winner and no second place.
Coup: Reformation adds a new fluid team dynamic to Coup as players jostle with their allegiance to take advantage or seek protection in the early stages of the game.
Requires base card game to play.
You're a member of a specialist team sent on a rescue mission to save refugees trapped in an urban warzone. The players are secretly divided into two teams - Hunters and Rescuers. You'll know which team you are on, but you won't know who else is on your team, and who isn't. Everyone on a team wins, or loses together. Trust No One But Yourself!
?We've all heard the claims, of people being hunted, captured. But no one's been able to confirm, and no one knows why. Biological warfare experiments? Twisted sport? Don't know. All we know is that we want to rescue as many refugees from that hellhole as possible, so we're going in. Be on your guard, though - our last team didn't come back. We're investigating if some of them may have been corrupted by the hunters; maybe they saw their opportunity and took it for who-knows-what kind of reward. But you've been together since this war began, saving each other's backs any number of times, and we're confident that your team is as solid as there is. So let's do this. Good luck.?
At the start of the game, the players are secretly divided into two teams - Hunters and Rescuers. You'll know which team you are on, but you won't know who else is on your team, and who isn't. Everyone on a team wins, or loses together. The game is played over several rounds, with cards played to advance the Rescuers and Hunter's efforts to win the game. In each round a Leader will be elected to decide which card to play for the Rescuers. The elected Leader assigns another person that must play a card for the Hunters. Throughout the game you'll use abilities, deduction, and guesswork to determine your team members, and together strive to win as a team. A fundamental rule of the game is that players may say anything that they want during the game, regardless of the truth of their statements.
Contents:
Flash Point: Fire Rescue is a fully cooperative game, everyone plays on the same firefighting team - win or lose together! Every turn is filled with the tension of having to fight the fire back, rescuing victims or investigating points of interest. Players can ride the ambulance to safety or fire the engine's deck gun in a desperate attempt to control the blaze. No two games are ever the same - and with two rulesets (family, & experienced) and 3 different difficulty levels there is a challenge to be had for all.
The 2nd Edition now includes Firefighter Figures!
Flash Point: Fire Rescue - Honor & Duty, an expansion for Flash Point: Fire Rescue, consists of a double-sided game board that features an airplane fire on one side and a subway station disaster on the opposite side. Also included are several new game markers and detailed instructions for playing with these new materials.
Honor & Duty requires the Flash Point: Fire Rescue base game, and the attic/basement game board also requires the Extreme Danger or the 2nd Story expansion.
Contents:
Flash Point: Fire Rescue - 2nd Story, an expansion pack for Flash Point: Fire Rescue, contains two double-sided mounted game boards and a counter sheet that contains ladders, windows, an explosion marker, and more. Each game board represents one floor of a building, and the player firefighters will need to cover more area in this expansion to keep things under control. Ladders and stairs provide access to the upper building level, and windows let firefighters enter and leave the building without causing structural damage.
Flash Point: Fire Rescue - Dangerous Waters takes the firefighting experience to ? and below ? the seas.
This expansion for Flash Point: Fire Rescue includes two double-sided half boards (similar to those in the 2nd Story expansion) that represent a ship on one side and a part of a submarine on the other. The interior of the ship features an engine room, cabins and heat-conducting steel walls on a 6x8 game board, while the submarine is an elongated 3x16 game board that features victims who can't just leap out of a window to safety ? and who might be in danger even within the sick bay.
Tragic Events includes the Fire & Event decks that are designed to replace the Hot Spot mechanic in the Experienced game rules and add exciting new "events" to make each game of Flash Point even more unique. This expansion also includes three specialists, each with their own mini: Strategist, Suppression Specialist, and Fire Prevention Specialist.
Glom, from the hosts of Nice Games Club, is a fast-paced, quick-witted game of ridiculously reworded remarks. Each round, a common phrase is revealed that players will have to rewrite, according to a random rule, in order to achieve a random goal.
How do you say "Who ate the last cookie?" without using any words over four letters long? How many vowels can you stuff into a brand new version of "Better late than never" without using any double-letters?
A hilarious game that pushes vocabulary to the brink of insanity, with an objective (but unpredictable!) scoring system.
In Kodama: the Tree Spirits, you will grow your tree by placing branch cards in clever arrangements, being careful to leave room for future growth. At the end of each season, one Kodama will award you points for how well your tree suits its needs. With beautiful art and innovative mechanics, Kodama is an inTREEguing game for the whole family.
In Kodama 3D, players will grow trees in three-dimensional space. Players move their kodama pieces around a 4x4 grid of branch tiles in order to pick the branches they want to add to their tree. When a player adds a branch to their tree that doesn't match what it is touching, they choose a goal card from the ones available. After all players have placed 12 branches on their tree, players score all of their goal cards. The player with the most points wins.
Kodama Duo is a two-player standalone version of Kodama: The Tree Spirits and a 6th player expansion. You will grow a tree by placing branch cards in clever arrangements, making a happy home for your Kodama!
There are a couple of cool twists on the original Kodama rules for Duo. First, instead of a display of branch cards to choose, each turn one player (the splitter) will reveal three branch cards from the deck. They will then split those cards into two piles. The other player (the chooser) will select one of the branch piles. The other pile will go to the splitter. Then, both players will add one of the branch cards they received to their tree. The player who received two branch cards will discard the extra card. Second, Duo introduces spirit tokens, which are tokens with the six features from Kodama. After the player that received two branch cards discards one, the other player receives a spirit token from the discarded branch card. They pick one of the features from that card and take the corresponding spirit token. That player then places that token over one of the icons on their tree. This allows interesting scoring interactions as feature chains can be shortened or lengthened to increase the scoring potential for future branch placements.
Additionally, most of the new Kodama cards and Decree cards interact with the spirit tokens and splitter/chooser mechanic. All of these changes provide an interesting twist on the core mechanics you already love about Kodama. Duo also introduces the ability to play Kodama: the Tree Spirits with six players. With this update, we've included new rules for branch selection. Each player will secretly choose from four branch cards simultaneously in a draft format. Players will also be allowed to place and score their branch cards simultaneously. This will shorten the downtime that could have been added by including more players.
Springtime has come again, and your forest is blooming! However, the magical kodama spirits will only grace the lushest and most beautiful of landscapes. Plant bamboo and flowers to attract friendly pandas and butterflies to beautify your plot of land. Plan carefully to ensure that your two forests can be filled with as many plants and animals as possible in order to please the colorful kodama.
In Kodama Forest, everyone works with their neighbors to cover as much of their shared player boards as possible. Every round, each player places one tile on the board to their right and one tile on the board to their left. Forests are penalized for every uncovered dirt section and the game ends when one board has covered all of its ?5? and ?10? dirt spaces. Players score both of their shared boards, with the lowest combined score determining the winner.
Balancing cooperation and competition is the key to victory.
Merlin the Magnificent has passed away and left behind a marvelous menagerie of magical monsters to be put up for adoption. Bid against your fellow wizards to take home adorable critters of all shapes and sizes. As a magician, money is no object, you can create as much of it as you need to win the auctions, but whoever has spent the most money by the end of the game is out!
In Magic Money, players bid on a creature card every round by writing down secretly an amount of money they are willing to conjure up from thin air. The player who won the previous round of bidding is the auctioneer and takes all the bids. Only the opening bid and the winning bid are revealed to all players.
Once all the creatures have been won, players score their cards winning points for the horn, wings, and heart attributes on their newly won creatures along with any other special abilities that may give additional points or change what they had bid earlier in the game. Players also reveal the sum of all their bids for the game and the greediest wizard, the one who has bid the most, is eliminated.
Quest is a quick, modern, and dark twist on The Resistance: Avalon. Players can no longer vote to approve teams. If tides turn against Good, the Loyal Servants of Arthur have one last shot to figure out who the Minions of Mordred are and to stop Evil from ruling the day. But they must be wary of Morgan le Fay who is a master at avoiding detection.
Players are secretly dealt roles that determine if their allegiance is to Good or to Evil. Then, players debate, reason, and lie as they decide who to send on Quests - knowing that if just one Minion of Mordred joins, the Quest could fail. Quest plays from 4 to 10 players and includes 18 distinct characters.
You're part of an internationally renowned group of billy goat criminal masterminds, and you've just pulled off your greatest caper yet. Stealing the coveted golden hoof right out of the most secure bank vault in Barn City. Someone's got to take the fall for it, just make sure it's not you. In Scape Goat, everyone at the table is trying to pin a crime on the same player, all while that player has no idea they're taking the fall. The twist? That player could be anyone! Trade cards, make deductions, and figure out if you're the scapegoat before the cops come after you!
Are you a modern mastermind detective? The Sherlock Files: Curious Capers includes three new confounding cases for you to solve. First, you will investigate the family, friends, and business partners of a freshly deceased don. Next, you will uncover how a group of devious jewel thieves and their loot vanished into thin air. Finally, you will discover the truth behind a disastrous laboratory fire.
Decipher clues to determine which are relevant to the case and which are not. Share what you deem relevant with your detective partners. Which theories will you chase? How will you fare compared to the world's greatest detective? Work together to solve each case and find out!
Are you a modern mastermind detective? The Sherlock Files includes three confounding cases designed to be solved by one to eight players over the course of an hour. Each volume of Sherlock Files are standalone and can be played without having played any of the other titles.
Utilising the Q System, players will be introduced to a mystery that needs to be solved ... Beginning with a short introduction and the first card, players will be detectives investigating a case. Following a few simple rules, you need to analyse the clues, discuss your theories and use your power of deduction in order to solve the mystery.
Each case in the series has its own deck of around 32 clues. To play, players each get a hand of 3 cards (depending on the player count), which they replenish back to three at the end of each turn. On your turn you either "reveal information" by playing a card face-up, or "discard information" by playing a card face-down. The trick is that you want face-up cards to be ones that have information relevant to the case, because those that aren't will lose you a point at the game end. An extra incentive to discard cards is that you'll need at least six discarded by the end of the game to qualify for a win.
You can't show cards in your hand to other players, but you can share partial information from them by reading selected text (e.g. marked with underlining) on these cards out loud. After all cards have been revealed or discarded, as a group you discuss whatever open information remains face-up, and what you remember about discarded cards, and together try to solve the mystery. When you're ready, together you attempt to answer the questions provided for that case, earning points for correct answers, and losing 1 point for each card that was revealed but proved irrelevant to the case solution.
Sherlock Files, vol. 6: Devilish Details includes three new confounding cases to solve:
Decipher clues to determine which are relevant to the case and which are not. Share what you deem relevant with your detective partners. Which theories will you chase?
How will you fare compared to the world's greatest detective? Work together to solve each case and find out!
Are you a modern mastermind detective? The Sherlock Files includes three confounding cases designed to be solved by one to eight players over the course of an hour. Each volume of Sherlock Files are standalone and can be played without having played any of the other titles.
Utilising the Q System, players will be introduced to a mystery that needs to be solved ... Beginning with a short introduction and the first card, players will be detectives investigating a case. Following a few simple rules, you need to analyse the clues, discuss your theories and use your power of deduction in order to solve the mystery.
Each case in the series has its own deck of around 32 clues. To play, players each get a hand of 3 cards (depending on the player count), which they replenish back to three at the end of each turn. On your turn you either "reveal information" by playing a card face-up, or "discard information" by playing a card face-down. The trick is that you want face-up cards to be ones that have information relevant to the case, because those that aren't will lose you a point at the game end. An extra incentive to discard cards is that you'll need at least six discarded by the end of the game to qualify for a win.
You can't show cards in your hand to other players, but you can share partial information from them by reading selected text (e.g. marked with underlining) on these cards out loud. After all cards have been revealed or discarded, as a group you discuss whatever open information remains face-up, and what you remember about discarded cards, and together try to solve the mystery. When you're ready, together you attempt to answer the questions provided for that case, earning points for correct answers, and losing 1 point for each card that was revealed but proved irrelevant to the case solution.
Elementary Entries includes three cases. First, you will need to discover the cause of a fatal heart attack aboard Flight TJ1309.
Next, you will dig up a cold case from 1923 ? The violent and unexpected death of a famous explorer and archaeologist. Last, unravel the story behind the mysterious body that put a damper on one family's 4th of July party. Decipher clues to determine which are relevant to the case and which are not. Share the clues you deem relevant with your detective partners.
Which theories will you chase? How will you fare compared to the world's greatest detective?
Work together to solve each case to find out!
Are you a modern mastermind detective? The Sherlock Files: Final Frontiers includes three new confounding cases for you to solve - all taking place in Tornado Town, a place full of quarrels, cowboys, and cahoots.
First, you will delve into the sordid history of a mine rumored to be cursed. Next, you will unearth the truth of who has been desecrating graves in the Tornado Town cemetery. Finally, you will investigate a fatal duel that killed both participants at sunrise. Decipher clues to determine which are relevant to the case and which are not. Share what you deem relevant with your detective partners. Which theories will you chase? How will you fare compared to the world's greatest detective? Work together to solve each case and find out!
Are you a modern mastermind detective? The Sherlock Files includes three confounding cases designed to be solved by one to eight players over the course of an hour. Each volume of Sherlock Files are standalone and can be played without having played any of the other titles.
Utilising the Q System, players will be introduced to a mystery that needs to be solved ... Beginning with a short introduction and the first card, players will be detectives investigating a case. Following a few simple rules, you need to analyse the clues, discuss your theories and use your power of deduction in order to solve the mystery.
Each case in the series has its own deck of around 32 clues. To play, players each get a hand of 3 cards (depending on the player count), which they replenish back to three at the end of each turn. On your turn you either "reveal information" by playing a card face-up, or "discard information" by playing a card face-down. The trick is that you want face-up cards to be ones that have information relevant to the case, because those that aren't will lose you a point at the game end. An extra incentive to discard cards is that you'll need at least six discarded by the end of the game to qualify for a win.
You can't show cards in your hand to other players, but you can share partial information from them by reading selected text (e.g. marked with underlining) on these cards out loud. After all cards have been revealed or discarded, as a group you discuss whatever open information remains face-up, and what you remember about discarded cards, and together try to solve the mystery. When you're ready, together you attempt to answer the questions provided for that case, earning points for correct answers, and losing 1 point for each card that was revealed but proved irrelevant to the case solution.
Marvelous Mysteries includes three new confounding cases to solve:
Decipher clues to determine which are relevant to the case and which are not. Share what you deem relevant with your detective partners. Which theories will you chase?
How will you fare compared to the world's greatest detective? Work together to solve each case and find out!
Are you a modern mastermind detective? The Sherlock Files includes three confounding cases designed to be solved by one to eight players over the course of an hour.Each volume of Sherlock Files are standalone and can be played without having played any of the other titles.
Utilising the Q System, players will be introduced to a mystery that needs to be solved ... Beginning with a short introduction and the first card, players will be detectives investigating a case. Following a few simple rules, you need to analyse the clues, discuss your theories and use your power of deduction in order to solve the mystery.
Each case in the series has its own deck of around 32 clues. To play, players each get a hand of 3 cards (depending on the player count), which they replenish back to three at the end of each turn. On your turn you either "reveal information" by playing a card face-up, or "discard information" by playing a card face-down. The trick is that you want face-up cards to be ones that have information relevant to the case, because those that aren't will lose you a point at the game end. An extra incentive to discard cards is that you'll need at least six discarded by the end of the game to qualify for a win.
You can't show cards in your hand to other players, but you can share partial information from them by reading selected text (e.g. marked with underlining) on these cards out loud. After all cards have been revealed or discarded, as a group you discuss whatever open information remains face-up, and what you remember about discarded cards, and together try to solve the mystery. When you're ready, together you attempt to answer the questions provided for that case, earning points for correct answers, and losing 1 point for each card that was revealed but proved irrelevant to the case solution.
The Sherlock Files: Puzzling Plots includes three new confounding cases for you to solve. First, you will track down a man who vanished during his shift at the cemetery. Next, you will pursue the truth of what happened to a fabulously rich butler. Finally, you will hunt down the man behind the wheel of a suspicious hit-and-run.
Decipher clues to determine which are relevant to the case and which are not. Share what you deem relevant with your detective partners. Which theories will you chase?
How will you fare compared to the world's greatest detective? Work together to solve each case and find out!
Are you a modern mastermind detective? The Sherlock Files includes three confounding cases designed to be solved by one to eight players over the course of an hour. Each volume of Sherlock Files are standalone and can be played without having played any of the other titles.
Utilising the Q System, players will be introduced to a mystery that needs to be solved ... Beginning with a short introduction and the first card, players will be detectives investigating a case. Following a few simple rules, you need to analyse the clues, discuss your theories and use your power of deduction in order to solve the mystery.
Each case in the series has its own deck of around 32 clues. To play, players each get a hand of 3 cards (depending on the player count), which they replenish back to three at the end of each turn. On your turn you either "reveal information" by playing a card face-up, or "discard information" by playing a card face-down. The trick is that you want face-up cards to be ones that have information relevant to the case, because those that aren't will lose you a point at the game end. An extra incentive to discard cards is that you'll need at least six discarded by the end of the game to qualify for a win.
You can't show cards in your hand to other players, but you can share partial information from them by reading selected text (e.g. marked with underlining) on these cards out loud. After all cards have been revealed or discarded, as a group you discuss whatever open information remains face-up, and what you remember about discarded cards, and together try to solve the mystery. When you're ready, together you attempt to answer the questions provided for that case, earning points for correct answers, and losing 1 point for each card that was revealed but proved irrelevant to the case solution.
Includes three crazy cases that are fun for the whole family and accessible by all age ranges!
Decipher clues to determine which are relevant to the case and which are not. Share what you deem relevant with your detective partners. Which theories will you chase?
How will you fare compared to the world's greatest detective? Work together to solve each case and find out!
Set in the near future, The Resistance pits a small group of resistance fighters against a powerful and corrupt government. The resistance has launched a series of bold and daring missions to bring the governement to its knees. Unfortunately spies have infiltrated the resistance ranks, ready to sabotage the carefully crafted plans. Even a single spy can take down a resistance mission team, choose your teams carefully or forever lose your chance for freedom.
The Resistance artfully balances pure deduction elements with the social elements into a game that creates the adreniline filled moments of high stakes poker but in a full interactive and social event. Its not for the faint of heart, or slow of mind - but if you are quick on your feet you'll be proud of your hard fought victories.
The 3rd Edition of The Resistance features the "Inquisitor Expansion", upgraded components with the same great game play. These upgrades include thick tokens for voting and tracking players on the mission. The game also includes 6 tableaus, one for each player count, with incredible illustrations.
The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost.
The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.