In Bear Valley, you must be the first to survive the treacherous wilderness and escape to the safety of the camp at the end of the valley. Players start as 2-6 campers along the Bear River and must navigate the wilderness, avoiding bears and trying to not get lost. Dive into caves, row canoes, cross bridges, climb mountains, and cut through treacherous underbrush as you stop at nothing - except bears - to be the first to reach base camp. Can you survive and escape Bear Valley?
The map of trails and challenges is built by the players as they explore the wilderness. These wilderness cards feature beautifully illustrated realistic art and have between three and six exit points along with a variety of features, both man-made and natural in origin. No two games will ever play the same. Gameplay is structured around a clever movement mechanism in which the first player moves one card, the second player moves up to two cards, the third player three, and so on. Each of the six player characters has both advantages and disadvantages that can be used across a variety of play options - short or long play, regular or advanced.
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Do you fear ghosts? Or are you confronting the danger and scaring your opponents? FEAR is a fast-paced and straightforward hand management game of tension-filled ghost chasing.
You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take 10-15 games of FEAR before your group has explored the entire system. It can then be reset and played again by the same or different groups! FEAR is the first of three completely different games in the Fast Forward series!
FORTUNE is a game for players prepared to take risks while chasing the next high score. The three reels are spinning, tension is rising ... Is this a new high score? It's not about the money, but rather you try to score more points than all the other players. But high numbers are not enough in FORTUNE as you also need the right bonus points for the victory.
You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take 10-15 games of FORTUNE before your group has explored the entire system. It can then be reset and played again by the same or different groups! FORTUNE is the fourth and completely different game in the Fast Forward series!
The Aliens attack, and only you can defend Earth. Charge your Weapons and destroy all Aliens, before you lose too much energy! Level by level, danger raises ... are you ready to accept the challenges, and win all 9 Levels?
In Fire! you can play either in Solo Mode, playing all 9 Levels on your own, or in Team Mode, fighting cooperatively with a friend against all Aliens!
Fire! uses the Fable Game? system introduced in Fabled Fruit. With the presorted deck of cards and a rules booklet separated in 9 sections, you will discover all 9 challenging Levels step by step. You can reset the game at any time and play it again!
The islands still lie beneath the dense fog. The farther you go over the island with your balloon, the more the fog lifts and you explore the breathtaking landscape.
Use the local wind skilfully to save energy. Because you still need it often enough to accelerate or decelerate. Steer completely against the wind at the right time to reach your goal. You will discover the neighbouring landscape where the balloon is by placing tiles on the adjacent fields. This is how cities are built, monuments are erected and landscapes grow.
As the first of the game round you have the possibility to get more landscape tiles. As the last one you will probably only get one tile, but you can determine the wind direction, which can also be a decisive advantage.
Once a player has connected all the landscapes to the balloon yard, the game ends.
Welcome to the hottest, most cruel show in the galaxy! It's Friday night battle in the Arena of Annihilation! Stay tuned to see what new tricks our arena master has in store for today's battle. Here comes the first team. Oh my, they seem to be even uglier than our usual competitors. Who thought it was a good idea to match chain tracks with a poison needle? That team will need a lot of help from their sponsor to have a chance. Look at their opponents, tentacles with anti-matter flail - that's a classic. Seems like we are ready to start. It's time to freak out!
In Space Freaks, you are team manager of one of the fighting teams sponsored by powerful megacorporations. Your task is to combine different body parts to design the perfect freak, then lead your team of freaks to victory. The arena is controlled by the arena master, who each turn changes the conditions in the arena. To succeed, you need to complete tasks given to you by the viewers - or just destroy the other freaks and their base. But don't worry because in Space Freaks everyone wins, either by managing the winning team or by becoming a (body)part of the next winning team!
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In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. InTerraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.
The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establish greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.
Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.
Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:
When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!
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Terraforming Mars: 3D Tiles is for you if you want to keep your game in one box and the 3D tiles in another. All the beautiful 3D tiles, new special tiles in one attractive box designed just for these items.
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Terraforming Mars: 3D Tiles is for you if you want to keep your game in one box and the 3D tiles in another. All the beautiful 3D tiles, new special tiles in one attractive box designed just for these items.
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The Society of the Garou Unveiled.
Once the Garou tribes were united in one mighty Nation, ready and willing to fight for Gaia whenever and wherever they needed to. Now as the Apocalypse rages, the mightiest bulwark that should have defended against it is in tatters. The Garou Nation lies shattered.
Shattered Nation is a setting book for Werewolf, detailing the ruins of the Garou Nation and how they can be used concretely in Werewolf stories but it also details opportunities the players' pack has in Garou politics, to leverage their Renown for power and influence.
A double-sided game board presenting two new maps for Terraforming Mars, each with new milestones and awards:
Terraforming Mars: Big Box is both a storage option for all the Terraforming Mars material released to date - the base game, five expansions, and the first-player rover - and a set of 3D terrain tiles to dress up the game. Included in the box are:
Terraforming Mars: Big Box also includes three new cards that relate to the three new special tiles, card dividers, and five plastic markers for the global parameters.
This Kickstarter Edition also comes with 20 special Promo cards.
Our world has widened before us. Corporations expand their operations to all corners of the solar system in pursuit of minerals and resources. Most places are not suited for terraforming, but building colonies may greatly improve your income and your possibilities in achieving that higher goal - the terraforming of Mars. Send your trade fleet to distant moons! Colonize the clouds of Jupiter! And let your Earth assets propel you to success!
Terraforming Mars: Colonies, an expansion for Terraforming Mars that can be played with only the base game or with any combination of expansions, lets you visit the outer solar system. It features colony tiles where you can build colonies and send your trade fleet. It also includes new cards and corporations.
Terraforming Mars: Hellas & Elysium, the first expansion for Terraforming Mars, consists of a double-sided game board presenting two new areas of Mars: -Elysium takes players almost to the opposite side of Mars' equator, with vast lowlands for oceans in the north and a dry, mineral-rich south. Place a tile on Olympus Mons, the highest peak in the solar system, to gain three free cards! -Hellas, the southern wild, includes Mars' south pole and the enormous seven-hex Hellas crater that just begs to become a giant lake. Building around the pole gives you new placement bonuses in the form of heat and possibly even water.
Each of these maps consists of new sets of milestones and awards with relevance for that particular map. Place three tiles around the south pole to be a Polar Explorer, for example, or race to have the most estates beside water on Elysium!
Gives Players a chance to randomise or customise their setup of Milestones & Awards. Rules include a complete index of all Milestones & Awards and explanations.
Terraforming Mars: Prelude 2, the sixth expansion for Terraforming Mars, focuses on cross-expansion effects, prelude cards with ongoing effects and actions, and more project cards for your tableau, not to mention five new corporations.
As the mega corporations are getting ready to start the terraforming process, you now have the chance to make those early choices that will come to define your corporation and set the course for the future history of Mars - this is the prelude to your greatest endeavors!
In Terraforming Mars: Prelude, you get to choose from Prelude cards that jumpstart the terraforming process, or boost your corporation engine. There are also 5 new corporations, and 7 project cards that thematically fit the early stages of terraforming. Prelude is an expansion to Terraforming Mars, and can be combined with any other Terraforming Mars expansion or variant.
Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet.
The expansion includes new corporations, new projects, and a new type of cards - Global Events, from dust storms to riots to rising alloy demand - that give you something to plan for.
Terraforming Mars: Turmoil should be considered an EXPERT expansion. This expansion adds a distinct, new level of play as players vie for control of the Terraforming Council, as well as plan for the Global Events. This expansion will appeal to those who want to play a more expansive game of Terraforming Mars.
Terraforming Mars: Ares Expedition is an engine-building game in which players control interplanetary corporations with the goal of making Mars habitable (and profitable).
A new, stand-alone game inspired by Terraforming Mars featuring faster gameplay and over 200 beautifully illustrated cards!
In Terraforming Mars Ares Expedition: Crisis, players will play as corporations, just as in the original Ares Expedition. You choose phases and play project cards as normal. The difference is players are working together to keep Mars habitable after a natural disaster has landed the planet in crisis. Every round, a new Crisis card will be drawn that will require the players to achieve a certain goal to remove that crisis from play. Each turn that a Crisis card is not completely dealt with, it will lower one or more of the terraforming metrics that keep Mars habitable. Handle all the crises as they arise. Eventually, a Crisis card will be drawn that allows the players to win the game once they have completed re-terraforming Mars.
Terraforming Mars Ares Expedition: Discovery adds four new mechanics to base Ares Expedition: awards, milestones, upgraded phase cards, and wild tags.
Awards are end-of-game scoring that are granted to the player with the most of something. Three awards are drawn at the beginning of the game so that players know what they will be rewarded for at the end of the game. The player with the most of that item earns 5VP, second place earns 2VP.
Milestones are VP that are awarded during the game. They are granted to the player to first achieve the milestone. Milestones are worth 3 VP at the end of the game.
Some new project and corporation cards allow players to upgrade their phase cards. Each phase card has two different version that players choose from when they upgrade them. The upgrade gives the player a better bonus when they choose that phase.
Some new project cards have a wild tag. Whenever a player reveals this card either from the deck (due to an effect) or from their hand because they are going to play it, that player chooses what tag they want it to be. Tokens are used to keep track of what tag was chosen for the rest of the game.
Ares Expedition: Foundations contains additional player boards, cubes, and phase cards so that Ares Expedition can be played with up to six players. This expansion also includes two additional game boards. One is a larger score track. The other adds a fourth terraforming metric: infrastructure. Additionally, there are new project cards that involve the new terraforming metric and a new phase card.
Terraforming Mars: The Dice Game, is a card driven dice game where players use special dice to develop their corporations and terraform Mars into a new home for humanity. The dice represent resources that players spend to play cards and perform other actions. During the game you increase your production of dice, you terraform and place cities and greenery tiles on the board and gain various bonuses. Each turn, you either produce new dice (Production Turn) or perform actions (Action Turn). Whenever you terraform Mars (raise oxygen or temperature, or place an ocean tile), you gain 2 Victory Points (VP). You can also gain VP for placing tiles and playing cards, as well as winning Awards and Milestones. The game ends when 2 of the 3 global parameters have been completed (oxygen/temperature/ocean). The player with most VP wins the game.
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