Today we are going to talk about Sultan of Karaya!
Sultans of Karaya will sound familiar to Werewolf/Mafia fans as the players each have a secret role and (most of them) belong to one of two teams, with each team having a specific way of winning the game .
The two teams are:
• Sultan and Guards (Loyalists) – to win, they must eliminate all Assassins and have no more than two Slaves still in play, or the Sultan must survive for one turn after being revealed.
• Assassins and Slaves (Rebels) – to win they must kill the Sultan or have three Slaves sitting next to them with their identities revealed, in which case a Slave Revolution brings down the Sultan.
The number of Role cards in play is equal to one more than the number of players, with exactly one Sultan, as many Guards as Assassins (including at least one in play), and at least three Slaves in the mix.
Zero to four neutral characters will also be in play, each unique and each with the ability to win with one team or the other. The Slave Driver, for example, wins with the Rebels if face down at the end of the round and wins with the Loyalists if face up, while the
Fortune Teller must correctly predict the team winning. At the start of the game, each player is secretly given a role card, with one card placed face down in the middle of the table.
During a turn, a player can peek at another player's role card, swap/hide (if your role is face down, swap cards with another player or reserve; if face-up, make other players hide their eyes, then secretly trade with any other face-down role card), or use a character action: guards can detain other players, forcing them to lose their turn; The slaves try to provoke a revolution; Assassins can eliminate any player at the risk of a guard stepping in and killing them instead.
Neutral characters have more complex actions. The Belly Dancer, for example, overpowers adjacent guards, preventing them from detaining others or warding off an assassination, but only if revealed. (If revealed and using her powers, she works for a Rebel victory; otherwise she can stay hidden and score if the Loyalists win.)
The Vizier can force another player to reveal himself and use his special action. Players on the winning team score one or two points depending on whether they were face up – ie working publicly for the cause – or face down.
At the end of a round, redistribute all Role cards. The player with the most points after five rounds wins the game.
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.
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.
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