– Splendor Duel – A standalone 30-minute 2-player version game in the Spendor universe. Basic game play is the same but with some new twists. There are three ways to win the game: collect 20 points on cards, collect 10 crowns on cards, or collect 10 points of on cards of one color. There is a central game board that will contain a random assortment of gem tokens in a 5×5 grid. You can take up to three tokens and they must be removed from adjacent positions. Some cards have a special ability. Privilege tokens can gain you extra tokens.
– Botanik – A 2-player steampunk themed tiled laying game with an interesting mechanic for getting the tiles you want. The goal is to score the most points by constructing a machine of connecting pipes.
– 7 Wonders Architects – A quick playing version of 7 Wonders, a card drafting and set collection game. The goal of the game is to outscore your opponents by building your Wonder, gathering point cards, gathering sets of technology cards, and having a stronger military than the players on your left and right. There are seven different Wonders to choose from. – – 2 to 7 players – – 25 minutes game time.
– Hey That’s My Fish! – A strategic fish hunting, in which players control determined penguins hungry for their next meal on a bustling Antarctic ice floe. Move your penguin in a straight line. Then collect the ice floe tile where your penguin started its movement. Each ice floe will depict from one to three fish on it. The player with the most fish at the end of the game wins. – – 2 to 4 players – – 20 minutes
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– Azul: Queen’s Garden– Players are tasked to arrange a magnificent garden for the King’s lovely wife by arranging beautiful plants, tree, and ornamental features. Using innovative drafting mechanism, players must carefully select colorful tiles to decorate their garden. During 4 rounds, your objective is to create the most beautiful garden by arranging patterns and colors that will score you points and lead you to victory. – – 2 to 4 players – – 45 to 60 minutes
– Canopy – A 2-player push-your-luck drafting and strategic set collection card game in which you compete to grow the most bountiful rainforest. The jungle ecosystem is full of symbiosis; you must grow tall trees, lush jungle plants, and attract the most diverse wildlife. By carefully selecting what grows in your rainforest, you can create the ideal balance of flora and fauna for a thriving ecosystem. – – 2-player – – 30 minutes game play
– DnD Three-Dragon Ante: Legendary Edition – A fast-paced card game of chance. Players ante gold into the stakes, hoping to win that gold back by successfully winning three-card gambits. On each turn, a player will play one card from their hand faceup onto the table in front of them, possibly triggering that card’s powers. Cards have a variety of powers that can have significant effects on the result of a gambit. The faceup cards in front of a player make up their flight. Players can receive extra benefits by completing a special flight. Once each player has chosen a card, everyone reveals them at once. The highest-strength card determines how much gold each player has to put into the stakes for the current gambit. After three rounds of play, you score the gambit. The player with the highest total strength in their flight wins the gambit, and takes all the gold in the stakes, adding it to their hoard. – – 2 to 6 players – – 30 minutes
–Tokaido – Players travel along the Japanese East Sea Road that connects Kyoto to Edo looking for discoveries and natural marvels. Each player will get several opportunities to stop by stations all along the road, in which they will be able to purchase souvenirs, meet people, pay their respects to shrines, sample local cuisine, bathe in hot springs or even paint sumptuous vistas. Player order will be decided based on how far everyone is from the end of their journey. The furthest one from the goal gets to play, which will lead players to choose their moves wisely, in order not to be left behind while not moving too quickly ahead either. – – 2 to 5 players – – 45 minutes
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Botanik is a 2-player steampunk themed tiled laying game with an interesting mechanic for getting the tiles you want. The goal is to score the most points by constructing a machine of connecting pipes. Groups of tiles score if there are at least three tiles of the same color connected together by pipes. In addition, there are some tiles that feature flowers on them. Flowers on pipe tiles that are connected to your starting tile score one point. Flowers on plant and vegetable tiles score three points if that tile is connected via a pipe to a tile of the same color Sounds easy enough, except you can never directly take the tile you want. – – 2-player – – 30 minutes
The game consists of tiles in five colors with each color having four types of configured pipes, a plant, a vegetable, and a meca-botanist. The central game board (the registry) has three rows of five spaces each for placing tiles. – one row facing each player and a middle common row. Each player has a starting source tile from which they will construct their machine. The round begins with the active player revealing 3 tiles from the draw pile selecting one to place on the registry board. They must place it either on an empty space on their side of the board, meeting placement rules or on any space in the middle common row which has no restrictions. Placing a tile in the middle row may cause tiles to be released on either or both players’ sides. All released tiles must immediately be placed in the respective player’s machine meeting placement rules. Releasing tiles is the only way to get tiles to construct your machine. A released meca-botanist tile does not get placed in a player’s machine. Instead, the player swaps it with a tile taken from the middle common row placing the chosen tile in their machine.
The next player draws one of the two remaining tiles and places it in the same manner on the registry board. Any released tiles are placed into a players’ machine. The start player draws the third tile and follows the same procedure. This ends the round. Round two switches to the next player being the active player who draws and reveals three tiles – choosing and placing the first and third tile. Rounds continue in this manner until all tiles have been played. Game ends and scoring takes place. Remove any tiles from your machine that are not connected by a pipe path back to your starting source tile – these will not score. Tally the points for your groups of three or more in like colors and any flowers that are connected to the appropriate tile. The player with the most points is the winner.
Botanik is very tactical. The key is to get the right tiles set up on your side of the board so they can get released when you need them to get the connections, the colors and the flowers you will need to construct the best scoring machine.
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–Sagrada – A dice drafting and window crafting game. Players will draft and place dice to match their individual player’s board window pattern obeying color and number placement restrictions. Public Tool cards will be available for players to spend favor tokens in order to use it’s special ability. Three randomly selective public objective cards and an individual private objective card will drive the strategic placement of your dice. – – 1 to 4 players – – 30 minutes
– Root – Players attempt to rule a fantastic forest kingdom in the ultimate asymmetric game of adventure and war. Play one of these four factions: Marquise de Cat, Eyrie Dynasties, Woodland Alliance, or Vagabond each with their own specialty. – – 2 to 4 players – – 60 to 90 minutes
– Earth – A tableau building card game where each player gets to create their own island. Their island will be made up of a 4×4 grid of cards. The object of the game is to score the most points. Points are available from a variety of sources and every player will have ample opportunities to roll up a lot of points. Cards played in your tableau score points, sprouts added to these cards score points, tree trunks and canopies added to cards score as well. In addition, each player will have a personal scoring goal card. There will also be six public scoring cards. Four of these are races, with the player completing the goal first gaining more points than those who complete the goal later. Two of the public goals are for game end scoring. – – 1 to 5 players – – 45 to 90 minutes
– Tiny Epic Dungeons – A cooperative game split into two acts. In both acts, players struggle against the waning torchlight as it decreases each turn. When the torch goes out, the heroes are forever lost in the darkness. – – 1 to 4 players – – 30 to 60 minutes
– Parade – Transport to Alice In Wonderland and hold a parade for the Queen. In Wonderland, losing might be the best way to win in this card game. Character cards are played from a players’ hand to the end of the parade. The object of the games is to choose cards that will not cause others in the parade line to walk. The cards have point values so any that walk from the parade on your turn will be placed in a pile in front of you. Nobody in Wonderland wants points as the player with the least number of points at the end of the game wins. 2 to 6 players – – 45 minutes
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Attention hikers, it is time to trek the John Muir trail starting at Happy Isles and finishing at the summit of Mt. Whitney in Trailblazer: The John Muir Trail, a hiking adventure strategy game. The trek takes place over twelve days/rounds. Hikers need to be aware of changing weather and use their scarce resources to make it to the top. Any hiker not making it to the summit cannot win. Hikers collect field guide cards in sets and explore destinations for points. They have several chances to snare arrowhead tiles for additional scoring opportunities. It’s time to fill your backpack and gather enough food and water to make it to the top. The hiker with the most points at the top of the mountain is the winner. – – 1 to 4 players – – 30 to 120 minutes
Each player represents a hiker and starts the game with three tracks tokens – their workers, six of the natural resources, (water, wind, earth, fire), seven of the personal resources (water bottle, food, zzz’s, endurance), and twelve items that they will want to get into their backpacks (i.e., binoculars, first aid kit, pocketknife, etc.). They also get a player map pack to guide them along, and three trail cards.
Each day of the hike starts by turning over a weather token. Most of the time the weather is good, but hikers may encounter wind, rain, excessive heat, snow or even a thunderstorm. An additional resource will need to be expended to be able to move up the trail on these days. It is not necessary to move up the trail every day, however you don’t want to linger too long, or you might not make the summit. The entire trail is made up of ten sections and you have twelve days to reach the summit.
In turn order, each hiker draws a trail card to their hand and then plays one of the four now in their hand. That trail card will give them a benefit and a backpack gear icon. If the gear is not already in their backpack, they it is added to the backpack. If the gear is already in their backpack, they will instead move their tent marker up an elevation track. Filling your backpack is necessary to gain additional resources and special items that will be needed on certain sections of the trail. Moving along the elevation track grants resources, additional tracks tokens which will increase the number of actions you can take, and arrowhead objective scoring tiles.
After trail cards are played, tracks tokens – your workers will be placed on various action spots on the central game board to acquire resources, field guide cards, and destination cards, and to move along the trail. Resources are used to buy cards, satisfy weather events, and to feed and hydrate your hiker. One food and one water bottle is necessary at the end of each of the twelve days.
During the course of the game, points are scored in many areas: with the purchase of destination cards and when reaching the end of the elevation track. You can score additional points if you are not last in completely filling your backpack with all twelve gear items, in completing all four exploration bonus actions, and in reaching the summit. In each of these tasks, the first player to complete the task gets more points then 2nd, and 3rd place finishers.
The game ends after the twelfth day whether you’ve made it to the summit or not. Only those making it to the summit will advance to end game scoring. End game scoring consists of deductions for remaining hardship tokens in your supply. The more you have the greater the deduction value. Hardship tokens are received when a hiker does not have the necessary trail requirements on sections of the trail. Field cards are scored in unique sets. There are five types of field guide cards: animals, birds, trees, flowers, and rivers. Finally, score the public golden arrowhead bonus and a player’s journey bonus arrowheads. The hiker with the most points is the winner.
Trailblazer: the John Muir Trail has a great theme that comes through during the game. The game looks great on the table and the game play is very engaging. Hikers have to be aware of the weather, the scarcity of resources, and the progress of other hikers.
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Bitoku is a game about becoming the next great spirit of the forest, or Bitoku. This is a gamers game. There are lots of moving parts and lots of ways to amass points. Every action and every component are intertwined with each other to provide an in depth and replayable gaming experience. The game has great components and very colorful artwork.
During game play, players will have 8 main actions in each of 4 years. Each player will begin the game with a player board, 3 dice, 5 starting Yokai cards (action cards), pilgrims, building counters – all in their player color, a random dragonfly tile, a random Vision card (personal objective card), resources comprised of wood, jade, and a 1-plus amulet. Begin a round by drawing 4 cards from your deck of Yokai cards and select three to play. Each card when played gives an action and unlocks one of your dice. Each unlocked die will be used as a worker to be placed on the central board in one of the five forest sections according to placement rules. These regions provide a main action and a second subsidiary action. Another action is to take an already placed die in the forest across the river to gain an additional Yokai card, or a Bitoku card to build a path, or two choices of 4 different options. The spots across the river are limited. These actions can be played in any order, but a die has to be unlocked before being played.
Each of the components has a significant impact on game play:
– Crystals come in three colors. They provide points, resources and actions. Most importantly they awaken your pilgrims.
– Mitama Spirit tiles provide points, resources, and actions. When combined with a dragonfly tile, they unlock the actions of the dragonfly.
– Dragonfly tiles provide actions, but only when combined with a Mitama Spirit tile.
– Buildings can be constructed in each of the five forest sections. They provide points and a subsidiary action when a die is played in that section. Plus, you move your Kodama along the respective Kodama track.
– Kodamas move along the five different tracks within the forest with each track scoring points based on which players’ Kodoma is the farthest on the track. These are game end points.
– Rocks tiles are used to build your rock garden. These tiles depict potential scoring symbols. Place awakened pilgrims along the path in your garden. Only rock tiles adjacent to one or more pilgrims will score end game points.
There are three types of card decks:
– Yokai cards are played from a player’s hand. Each player starts with five basic cards. Additional cards can be obtained by crossing the forest river and added to your deck. The added cards will provide stronger actions.
– Bitoku cards are used to build a path for one of your markers to advance on. Each movement grants points and an action. Each card indicates one of the seven Bitoku types which is used for end of game set collection points.
– Vision cards are personal goals. Each player starts the game with one random. More can be acquired during the game. Each card has three elements that need to be completed in order to score the associated points. Unfulfilled Vision cards will cost the player negative points.
The five forest sections for dice placement actions. All of the actions in the forest that are triggered by dice placement also can be triggered by a Yokai card play.
1. Acquire Mitama or Dragonfly tiles by paying the appropriate cost in resources.
2. Gain movement along your Bitoku card path, on any of the Kodama tracks, and along the Wisdom path with an awakened pilgrim. The Wisdom path provides benefits.
3. Gain resources.
4. Construct buildings or acquire crystal tokens by paying the appropriate cost in resources. Crystal tokens score end of game points as well as gain you either benefits during game play or additional end game points.
5. Section with a spot gain either a resource, additional action, dice adjustor amulets, Vision card, or first player token.
Bitoku features a little deck building, worker placement, action selection, point-to-point movement, and set collection. The challenge is to figure when to play a card, or a die, or to move a die across the river. If you want a specific Yokai or Bitoku card, it will take three of your eight actions: 1) play a Yokai card and unlock a die, 2) play the unlocked die in the forest section beneath the card you want, and 3) gain the desired card. You still get all of the added actions/benefits of taking these three steps. Mechanically played, Bitoku is not hard to grasp. Finding more ways to score the most points will keep players coming back.
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We’ve added three new Murder Mystery jigsaw puzzles from BePuzzled Classics. Each is 1000 pieces and comes with a brief mystery story. Assemble the puzzle to look for the hidden clues. Solve the mystery by piecing together clues from the story and the puzzle. Another interesting feature of these puzzles is that you will not have an image of the puzzle to work from. The image on the box is not the image of the puzzle, so if you like a good challenge, these are right up your alley.
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In 3 Ring Circus players will each develop their own small circus. They will travel with their circus from town to town and city to city acquiring artists, earning money, and gaining victory points. On the road, they discover that shows in small towns are easy to perform and gain them initial resources to improve your acts. While mid-sized cities are more demanding, they grant access to better artists. Then the big cities are even pickier and want to see very specific acts, but performing there gives you the most fame. Your player board contains your 3 Ring Circus. It has three rows each with five card slots for your performing artists. Now it’s time to get this show on the road. – – 1 to 4 players – – 45 to 75 minutes
Each player starts the game with four money cards that are also basic artists (clowns, pets, magicians, etc.), one ticket card that is a higher-level artist (lion act, acrobat, contortionist, etc.), and one end game scoring card. Turns are straight forward. Either add an artist card to your circus or move to another town and put on a show.
Early in the game players will need to put on shows in small towns to generate money. They will receive money cards for the town where they perform plus for any adjacent small towns that have not yet had a show. The player will place one of their circus tents on that town marking it unavailable to other players. A small town may only have one circus show.
Adding artists to your circus will almost always add pedestals. Pedestals are important. When a player takes the step to run a show in a mid-size city, the number of pedestals they have will determine how may artist cards or how many victory points they will earn. They choose to take their earnings in either artist cards or in victory points. Unlike small towns, multiple players can run a show in a mid-sized city.
The next leap is to be able to put on a show in a major city. Audiences in these big cities however are finicky. They desire a mix of artists from all three higher-level artist groups – animals, acrobats, and special performers. Additionally, a certain type of artist will be required to be in the show. Bonus points are granted if the required artist is flanked by the audience’s desired artists. As with mid-sized cities, multiple players can run a show in a big city.
To makes things more interesting, there is a prestigious Barnum & Bailey train. This is the timer in the game. After each performance the train moves along a track to the next town or city skipping over any places that have been performed in. Along the way it will trigger a scoring of majority in a region. The pace of the game will speed up as more and more towns and cities have performances. When it returns to its starting city the game is over. Tally the end of game points. The player with the most point is the winner.
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– Red Cathedral– A strategic game in which the players are going to work to build a central cathedral. They will build different sections in different towers. The key is to build and decorate enough sections in a tower to max out your score for each tower. The game revolves around a market board that utilizes a rondel mechanism where necessary resources can be acquired, and additional actions can be taken. Market actions include gaining resources, moving their resources to cathedral sections, enhancing their ability to gather resources, or just scoring points. Ornamentation can be added to any completed tower sections for added prestige points. The game ends when a player has completed their sixth section. Only completed sections of each tower are scored. Player with the most points is the winner. – – 1 to 4 players – – 80 minutes
– Papua – A dice driven worker placement game with blind auction bidding and set collection. The goal is to score the most victory points. Victory points are scored from logistic tokens, various sets of expedition cards, field notebook cards, remaining energy on the energy track, most coins, remaining fish, and your number of explorers. During game play, players will send their explorers out among the six action locations to gain money, fish/food, flora and fauna (expedition) cards, field notebook cards, special benefit tokens, and recruit additional explorers. There are two phases to each round. – a Start Phase and a Resolve Phase. In the Start Phase roll dice to assign a number (one through 6) to the locations, determine where to send your explorer and how many you can send expending energy for each explorer sent out. You can spend money to change dice values. The Resolve Phase is where actions at the locations with your workers are executed. The game board is reset for the next round. Game play continues in the same manner until game end is triggered when one of two conditions is reached. Tally points. The player with the most victory points is the winner. – – 2 to 4 players – – 75 minutes
–Bamboo – An action management and tile optimization strategy game. The goal of the game is to gain the most happiness points. To achieve this, a player will spend incense sticks to gain bamboo shoots in order to take actions to fill their player board (their home) with tiles that will score them happiness points while also striving for a comfort balance, and for control in the temples that yield spirit benefit tiles and happiness points. The game is played over four years with four phases to each year – Phase 1 obtain incense sticks, Phase 2 take actions, Phase 3 resolve control of the spirit temples, and Phase 4 feed your family. At the end of year four score additional happiness points for spirit tiles you gained during the game and subtract happiness points for unbalanced comfort in your home. The player with the most happiness points is the winner. – – 2 to 4 players – – 90 to 110 minutes
– Saverneck Forest – A game about placing cards and building paths. Each turn, you’ll add a card to your 4×4 forest. Cards can have either animals or the forest paths where they’ll find food. You need to make a path for each animal, making sure they collect only the best food. Throughout the game, players will have the help of some animals, depending on the card they choose from the central market. The rooster will help you get up early, so you can be the first to choose a card in the next turn. The armadillo teaches you how to dig better shelters to store more food, so you can take a burrow token and add it to one of your animal cards to increase that animal’s storage capacity by 1. The goat teaches you to hydrate yourself better, offering a water drop token that can be associated with a food and increase its value by 1. Finally, the rabbit helps you attract new animals to your forest. (publisher description) – – 2 to 4 players – – 20 to 40 minutes
– Cockroach Poker – A bluffing card game with creepy critters. This is a reverse set collection game that has nothing to do with poker – except that the game is all about bluffing, with cards that show cockroaches, rats and stink bugs. The goal is to force another player to collect 4 of any one type of critter. – – 2 to 6 players – – 15 minutes
– La Viña – A set collection card game with a little deck-building and hand management that’s all about harvesting grapes for wineries. Advance your workers along a track with rows of grapes collecting various types to sell at the end of the track to the various wineries. Advance quickly down the track to be able to sell to the premium wineries but with fewer grapes or advance more slowly to reap more grapes selling at a little lower price – a definite balancing act. – – 2 to 5 players – – 30 to 45 minutes
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Papua is a dice driven worker placement game with blind auction bidding and set collection for 2 to 4 players that plays in 75 minutes. The goal is to score the most victory points. Victory points are scored from logistic tokens, various sets of expedition cards, field notebook cards, remaining energy on the energy track, most coins, remaining fish, and your number of explorers. During game play, players will send their explorers out among the six action locations to gain money, fish/food, flora and fauna (expedition) cards, field notebook cards, special benefit tokens, and recruit additional explorers. There are two phases to each round. – a Start Phase and a Resolve Phase. In the Start Phase roll dice to assign a number (one through 6) to the locations, determine where to send your explorer and how many you can send expending energy for each explorer sent out. You can spend money to change dice values. The Resolve Phase is where actions at the locations with your workers are executed. The game board is reset for the next round. Game play continues in the same manner until game end is triggered when one of two conditions is reached. Tally points. The player with the most victory points is the winner.
Start Phase:
– In player turn order roll the appropriate number of dice and decide which dice value you want to assign to the action locations on the game board. You can spend money to change dice values but not catastrophe symbols. The dice can depict a catastrophe symbol instead of a value that when rolled the player either loses an explorer or pays one coin to keep the explorer for each catastrophe symbol.
– Place a chit on the location to indicate the number value you assigned. This will remain there for the entire round. You can assign all the number values you rolled or just some.
– Deploy a number of your explorers to that assigned action space as the number of dice you rolled with that value. You may not want to assign all your workers as you may need them to bid on expedition cards. You cannot assign a number to a location without placing at least one explorer there.
– Decrease your energy on the energy track the number spaces equal to the number of explorers you deployed.
– The next player now rolls the dice and assigns chits to locations not yet assigned and deploys their explorers to locations relative to the dice they rolled. When all players have rolled and place explorers the Start phase is done.
Resolve phase – In numerical order of the assigned locations execute the actions of that location. The six action locations are:
–Huts: gain more explorers, more dice, and the ability to lock more dice.
–Expedition Cards: worth Victory Points at game end based on sets. Blind auctioned the three face-up cards. Only the players that have explorers here can bid on them. Your unused explorers and coins are what you’ll use to bid with. Bidding is done secretly behind your player screen. You may only bid on the number of cards equal to the number of explorers you have here. Reveal the bids. Move down the energy track the number of spaces equal to the number of explorers you used to bid whether you won a card or not. Forfeit any coins you used for cards that you won. Retain the coins if you did not win the card.
–Logistics: provides benefit tokens – more energy, more fish, coins, victory points, etc. The player with the most explorers here selects one of the face-up tokens, the player with the second most explorers selects one a token, and so on.
–Funding: roll dice equal to the number of explorers here to gain coins. Receive coins based on the number of your explorers here plus either the highest die, the middle die, or the lowest die rolled as determined by the number on the current Field Notebook Card.
–Fishing: roll the number of dice equal to the number of explorers you have here plus one. Receive fish equal to the number of your explorers plus the difference between your highest die and lowest die number. Fish are necessary for payment when crossing bridges on the energy track and to spend to reduce the number of energy expended when deploying explorers.
–Field Notebook Cards: worth end game points for the player with the most cards. The player with the most assigned explorers here resolves the card’s effect and retains it for end game scoring. These primarily provide benefits for that player but can also have negative effects for the opponents.
Game End and Scoring – game end is triggered when one of 2 conditions happen: 1) there are not enough cards to fill the 3 slots in the Expedition Location or 2) when a player’s energy level drops below 0. In condition 2, finish the round. Tally your victory points scoring the appropriate points for fish, energy, explorers, sets of expedition cards, number of field notebook cards, most number of coins, and from logistics tokens. The player with the most victory points is the winner.
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We proudly serve Gresham and the greater Portland and Vancouver area.