Card Game

Tales & Games: The Hare and the Tortoise

The Hare and the Tortoise, originally published as Royal Turtle, is a card-driven betting game about animal racing loosely based on one of Aesop's Fables.

At the start of a race, each player secretly bets on one of five animals: turtle, rabbit, lamb, wolf and fox. One animal is chosen at random for each player, then after receiving a hand of seven cards, each player places one of his cards face-down (possibly the same animal) as an additional bet. Players then take turns laying down 1-4 cards, with all cards needing to show the same animal, then refilling the hand to five cards. As soon as eight total cards have been played or four cards of any one animal, the animals move (maybe).

Each animal has a distinct characteristic that players can use to their advantage. The turtle always moves one space, but it moves two if four of its cards were played. The rabbit always moves two spaces as long as cards are played. — unless four cards are played and it's at the head of the pack, in which case it sleeps and doesn't move. The fox moves as many spaces as the number of cards played. The lamb moves one more space than the number of cards played — but if it reaches water, it stops moving to take a drink. The wolf moves 1 space if one to two cards are played, and one less space than the number of cards if more are played. The wolf also has 3 cards with a howl, if one of these is played no one but the wolf moves.(The track consists of eleven road cards, two covered with water.)

After the animals move, players start a new round of card-playing. A round ends when three of the four animals reach the goal, after which each player scores points based on the ranking of the animals and how he bet. After three rounds, the player with the most points wins.

The original title of Royal Turtle is a homage to Reiner Knizia's Royal Turf, another betting game about animals racing (albeit horses in that game).

Android: Netrunner

Game description from the publisher

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Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.

Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.

In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.

The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.

Saboteur

Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.

With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the game.

The Start Card and the three Goal Cards are placed onto the table, each seven card widths apart from each other. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which.

Players have cards in hand. On a player's turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass.

The Path Cards form paths leading to the Goal Cards. Path Cards must be played next to a already-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways.

The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.

Action Cards can be placed in front of any player, including oneself. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards.

Once a player places a Path Card that reaches the gold, the round is over. The miners have won and receive cards with gold pieces as their reward.

The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces.

Once the Gold Cards have been distributed, the next round begins. The game is over at the end of the third round, with the player with the most gold pieces being the winner.

Continental Express

In Continental Express, players add train cars to their station in the hope of fulfilling objectives and maximizing the value of their secret contract. To start the game, each player chooses one of two contract cards dealt to them; these contracts require players to collect icons of a particular color or groups of like-colored icons or icons and company tokens of differing colors.

Players then take turns drafting cards from three face-up rows; the card on the end of each row costs nothing, the card in the middle costs $1, and the card closest to each of the three decks costs $2. Players start with no money, however, and the only way to get some is to draft it – but naturally that means you'll be forgoing other cards. If a player has train cars matching one of the three face-up objective cards, he can choose to discard those train cars and claim the objective – and since the objectives have the icons that satisfy contracts, you'll probably want to do that.

In addition to train cars and money, players can draft characters, taking the special action of a character when he drafts one. Actions include things like taking a train car of your choice from the card array, stealing all money from one player, and taking a company token of the color of your choice. The card decks also include two events, and those cards flush either the objective cards on display or the smaller cards that players draft.

When a player claims his fourth objective, each other player takes one more turn, then the game ends. Players tally the points scored for their contract (if any), their claimed objective cards, and any money still in hand. Whoever has the highest score wins!

Elder Sign

Game description from the publisher:

It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.

Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.

To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.