Card Game

Corto

Enter the magical world of adventure of Corto Maltese, the hero from the fertile imagination of Hugo Pratt. Choose your adventures, then live through them as the game unfolds. Aided by Corto and resisting Rasputin's attempts to thwart your plans, recruit your own bands of adventurers and get your hands on gold at the end of the story!

Corto is a card-based adventure game that mixes tactics and luck. To set up the game, choose four of the six quests, then place the appropriate quest boards next to one another on the table; each quest (attack the train of Russian gold, research the four aces of whale bones, meet the leopard-men, etc.) has its own deck of character and object cards that's shuffled and placed on the left side of the board. Reveal the top character from each deck, take turns placing one of your tokens on any character, then draw four cards from any combination of decks for your starting hand.

On a turn, you can either discard any number of cards and fill your hand to four cards or you can play 1-4 cards. If you play a character card, place it on an empty space on the quest board of the same color, making sure that it's adjacent to at least one other character. Place a token on the card, then either add a token to or remove an opponent's token from an adjacent character depending on the character's border color (denoting a friend of Corto or associate of Rasputin). You can also play objects on the character to affect adjacent cards. Some characters and objects have long range effects that hit any character in the same column or row. Hit a character that has no tokens, and you remove it from the board, counting it as 1 gold at the end of the game. If you played cards, end your turn by drawing two cards.

Players can also move Corto and Rasputin directly, using them to block spaces on the quest board, claim gold immediately, or eliminate characters.

In addition to having its own mix of characters, objects and advantages, each quest has a different treasure waiting for players to nab. For "The Wreck of the Fortune Royale", you need to be the first to claim the aces in order to claim all the treasure for yourself; for "Admiral Kolchak's Bullion Train", if you attack the train — which moves across the quest boards as players lay down cards — you claim one of the train car tokens, which might have gold on it; for "On the Track of the Leopard Men", whoever has a majority of tokens on certain characters at the end of the game gains control of markers that might enhance their network of characters.

When two quests are fully occupied or the players run out of cards, the game ends. In addition to scoring for the gold and treasures they've collected during the game, each player scores 2 gold per character in the largest group of characters he controls and 1 gold per character for smaller groups. Whoever ends up with the most gold wins!

Titanium Wars

When venturing in Limbo at the edge of the galaxy, scouts found a new form of energy: Titanium. First experiments showed it could push back the frontiers of technology, and even open new horizons for human capabilities. This news was more than enough to stir up the greed of humankind's greatest factions. Each has sent fleets to take over nearby planets where Titanium is abundant – and even seems to be in constant expansion. From that point on, armed conflicts were bound to happen, and this war will be settled only by controlling the Titanium deposits...

As leaders of these great factions in Titanium Wars, players will purchase buildings to master new technologies and increase their earnings, build their own fleet of custom battleships to defeat their opponents, and expand their space empire. They will have to prove bold, insightful and tactful if they want any chance to win this fierce war.

Madame Ching

Madame Ching is a hand-management game in which 2-4 players try to put together voyages that take their ships far across the waters, possibly all the way to Hong Kong.

Each player starts the game with four cards in hand, each card having a number from 1 to 50-something; the cards have a colored bar across the top, often with a symbol in them. In the first round, each player lays down a card, drafts one of the available cards, then moves one of her ships to the right on the ocean. Players then repeat this process, possibly starting a new journey — a.k.a., new row of played cards — or adding to the journey already begun by playing a higher-valued card that what was last played. In the latter case, if the color of the card matches the color of the card previously played, the ship moves directly to the right; otherwise the ship moves both down and right.

When a player can't add to a journey any more and must start a new one, she scores that voyage, possibly claiming one of the ship tiles on display based on the length of the voyage. (Each space on the game board's ocean has values on it, and the more times you move both down and right, the higher your score overall — doing this is more difficult than you'd hope for, however, since you must consistently have cards that are both of higher value and different color.) Each ship bears some combination of gems, and those are worth points at the end of the game.

If you have certain symbols on a voyage, you can claim bonus action cards that let you steal gems or cards from opponents, take cards from the discard pile, insert cards in a voyage, and so on. Get the right symbols, and you can claim the Madame Ching vessel, ending the game. Players then tally their points for destinations, gems, and so forth, and whoever has the highest score wins.

Paradise Fallen: The Card Game

Things aren't what they once were. Here in paradise, breathtaking views were a dime a dozen and awe-inspiring beauty was a blasé norm. The days of beauty and awe are few and far between now and are to be soaked up as if they could be your last because they just might be. The ground is broken as are the people. Paradise is no more, it is dark, it is cold. Paradise has fallen.

In Paradise Fallen: The Card Game, 2-4 players take on the role of tribes that are attempting to explore and navigate a fallen paradise through hand management to gather valuable powers that will enable them to survive and continue their journey. By drawing cards from the Exploration Deck on their turn, players gather the necessary rations and powers needed to explore. Throughout their journey, tribes will have to navigate islands with obstacles placed in their paths by others. The first tribe to successfully explore a certain number of islands for their powers wins.

Ultimate Werewolf

Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves...can you and the other villagers find them before they devour everyone?

Ultimate Werewolf: Ultimate Edition is the ultimate party game for anywhere from 5 to 68 players of all ages. Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you're innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents.

Contents More than 30 unique roles, 18 different scenarios to allow groups of all sizes and experience levels to quickly get up and running, a set of 80 fully illustrated cards, a moderator scorepad to keep track of games, and a comprehensive game guide with dozens of pages full of insights, tips and strategies. This set has everything you need for the best Ultimate Werewolf experience possible, whether you’re playing with a small circle of friends at home, a huge gathering of gamers in Ohio or as an engaging team building exercise at the office.

Ultimate Werewolf: Ultimate Edition Roles:
Apprentice Seer, Aura Seer, Bodyguard, Cupid, Diseased, Ghost, Hunter, Idiot, Lycan, Magician, Martyr, Mason (3), Mayor, Old Hag, Old Man, P.I., Pacifist, Priest, Prince, Seer (2: 1 male & 1 female), Spellcaster, Tough Guy, Troublemaker, Villager (20), Witch, Sorcerer, Minion, Werewolf (12), Wolf Cub, Cursed, Doppelganger, Drunk, Cult Leader, Hoodlum, Tanner, Teenage Werewolf, Lone Wolf, Vampire (6), Amulet of Protection, Moderator, Blank Cards (3)

Re-implements:

Werewolf
Ultimate Werewolf: Whitebox Edition

Differences between 2010 Edition and 2008 Edition:

Role cards now have ability text
Includes Ultimate Werewolf: Classic Movie Monsters
No Magician card
Only eight Werewolf cards (note that rulebook still says twelve)
Only two blank cards (note that rulebook still says three)
Vampires are valued at -7 (previously -8)

Differences between 2011 Edition and 2010 Edition:

Includes Ultimate Werewolf: Night Terrors instead of Ultimate Werewolf: Classic Movie Monsters

Differences between 2013 Edition and 2011 Edition:

Includes Ultimate Werewolf: Urban Legends instead of Ultimate Werewolf: Night Terrors