Card Game

Magic Money

Merlin the Magnificent has passed away and left behind a marvelous menagerie of magical monsters to be put up for adoption. Bid against your fellow wizards to take home adorable critters of all shapes and sizes. As a magician, money is no object, you can create as much of it as you need to win the auctions, but whoever has spent the most money by the end of the game is out!

In Magic Money, players bid on a creature card every round by writing down secretly an amount of money they are willing to conjure up from thin air. The player who won the previous round of bidding is the auctioneer and takes all the bids. Only the opening bid and the winning bid are revealed to all players.

Once all the creatures have been won, players score their cards winning points for the horn, wings, and heart attributes on their newly won creatures along with any other special abilities that may give additional points or change what they had bid earlier in the game. Players also reveal the sum of all their bids for the game and the greediest wizard, the one who has bid the most, is eliminated.

The Tea Dragon Society Card Game

Discover the ancient art form of Tea Dragon care-taking within The Tea Dragon Society Card Game, based on the graphic novel The Tea Dragon Society. Create a bond between yourself and your Tea Dragon that grows as you progress through the seasons, creating memories to share forever.

Each player's deck represents their own Tea Dragon. From turn to turn, players choose to draw a card — triggering effects and strengthening their position — or buy a card, improving their deck or scoring points. The game takes place over four seasons, starting in spring and ending in winter. At the end of winter, the player who has the most points wins.

Tsukiji

Tokyo, 1930. The morning wakes up lazy, but you have a lot of work to do. In Tsukiji, each player is a restaurant owner who faces other traders at tough auctions for the best batches of fish and seafood. Understand the logic of prices, manipulate quotes, set traps, sabotage your opponents, and seek the greatest possible profit in this tense fight for the best fish in all of Japan!

Mount Rushmore

Mount Rushmore is a game of quick wit and keen eye. Visit Mount Rushmore, an iconic American monument, and test your perception and speed!

Each turn, a Search card will be revealed. All players will look for a Monument card that matches the face-up Search card. The player who first discovered the correct Monument card wins the current round and gets to keep the Search card. Each Search card is worth 1 point. Be the first to score 3 points to win!

Mount Rushmore can be played at different difficulty levels. For a lighter, more family-friendly game we recommend the Basic Game setup. For a more challenging experience you may try the Advanced Game instead. For a full mind-bending experience of Mount Rushmore you may set up an Expert Game.

—description from the publisher

Hats

You have an invitation at 5 p.m. at the Mad Hatter’s garden. The table is ready, the cookies taste like buttery heaven, and the tea is strong and spicy. "More sugar?" asks the Mad Hatter, giving you a bizarre look.

"Yes, plea..."

"Time's up!" he yells, interrupting you. Sugar, cookies, and millions of hats fly everywhere. Tea spills all over the tablecloth as he proceeds with a huge smile on his face. "It's time to play a game."

•••

In Hats, two to four players compete to acquire the most outstanding hats by exchanging cards in hand with cards on the tea table board. Each card exchange influences how each hat is scored. Naturally, at the end of the game, the player with the highest score will be declared the maddest!

To play, everyone draws nine cards. You take your turn by performing one of the following two actions:

Exchange hats — Play a single card from your hand face up and exchange it with one of the same type (color) from the tea table board or exchange it for a card of any type but of a lower value. Add the card exchanged from the tea table board to your collection by placing it face up in front of you.

Create a black hat — Play a single card face down in front of you to add it to your collection as a black hat. Each black hat in a player's collection at game's end is worth 1 point.

Optional action: At any time during your turn, you may discard a single card of your choice to draw a new one from the draw deck. In a four-player game, players will exchange cards with their teammates.

END GAME SCORING

Hat Collection: Players earn points for the hat cards in their collection based on the position of the matching type on the tea table board. If two or more hat cards on the tea table board are of the same type, find the hat card of that type with the lowest position on the tea table board and keep it face up, while turning all other cards of that type face down.

Favorite Hat: Each player reveals the final card in their hand as their "favorite hat" type. Players gain points equal to the sum of all cards in their collection that match the type of their "favorite hat" minus the value of the final card in their hand.

The Last Cookie: There is only one cookie left at the table. Players compete for the cookie by having the most different types of hat cards in their collection. Black hats count as a type. During the game, pass the cookie to the player who has the most different types of hat cards. The chocolate chip cookie is worth five points at the end of the game.

—description from publisher