Card Game

Scott Pilgrim's Precious Little Card Game

Description from the publisher:

So why grow up anyway? Is it really worth it? Don't you have better things to do? Why does it matter whether or not your indie-rock band gets that great gig? You started a band to have fun, and now you're going to get your butts kicked by robots. And who wants to deal with the headache of dating? Look, we've all got baggage. Some of us have drama that likes to pick fights and exes that like to throw punches. Love is a battlefield! So you'd rather sit on the couch throwing punches in your favorite video game. Hey, who's going to stop you? Demons, fireballs, giant purple dudes?? Sounds like a bummer! If you want to keep living your precious little life, maybe it's time to get it together and go up against the world!

Scott Pilgrim's Precious Little Card Game is a deck-building game that challenges you to grow up and prepare for your finest hour. Players assume the roles of their favorite characters in the Scott Pilgrim universe, each of whom comes with a unique starting deck. Innovative double-sided cards let you decide whether to solve your problems with hard work and empathy, or whether to embrace the unpredictable world of gratuitous video game violence. Defeating the Evil Ex and collecting Power-Ups will help players inch their way towards victory.

Walk The Plank! (Limited Edition)

In Walk the Plank!, players represent the worst pirates in a captain's crew. The captain has rounded you all up because you're all lazy and stupid and simply not worth the rum and loot you get paid. That said, the captain has decided he's willing to keep two of you in his crew. To prove you're worthy, you will fight amongst yourselves, trying to shove other players' pirates off the end of the plank while keeping yours alive!

In game terms, each round players secretly stack three of their ten action cards, then they take turns revealing and playing those actions one by one no matter what's gone wrong between the planning and the doing. If you plan to have a pirate shove someone off the plank on your third move and all he sees are his own best mates, he will still shove away! Some cards bear a skull on them, and these powerful cards must remain on the table the round after they're played, but otherwise players then pick up their action cards and start a new round. As soon as two or fewer pirates remain on board, the game ends and the owner (or owners) of these pirates win! Watch out, though, as sometimes every pirate will end up in the drink, which means that no one wins other than the sharks circling in the water below...

This all new limited edition tin edition features a reworked version of the rules, all new artwork (by Felideus Bubastis), screen printed meeples, the Ghost Meeple mini-expansion (with rules), and a 26 card promo pack.

The promo pack features a summary card and 5x cards each each of the five player colors, which now give each player 15 cards to choose from rather than the 10 cards featured in the original or the deluxe tin editions.

The new cards are:

Skeleton
Scallywag
Parlay
Ghost Pirate
Dynamite

Atlas: Enchanted Lands

Atlas: Enchanted Lands is an elegant card game set in a world of fairies and magic. Play cards to reveal a certain place and time — and place your stake in one of the two. Explore a location at dawn, day, sunset, and night, or see what the whole land looks like in the dark. Each card offers two choices, and it's up to you to uncover the world that awaits.

In more detail, players are challenged to predict the time or place that will be uncovered first. Cards laid on the board will complete sets. Depending on the cards chosen by the players, sets of similar cards or numerically ascending cards will be revealed, granting points to the players that deduced the correct combination.

Fields of Green

Fields of Green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory.

Fields of Green, inspired by Among the Stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year.

Through various means, player eventually convert their wealth to victory points, and the player who gathers the most by the end of the fourth year wins.

Unearth

Long ago, your ancestors built great cities across the world. Now your tribe must explore forests, deserts, islands, mountains, and caverns to find these lost cities. Claim the ruins, build places of power, and restore the glory of a bygone age.

Unearth is a bend-your-luck game of dice placement and set collection. Designed by Jason Harner and Matthew Ransom, it plays in under an hour with 2-4 players. Each player leads a tribe of Delvers, represented by five dice (3 six-sided, 1 four-sided, and 1 eight-sided). Players take turns rolling and placing dice in an attempt to claim Ruins.

The game's elegant core mechanic is accessible to players of all skill levels. High rolls help players claim Ruins, while low rolls help players collect Stones. This opens two paths to victory: claiming sets of Ruins or using Stones to build Wonders. Delver cards help you affect your dice rolls or dice in play, and Wonders can grant abilities that impact the late game.