Dice Rolling

Ghost Stories

Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.

The players, using teamwork, will have to exorcise the ghosts which will appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.

To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color which can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.

To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.

There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.

Anno 1701: Das Kartenspiel

Anno 1701: Das Kartenspiel is a cardgame by Klaus Teuber. Based on the principles of the Settlers of Catan Cardgame and the Anno 1701 computer game players are pioneers trying to develop their island as best as possible - starting out with only 2 houses. Victory points are won for controlling settlers and citizens.

Released: April 2007

This game is part of the Kosmos_two-player_series

Takenoko

A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden.

In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

Atlantis Rising

In Atlantis Rising you are one of the citizens of the stricken island Atlantis. However, hope is not lost, a mystical portal of 10 components can be built and save the island and all its inhabitants, but fail to build it in time and the island will sink forever under the waves, lost to legend.

Atlantis Rising is a fully co-operative game in which the players must race to create a cosmic gate before all of the island tiles have been destroyed. The gate's components are variable and determine the difficulty level of the game - Easy, Normal, Hard, or Cosmic. The players must also contend with the continually escalating threat of their Athenian enemies, who may destroy one or more island tiles each turn if insufficient Atlanteans are allocated to the island's protection.

Each turn players can choose to place their Atlanteans in any of eight different areas - with placements closer to the sea being more rewarding, but subject to a higher risk of flooding (and the subsequent loss of the associated action).

After placement of meeple but before gaining resources 'misfortune' cards are drawn per player indicating which areas of the island sink, any meeple stood there have a long swim back to shore and do nothing for their turn.

Players have limited 'mystical energy' which they can use to predict or prevent certain misfortunes and cards are available from the libraries that offer powerful one time use effects.

From the back of the box:

Will you send your Atlanteans to mine the untapped veins of precious resources at the very tip of the island, hoping to reap great rewards before the oncoming waves smash into the shores? Or will you remain in the relative safety of the island’s center, where resources have grown scarce? Perhaps you will tap into the power of the mystic energy source - the lifeforce of Atlantis and key to its advanced technology. You may even seek refuge in the vast libraries of the Lost City, hoping to find some tome which will lead to salvation for the doomed isle. Beware though - even as the island sinks into the sea, the Athenians continue to assault Atlantis, hoping to plunder its riches before it disappears beneath the waves.

Merchant of Venus

Merchant of Venus uses many elements which come together to form a very interesting game. Players take on the roles of space traders who move their ships through interconnected systems discovering new alien worlds to trade with. As players start to make money delivering commodities in a unique supply-and-demand system, their earnings can be used to purchase better ships and equipment (shields, lasers, engines, etc...) and construct their own spaceports (which speed up trading) and factories (which create better commodities). Variations included in the rulebook allow for interplayer combat. The player who first acquires enough total value ($1000, $2000, $3000, $4000) in cash and port/factory deeds takes the day.

For the 2012 edition of Merchant of Venus from Fantasy Flight Games, the company promises that this revision "remains true to its magnificently campy core while updating the map and game components and expanding game play in surprising ways that will cause even the most hardcore fan to celebrate." That said, the player count has been lowered from six (in the Avalon Hill edition) to four, with the four races in the game being Human, Whynom, Qossuth, and Eeepeeep.