Hand Management

Jambo

From the back of the box:

"Jambo is the friendly greeting Swahili traders offered their customers in Central Africa before colonization. The players are traders in this day, competing to be the first to earn 60 gold by buying and selling tea, hide, fruits, salt, silk, and trinkets. The game is played with cards which allow players to buy and sell goods, can help you or hinder your opponent, and others which add a bit of spice to the game. Return to the dark continent where the players alternate turns with up to 5 actions each until one player reaches the goal and wins the game."

Original description from Games4You.

Players take on the role of merchants offering their wares from market stands. On a player's turn, he has five actions to choose from. Actions can be used to draw cards, play cards and activate buildup cards.

In order to sell wares, the merchants must first lay the wares out, since customers will only buy where all the wares they want are being offered. And since market space is at a premium, players have to think hard about which wares to offer.

By owning important buildup cards and properly using the assets of other village inhabitants, the merchants succeed in attracting especially many customers to their stalls, making bargain buys, and messing with their opponents' plans.

The first player to reach a set cash level through buying and selling of wares is the winner.

The game's attraction lies with the many special cards. Many different combinations are possible during the game, and each game plays out differently as a result.

Integrates with:

Asante

Il Principe

An auction game where income and resources are automatically gained at the beginning of each turn. Then the money is used to bid on more resources, then the resources can either be used (along with money) to build cities, or "displayed" to qualifying for "roles" (like political appointments) which gain influence/VP-graft plus a special power such as income boost, resource boost, VP-boost, or resource re-display.

Building a city gains the player VP but also gives VP to the opponent(s) with matching role/graft color.

The board does triple duty, containing the scoring track, a map of some part of Italy, and staging area for the "role" tiles.

HeroCard Nightmare

Horror in a Small Town. An enchanted camera has drawn you into an ever-shifting nightmare. Your only hope of escape is to maneuver the other players to their deaths before they do the same to you!

HeroCard Nightmare is a surreal psychological thriller in which the last surviving dreamer wins. Nightmare blends deductive, clue-like gameplay with fast-paced HeroCard dueling, and sets them inside a modular, ever-changing landscape of gothic horror.

Nightmare is a HeroCard game, and comes complete with four HeroDecks. Nightmare does not have any expansion decks, as all four characters come complete within the Nightmare box.

Nightmare is compatible with all the other HeroCard games.

Dominion: Seaside

Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.

From the back of the box: "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers.
One day, all the rivers will be yours."

Part of the Dominion series.

Dominion: Intrigue

In Dominion: Intrigue (as with Dominion), each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! You will bring civilization to these people, uniting them under your banner.

From the back of the box: "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs 'The eggs are on the plate.' You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent.
Everything is going according to plan."

Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with Dominion. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in Dominion or with the basic game of Dominion.

Part of the Dominion series.

Integrates with:

Dominion

Also released as an expansion that requires the base game or card set to play: Dominion: Die Intrige – Erweiterung.