Hand Management

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you'll be moving across water, of course, and that's where the sails come in.

As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they've created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead.

Ticket to Ride: Rails & Sails puts a few twists on the T2R formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.)

Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap.

Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.

Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city.

Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.

Bullfrogs

“Just as water retains no constant shape, in warfare there are no constant conditions.” –Sun Tzu

Weapons clash, water splashes and the booming battle cries of armored bullfrogs ring out across the moonlit swamp. Amphibian armies leap from lily pad to lily pad in their desperate struggle to win control of the pond.

Suddenly, a shout of triumph rises up. Enough warriors have finally entered battle on a lily pad to dominate the fight and assure victory for their side. Overloaded, the lily pad sinks into the swamp.

Frogs scatter from the sinking lily pad to the surrounding ones, coming to aid their allies or sabotage their foes, their weight causing the lily pads to drift away across the cold, glittering water. The winning commander must understand the ripple effects of every move, and avoid acting to win a single battle at the cost of losing the war.

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In Bullfrogs, 2-4 players ages 8+ take control of warring factions of frogs and fight over lily pads in a pond over the course of 20-40 minutes.

Covert

Control your network of spies, gather intel, and break codes in Covert, a game of tactical dice placement, set collection, and timing set in Cold War Europe. Players race to complete high risk Missions by deploying their agents and acquiring the necessary equipment, all while keeping an eye on the needs of future missions and the advances of rival agencies.

Each round, players roll their hand of dice and in turn allocate them to different actions, like moving their Agents, acquiring Agency Cards, completing and acquiring new Missions, and more. Dice are placed on action circles that require players to place their dice numerically adjacent to dice that have already been placed, allowing for rival agencies to thwart their plans — but a good Agent always has a backup plan, and there are ways around everything that stands in your way.

Covert combines simple concepts with a depth of play that allows players the freedom to combine special abilities and card combos to complete their Missions and overcome obstacles. Utilize your assets. Make your move. Don't let anyone stand in your way.

Pandemic: Reign of Cthulhu

Beings of ancient evil, known as Old Ones, are threatening to break out of their cosmic prison and awake into the world. Everything you know and love could be destroyed by chaos and madness. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity.

In Pandemic: Reign of Cthulhu, you'll experience the classic Pandemic gameplay with an horrific twist that'll have you face twelve Old Ones, each threatening the world with their unique powers. As players take on the roles of investigators attempting to seal a series of portals before monsters of unspeakable horror pour into our world there is, of course, a high risk of the investigators losing their own minds.

Instead of curing diseases like in the original Pandemic, players seal portals and shut down cults in the classic New England fictional towns of Arkham, Dunwich, Innsmouth, and Kingsport. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity and the evil that lurks beneath your feet...

Dragon Lairds

In this cousin of Saint Petersburg, each player represents a monarch dragon clan, and attempts to assert herself as the Dragon Monarch by game end, by securing the most Royals (victory points). In order to facilitate this process, players will use their Geld (money) to hire Dragon Lairds (aristocrats) and buy Resources (buildings) and Commoners (peasants). You can use precious Royals (your victory points) to acquire Dragon Havocs, which empower you to do anything from getting extra cash, to stealing things from your opponents. The Havocs tend to be one-shot little guys, however, and are always discarded to the bottom of the discard deck, as far out of reach as possible from those cards that pilfer the discard pile.

At the end of each round, you accumulate the Geld and Royals that your acquisitions generate for your clan. At the end of the game, you additionally receive any Finale Royals on cards as end-game victory points.

From the Margaret Weis web site:
Deep in the heart of an island continent, many years ago, was a long forgotten land of ancient Saureans… Dragons of all sizes and shapes, who had, through the generations tamed the foolish races of men, dwarves, and elves that lived among them. Over the centuries, they refined their techniques and now were trying to gain control over all the surrounding dragon countries. There could be only one Dragon Monarch, but who would it be?

At the start of the game, each player is given a dragon clan and chooses to play either the king or queen of that clan. The object is for your clan to score the most points in Royals by the end of the game and thus become the ruling Dragon Monarch.