variable player powers

Munchkin: Axe Cop

Munchkin Axe Cop is a simple, lightweight multiplayer "take that" style card game. Cards represent character abilities, items, monsters to fight, and cards to make monsters harder to defeat (for monsters other players are fighting) or easier to defeat (for you). Every time you defeat a monster, you go up a level. The first player to level 10 wins.

This is a core set for Steve Jackson's Munchkin game, based on the hit webcomic by Ethan Nicolle (age 29) and his brother Malachai (age 6). It can be combined with other games in the series.

The game doesn't have any new mechanics and should be easy to learn for anyone who's played one of the other Munchkin games. Hirelings are included and are called allies. There are four classes: Cop, Man, Soldier, and Warrior (which is identical to the class of the same name in fantasy Munchkin). This set also has powers; there are seven of them with two cards each, for a total of 14 cards. The mechanics of powers are exactly the same as in the other Munchkin sets that have them.

Several Santa monsters are included, as well as two new monster categories, Alien and Robot, which currently aren't recognized in any of the other Munchkin games.

It's not necessary to know anything about the Axe Cop webcomic in order to enjoy this set.

Part of the Munchkin series.

Mission: Red Planet

The year is 1888, and Steampunk technology has advanced at a prodigious rate! Probes have been sent to Mars, and soon astronauts will be manning rockets in order to mine the planet for newly discovered resources. The first is a brand new element, Celerium, that could prove to be a combustible energy source the likes man has never seen. The second is Sylvanite, an incredibly dense material unlike anything found on earth. In addition to these resources, glaciers have been discovered on the planet. Whoever controls these icy masses could work to create a livable atmosphere on Mars

In Mission: Red Planet, players work as mining companies compete to send astronauts to Mars in order to colonize and mine for recently discovered materials. Over the course of 10 rounds, players play one of their special agents every round to help fill the rockets heading to Mars with their own astronauts while simultaneously working to prevent their opponents from doing the same. Once landed, these astronauts must gather to control specific regions of the planet, each yielding one of the three resources: Celerium, Sylvanite, or Ice. After rounds 5 and 8, players gain score tokens for every region where they control the majority of the astronauts. At the end of the game, players score one final time, adding any bonuses received from Discovery Cards and Bonus Cards. The player with the most score tokens at the end controls Mars, and all the riches it can bring!

From Bruno Faidutti's website:

This one, designed with Bruno Cathala, started with the theme. We wanted to make a game about colonizing Mars, with shuttles leaving the blue planet towards the red one. The theme is strong, and well caught in the steampunk graphic style decided by Asmodée. In Mission: Red Planet, each player plays a colonial power which sends astronauts, in space shuttles, to occupy the most promising zones on the planet. For scholars, the systems merge a majority game, à la El Grande or San Marco, with a character/action card system, somewhere between Citadels and Hoity Toity/Adel Verpflichtet. Nothing really new here, but there was much work on it and we're really proud of the result.

Merchants of the Middle Ages

A Medieval game of trade and commerce, Die Händler is set in Europe, where trade wagons carry wares between six cities on the board. Essentially, players buy goods, load them onto wagons and send them for maximum profit in other cities.

The whole game looks very inviting. The medieval cities depicted on the board, together with the player crests, cardboard coins, money pouches, sticker decorated wagons and wooden commodity pieces, immediately creates the right atmosphere for the players.

There are six cities - Paris, Cologne, Brugge, Gent, Vienna and Genoa - which are interconnected by roads. Three wagons carry goods from one city to another. No-one owns the wagons or controls any of them single-handedly, and in principle a player can put commodities on any transport. There are six different commodities - salt, iron, wine, silk, cloth and food - all of limited supply.

The goal of the game is to make money by delivering goods to the towns, and use the money to buy increases in status. The game ends after a certain number of deliveries have been made and the winner is the player with the highest level of status.

Hunting Party

German Stategy meets American Fantasy!

Hunting Party has simple, yet elegant, mechanics that come together to create deep, interactive gameplay. In Hunting Party, players race to kill the Dark Agents and solve the prophecy by building the destined party from 36 unique Hunters. Players will hire hunters by bidding with shares of the King's Bounty. These hunters will give players the skills they need to hunt, and the abilities to make a difference. With your share of the bounty, you can buy items that will increase your party's skills, abilities, or even level up your hunters into champions.

Hunting Party is psychologically intense in the bidding of hunters, misleading of the prophecy, and in making deals of both cooperation and aggression. Players must balance the utilization of their shares and gold while planning carefully how they will use their hunters' abilities and their items to create opportunities and combos. However, the main challenge of Hunting Party is the use of Multiple Build Paths. Players are repeatedly asked,

How do you want to play?

Do you want to build a large party, a cheap party, a party of champions, a diversified party, or a specific one?

Do you want to focus on ability combinations, killing Dark Agents, or attacking other players?

Do you want to hoard gold, hoard items, or solve the Prophecy?

It's all in how you want to play!

Each game, you'll start off with a different Hero, a variable game board, and a different prophecy to solve, ensuring that you'll never play the same game twice.

Online Play

VASSAL (real-time or PBEM)

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.