Core Connection: Rise of Atlantis...
$0.00
Core Connection is a deck-building card game for 2-4 players in which you take on the role of a pilot of a Resonant, a giant mecha, fighting to free society from the tyrannical reign of its oppressors! Pilot your Resonant with unique tactics and upgrade it with enhancements to defeat the army of Atlantis!
Rise of Atlantis is the base Core Connection game and comes with everything needed to start playing!
Cosmic Encounter (Library)
$0.00
Build a galactic empire...
In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp.
This classic game of alien politics returns from the warp once more!
In Cosmic Encounter, each player becomes the leader of one of dozens of alien races, each with its own unique power. On a player's turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. Both sides can invite allies and play cards to try and tip the encounter in their favor.
The object of the game is for players to establish colonies in other players' planetary systems by landing their ships on the other players' planets. The winner(s) are the first player(s) to have five colonies on planets outside his or her home system. The players must use force, cunning, and diplomacy to ensure their victory. And, because alliances are a key part of the game, multiple players can win together!
Cosmic Encounter Duel (Library)
$0.00
The Cosmic Citizenship Council has announced it will allow two new alien species to join its ranks, but they forgot to make two copies of the filing form — which means that only one species can join! Now, the two candidates must battle for control of the planets to determine who deserves the right to become a Certified Civilization.
Cosmic Encounter Duel is a competitive standalone two-player game in the Cosmic Encounter universe in which you and your closest frenemy race to be the first to control five planets. Each of twenty-seven alien species comes equipped with its own unique abilities that play with the game mechanisms in some way, offering you an edge in the fight, e.g., the Cheater, who can reserve an additional tactic that they can put toward any fight in the game — as long as their opponent doesn't call out how they're trying to "cheat". How your game of Cosmic Encounter Duel plays out will inevitably be affected by which powers each dueling species has and how they play off of one another.
In addition to your unique species and its ability, you have twenty spaceships to traverse the cosmos and maintain control over the five planets you need to become a Certified Civilization. As long as you have a ship on a planet, you have control of it, even if your opponent also has ships there and you must share control. You can deploy these ships to fight in duels, use them to act as reinforcements, or draw them back for a tactful retreat. Just don't lose them to the Warp or let them be claimed by the black void between the stars and end up lost in space forever!
To play, players draw and resolve Destiny cards, which come in three types: Discovery cards, Event cards, and Refresh cards. Discovery cards have you and your opponent discover a planet and duel for control, while Event cards ask you both to test your mettle against a variety of challenges and cosmic calamities, and Refresh cards offer a respite in which you can recover ships, gather allies, and ultimately prepare for another clash.
At the start of a duel, you and your opponent secretly decide how many ships to send to the planet, and once they have been deployed, you can call upon any befriended envoys. To plan your attack, you secretly choose a card from your hand and a standing tactic from your collection to either guard your ships or blast your opponent's ships, then you fight, sending ships to face-off for control of the planet until the winner claims their prize while the loser retreats. After you and your opponent resolve a Destiny card, you check the icon on the bottom of the card to determine which deck to draw from next, then the race continues.
Coup (Library)
$0.00
You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.
Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.
Courtisans (Library)
$0.00
Tonight, the queen holds a banquet that everyone will attend. Will they leave a good impression? Backstabbing is fair game, and no trick is too dirty if it allows you to place your favorite families in the spotlight.
In Courtisans, you receive and play three cards on each of your turns. One is played at the Queen's table to sway a family's influence, whether in a positive or negative manner. The two other cards are played in your domain and in an opponent's domain, and they can be worth positive or negative points, depending on their family's status at the end of the game. Choose where best to place your three cards if you want to end up with the most points and win.
Cowboy Bebop: Space Serenade (Library)
$0.00
Cowboy Bebop: Space Serenade is a competitive deck-building game with 2 to 4 players in which you play one of the four members of the famous Bebop crew.
Each player tries to prove that he is the best bounty hunter by getting the most reputation points at the end of the game. To do so, they will have to capture the criminals wanted by the ISSP, in a spirit of limited collaboration.
During the game, players will be able to buy cards that will allow them to improve their personal deck, in order to better manage the resources necessary for their victory. They will also be able to move from planet to planet with gas or use their special abilities and even those of other players if they have in the same place as them.
The game ends when the terrible Vicious is captured or has fled.
CO₂ (Library)
$0.00
In the 1970s, the governments of the world faced unprecedented demand for energy, and polluting power plants were built everywhere in order to meet that demand. Year after year, the pollution they generate increases, and nobody has done anything to reduce it. Now, the impact of this pollution has become too great, and humanity is starting to realize that we must meet our energy demands through clean sources of energy. Companies with expertise in clean, sustainable energy are called in to propose projects that will provide the required energy without polluting the environment. Regional governments are eager to fund these projects, and to invest in their implementation.
If the pollution isn't stopped, it's game over for all of us.
In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise, while learning still more from others.
In CO₂, each region starts with a certain number of Carbon Emissions Permits (CEPs) at its disposal. These CEPs are granted by the United Nations, and they must be spent whenever the region needs to install the energy infrastructure for a project, or to construct a fossil fuel power plant. CEPs can be bought and sold on a market, and their price fluctuates throughout the game. You will want to try to maintain control over the CEPs.
Money, CEPs, Green Power Plants that you've built, UN Goals you've completed, Company Goals you've met, and Expertise you've gained all give you Victory Points (VPs), which represent your Company's reputation – and having the best reputation is the goal of the game ... in addition to saving the planet, of course.
Cranium Cadoo (Library)
$0.00
A version of Cranium "scaled down" for kids, although the game should still appeal to adults who like Cranium. Here's the manufacturer's information:
"With a variety of hilarious activities, Cranium Cadoo gets kids thinking, creating, giggling, grinning, and laughing like crazy as they try to get four in a row to win. With so many different activities, there is something in Cranium Cadoo that will make every kid hoot and high-five. They might even discover a talent they never knew they had!
And kids just love the cool Cranium Clay, funky tokens, and especially the Secret Decoder Mask. Whether kids love to act, puzzle, sketch, sculpt, or even crack secret codes, Cranium Cadoo has something for everyone…including you!"
Creature Comforts (Library)
$0.00
Life in the forest is a lot of fun, at least while the sun is shining and the leaves are on the trees. Those days don’t last forever though, and long before the weather starts to change, the wise animals start to harvest for the long cold winter ahead. You will spend many months tucked into your burrow and you want to make it as cozy as possible. A nice bowl of soup, a comfortable rocking chair, and some toys and games will go a long way to make those dark winter days pass by quickly.
In Creature Comforts, you spend the Spring, Summer, and Fall gathering different goods from the forest and spending them to collect items that will make your home more inviting while the world outside is covered in a layer of snow. Each round you send family members out to various locations in an attempt to gain supplies. If they fall short of their goal, they’ll learn a lesson and be better prepared next time. The family that has created the most comfortable den wins the game.
Crimopolis (Library)
$0.00
Set in 1926, you are an unsuccessful gangster in a petty town. Tired of doing small jobs that only earn stress and scars, you dream of putting the hype on big time. The rumble on the street is the big guys in the big cities are pulling the big dough, and you want to be the most prestigious of them all.
Crimopolis is a fast-paced strategy board game about bean-shooters, chippies, and sugar in a city where nothing counts but underground influence. Recruit criminals, explore the city, execute illicit jobs, ambush others, and take over their assets. Grow your skills and abilities, so you can counteract when reporters and enemies get in the way.
Players explore a city area by moving gangsters further and further away from their headquarters. Tiles feature streets and city blocks with parks, banks, graveyards, churches, lakes, etc. Players assemble gangsters and execute jobs. The trickier the job the more prestige they earn. Taking over other players' assets also gains prestige as well as end game contributions such as city influence, body count, and hidden skills. The player with the most prestige wins.
Crimopolis is a mixture of a Eurogame featuring strategy with multiple winning paths and downplaying luck, and an Amerigame allowing for an immersive 1920s gangster theme with direct player conflict and highly intuitive rules. The game length can be freely adjusted: shorter games increase luck, longer games deepen gameplays. The recommended game length balances both and allows for family game nights with players of different ages.
Crimopolis was awarded Best Physical Game of 2020 by NZ Games Festival.
Crokinole (Library)
$0.00
Crokinole is a traditional two- or four-player dexterity game, played on a circular wooden board, with 3 rings and an inner recessed 'bullseye'. A ring of posts is set around the inner circle, which functions as an obstacle to reach this area. Playing pieces are wooden circular disks similar to checkers pieces. Players take turns shooting disks across the board by flicking them with their fingers in an effort to land them in the highest scoring ring on the board, the highest score (20 points) achieved by shooting a disk into the centre, recessed hole. From the outside in, rings are worth 5, 10, 15 points.
As a traditional game, there are often many variations played, but the following method is based on the National Crokinole Association's rules which also govern the World Crokinole Championship.
Each disk to be shot must be placed on the outer boundary and within the shooting player's quadrant. If there are no opponent's disks on the board, the shot disk must land in the inner ring or it is removed. If there is an opponent's disk on the board, the shot disk must hit an opponent's piece, either directly, or by bumping another disk into it. Disks landing in the centre hole are removed and scored at the end of the round. Disks that lie outside--or are touching--the outer boundary after each shot are removed from play for the round.
The player to score the most points wins the round and scores 2 points, and if a tie, each player scores 1 point. A "game" is usually played to four rounds. The number of "games" in a match is set by the tournament.
Alternatively, play is to a set score, usually the first player or team to 100, and each round is scored by cancellation. For example if Player One scores 250, and Player Two scores 225, then Player One will add 25 to his/her game score
Cry Havoc (Library)
$0.00
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
Curse of Strahd - D&D...
$15.00
So You Want to Play Curse of Strahd: A Player's Primer on Enjoying the Game
Curse of Strahd is an exciting, tense, fast-paced adventure. It is a vivid exploration of classic gothic horror tropes and monsters, from werewolves to vampires, ghosts, and more. It is a true sandbox, providing players with the freedom to make their own choices and build the kind of adventure they enjoy. It is an unabashedly character-driven campaign, giving your player character an incredible chance to shine and make their mark on the story your group tells.
However, Curse of Strahd is also a brutal, stressful, and alienating experience. Your character will be trapped in a bleak, gothic land quite different from the world they know. The adventure contains several encounters and areas that will likely be far beyond your capabilities when you first encounter them. It does not provide routine or readily-available loot or magical items.
For a player who’s not expecting it, Curse of Strahd can suck. Really suck. Let me put it this way: if you want the freedom to engage in combat and exploration without worrying about the potential risks, this is very possibly not the campaign for you. Likewise, if you are potentially triggered by gruesome depictions of horror or psychologically disturbing relationships, or if you prefer a D&D campaign that features only victories or setbacks (rather than the potential for outright defeat), you might want to try a different module.
Now, if you’re still around, stick with me - because there are reasons to play this (excellent, engaging, incredibly memorable) campaign.
You should play Curse of Strahd if you:
love gothic horror tropes and themes
want to engage with a character-driven story that pushes you to develop relationships with multiple vivid NPCs and factions
prefer roleplay, investigation, and relationship-building to combat or dungeon-delving
enjoy setting your own goals and pursuing means of achieving them
enjoy facing an active, powerful, and personally antagonizing villain
want to participate in a tense, adrenaline-fueled experience that will create memories to last a lifetime
If, after reading this far, you think Curse of Strahd may be the campaign for you, awesome! You’re in for a fantastic time. With that said, here are a few protips to succeeding in the course of this campaign:
Intrepid adventurers and sadistic murderhobos don’t last long in Barovia. Don’t tread from the beaten path unless you have good reason to, and don’t alienate or antagonize NPCs if you can avoid it. Make more friends than enemies. Don’t go searching for treasure, fortune, or fame - because you will probably die a horrible death.
Remember that you are not your character, and invest real time in developing their thoughts, personality, and motivation. Externalize failure, and use setbacks or defeat as an opportunity to explore your character’s perspective and personal growth.
Play smart. Many of the enemies in this adventure cannot be overcome easily in direct combat. Use guile, preparation, subterfuge, diplomacy, and research to achieve your goals.
Spend time engaging with the other characters, even when not discussing plans, tactics, or objectives. Learn about their fears, their perspectives, and their experiences. Build meaningful relationships, not apathetic battle teams.
Outside goals are hard (if not impossible) to achieve in Barovia. It's worth working with your DM to create a character driven to Barovia for some purpose that can only be fulfilled within its borders. Make sure to speak with your DM about how to shape your backstory into something that can be relevant in the world of Barovia.
Try to remove yourself from the “XP and loot” model of progression in traditional campaigns and video games, and instead try to enjoy the narrative progression of winning allies, fulfilling objectives, and advancing the story of the campaign and player characters.
Don't try to play an apathetic or evil player character unless you are 100% sure that you can pull it off while being a supportive team player and engaging the story like a normal PC. Seriously. You'll make this adventure a lot more difficult and unenjoyable for your DM, and you'll be cheating yourself out of a fun experience. You don't need to play a knight in shining armor, but you definitely shouldn't play a villain.
Curse of Strahd, as-written, is full of disturbing and graphic content. If you are potentially triggered by elements of child abuse, murder, stalking, gaslighting, racism, torture, mind control, cannibalism, situations paralleling sexual assault, child death, references to stillbirth/miscarriage, abuse of those with disabilities or mental illness, animal cruelty, body horror, child abandonment, portrayals of alcoholism or drug abuse, potential incest, implied necrophilia, or suicide, speak with your DM about potentially working around or entirely avoiding these elements.
Oh - and don’t Google anything related to the campaign.
The Web, after all, is dark, and full of spoilers.
Have fun!Credit: DragnaCarta from Reddit for the description.
Cursed Court (Library)
$0.00
The intrigues and scandals of the realm's greater nobility are a subject of fixation, and even obsession, for the entire kingdom. Most especially for the minor nobility, whose fortunes can be elevated — or shattered — by what happens at court.
In Cursed Court, you must consider both public and hidden information, some of the latter shared among different pairs of players, when wagering your limited influence in each season of the year. As the machinations of the nine key nobles are progressively revealed, your fortunes rise and fall. After three years, a winner is crowned.