{"title":"Card Games","description":null,"products":[{"product_id":"corps-of-discovery","title":"Corps Of Discovery","description":"\u003cp\u003e“Thomas Jefferson bought (bargain-price) Louisiana from the French in 1803. This purchase more than doubled the size of the United States. Meriwether Lewis \u0026amp; William Clarke were chosen by Jefferson to Explore this vast, unknown region. They assembled a group of Soldiers, hunters, boatmen, and slaves (40-50 men) known as the Corps of Discovery. They set off from St Louis in 1804. They Traveled as far as the Pacific. The Expedition lasted two and a half years. They returned safely after mapping large areas, finding new plants and Animals and meeting many new Indian Tribes.”\u003c\/p\u003e \u003cp\u003eThe players compete to acquire the most discovery cards by making sets of four and seven cards. Solo victory conditions are also included.\u003c\/p\u003e","brand":"Tabletop Cards \u0026 Games","offers":[{"title":"Default Title","offer_id":53548805783852,"sku":"OTP641064","price":49.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0744\/9962\/1164\/files\/pic1436889.jpg?v=1786051853"},{"product_id":"arboretum","title":"Arboretum","description":"\u003cp\u003e\u003cem\u003e\u003cstrong\u003eArboretum\u003c\/strong\u003e\u003c\/em\u003e is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors.\u003c\/p\u003e \u003cp\u003eThe deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile.\u003c\/p\u003e \u003cp\u003eWhen the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player(s) with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn't have the most value for a color, she scores zero points for a path that begins and ends with that color. 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These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play.\u003c\/p\u003e \u003cp\u003eBattles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau.\u003c\/p\u003e \u003cp\u003eEach game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.\u003c\/p\u003e","brand":"Tabletop Cards \u0026 Games","offers":[{"title":"Default Title","offer_id":53550252196140,"sku":"ARCS","price":0.0,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0744\/9962\/1164\/files\/pic8966671.jpg?v=1786051785"},{"product_id":"boss-monster-the-dungeon-building-card-game","title":"Boss Monster: The Dungeon Building Card Game","description":"\u003cp\u003eInspired by a love of classic video games, \u003cem\u003e\u003cstrong\u003eBoss Monster: The Dungeon Building Card Game\u003c\/strong\u003e\u003c\/em\u003e pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of \u003cem\u003eBoss Monster\u003c\/em\u003e is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated — but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon.\u003c\/p\u003e \u003cp\u003ePlaying \u003cem\u003eBoss Monster\u003c\/em\u003e requires you to juggle two competing priorities: the need to lure Heroes at a faster rate than your opponents, and the need to kill those Heroes before they reach your Boss. Players can build one room per turn, each with its own damage and treasure value. More attractive rooms tend to deal less damage, so a Boss who is too greedy can become inundated with deadly Heroes.\u003c\/p\u003e \u003cp\u003ePlayers interact with each other by building rooms and playing Spells. Because different Heroes seek different treasure types, and rooms are built simultaneously (played face down, then revealed), this means that every \"build phase\" is a bidding war. 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But the colour of the card is not determined until the card is played, and the cat is let out of the box.\u003c\/p\u003e \u003cp\u003ePlayed over three rounds for three players, and four rounds for four, players begin by making a bid on the number of tricks they will win, based only upon the value of their hand cards. The cats on the cards have no colour at this point. Players will score for tricks they win, and score more for completing their bid.\u003c\/p\u003e \u003cp\u003eAs a player leads with a card from their hand, they declare its colour. A player's marker goes onto the communal research board, covering the value for that colour. Subsequent cards must have different values of the same colour if possible. However, a player may declare that they do not have any more cards of that colour, and so play the same value but in a different colour. That player now marks their own board for Do Not Have in that colour.\u003c\/p\u003e \u003cp\u003eThe highest card of the colour lead wins the trick, unless a card is declared as red, the trump colour.\u003c\/p\u003e \u003cp\u003eCrucially, all cards values and colours played out must be unique, otherwise a paradox is formed, ending the round.\u003c\/p\u003e \u003cp\u003eSo if a player is holding a 1,3,6, and yellow is lead, and only the yellow 1 remains open on the research board, the player is forced to play their 1 card as a yellow. But if that player has already claimed they Do Not Have yellow (as above), and if the other colours are also blocked on 1, 3 and 6, this causes a paradox. 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Sure, the Academy of Alchemy has been pretty brutal so far, but the end of the road is near. The final exam is going to be rough, but it’ll be worth it, if you manage to rise above your fellow students and win the title of Master Alchemist!\u003cbr\u003e At the end of the final exam, you’ll be judged on the quality of your potions, which can be measured by how many Alchemy Points you’ve managed to accrue. Do this before the lab fills up with too many toxic fumes and the exam is called to a halt.\u003c\/p\u003e \u003cp\u003eYou and your fellow students will start with the same basic chemicals and flasks. You’ll be combining your chemicals with the flasks of the correct size to brew magical potions.\u003c\/p\u003e \u003cp\u003eEach potion has its own effects and Alchemy Point values, and you’ll be able to use those potion’s effects throughout the game to help you gain more gold, alchemy points, more powerful chemicals, or even more powerful potions!\u003c\/p\u003e \u003cp\u003eBut some potions will also add to the amount of toxic fumes in the lab! There are several thresholds, that once passed, you’ll have to draw a toxin card and deal with those effects. 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Players take turns drawing cards and combining their special abilities to plunder the most loot without busting their entire hands.\u003c\/p\u003e \u003cp\u003eThe core of your turn in \u003cem\u003eDead Man’s Draw\u003c\/em\u003e is all in the flip: pulling the top card off the deck and using its special ability. Your turn isn’t over until you say it is, though. You can keep pulling cards as long as you like – until you play a card of a suit already seen, at which point you lose everything. Knowing when to stop and \"bank\" your cards is the biggest decision you make in Dead Man’s Draw, but being too timid lets braver opponents pass you up with bigger, more profitable turns.\u003c\/p\u003e \u003cp\u003eThe cards’ special abilities are key to success in \u003cem\u003eDead Man’s Draw\u003c\/em\u003e, and they build off of each other. 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You’re forced to draw at least two more cards.\u003c\/p\u003e \u003cp\u003eMap – Draw three cards from the discard pile and play one.\u003c\/p\u003e \u003cp\u003eMermaid – No ability, but worth more points (Mermaids are numbered 4-9 instead of 2-7).\u003c\/p\u003e \u003cp\u003eOracle – Look at the next card before deciding if you want to play it.\u003c\/p\u003e \u003cp\u003eSword – Steal an opponent’s previously banked card and play it.\u003c\/p\u003e \u003cp\u003eMany of these work well together, like using a Hook to re-play a Sword from your hand to steal an opponent’s Chest to go with your Key – racking up huge points by playing abilities well and not solely through the luck of the draw.\u003c\/p\u003e \u003cp\u003eAs soon as the deck is depleted, players total up the value of the highest card they’ve banked from each suit. 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But be warned, hidden in the Ages are Catastrophes: special rounds with adverse effects that force players to adapt their strategy.\u003c\/p\u003e \u003cp\u003eDoomlings adds a fun twist to hand management, by introducing the “Gene Pool” mechanic. Your Gene Pool is your hand size: it is unique to you, and it can increase or decrease through special Traits, or even Catastrophes. Doomlings includes 6 colorful Gene Pool counter cards, elegantly tracking how many cards you should hold at the end of your turn. There are opportunities to increase your Gene Pool (hand size), which can give your species a leg up by providing a larger pool of Traits to select from each turn.\u003c\/p\u003e \u003cp\u003eA lightweight card game for 2-6 players, Doomlings can be played casually amongst friends, or competitively by the gaming enthusiast family. Because there are no duplicate cards, and Age cards are chosen randomly, no two games are ever the same. 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Each turn, players simultaneously choose and reveal a card from their hand, then add the cards to the rows, with cards being placed in ascending order based on their number; specifically, each card is placed in the row that ends with the highest number that's below the card's number. When the sixth card is placed in a row, the owner of that card claims the other five cards and the sixth card becomes the first card in its row.\u003c\/p\u003e \u003cp\u003eIn addition to a number from 1 to 104, each card has a point value. After finishing ten rounds, players tally their score and see whether the game ends. (\u003cem\u003eCategory 5\u003c\/em\u003e ends when a player has a score greater than 74, for example, while \u003cem\u003e6 nimmt!\u003c\/em\u003e ends when someone tops 66.) When this happens, the player with the fewest points wins!\u003c\/p\u003e \u003cp\u003e\u003cem\u003e6 nimmt!\u003c\/em\u003e works with 2-10 players, and the dynamics of gameplay change the more players that you have. One variant for the game has you use only the lowest 34 cards, 44 cards, 54 cards, etc. (instead of all 104 cards) when you have three, four, five, etc. players. 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As members of a deep-sea expedition, you and your fellow crew are on a quest to locate the lost continent of Mu—but your success depends on precision, teamwork, and a shared sense of timing.\u003c\/p\u003e \u003cp\u003eEach mission presents a new puzzle made up of unique tasks: perhaps one player must win a specific card, while another must avoid it entirely. The trick? You’ll have to complete these challenges through standard trick-taking rules—like in traditional card games—but with extremely limited communication. Each round becomes a tightrope walk of strategic cardplay and silent coordination.\u003c\/p\u003e \u003cp\u003eBuilding on the acclaimed system of \u003cstrong\u003eThe Crew: The Quest for Planet Nine\u003c\/strong\u003e, this sequel introduces a more dynamic mission system with variable difficulty levels, a fresh deck of task cards, and improved scalability for different player counts. 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During each mission it is not the number of tricks but the right tricks at the right time that count.\u003c\/p\u003e \u003cp\u003eThe team completes a mission only if every single player is successful in fulfilling their tasks.\u003c\/p\u003e \u003cp\u003eThe game comes with 50 missions, with three additional missions published in \u003cem\u003espielbox\u003c\/em\u003e 2\/2020.\u003c\/p\u003e","brand":"Tabletop Cards \u0026 Games","offers":[{"title":"Default Title","offer_id":53550791033132,"sku":"THK691868","price":14.89,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0744\/9962\/1164\/files\/pic5687013.jpg?v=1786052217"},{"product_id":"torchlit","title":"Torchlit","description":"\u003cp\u003eEvery adventurer dreams of delving into a monster-packed dungeon and returning home to bask in fame and fortune. However, choosing the right dungeon can be tricky. Some have barely any monsters, while others are teeming with adventurers eager to split the spoils. And lurking behind it all is the fickle Dungeon Warden, forever tugging at the strings of fate. It’s no wonder adventurers carry a torch to light the way.\u003c\/p\u003e \u003cp\u003eIn this trick-taking game, you must decide when to win tricks and when to increase the value of the number of tricks you think you might take. However, points are limited, so if any players end up taking the same amount of tricks, they must divide the points among themselves. 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After being dealt a hand of cards, the players choose from various characters (such as King or Gambler) that change how they will participate in the game.\u003c\/p\u003e \u003cp\u003eThe basic game consists of three rounds of trick-taking, and the winner will be the person that wins the most tricks in two of the three rounds. Alternatively, if no one achieves that condition, if a player has taken no tricks in all three rounds, they will be the winner.\u003c\/p\u003e \u003cp\u003eThe game also features a higher priority victory condition and a lower one. Each character in the game grants the player a special \"immediate victory\" condition that could be achieved. 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