Brent Beck's trick-taking game is similar to Oh Hell!, Wizard, and Spades, with players needing to state how many tricks they think they'll win each round.
Description:
Pirates and other special cards add to the unique strategy, which includes an emphasis on Nil bidding. Mermaids will definitely be used, but use of the White Whale, Kraken, Loot and special Pirate Abilities are up to the knowledge level of the players. And be the first to see the new Skull King expansion pack!
Compete to collect magical items. Powerful action cards will help or hinder you along the way. The stakes rise with each card played. Balance the desire for points wisely as you push your luck.
Description:
The goal of the game is to collect the most Magic Marks. Players collect Magic Marks by gathering sets of Talismans into their Trove. Each turn a player must draw at least one card and try to place it in the Enchanted Forest. Drawing additional cards will depend on how far they are willing to push their luck. Players try to complete Collections. A Collection is either 1 of each of the 5 Talismans OR 4 of the same Talisman (regardless of color). Each Collection marker card is worth 10 Magic Marks and cannot be stolen. At the end of the game, all players count their Collection marker cards and Talisman cards. Each Collection marker card is worth 10 Magic Marks. Remaining Talisman cards in a playerÄôs Trove are each worth 1 Magic Mark. The Magician with the most Magic Marks wins.
Compete to collect magical items. Powerful action cards will help or hinder you along the way. The stakes rise with each card played. Balance the desire for points wisely as you push your luck.
Description:
The goal of the game is to collect the most Magic Marks. Players collect Magic Marks by gathering sets of Talismans into their Trove. Each turn a player must draw at least one card and try to place it in the Enchanted Forest. Drawing additional cards will depend on how far they are willing to push their luck. Players try to complete Collections. A Collection is either 1 of each of the 5 Talismans OR 4 of the same Talisman (regardless of color). Each Collection marker card is worth 10 Magic Marks and cannot be stolen. At the end of the game, all players count their Collection marker cards and Talisman cards. Each Collection marker card is worth 10 Magic Marks. Remaining Talisman cards in a playerÄôs Trove are each worth 1 Magic Mark. The Magician with the most Magic Marks wins.
Compete to collect magical items. Powerful action cards will help or hinder you along the way. The stakes rise with each card played. Balance the desire for points wisely as you push your luck.
Description:
The goal of the game is to collect the most Magic Marks. Players collect Magic Marks by gathering sets of Talismans into their Trove. Each turn a player must draw at least one card and try to place it in the Enchanted Forest. Drawing additional cards will depend on how far they are willing to push their luck. Players try to complete Collections. A Collection is either 1 of each of the 5 Talismans OR 4 of the same Talisman (regardless of color). Each Collection marker card is worth 10 Magic Marks and cannot be stolen. At the end of the game, all players count their Collection marker cards and Talisman cards. Each Collection marker card is worth 10 Magic Marks. Remaining Talisman cards in a playerÄôs Trove are each worth 1 Magic Mark. The Magician with the most Magic Marks wins.
Compete to collect magical items. Powerful action cards will help or hinder you along the way. The stakes rise with each card played. Balance the desire for points wisely as you push your luck.
Description:
The goal of the game is to collect the most Magic Marks. Players collect Magic Marks by gathering sets of Talismans into their Trove. Each turn a player must draw at least one card and try to place it in the Enchanted Forest. Drawing additional cards will depend on how far they are willing to push their luck. Players try to complete Collections. A Collection is either 1 of each of the 5 Talismans OR 4 of the same Talisman (regardless of color). Each Collection marker card is worth 10 Magic Marks and cannot be stolen. At the end of the game, all players count their Collection marker cards and Talisman cards. Each Collection marker card is worth 10 Magic Marks. Remaining Talisman cards in a playerÄôs Trove are each worth 1 Magic Mark. The Magician with the most Magic Marks wins.
Compete to collect magical items. Powerful action cards will help or hinder you along the way. The stakes rise with each card played. Balance the desire for points wisely as you push your luck.
Description:
The goal of the game is to collect the most Magic Marks. Players collect Magic Marks by gathering sets of Talismans into their Trove. Each turn a player must draw at least one card and try to place it in the Enchanted Forest. Drawing additional cards will depend on how far they are willing to push their luck. Players try to complete Collections. A Collection is either 1 of each of the 5 Talismans OR 4 of the same Talisman (regardless of color). Each Collection marker card is worth 10 Magic Marks and cannot be stolen. At the end of the game, all players count their Collection marker cards and Talisman cards. Each Collection marker card is worth 10 Magic Marks. Remaining Talisman cards in a playerÄôs Trove are each worth 1 Magic Mark. The Magician with the most Magic Marks wins.
Brent Beck's trick-taking game is based on Oh Hell!, Wizard and Spades - players state how many tricks they think they'll win each hand. Winner receives a special prize package worth over $250!
Description:
Pirates and other special cards add to the unique strategy, which includes an emphasis on Nil bidding. Mermaids will be used, but no White Whale, Kraken, Loot or special Pirate Abilities. Players will play in 2 preliminary rounds; top scorers will advance to elimination play.
Vintage rummy gets renovated in this quirky game. Your goal is to play cards into patterns quicker than others.
Description:
If a cards becomes available that is needed to complete your pattern, you'll have to beg your neighbors to give it up. But don't get too greedy or you might end up stuck with a bunch of stuff you don't want. Full of nostalgia and emotion for those old time treasures.
Vintage rummy gets renovated in this quirky game. Your goal is to play cards into patterns quicker than others.
Description:
If a cards becomes available that is needed to complete your pattern, you'll have to beg your neighbors to give it up. But don't get too greedy or you might end up stuck with a bunch of stuff you don't want. Full of nostalgia and emotion for those old time treasures.
Vintage rummy gets renovated in this quirky game. Your goal is to play cards into patterns quicker than others.
Description:
If a cards becomes available that is needed to complete your pattern, you'll have to beg your neighbors to give it up. But don't get too greedy or you might end up stuck with a bunch of stuff you don't want. Full of nostalgia and emotion for those old time treasures.