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Samarkand: Routes to Riches cover
BGG · needs curation

Samarkand: Routes to Riches

Queen Games · 2010

BGG #2769
2–545 min6.9
As members of merchant families in Samarkand: Routes to Riches, the players marry into other wealthy merchant families. They expand the trading routes of these families and establish trade relationships with other families. The player who gains the most victory points with relationships and goods will be the winner at the end of the game. Each turn, the players either marry into a merchant family or expand the trading route of a family they are already married into. To marry into a family, the player pays the cost of the family. Only two players may marry into each family. To expand the trading route of a family, the player must be married into the family and may pay for the route with the money of the family. The goal is to meet other families not met before (gaining trade relationship markers) and to reach goods spaces first (gaining goods tokens). When all families have established at least one trade relationship or one family has established five trade relationships, the game ends. Each player scores their goods cards with the corresponding goods markers they have acquired, the trade relationship markers they have collected, and their money. This entry has been split from the Winsome Games publication Age of Scheme: Routes to Riches. As the rules have been altered, number of players differs, and updates to the artwork have been made, the two games are regarded as separate entities.
Time's Up! Family cover
BGG · needs curation

Time's Up! Family

asmodee · 2010

BGG #2773
4–1230 min7.3
Time's Up! Family is a charades-based party game for teams of two or more players (and is best with teams of two). Before the game begins, each player looks at several cards featuring well-known items, crafts and animals and chooses some of them. Each player's cards are shuffled to form a deck, and this deck is used for each of the game's three rounds. In each round, team members take turns trying to get their teammates to guess as many words and phrases on the cards as possible in 30 seconds. In round 1, almost any kind of clue is allowed, and the cluegiver cannot pass on a card. In round 2, no more than one word can be used in each clue (but unlimited sounds and gestures are permitted); the cluegiver can pass on any card he likes, and the teammates can give only a single answer. In round 3, the cluegiver can use no words at all and can pass as often as he likes; again, teammates are allowed only a single guess. Give good physical clues in round 1, and they'll pay dividends down the road when you need to keep your mouth shut and gesture like a maniac before time's up!
Echoes of Time cover
BGG · needs curation

Echoes of Time

Cranio Creations · 2025

BGG #2776
2–430–60 min7.2
In a fantastic and untouched land, four factions govern different aspects of this world: the ocean depths with their dark abysses, the gentle hills with windy meadows and protected forests, the vast and endless expanses of the night skies, and the mysterious and unexplored underground tunnels. An ancient and powerful energy flows through these places, concentrating in hidden, inexhaustible sources. Controlling this power allows one to bend to their will life's most important aspect: time, and the rhythms it imprints on the environment and every being. Echoes of Time is a strategic game for 2-4 players in which you attempt to create the best-equipped fellowship of characters from different factions to conquer the sources of power. Try to control and modify the flow of time to outshine your opponents. The game includes more than one hundred cards with unique effects that you will use to build a new deck each game, and a "sliding tile" system guides you in managing the time needed for your cards to become usable, while simultaneously controlling the activation rhythm of their effects. —description from the publisher