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Lost Legacy: Flying Garden cover
BGG · needs curation

Lost Legacy: Flying Garden

Alderac Entertainment Group · 2013

BGG #3276
2–410 min6.7
Lost Legacy: Flying Garden is a game of risk, deduction, and luck for 2–4 players. You start the game with one card in hand from a deck of sixteen cards. On a turn, you do the following: Draw: Draw the top card from the deck and add it to your hand. Play: Choose one of the two cards in hand to play and place it face up in front of you. Effect: Carry out the played card's effect, after which the card is considered as discarded. End: If there is at least one card left in the deck, the turn goes to the next player; if not, the investigation phase starts. Using the investigation speed indicated on the card each player has in hand, players take turns guessing which player (whether yourself or someone else) holds the "Lost Legacy" card; this card might also be in the "Ruins", a location that holds one card at the start of the game and possibly acquires more cards during play. The player who guesses correctly wins; if no one finds the Lost Legacy, then everybody loses. By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play), up to six players can compete at the same time. This is the English release of the 16 cards Flying Garden set in Lost Legacy with new artwork. The Starship set is released separately.
The Dwarf King cover
BGG · needs curation

The Dwarf King

IELLO · 2011

BGG #3282
3–540 min6.5
The Dwarf King (Le Roi des Nains) is a trick-taking game played with a deck of 53 cards: three suits (Dwarves, Goblins and Knights) of thirteen cards each and fourteen special cards. The game also includes twenty contract tiles. The game is played over seven rounds. At the start of a round, the dealer randomly draws one special card, reads it to all the players, shuffles it into the deck, then deals the deck out evenly to all players. (The dealer for the first round is the game's owner; for subsequent rounds, the dealer is the one who took the 5 of Dwarves in the previous round.) The player who receives the 5 of Knights draws a contract tile, reads it, then chooses one of the two scoring rules on it to apply for that round. The player holding the 5 of Goblins leads on the first trick. Players must follow suit if possible, and the game includes no trump. The highest card played of the suit led wins the trick and leads to the next trick. Once all cards have been played, players tally their points (possibly negative), remove the special card and contract tile from the game, then shuffle for the next round. The player who scores the most points over seven rounds wins the game. Roots to Barbu