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Lost Legacy: Second Chronicle – Vorpal Sword & Whitegold Spire cover
BGG · needs curation

Lost Legacy: Second Chronicle – Vorpal Sword & Whitegold Spire

Alderac Entertainment Group · 2015

BGG #4827
2–610 min6.8
In the distant past, a starship from a faraway world appeared in the sky. Damaged in battle, the craft broke apart and traced lines of fire across the horizon. These falling stars crashed to the surface, and in the ages to come, became enshrined in legends as the Lost Legacy. Discover where the Lost Legacy can be found and win the game! Lost Legacy: Second Chronicle contains two sets of game cards: Vorpal Sword and Whitegold Spire. Each set can be played independently or mixed together with other sets to create a unique custom set. As for how to play, Lost Legacy 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. In Whitegold Spire, when someone discovers the Lost Legacy, the game ends, everyone tallies the value of the cards they've played and the card left in hand, and whoever has the highest total wins. 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.
Origami cover
BGG · needs curation

Origami

DV Games · 2017

BGG #4829
2–415–30 min6.6
The greatest origami masters face off for the title, using their magic to make origami creations come to life! Can your knowledge of the art of folding paper impress the judges and earn you the title of "Best Origami Artist"? Origami is a fast, fun card game for everyone! You won't need to fold any paper, except for one: You can make your very own first player origami sculpture! During the game, you collect folds to play origami cards, scoring additional points when you use special abilities.
Conquest of the Fallen Lands cover
BGG · needs curation

Conquest of the Fallen Lands

Assa Games · 2005

BGG #4837
3–590 min6.8
In Conquest of the Fallen Lands, you and your fellow players have a task to free a land invaded by vile hordes of monsters, and win back the treasures they plundered. The game board is composed of hex tiles representing orc scouting parties, encampments, fortifications, dragons, etc. Each tile has a difficulty level. Players take turns conquering these tiles by playing troop cards on them. Each conquered tile creates new opportunities to tackle tougher tiles around it, both for you and your opponents (so you have to be careful!). Conquering a tile gets you a reward equal to its difficulty level. This money is used in the game to purchase assets and abilities, and it is also used to determine who has won this game, once it's over. A number of magic cards introduce a variety of special effects and abilities that can greatly benefit the players. The game includes two rule sets, Normal and Advanced, that play very differently: The Normal game is very accessible; it is a lighter game that plays with little downtime and yet has a lot of strategic depth. The Advanced rules lead to a more complex game that can sometimes be a bit of a brain burner. It also moves at a much slower pace.
Valley of the Mammoths cover
BGG · needs curation

Valley of the Mammoths

Descartes Editeur · 1991

BGG #4838
3–6180 min6.4
While fleeing from starving wolves and wild sabretooth tigers, will your tribe of cavemen manage to survive in, let alone conquer, the merciless Valley of the Mammoths? Will it escape the stampeding woolly rhinoceroses and the massive mammoths, only to be reduced to paté under the heavy clubs of their rival tribes? In these chaotic times, man must fight for everything, his adversaries are without pity, and nature herself is in a state of violent upheaval. In Valley of the Mammoths, you must contend not only with rival tribes (the other players) but also with wild, untamed, unpredictable nature. To feed themselves, your tribe will have to devote themselves to hunting, gathering and fishing. They may even attempt to innovate by developing agriculture... But all is not peaceful in the Valley, opposing tribes will attempt to hunt YOUR bison & mammoths, to gather YOUR fruits & roots, to fish YOUR rivers & lakes... and to even steal YOUR WOMEN! You will have to fight them off, and protect your food supply... all the while keeping a watchful eye on the smoldering volcanoes - after all, one never knows. Originally published only by Ludodelire in French. Re-published in both French and English with some updates 2001 by Descartes. A winner of the 1989 Concours International de Créateurs de Jeux de Société. Expanded by: La Vallée des Mammouths: L'extension
Dungeons & Dragons Miniatures cover
BGG · needs curation

Dungeons & Dragons Miniatures

Wizards of the Coast · 2003

BGG #4841
260 min6.6
This game is sold as Entry Packs and Expansions. The Starter Set gives new players everything they need to play fast skirmish battles. They get 12 pre-painted miniatures, a stat card for each miniature, two double-sided battle maps, a 20-sided die (d20), damage counters, Quick-Start Rules, Advanced Rules, and a spell effect template. Special hints for beginners gets them playing quickly. It allows three different ways to play: 1. Play using the competitive D&D skirmish rules in the Entry Pack. 2. Represent characters and monsters in the D&D roleplaying game 3. Collection for D&D Fantasy. The skirmish rules allow players to compete in a war bands fight. Winner is the player whose war band eliminates enemy creatures equal to its own cost. There are also various other victory conditions. Expanded by Dungeons & Dragons Miniatures Handbook Dungeons & Dragons Fantastic Locations: Fane of the Drow Dungeons & Dragons Fantastic Locations: Hellspike Prison Dungeons & Dragons Fantastic Locations: Dragondown Grotto Dungeons & Dragons Fantastic Locations: The Frostfell Rift Dungeons & Dragons Fantastic Locations: City of Peril
Munchkin Apocalypse cover
BGG · needs curation

Munchkin Apocalypse

ADC Blackfire Entertainment · 2012

BGG #4846
3–690 min6.4
Munchkin Apocalypse is a core set in the Munchkin series with an end of the world theme that includes natural disasters, zombie takeovers, Armageddon, alien invasions, nuclear war, etc. And while this is still a standard Munchkin game where you try to level up by killing the monsters, stealing the treasure, and stabbing your buddy, there's a new "Seal" mechanic that significantly changes the gameplay. Seals are a reference to the biblical seals of the Apocalypse. They can be opened and closed, although it's typically more difficult to close them. Once seven Seals are open, the game ends immediately, and the player with the highest combat strength (excluding levels) is the winner. The Seal mechanic adds a sense of impending doom to the game, meant to mimic the sense of impending doom for a real apocalypse. It also tends to create situations where the group works together to close a Seal in order to prevent a player from winning via the Seal mechanic. So there is more teamwork than in a regular Munchkin game. The balance of the deck is also different than the other Munchkin sets. There are a lot more Disaster cards, which are equivalent to traps and curses, so bad things tend to occur more frequently. Also, there are more monsters, especially high-level monsters. To offset this, however, there are more item enhancers and high-bonus items. It's been stated in the Munchkin forums that Munchkin Apocalypse is harder to play and is intended more for seasoned Munchkin veterans. Munchkin Apocalypse has four new classes but does not have races, powers, or other "thingies". It includes Undead and Shark monsters, which follow special rules. The game comes with 180 cards (92 Doors, 76 Treasures, 12 Seals). The Seal cards are a different size than the regular cards--they're square and are shorter but wider (2.75" x 2.75"). The included d6 is orange with lime green pips, similar in color to the orange dice in the +6 Bag o' Radioactive Munchkin d6.