Write and align matching answers with the leader to gain as many points as possible! Each turn one player, called the Leader, reveals a Theme Card and the list of 12 words related to the theme. The Leader, secretly selects 7 words from the list and ranks them from the most to the least relevant to the round’s theme. At the same time, each of the other...
Part of the Signal close Action Series, using on the Fast Play Rules. A fast way to play the armada using fast fun historical rules, that dont compromise speed for accuracy. Written to cover the period of the Second Anglo Dutch War, with appended information for use in the First and Third Anglo Dutch Wars. The size of game is variable, from single ships to...
Published in Conflict #3 in 1972. Assassin! is a set of rules and a "temporal trade routes" map, allowing players to use pencil and paper to track their moves and ask questions to deduce the moves of their opponents. The object is to learn an opponent's space-time travel route for three consecutive turns, and then travel to the midpoint location of that...
An additional set of cases for 221B Baker St.: Sherlock Holmes & the Time Machine. This package comprises cases #21-40: 21. The speeding bullet (1959) 22. The forty whacks (1892) 23. The final flight (1937) 24. Even blondes get the blues (1962) 25. Death of a dream (1968) 26. The twisted cord (1977) 27. The bushy-haired man (1954) 28. The Candy Man's Wife...
The original game of superpowered time traveling vampire hunters. Players form Strike Teams of unique Time Corps Agents while the Game Master sends them on brief missions into the past with explicit goals which change from adventure to adventure. Characters have Stats, which represent their physical body, and Skills, which represent their learned...
The original game of superpowered time traveling vampire hunters. In the revised Second Edition rules you will find an improved Skill Point Distribution System, new Powers including the new category of Emergent Powers, over 200 new possible animal hybrids, improved Power rules, an overhauled combat system, and improved language, among many other things!...
In Time Dice, you represent an independent group bent on setting history right! You seed history with events and then correct those events for the betterment of humanity. But remember: time marches on and the future can be fickle! You must use your resources to change the past and protect the future while not causing too many paradoxes! The goal of the...
Taken verbatim from the back cover: "Time Tunnels is a game involving tremendous speeds and a lot of action. Fleets of ships may be built one minute, and possibly destroyed the next. The goal of every Supreme Commander is having control over all of the planetary systems." "Time Tunnels is an unusual game involving the use of black holes, space mines, and...
It’s like A Christmas Carol . . . but with puzzles. Use your combined powers of logic, cunning, and perseverance to solve the clues and, thereby, the crime, in Timescape: Charles Dickens’ Dilemma. Designed for one or more Time Agents; you can choose to work alone, employ a clerk, or concede that time spent with family and friends is not wasted as you...
Agents of Timekeepers Incorporated, we need you! The talented Miss Jane Austen’s reputation has been tarnished, and the ripples across the timeline are threatening to erase her works from history. Of course, some may see no harm in this, but it is a truth universally acknowledged that it would be of no use to live in a world where Mr. Darcy never existed!...
The planet’s coral reefs are in danger and a group of biologists are taking action to protect them. On a mission to Tiny Reef, they take inventory of the reef animals to make it a sanctuary for marine life. During a game of Tiny Reef, players draw on their sheet the marine animals they observe, following certain constraints. They earn points by forming...
Visit amazing sights, taste a variety of foods, and bring home great souvenirs in Tiny Travels. Whoever experiences the most within seven days wins! Each round, one player rolls four dice and chooses two of them to pursue activities at twelve different locations. All other players get the remaining two dice. For each die, you cross off one matching number...