Tomb of the Cybermen is an unauthorised, non-profit, and non-collectable mini-expansion for the The Twelve Doctors: Doctor Who Card Game. This expansion consists of the following cards: Master's Deck: Cyber Conversion Rani's Minefield Tomb of the Cybermen Dalek Invasion Force Doctor's Deck: Ian and Barbara "That is why my brain is so much superior to...
The Talons of Weng-Chiang is an unauthorised, non-profit, and non-collectable expansion for the The Twelve Doctors: Doctor Who Card Game. Much as including the Gelth, Vervoids, the Doctor's Daughter, a Cybermat, or the The Flood interests the designer(s), there has to be a limit to the card pool - unless you declare the game a Living Card Game (which this...
A card game for 2-4 players themed around the adventures of the demigod Hercules. Each player tries to complete the most labours and adventures. The board is a circular track divided into 12 spaces representing 12 countries or locations visited by Hercules. Each space has a specific set of instructions such as draw 1 card or take the top card of discard...
From the designer website: Twelve Twelves is a simple card game of prediction and bluff for two players. It is also a game that will fairly quickly and painlessly teach people their times-tables. The game consists of four hands and takes about 5 or 10 minutes. Each hand works as follows: 1. deal six cards to each player 2. the dealer then chooses a card...
28 is a two player trick-taking game using a double six set of dominoes or domino cards. Players receive 13 dominoes as their hand, two of which they will set aside face down to comprise their bid for the number of tricks they expect to take. Bids are calculated by looking at the difference between the ends of each domino, and adding those differences...
This is a game on political conflict in the last years of Japanese Edo period (1856 to 1867). The basic game engine is based on Twilight Struggle. Players control either pro-Tokugawa Shogunate or anti Shogunate (imperial) faction. Each turn players play historical event or common political operation cards. This mostly helps them to place their own...
Aggression and Negotiation's rivalry bursts into open conflict with the introduction of Indra and Hermes in Season of Apocalypse. Backed by potent new epic creatures, including Alexander the Great and Melanippe, the Black Mare, the roiling conflict between pantheons threatens to encompass the entire globe and lay waste to all that exists. Will this be the...
In Season of Epiphany, the adherents of Mysticism tap deeply into primal sources, bringing a bevy of new destructive effects to bear on all who would oppose them. Bolstered by such powerful cards as Aether Implosion, and the emergence of Yggdrasil, the World Tree, Mysticism followers gather behind Horus to dominate the battlefield. It remains to be seen if...
In Season of Prophecy, the forces of Sanctuary emerge from behind their walls to take the fight to their enemies. Led by the Norse goddess Freya, these new cards accelerate Sanctuary's early game options and allow for a more proactive and aggressive play style. Not everything is good news for the defenders, however, as the other three factions are...
The third piece of the Kradia world series "Twilight Ravine". Like the previous game "Kradia II: Wild Hunting Festival", it is a stand-alone game, independent from "Kradia I: The Garden of Adventurers". Kradia: Twilight Ravine (トワイライトラヴィーン) is a simple and quick party game. The game requires players to collect different cards on the field. And by hindering...