Players take turns moving down a river a distance that equals the roll of a die. Some river spaces cause you to lose water, others to gain it. A player must have at least 10 gallons of water to take his turn; if he is short, he can take water from a community cistern that all players voluntarily contribute to. The player with the most water when all...
Throughout what is now known as Arizona, ancient civilizations constructed epic cities, harnessed the powerful and unpredictable rivers to water crops and sustain their communities, and thrived for thousands of years. Eventually, the unpredictability of the seasons, the power of the floods, and the fragility of infrastructure contributed to the abandonment...
We All Take from the River is an educational game of resource management and social deduction. You play as settlers along an uninhabited river, each with a unique set of objectives to complete over the course of several days. Sometimes you and your neighbor's objectives will overlap and sometimes they will clash. Turns begin at the top of the river and...
The ship is sinking! You and your fellow pirate crew must try to bucket water and patch breaches to stay afloat until rescued. But will you or your fellow crew choose to selfishly pocket treasure instead as precious time runs out? If the ship sinks only one lucky pirate will be able to fit in the lifeboat. Each turn players will work to rid the current...
Four farm animals have to reach the stable before sunset and have to cover a distance of 3 fields to do so. In addition, the sun also moves, it has a distance of 8 fields. Whoever's turn it is, rolls the dice and must try to uncover the matching card when an animal is rolled; if you succeed, the animal takes a step and you lay the card out in front of you....
You’re an alien. You and your crew have travelled far and wide in search of intelligent life, and you’ve finally found it! Sort of. You’ve observed these curious creatures on their little rock hurtling through the deep void of space, and now you think you have seen enough. You abduct a couple of ‘humans’ and are ready to make first contact. What On Earth...
Warning!!! If you observe humanity for any length of time, you’re sure to see something that is not safe for aliens. This NSFA expansion for What On Earth Are You Talking About? compiles all the dirtiest, raunchiest and grotesque concepts found on Planet Earth. We've also included a select number of red herring concepts - because once you start thinking...
VS is an out-of-this-world expansion to What on Earth Are You Talking About?, and this time it’s you versus your opponent in a real-time space race! With two similar earthly observations on each card, teams race each other to guess their concept first without accidentally guessing the opposition’s concept! Think you can translate BAPTISMS into something an...
"A unique social deduction game where players must work together to find the dog, but some want to sabotage the search! Can you trust your neighbor?" 8 Character cards 8 Dog cards (each matches the color of one Character card) 56 Search tokens (each has a YES and NO side,7 per Character) 8 Role cards (3 Good Neighbor, 1 Owner, 1 Nosey Neighbor - all...
Win-Win Island is a mostly co-operative board game, where win-win deals are the key to victory! While playing you are swept away to a beautiful island. Where more than one of you, or even all of you might win. Each player has just been elected the leader or their town, and their goal is to make the lives of their friends and neighbors better by improving...
The village elders have predicted a severe winter, and so the villagers have agreed to work together to ensure that the village has all of the necessities. In a spirit of healthy competition, the villagers have decided to compete to see who can be the most helpful. However, Rabbit, the constant trickster, has decided that he does not want to work. Instead...
WISP is the new trick-taking card game that is recognisably different from some established trick-taking games. The core differences include the following aspects: You can compete as a team or individually. There are no "normal" cards that are hierarchically equal. So you can get into trick-taking incredibly quickly. It will always be dealt the same number...