INFLUENCE is a tactical card game where players attempt to gain the most Power. By playing Influence cards -- symbolizing military, political, and economic influence -- players conquer Castles and gain a base of Power. Maintaining control of these Castles grants additional Power, as well as influence over neighboring Castles! Each player has an identical...
Player crawl into a dungeon and try to get hand on mercenarys, golds and precious information about some Quest to mark points and win the game. Each turn; the player have two choice. Try to win room (where mercenary,golds and information are) To do so, the player put face down one of is INITIATIVE counter on the appropriat card.Each player get 7 INITIATIVE...
Inis is a game deeply rooted in Celtic history and lore in which players win by being elected King of the Island (Inis). Careful drafting, hand management, bluffing (especially once players understand the importance of passing their turn), good timing, and a precise understanding of the balance of power are the keys to victory. After a discovery game...
昆虫ゲッチュ! (Catch the Bug!) is a game from Japan about kids out on a bug hunt. Players place square cards on the table, building up a grid of bug cards and squads of kids hunting the bugs. When the tableau is complete, players score for the bugs they have secured. Players try to get their kids to form intersects around some bugs. This means that only one...
The magicians which banished you from your homelands, destroyed themselves by their greed. Now It´s time for you to return to your home. But attention! The Golems are still their and they will fight you. Guide your race on their dangerous way, defeat the Golems, find old Artifacts and the arcane city Lutao. Be quicker then your opponents. In this game you...
Inspire: Works of Mercy is all about learning to recognize the needs of other people and wanting to help them out as best you can be performing physical and spiritual acts of mercy. The game ends when only three unexplored "people in need" cards are on the table, and whoever has the most such cards wins. Inspire: Works of Mercy includes several play...
The Institute for Magical Arts is in a state of discord due to the mysterious disappearance of its principal magician and headmaster, Dr. Finneas. Two senior wizards are now contending to fill his shoes and bring a state of harmony back to the Institute. However, the wizards have contrasting ideas about the Institute's direction. To gain the title of...
This 12 card pack provides 12 unique Institute cards for use with the base game. The new cards provide a variety of powers, some of which affect the Portal and/or the Ethereal Realm -- in contrast to the base game. In addition, there is a recommended rule change regarding the game ending condition; players may now win the game by having 3 more character...
Uninhabited islands with plenty of nesting sites next to rich fishing grounds: What more could a gannet's heart desire? But watch out: Other gannets have also discovered the paradise of Insularo. Who will manage to occupy the best nesting sites and conquer the most islands for themselves? Whoever has the most points at the end wins the exciting game! Each...
Insurgent Tide: Counterinsurgency in Iraq, 2003-2008 is a 2-player operational/strategic level game covering the Coalition’s counterinsurgency effort in Iraq from 2003-2008. Each year is a turn, but is composed of alternating card plays between players. Units range in size from Multinational Divisions down to Insurgent cells. The Coalition’s objective is...
Intelle is a cube-placement, area-control strategy game for two players. One player is the "black hat", a cunning hacker determined to infiltrate and bring down the corporation. The opposing player is the "white hat", employed by the corporation to protect its valuable data. Players take turns strategically placing blocks of code with the intent of...