A Galen's Games Mint Tin Series egy remek társasjáték, 1 - 2 játékos részére, az átlagos játékidő rövid, csak 15 - 30 perc. A társast, 10 éves kortól ajánljuk kipróbálni.
Angol:
A new series of four head-to-head, mint-tin sized games that can be learned in 5 minutes, and played in 20 minutes. Dice Clash: Take on the role of 1 of 6 Women Warriors battling...
A new series of four head-to-head, mint-tin sized games that can be learned in 5 minutes, and played in 20 minutes.
Dice Clash:
Take on the role of 1 of 6 Women Warriors battling for their chance at immortality.
Dice Clash simulates the back and forth of a battle using a clever dice placement system that is simple to learn but offers tactical depth.
Players get unique Warriors with their own 9 space Battle Grids, 6 Black Dice, 2 White Dice, and a Red Die. The Dice form their Die Pool.
Turns consist of playing a single die from your die pool to one of the open spaces on your Battle Grid. The value of the die interacts with the space you play to determines the attack and defense value of your die. Players must defend with a value higher than their opponent's attack. But attacks of 6 or greater can be parried with a Defense of 1.
Playing white dice allows you to re-roll your remaining die pool. Your red die activates your unique Warrior power.
Play continues until a player loses because they can't respond to an attack. The loser flips their warrior and their grid to their damaged side where they have more powerful options for the next round. Play continues until one Warrior wins 2 Battles.
Dice Clash was inspired by and re-implements the dice placement system in Scuttleball by Crossbow Games (Jonathan and Ryan). Art is by Super Snipers artist, Hwa Siang.
Mint Tin Monster Mash-Up:
Take on the role of 1 of 4 Mad Scientists and create your Monster Champion by smashing together 2 out of 24 fantastical creatures.
Mint-Tin Monster Mash-Up combines dice, tactics, timing, and deceit into a portable dueling game that’s easy to learn and plays in 15 minutes!
Each Monster Card in the game has a Monster front on one side and a Monster back on the other. Players will assemble a unique creature by combining a front and back. The combination will not only determine its battle stats, but also create a unique "if-then" power that can be triggered to sway the tide of battle.
Players will roll dice to determine their Attack. Energy and special powers can be used to manipulate the results.
Once the dice are locked in, players simultaneously reveal a hand signal. They can add 0-5 Attack by "Boosting" (spending Energy), or they can Defend to reduce their Damage and regain Energy equal to their intelligence, or they can hit the "Panic Button" and force both players to re-roll. BUT, if a player Defends against a Panic Button, they auto-kill their opponent's creature.
The loser of the battle takes damage equal to the Arena level plus any special attack damage. The Arena gets increasingly deadly until a battle is resolved. When a Monster is killed, the player's Mad Scientist flips over to their more powerful form, giving them an advantage in the next Battle.
The first player to kill 3 of their opponent's Monsters wins.
Heritage Farms:
This is a Mint Tin Game based off of the classic riddle of the farmer who needs to get his Chicken, Fox, and Corn across the river with only space for one in the boat at a time. If you leave the Chicken and Fox alone, the Chicken will get eaten. If you leave the Chicken alone with the Corn, the Corn will get eaten. The twist in this game is that you can stick the other player watching over your resources along with theirs. Players compete to be the first to get 2 sets of Chicken, Fox, Corn across the river!
On your turn, you may load 1 Farmer and 1 Good into your boat to move across the river. If this leaves the card without any Farmers (your's or your opponent's), "Nature's Law" takes place: Foxes eat Chickens there, and Chickens eat Corn there. If a player loses 3 of their goods, they lose immediately.
When delivering your Farmer to the Market, you reveal the Market Bonus there. You collect it when your Farmer leaves that card. Market Bonuses provide powerful one-time abilities like moving your opponent's boat, allow you to place 2 Farmers on a card, move a good up or down a card, or move a Farmer up or down a card.
The first player to get 2 sets of Chicken, Fox, and Corn to their Markets wins.
Advanced Mode adds Zombie Chickens and Poisoned Corn! These new good types "infect" other goods as they move and change the rules of "Nature's Law". Zombie Chickens eat Foxes when left alone, and Poisoned Corn kills Chickens.
The Solo Mode of the game places you in the challenging position of helping your incompetent cousin, Elmer, while still trying to get your goods across the river. In this mode, you lose if either you OR Elmer lose 3 goods, or if Elmer gets his goods across first.
Verdant Arizona:
A 1-2 player Mint Tin game that has you competing to collect cacti and organize them in your cactus garden. The fun of this cut-throat puzzley game is the card selection mechanism which not only sets you up for the card you want, but determines which cards are in reach for your opponent.
—description from designer
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