Vendor: Studio 9 Incorporated
Type: Board Games
Price:
14.95
Designer |
C. Aaron Kreader |
Publisher | Studio 9 Incorporated |
Players | 2-5 |
Playing Time | 45-60 mins |
Suggested Age | 13 and up |
Vendor: Studio 9 Incorporated
Type: Board Games
Price:
13.95
Designer |
Aaron Emmel C. Aaron Kreader |
Publisher | Studio 9 Incorporated |
Players | 1-2 |
Playtime | 30 mins |
Suggested Age | 12 and up |
Vendor: Studio 9 Incorporated
Type: Board Games
Price:
34.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Incorporated |
Players | 3-8 |
Playtime | 30-90 mins |
Suggested Age | 12 and up |
Expansions | Charms: Quests For Antiracism |
Vendor: Studio 9
Type: Board Games
Price:
11.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Incorporated |
Players | 1-2 |
Playtime | 30 mins |
Suggested Age | 13 and up |
Integrates With | Midnight Legion: Operation Deep Sleep |
Vendor: Studio 9 Games
Type: Board Games
Price:
25.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 1-2 |
Playtime | 15-60 mins |
Suggested Age | 12 and up |
Integrates With | Midnight Legion: The World Reborn |
You are an elite, android agent of an ancient, clandestine group who is forced awake after hundreds of years of stasis. Your memory is gone, and you can’t recall your purpose. You will need to solve puzzles and choose whether to use combat, stealth, or sixth sense and diplomacy to unlock your mission and the secrets of the world you knew.
The Midnight Legion is an interactive story where player(s) choose how to respond to what happens next. Created for solo play, with a 2-player option, this three book game series promises hours of gaming. Starting with Book 1: Operation Deep Sleep, everything you need to begin is contained in this boxed set.
Midnight Legion Box Set includes: Book 1: Operation Deep Sleep, Memory and Rulebook, Color Map, 2 custom dice.
Vendor: Studio 9 Games
Type: Board Games
Price:
10.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 2-6 |
Playtime | 10 mins |
Suggested Age | 10 and up |
Expansion |
From the publisher. Treasures & Traps is the adventure card game that puts you on a quest for riches. Each card can open the door to a tricky challenge, a magical assistance, or a valuable treasure.
The approximate playing time is 10-30 minutes for two players. Add 10 minutes for each additional player.
Be the first player to get a Gold, Silver, and Bronze TREASURE card into your realm. Your other cards give you the powers you will need to keep others from winning.
The game contains a full set of 100 unique Treasures and Traps Cards.
Nominated as an ORIGINS AWARDS finalist (2006) for Non-Collectible Card Game of the Year.
Box Size : 118mm x 90mm x 18mm
Vendor: Studio 9 Games
Type: Board Games
Price:
22.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 2-5 |
Playtime | 30 mins |
Suggested Age | 9 and up |
Expansion | Villagers & Villains: The Borderlands |
Theme:
"In the untamed wild, villains lurk in wait, terrors haunt dark lairs, tradesfolk seek riches, and heroes come to prove their valor." As the mayor of a frontier town, you stand in the center, eyeing the roads for talent and trouble. Will you take on challenges or hire help, develop your town or command its heroes? Your strategies, risks, and fortune can transform your village into a thriving city or forgotten ruins.
Overview:
Villagers and Villains is a card game with over 100 unique cards. The game is played over several rounds. Each round has 6 distinct Phases. During each Phase, all players (Mayors) have a chance to take specific actions. The Mayor who builds the most successful village wins.
Game play:
Villagers and Villains is a building game. In the 1st phase players recruit cards from a common pool neutral to all players. 4 classes of cards could appear in the pool: Challenges, citizens, buildings, and heroes. Each card has different game play applications and different effects on end scoring. In the 2nd phase each player has a chance to defend their town from challenges. In the 3rd phase challenges loot towns left unprotected. The 4th phase is when each town earns money. In the 5th phase money can be spent to expand a town by hiring heroes and citizens or creating buildings. The final phase resets the board for a new round of phases. The starting player changes and rounds continue until a town reaches a fixed size. At that time the game is scored.
Goal:
In the end each town is scored based on a variety of facets and features. Players have to assess which facet will score the most points as the game is played--and circumstances dictate.
Features:
The game ships with a basic and advanced version for experienced and novice gamers and special 2-player game rules. In the advanced game players gain access to the king's favor, special card powers, and pairing options for final scoring. In addition, the home site offers a variety of rules variations for added game play. While chance plays a part in the game (via a die-roll for certain elements) choices in recruiting, and how to use town's abilities and resources play a large role.
The game includes:
100 different playing cards (challenges, citizens, heroes, buildings)
10 starting cards (5 citizens, 5 angry mobs)
a die
1 kings favor token
1 start marker
1 score pad
2 punch-out sheets of gold coin tokens
rules sheet.
Vendor: Studio 9 Games
Type: Board Games
Price:
21.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 9 and up |
HERO versus GUARDIAN: A Game of Dungeon Craft is a 2-4 player card- and dice-based strategy game that takes 45-90 minutes to play. The game has two distinct roles: the role of the Guardian who builds a dungeon and the role of the Hero who builds a party of adventurers to loot the dungeon built by the Guardian.
At the start of the game the Guardian secretly designs a dungeon using a set of 16 room cards. Additional room cards are set aside and drawn from as the game progresses. There are 4 basic room types: Traps, Brutes, Evil and Magic. Brute and Evil rooms are more common and Magic and Trap rooms less common. Each room in the game is unique and has specific ways in which it can assist in the dungeon defense. For example, some rooms, like the RUST BEAST, destroy items, others, like the PRISON CELL, give the HERO player an addition adventurer if the room is captured by the HERO. In addition, there are empty rooms that when coupled with other rooms create a modifier to the chance of that room being overtaken. The Treasure Vault is the most valuable of those rooms and the goal is to keep the adventurers from finding and capturing it. Once the Guardian places entrances outside the dungeon, the game begins.
Within a round, players spend tokens to take actions in an alternating sequence. The game combines elements of chance with your ability to read your opponent's strategy. The Guardian and Hero do not HAVE to take an action and can pass and wait to see what the other is doing, however, each round the Guardian has last option which means he or she can act last forcing the hero to either act, or end their turn and turn over all but 1 of their action tokens. In addition, the Hero has first option, meaning if both players wish to act first in a round, the Hero gets to go first.
Each player has action tokens to spend on a variety of actions. Players use tokens to make plays during a round. After all players have spent their tokens, a new round begins with a new set of tokens.
The Heroes use tokens to prepare adventurers, and move them through the dungeon. Actions include: scouting a room (a less lethal option but slower and thus can waste precious time), venturing a room (a potentially lethal action where the hero charges adventurers into a room), play a card (spell, item or adventurer), draw a card, retreat, or pass. Heroes earn points by defeating rooms. The Guardian uses action tokens to build more rooms into the dungeon, alter room locations in the dungeon, create dungeon effects to slow down the Hero's progress, or draw cards from the dungeon deck. Each card drawn brings the game closer to the end, because when the dungeon deck is emptied the game ends. The Guardian earns points by capturing adventurers and their gear, and by keeping his dungeon rooms from being captured. The game ends either when the Guardian has drawn all the dungeon cards or when the Hero captures the Treasure Vault.
A major component of the game is how the Hero moves through the dungeon and captures rooms. The Hero must enter from one of the 2 entrances, and then must always move to rooms that are adjacent (not DIAGONAL) to the entrance, or adjacent to any cleared room connected to the entrance by other cleared rooms. To clear a room the Hero uses action tokens to form a party. Selecting between 1 and 4 of his adventurers with skills suited for the room at hand. The Hero can save time by charging into an unknown room or use action tokens to scout the room and then pick the best party for the job. The advantage of charging is that it saves time and throws off the Guardian, however, it can mean certain death. Scouting is safer, but eats precious time. The Hero is trying to put the best adventurers in the rooms most suited to their skills—while the Guardian tries to ambush and surprise the Hero with rooms that challenge the adventurers. This is where spells (for the Hero) and Dungeon Effects (for the Guardian) help tip the scales of a close combat. The 4 basic Adventurers WARRIOR, ROGUE, WIZARD, and CLERIC each have a room they are best at defeating. However, they are also capable and somewhat skilled in other rooms. In addition they each have a power which gives them strategic advantages, for example the warrior is better at venturing, the rogue at scouting, the wizard can cast spells without eating action points, and the cleric can save party members by sacrificing himself. Using their skills and talents at the right time in a well balanced group can mean the difference between a wipe-out and a victory. Of course, the Guardian can see the party composition and their equipment, but the Hero cannot see what is in the rooms. So the Guardian is constantly shifting and bolstering his rooms to create the most havoc for the party at hand.
Equipment also scores points for the Guardian if captured, but is important to boost the adventurers skills vs. various rooms. It also takes time (action tokens) to equip. The advantage of the bonus vs. the consumption of time becomes a key strategic choice.
In a multi-player game there are multiple Heroes who each take a turn in sequence against the Guardian. Each Hero builds a party of adventurers and equips them separately. In the end if the Heroes have more combined points they win as a team against the Guardian. The game currently can play 1 to 3 Heroes vs. 1 Guardian.
Vendor: Studio 9 Games
Type: Board Games
Price:
5.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 2-5 |
Playtime | 30 mins |
Suggested Age | 9 and up |
Expansion | Villagers & Villains |
Note: You need the base game Villagers & Villains to play.
Villagers & Villains: The Borderlands, the first expansion for the V&V base game, includes 22 cards that can be shuffled into the standard deck. These cards add mechanisms and capacities previously unavailable in the game, including the ability to bring discarded cards back into the game, some mild "take that" elements to affect other towns, double pairs, and challenges with benefits to your town. Each new card is unique and provides some dimension not yet seen in the base game.
Vendor: Studio 9 Games
Type: Board Games
Price:
5.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expands | Treasures & Traps |
Note: You need the base game Treasures and Traps to play.
As with Expanded Realms 1 , Treasures and Traps: Expanded Realms 2 consists of 26 cards to be added to the T&T game deck. Each card has a unique effect, examples of which are time control spells to affect the next few rounds, poison traps, the deadly monk dojo, the surprise mimic trap, locations to power your hand and your defenses, the duel event to challenge another player, and the dimensional box to hold your goodies.
Vendor: Studio 9 Games
Type: Board Games
Price:
8.95
Designer | C. Aaron Kreader |
Publisher | Studio 9 Games |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expands | Treasures & Traps |
Note: You need the base game Treasures and Traps to play.
In the vast wilderness exotic travelers, mystic relics, legandary lands, and fabled heros have been found. Now, with Treasures and Traps: Random Encounters you can wield these forces and bring glory to your realm — but be quick or your opponent may seize these findings of good fortune first!
The Random Encounters expansion contains thirteen powerful cards introducing a new class, two custom dice for use with the cards, a set of rules explaining how to use them, and a large box to hold the T&T base game and all existing expansions.