Vendor: Ludonaute
Type: Board Games
Price:
24.95
Designer |
Cédric Lefebvre |
Publisher | Ludonaute |
Players | 2-4 |
Playtime | 20-40 mins |
Suggested Age | 10 and up |
ETA Q4 2024
White, white, nothing but white. You scan the snowy expanse of the Arctic, hoping to catch a glimpse of the inhabitants that live there. The more animals of a type that you see together, the better — yet you also want to diversify your sightings, while moving your totem animal toward the pack ice as far as possible.
In Arctic, you move across the landscape and spot animals, creating a pile of animal cards in front of you. The card on top of your personal pile is your "visible" animal card. Each animal card contains four pieces of information:
A placement value
The main animal depicted on the card
A companion animal
A draw value
At the start of your turn, place as many cards from your hand into your personal pile as the placement value of your visible animal card. (On your first turn, place one animal from your starting hand of three cards.) For each card you can't place, draw a card facedown from the deck and place it in a personal penalty pile. Next, using your new visible animal card, move the token of the main animal forward one space on the landscape and the companion animal backward one space or vice versa. Finally, draw as many animal cards from the "river" of six animal cards as the draw value of your visible animal card. (If you now have more than seven cards in hand, discard into your penalty pile until you have seven.)
Each time you place an animal on your pile, take the matching animal power card from the center of play or whoever currently has it. You can use the listed power each turn for as long as you hold this card, such as moving an animal token an additional space, drawing from your penalty pile, or refilling the river after each card you draw.
When the deck runs out, you finish the round, then place cards one more time, then score points. For each type of animal, you score points based on the largest set of consecutive cards of this type you have in your pile. You score a bonus based on the number of sets you've completed. Reveal the animal token you received at the start of the game, and score based on how far it advanced across the landscape. Lose 1 point for each card in your penalty pile. Whoever has the highest score wins.
Vendor: Ludonaute
Type: Board Games
Price:
20.37
Designer |
Cédric Lefebvre Christophe Raimbault |
Publisher | Ludonaute |
Players | 1-4 |
Playtime | 20 mins |
Suggested Age | 5 and up |
Dastardly bandits have stolen Mountain Valley’s gold. They’re escaping on the train to the city and have hidden the gold nuggets in the passengers’ luggage... You decide to ride to the rescue in your stagecoach and help your friend Sam, the Marshal’s son, get back the gold.
We're relying on you, kids. We've got to snatch the loot from the clutches of the bandits!
In Kids Express, you take turns. On your turn, follow the two steps below:
– Step 1
You can move your Kid standee OR shoot with Sam.
– Step 2
You must pick up 1 Baggage token from where your figurine is located, and then apply the effect of this token.
Step 1 in detail
Move your Kid standee: Take your Kid standee and place it in the Train car of your choice, so long as there are no Bandits in that location.
OR
Shoot with Sam: Move the Sam standee. Use your Player Aid board to position Sam closer to or farther away from the Train and then place the Slingshot on the platform and flick or use a finger to hit it toward 1 or more Bandits, aiming to knock them over.
Step 2 in detail
Pick up an item of Luggage AND apply its effect : Take 1 Luggage token from the stack in the location your Kid standee is in. Turn it over and apply its effect. Keep it in front of you (Unless otherwise specified.)
The game ends immediately as soon as 1 of the stacks of Luggage tokens RUNS OUT.
-description from publisher
Vendor: Ludonaute
Type: Board Games
Price:
12.95
Designers |
Cédric Lefebvre Christophe Raimbault |
Publisher | Ludonaute |
Players | 3-7 |
Playtime | 15-20 mins |
Suggested Age | 7 and up |
Vendor: Ludonaute
Type: Board Games
Price:
67.99
Designer |
Cédric Lefebvre |
Publisher | Ludonaute |
Players | 1-5 |
Playtime | 90 mins |
Suggested Age | 14 and up |
Vendor: Ludonaute
Type: Board Games
Price:
17.95
Designer | Cédric Lefebvre |
Publisher | Ludonaute |
Players | 2-4 |
Playtime | 90 mins |
Suggested Age | 12 and up |
Vendor: Ludonaute
Type: Board Games
Price:
19.95
Designer | |
Publisher | Ludonaute |
Players | 1-6 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Expands |
Yggdrasil |
In Yggdrasil: Asgard, an expansion for Yggdrasil, each God can go into a Trance for one action. Once in a Trance, a God can neither fight in Asgard nor use his usual power – but all the Gods, including the one in Trance, receive a Trance power. Two examples of Trance powers: the Gods can discard the vikings' souls after rolling the die in combat, or they automatically remove five Fire giants from the bag of their choice while doing an action in the Kingdom of Fire. For one action, the entranced God can leave the Trance, at which point he recovers his usual power and can fight again.
Yggdrasil: Asgard contains twelve double-sided God tiles, with a God's usual power on one side and the Trance power on the other. To change a God's state, the player simply flips the tile. The Gods included in this expansion are:
Vendor: Ludonaute
Type: Board Games
Price:
94.95
Designer |
Cédric Lefebvre Fabrice Rabellino |
Publisher | Ludonaute |
Players | 1-6 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Honors | 2012 Golden Geek Best Board Game Artwork/Presentation Nominee |
Vendor: Ludonaute
Type: Board Games
Price:
37.95
Designer | Cédric Lefebvre |
Publisher | Ludonaute |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 12 and up |
The Shitennō are the four great Generals of the legendary Shogun Togukawa Ieyasu who unified Japan at the end of the 16th century. The players will play these loyal and famous samuraïs, with the goal of becoming the Shogun's favorite by controlling as many provinces as possible.
In Shitenno, you do not fight on the battlefield, but through planning and manipulation in the Shogun's court. A game turn starts with a "distribution phase" in which the active player creates card lots, one for each player, but takes the lot remaining after all other players have taken their cards. (All part of following the Japanese code of honor.) In the next stage, players can gain control of provinces.
The rules are easy to understand, but if you want to win, you have to judge your opponents aptly and guess their secret intentions. Every choice is crucial, every move is decisive...