Vendor: Leder Games
Type: Board Games
Price:
30.48
Designer |
Grant Rodiek |
Publisher | Leder Games |
Players | 2-4 |
Playing Time | 20-40 mins |
Suggested Age | 10 and up |
Expansion |
Fort: Cats & Dogs Expansion |
Honors |
2020 Golden Geek Medium Game of the Year Nominee 2020 Golden Geek Best Card Game Nominee 2020 Golden Geek Best Board Game Artwork & Presentation Nominee |
Vendor: Leder Games
Type: Board Games
Price:
13.20
Designers |
Nick Brachmann Grant Rodiek |
Publisher | Leder Games |
Players | 2-4 |
Playing Time | 20-40 mins |
Suggested Age | 10 and up |
Expansion For |
Fort |
Vendor: Kolossal Games
Type: Board Games
Price:
31.95
Designer | Grant Rodiek |
Publisher | Kolossal Games |
Players | 2-4 |
Playtime | 20-45 mins |
Suggested Age | 14 and up |
Expansions |
Imperius: Enmity Imperius: Empire of the Dawn |
Vendor: Kolossal Games
Type: Board Games
Price:
11.95
Designer |
Grant Rodiek |
Publisher | Kolossal Games |
Players | 2-4 |
Playtime | 20-45 mins |
Suggested Age | 14 and up |
Expansion For | Imperius |
Vendor: Kolossal Games
Type: Board Games
Price:
12.95
Designer |
Grant Rodiek |
Publisher | Kolossal Games |
Players | 2-4 |
Playtime | 20-45 mins |
Suggested Age | 14 and up |
Expansion For | Imperius |
Vendor: Portal Games
Type: Board Games
Price:
65.95
Designer | Grant Rodiek, Michał Oracz, Michał Walczak |
Publisher | Portal Games |
Players | 2-4 |
Playtime | 90-120 mins |
Suggested Age | 10 and up |
Honors |
2016 Golden Geek Most Innovative Board Game Nominee 2016 Golden Geek Best Thematic Board Game Nominee 2016 Golden Geek Best Strategy Board Game Nominee |
Expansion | Cry Havoc: Aftermath |
Vendor: Hyperbole Games
Type: Board Games
Price:
17.95
Designer | |
Publisher | Hyperbole Games |
Players | 2-5 |
Playtime | 30 mins |
Suggested Age | 10 and up |
For those with the eldritch gift, temptation lurks around every corner, even in leisure. Just consider the possibilities available to the practitioner of magic. Imagine poker with spells! No person could resist such temptation, and even a casual review of history will prove that none could.
And so it has gone. The application of magic to card games is as natural as mixing mandrake and worm’s husk.
For the first time, however, the rules for a game specifically created for wizards have been pieced together from fragments found in tombs, dusty used bookstores, and in the classified ads of one small newspaper. Though magic has largely been forgotten in the centuries since this game was invented, modern game design has given us a way to imitate the arcana outlined in the reconstructed rules. The result is a “no-magic-required” whimsical romp for 2-5 players.
Hocus places the players in the flamboyant boots of wizards, using their powerful advantages to create opportunities, manipulate the game, and alter the flow of cards. Wizards hate being pinned down and live by the mantra “You shall not fold!” Each turn, players choose one Spell to use. As you are new to Hocus, we shall first discuss the three Basic Spells.
Use the first basic Spell to play cards to the Community. Play thoughtfully, as everyone shares the cards in the Community! The second Spell is for building the Pot. In addition to Suit and Strength, every card has a point value. Cards played to the Pot contribute their points to the winner of each Showdown. Play cards to build a Pocket with the third Spell. (Never ask to see a wizard’s pocket!) Each player takes one of their Pockets and combines it with the Community to form a hand during Showdowns. The best hand claims all points in the Pot.
There is, of course, a twist. Trust a wizard to provide a twist! There are multiple Communities, each with a Pot, and players can compete in multiple Showdowns if they have the Pockets. Hocus is not merely a matter of building good hands, but making a winning hand where your opponents least expect and profiting with a hefty Pot. Timing and careful, targeted play will win the day. And time is limited. You may have conjured a Straight Flush, but it’s worthless with no points in the Pot!
Now, look at the other spells in the game. There are eight different spell books, each with their own unique approaches to the game, providing every wizard who plays with their own special abilities. The spell books raise the game to another level, with even more tools for bending luck to your advantage.
Travel way back to a dark, dank inn, shuffle the cards, and play the favorite game of the legendary Merlin and Morgan le Fay. Hocus is a little like poker, but a lot more magic!
Vendor: 5th Street Games
Type: Board Games
Price:
4.95
Designer | Grant Rodiek |
Publisher | 5th Street Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expands | Farmageddon |
Farmageddon: The Frankencrops includes fifteen new crop cards, each with a different ability while in play, for farmers to fight over, spicing up the Farmageddon base game.
The Frankencrops can be combined with the Livestocked and Loaded if desired.
Vendor: 5th Street Games
Type: Board Games
Price:
8.95
Designer | Grant Rodiek |
Publisher | 5th Street Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expands | Farmageddon |
The Farmageddon: Livestocked and Loaded expansion introduces animals (one per player) to add ranching to the farming side of your operations. Whereas Crops are relatively flimsy and easy to destroy, Animals are permanent. Each Animal will provide many points to your farming operation, assuming you're willing to pay!
The goal for this expansion is to create a balance between tactical Crop management and strategic Animals. It also broadens the strategic choices of the game and adds depth without too much complexity. Players will need to make a choice with their Action cards to lean into animals, crops, or both, to squeak out ahead. Along with the animals will come new Action cards, special animal abilities, and a little bidding to top it off.
In addition to animals, Livestocked and Loaded will introduce Weather Events. These will shake things up so that no game is the same.
The best part is that you won't need to relearn the game. Livestocked and Loaded is built upon the simple framework of the originalFarmageddon game. On each turn you're going to Draw Crop cards, Farm and Play Action Cards, then Draw Action cards.
Vendor: 5th Street Games
Type: Board Games
Price:
15.95
Designer | Grant Rodiek |
Publisher | 5th Street Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expansion |
Farmageddon is a game of chance and strategy. Players must plant, fertilize, and harvest crops in order to build the most valuable harvest – but they must do so before their opponents undermine their efforts using powerful and subtle action cards. The game ends when no crops are available for planting, and the player with the most valuable harvest wins!
During the game, players play one of four types of crop cards in one of the three shared planting fields, and that crop occupies the field until it's harvested or destroyed. Each of the four crops is worth a different amount of money when harvested. To be harvested, however, they must have the required amount of fertilizer, which is created by flipping over a crop card to turn it into fertilizer.
Managing your hand of crops is the key to success in Farmageddon Crop cards are required to plant, fertilize, and power many of the action cards needed to win. The twelve types of action cards protect your crops, destroy your opponents' crops, expedite a harvest, increase profits, and generally throw a wrench in the plans of other players. Players begin the game with three action cards and earn more at the end of each turn.
Vendor: 5th Street Games
Type: Board Games
Price:
11.95
Designer | Grant Rodiek |
Publisher | 5th Street Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expansion |
Farmageddon is a game of chance and strategy. Players must plant, fertilize, and harvest crops in order to build the most valuable harvest – but they must do so before their opponents undermine their efforts using powerful and subtle action cards. The game ends when no crops are available for planting, and the player with the most valuable harvest wins!
During the game, players play one of four types of crop cards in one of the three shared planting fields, and that crop occupies the field until it's harvested or destroyed. Each of the four crops is worth a different amount of money when harvested. To be harvested, however, they must have the required amount of fertilizer, which is created by flipping over a crop card to turn it into fertilizer.
Managing your hand of crops is the key to success in Farmageddon Crop cards are required to plant, fertilize, and power many of the action cards needed to win. The twelve types of action cards protect your crops, destroy your opponents' crops, expedite a harvest, increase profits, and generally throw a wrench in the plans of other players. Players begin the game with three action cards and earn more at the end of each turn.