Vendor: Rio Grande Games
Type: Board Games
Price:
35.95
Designer |
Joe Huber (I) |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 14 and up |
Vendor: Rio Grande Games
Type: Board Games
Price:
44.95
Designer | Joe Huber (I) |
Publisher | Rio Grande Games |
Players | 2-4 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Vendor: Face2Face Games
Type: Board Games
Price:
14.95
Designer | Joe Huber (I) |
Publisher | Face2Face Games |
Players | 3-5 |
Playtime | 30 mins |
Suggested Age | 6 and up |
Honors | 2006 Golden Geek Best Kids' Board Game Nominee |
I Scream, You Scream, We All Scream for Ice Cream! Nothing says summertime like a trip to the local ice cream stand. In Ice Cream, you have the chance to demonstrate your business skills by running an ice cream stand. You have just four days to bring in as many customers as you can - will you be the prince of pistachio, the countess of chocolate... or just a drip? Start Scooping!
Players receive a random ice cream card at the start of the game and every round. The ice cream card shows a carton of ice cream in one of six flavors. It can supply an unlimited amount of that flavor during a round. During the round, players take turns drawing an ice cream scoop card, placing it on an existing ice cream cone or starting a new cone. Once all the cones are made, players take turns serving cones, collecting the scoop cards from a cone that they can supply. They must be able to supply the flavors for all the scoop cards in the cone, except possibly the flavor for a single scoop card, which they would discard. If a player cannot serve a cone, they must draw another ice cream supply card instead.
At the end of a round, a player receives a point for each scoop card collected, as well as for excess ice cream supply cards. All scoops and all ice cream cards used to supply scoops are shuffled back into the deck and a new round begins. Whoever has the most points after four rounds wins.
This game includes rules in English, French, German, Swedish, Spanish, Japanese and Korean.
Vendor: Toy Vault, Inc.
Type: Board Games
Price:
26.95
Designer |
Joe Huber (I) Thomas Lehmann |
Publisher | Toy Vault, Inc. |
Players | 2-4 |
Playtime | 90 mins |
Suggested Age | 14 and up |
4049: The galaxy hums with prosperity and peace two millennia after the dawn of space travel. But as mankind and its neighbors colonized the stars, the burgeoning need for resources was apparent. One by one, new geological discoveries revolutionized terraform, construction and energy technology. The sub-temperature properties of the mineral Ice-9 allowed life-giving water to flow on uninhabitable planets. Crystallized Cobalt was accidentally found to be incredibly strong, resistant to extreme pressure. And a single chunk of Deuterium could power a sprawling metropolis for a month!
As a plucky entrepreneur you must explore the edges of space searching for precious minerals. Will you buy the fastest ship in the sector or hire the best pilot in the galaxy? Purchase the latest state-of-the-art gadgets, invest in planetary refineries, or pay off your rising debt? The cargo you haul could be worth fortune, so grab your helmet and suit up! The cosmos and a mountain of credits call!
In Starship Merchants, each player runs a fledgling corporation looking to stake a claim in the lucrative mining business. Player will buy starships, explore the galaxy and deliver cargo for interstellar credits, all the while expanding their operations.
Starting at the shipyard and ending at the dock, players will move clockwise around the four quadrants on the board to complete an entire Business Cycle. During each turn, a player either performs one action at the current quadrant or advances to the next, performing an action there. As players take actions or advance they spread apart across all four quadrants while completing individual Business Cycles.
The Shipyard is where you can buy a speedy scout or a heavy load bearing tug. The Market is where Gear, Pilots, Refineries, and claims can be purchased. In the belt, starships are run by spending energy points to explore, pickup mines, or fly to another destination. The final quadrant is the Dock where delivered cargo is traded for credits.
A player that ends his turn at the Dock with 100+ credits can declare the Final Run, ending the game. But after completing the Final Run, the player with the most credits wins!