Vendor: Manifest Destiny
Type: Board Games
Price:
35.95
Designer | Kuro |
Publisher | Manifest Destiny |
Players | 3-4 |
Suggested Age | 10 and up |
Vendor: Osprey Games
Type: Board Games
Price:
25.95
Designer |
Kuro |
Publisher | Osprey Games |
Players | 2 |
Suggested Age | 14 and up |
Vendor: Tasty Minstrel Games
Type: Board Games
Price:
29.95
Designer | Kuro |
Publisher | Tasty Minstrel Games |
Players | 3-4 |
Playtime | 100 mins |
Suggested Age | 10 and up |
Vendor: AEG
Type: Board Games
Price:
47.95
Designer |
Seiji Kanai Kuro |
Publisher | Alderac Entertainment Group (AEG) |
Players | 2-6 |
Playtime | 60-90 mins |
Suggested Age | 12 and up |
Vendor: Japanime Games
Type: Board Games
Price:
37.95
Designer | Kuro |
Publisher | Japanime Games |
Players | 3-5 |
Playtime | 60-80 mins |
Suggested Age | 12 and up |
Vendor: Japanime Games
Type: Board Games
Price:
18.95
Designer | Kuro |
Publisher | Japanime Games |
Players | 3-4 |
Playtime | 30 mins |
Suggested Age | 12 and up |
Vendor: IELLO
Type: Board Games
Price:
9.95
Designer | Kuro |
Publisher | IELLO |
Players | 3-5 |
Playtime | 20-30 mins |
Suggested Age | 8 and up |
Honors | 2015 As d'Or - Jeu de l'Année Nominee |
The card deck in Seventh Hero consists of 77 cards, with each card representing one of seven different heroes. Players each start with two random heroes, and each hero has a special power that can be activated once. Each turn, a player sends a card from his hand face down to the next player, who can choose to take it or pass it on. If he takes it, he adds it to his group of heroes, but if it's a hero he already has, both hero cards are sent to the discard pile. Before sending a hero away, the player must obey the current round's limitations, such as the card must be odd or must be below or above a certain number.
The first player to collect six of the seven heroes wins.
Vendor: Tasty Minstrel Games
Type: Board Games
Price:
34.95
Designer | Kuro |
Publisher | Tasty Minstrel Games |
Players | 3-4 |
Playtime | 100 mins |
Suggested Age | 10 and up |
Alchimia — a land where the works of a single grand alchemist has caused alchemy to develop more quickly than other technology. The everyday lives of the people rely on the alchemy factories that this first pioneer built.
In Ars Alchimia, you work at one of these factories. As an overseer belonging to the Academy, you take orders from the people, gather resources, and transmute them — but you need to be more efficient than your competition.
The game lasts four rounds, with each round representing a year. Each round, players take turns placing one or more of their workers on one action they want to do: gather resources, take up an order, employ an assistant, or transmute at the alchemy forges. The trick is that the more workers on one spot, the less effective an action becomes; if you want to place workers on a spot where there are already some, you'll have to exceed the number of workers already there.
Vendor: Osprey Games
Type: Board Games
Price:
19.95
Designer | Kuro |
Publisher | Osprey Games |
Players | 2 |
Playtime | 45 mins |
Suggested Age | 12 and up |
The Ravens of Thri Sahashri is a two-player cooperative card game. One player is playing the girl Ren who has lost her memory; the other is the detective trying to repair it. The game is about trying to communicate as well as possible by simply the choice of cards. (Note: "Thri Sahashri" is the buddhist term for a trillion worlds combined, which in this case means "the other plane".)
Of a deck consisting of cards of five colors and numbered 1–5, the Ren player draws four cards and keeps them face down. The goal for both players is to ensure that when the hand ends, the playing field has cards of these colors and these colors only.
Each round, the detective draws as many cards as he wishes from the shuffled deck, putting them on the playing field according to the marks on the cards. The deck also contains ravens, which when drawn will "eat" any discarded cards of that color and threaten to take them out of the game.
When the detective player is done, the Ren player picks one of the cards in the playing field and puts on the leftmost still "incomplete" hidden card. A hidden card is complete when that card plus the cards placed on it total 7. (The fourth pile, however, should total only 5, according to the Japanese poem metric "dodoitsu" that goes 7-7-7-5.)
Once all four hidden cards are completed, the round ends and unless the playing field has exactly the colors represented among the hidden cards, the players have failed. The game is played for three hands, but in the final hand, one hidden card must be completed per round, lest the players fail. Players also fail if the deck runs out or if all five Ravens are drawn.
Vendor: AEG
Type: Board Games
Price:
15.95
Designer | Kuro |
Publisher | Alderac Entertainment Group |
Players | 3-5 |
Playtime | 30 mins |
Suggested Age | 8 and up |
The card deck in Seventh Hero consists of 77 cards, with each card representing one of seven different heroes. Players each start with two random heroes, and each hero has a special power that can be activated once. Each turn, a player sends a card from his hand face down to the next player, who can choose to take it or pass it on. If he takes it, he adds it to his group of heroes, but if it's a hero he already has, both hero cards are sent to the discard pile. Before sending a hero away, the player must obey the current round's limitations, such as the card must be odd or must be below or above a certain number.
The first player to collect six of the seven heroes wins.