Vendor: Baksha Games
Type: Board Games
Price:
19.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 2-6 |
Playtime | 30-90 mins |
Suggested Age | 12 and up |
Vendor: Baksha Games
Type: Board Games
Price:
9.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 3-8 |
Playtime | 15-30 mins |
Suggested Age | 12 and up |
Vendor: Baksha Games
Type: Board Games
Price:
9.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 3-6 |
Suggested Age | 12 |
Vendor: Baksha Games
Type: Board Games
Price:
7.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 2-6 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Expands | Banditos |
Go on a joyride through the 1980s. Your destination? Robbing the Banco de Mexico!
Now there are even more ways to make your millions with Banditos: Hippies and an Armored Truck, a 30-card expansion for Banditos that introduces four new characters, new cards for the action card deck, and inside information for the armored truck.
Vendor: Baksha Games
Type: Board Games
Price:
29.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 2-6 |
Playtime | 90 mins |
Suggested Age | 12 and up |
Expansion | Banditos: Hippies and an Armored Truck |
In 1982, Mexico's economy collapsed, and the government's response was to centralize the banks and devalue the peso. (This much, at least, is true...)
In the game world of Banditos, the Mexican people responded poorly to these changes, resulting in a decrease in effective security and an increase in creative accounting at the new Banco de Mexico. Once some of the "alternatively principled" people in the land of opportunity heard about this, they looked south of the border for their ventures.
You will play one of several American characters making runs into Mexico to pull bank heists. You will need to acquire vehicles, weapons, seed money, and maybe even some inside information to make it all happen.
The first player to get his character home with the equivalent of one million US dollars wins.
Players can acquire cards (vehicles etc.) by drawing them each turn, by buying them from other players, or by stealing them from the discard pile.
Doing anything deemed illegal, however, will bring "heat" to your character (if you steal from the discard pile or pull a heist,) or your vehicle (if you steal gas or pull a heist,) or Mexican cities (if you pull a heist.)
It's up to you as a player to manage your risk and decide how desperate you are to acquire what you need versus how much heat you currently have.
If you have the guts to try a risky heist, it'll either pay off or you'll land in a Mexican jail and have to play catch-up.
Vendor: Baksha Games
Type: Board Games
Price:
34.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 3-6 |
Playtime | 90 mins |
Suggested Age | 12 and up |
You have just finished your evil doctorate. Now it's time for you to return to a castle on the outskirts of the town where you grew up, to begin your tyranny in the name of revenge. Every bully that gave you a wedgie in school and every cutie who laughed at your advances will feel the wrath of the monster you are about to create...
Your goal in Good Help is to create the best monster that you can, then unleash it on the public – but don't take too long as the first player to have his monster destroy five buildings in town wins. Alternatively, you can set your monster on those of the other players, and if you have the last monster standing, you win.
To assist you in your goal – and to preserve your reputation in town – you'll hire assistants, then send them out to collect body parts, buy supplies and earn money. Your assistants can confront those of other doctors to try to steal away the gold, supplies or limbs they carry. Each assistant has at least one vice, however, and when moving about town they might be lured away by the prospect of beer, jewelry, dresses or sausage, selling or dropping everything they have to get their fix. Good help is indeed hard to find!