Vendor: Tasty Minstrel Games
Type: Board Games
Price:
8.95
Designer | Trevor Cram |
Publisher | Tasty Minstrel Games |
Players | 3-4 |
Playtime | 10 mins |
Suggested Age | 10 and up |
Vendor: Touch Paper Press
Type: Board Games
Price:
11.95
Designer | Trevor Cram |
Publisher | Touch Paper Press |
Players | 2 |
Playtime | 10 mins |
Suggested Age | 12 and up |
"Use superpowers to recreate the back-and-forth struggle between Hero and Villain! Pitting Brawn, Speed, and Wits against one another as you chase mayhem around the city-grid."
This is a small box 'filler' game.
The game starts by randomly dividing the 18 cards, of which there are 9 green villain cards and 9 white hero cards. Whichever color you get a majority of will determine which Super you are. (You play cards of both colors, and you always know exactly which cards your nemesis has remaining in hand)
The Board is a 6x6 grid and each round the dice are used to find a space on it where 'Mayhem' happens. Players move and play a card face down after the first die roll (before the exact location of Mayhem is known), and then move again after the second die roll.
Players can end in 3 configurations- Sharing a space, one player at the mayhem, or neither player at the mayhem. Each configuration results in 1 of 3 showdowns (Brawn, Speed, and Wits, respectively) where cards resolve differently.
-Sometimes the high card wins, sometimes a Decoy wins, and sometimes cards of the same color are lost.
Victorious cards are set by one side of the board, and defeated cards are set by another. Win when there are 5 victory cards of your color, or 5 defeated cards of your nemesis' color.
The object of the game is to anticipate what your opponent will do, and to trick him into thinking he knows what you're up to.
Vendor: Mayday Games
Type: Board Games
Price:
12.95
Designer | Trevor Cram |
Publisher | Mayday Games |
Players | 2-4 |
Playtime | 20 mins |
Suggested Age | 13 and up |
Ahhhh... it's a hot lazy summer in your little suburb of the world and you're eleven years old again! You've played with your friends and explored on your bike and you're old enough to get excited by the prospects of earning some money. You've got €0.25 burning a hole in your pocket and your mom even offers to give you a shiny silver dollar to invest in your scheme. You're starting a lemonade stand! You've got just one week until the Fourth of July and you want to earn as much as possible to blow all of your profits on smoke bombs, bottle rockets and even some M-80s this year!
Of course some of your friends are copying your idea – why do they always do that? It is going to be an epic battle for bragging rights and fireworks as you compete with one another to see who will have the most money at the end of the week!
Lemonade Stand is played over seven turns (days), and each turn players start by turning over a forecast card which shows the weather forecast for the day along with number of customers and the price they will be willing to pay for each possible weather outcome. Players then place a 5, 10 or 15 cent price card down along with any signs or lemonade inventory they want to put out, all face down. All players reveal their cards at the same time and then a new forecast card is revealed which has an arrow pointing to one of five spots on the old forecast card, which determines which weather event occurred. Each player then collects money based on their price and # of glasses of lemonade invested versus the actual weather that happened.
Money is gained or lost, and play continues for seven rounds. Most money wins!X