Hand Management

10 Days in Africa

You have 10 DAYS IN AFRICA™ – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make correct connections for a ten-day journey wins the game.

Tiles are arranged on a player's tray, then a new tile is drawn. It can be used to replace a tile on one of the "days." Then that tile or the drawn tile are discarded face-up to one of three discard piles. Tiles may not be rearranged, only replaced.

You must complete your journey correctly, connecting by
foot - bordering country tiles set side-by-side,
air - countries of the same color with a same-colored airplane between them, or
automobile - a car can drive between two countries and a third country which borders them.

Whoever is the first to connect all 10 days wins the game.

This is the second installment in the 10 Days in series.

Cosmic Encounter

Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy.

Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more.

In Cosmic Encounter, each player is the leader of an alien race. On a player's turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. The offense draws from the destiny deck which contains colors, wilds and specials. He or she then takes the hyperspace gate and points at one planet in the system indicated by the drawn destiny card. The offense vs. the defenses ships are in the encounter and both sides are able to invite allies, play an encounter card as well as special cards to try and tip the encounter in their favor.

The object of the game is to establish colonies in other players' planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five colonies on any planets outside his or her home system. A player does not need to have colonies in all of the systems, just colonies on five planets outside his or her home system. These colonies may all be in one system or scattered over multiple systems. The players must use force, cunning, and diplomacy to ensure their victory.

Castle Panic

The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.

Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up.

Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

The game includes:
1 Gameboard
1 Rulebook
49 Castle Cards
49 Monster Tokens ( see Token set )
6 Walls
6 Towers
1 Tar Token
2 Fortify Tokens
6 Order of Play Cards
12 Plastic Stands
1 Die

Cinco de Mayo (2 de Mayo)

2 de Mayo is an abstract game of the terrible incidents that took place in Madrid on May 2, 1808. On that date, civilians in Madrid — and a few Spanish army units — rebelled against the French occupation troops of Napoleon.

2 de Mayo is a bilingual (English and Spanish) boardgame for two players, in which each player controls the forces of one side, either Spanish or French. The game lasts 10 turns and takes about 20-30 minutes to play.
Each turn is divided into four phases:
Preparation
Orders
Movement
Resolution
At the end of Turn 10, the French player achieves victory if all the Spanish forces have been eliminated, all the access areas to Madrid are French garrisoned and has not lost four or more cubes. If a French victory does not apply, the Spanish player wins.

10 Days in the USA

You have 10 Days in the USA. Travel the country by jet, car, and on foot. Plan your trip from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers.

This is the first installment in the 10 Days in series.

There are 50 state tiles, 10 colored airplane tiles, and 6 car tiles. Players all flip tiles one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a tile from one of three face-up piles or a face-down pile. The new tile may replace one tile in their tray, with that tile (or the unused drawn tile) discarded onto any of the face-up piles. Tiles may not be rearranged. When a player has all their days connected correctly, they win the game.

Travel Connections:
By Foot - bordering state tiles may be placed side-by-side
By Automobile - states may be connected by driving through a third state which borders them both (the car tile is put between them)
By Air - Two states of the same color may be connected by a same-color airplane placed between them"