Hand Management

Hot Rod Creeps

Gentle-creeps…Start Your Mayhem!
In this customizable racing game, your Hot Rod Creeps team is your ticket to glory! Each team has its own special deck of movement cards and its own strategy. Customize your Hot Rod! Add a new Engine, Weapon, Pit Crew, or set of Wheels at a Pit Stop along the way. Customize your racetracks! Make them as wild and crazy as you want, with more than 50 interlocking track tiles. Everything you need for a race unlike anything you’ve ever see is included with Hot Rod Creeps!

Key Features
• There are six teams to choose from: Epic Battle Wizards, Monsters, The Underworld, Food Fighters, Aliens and Rockabilly!
• Build your own track! Dangerous Curves, Pit Stops, “The Jump”, and Hazards are but a few of the dozens of track pieces that allow you to create the track of your dreams… or nightmares!
• Each Hot Rod has its own deck and its own unique strategy. Your deck doubles as your Gas Tank. Run out of cards and you run out of gas!
• Players also have access to the powerful, but often dangerous, Nitro deck. Blaze a trail to the front of the pack, but watch out – you might get burned!
• Customize your Hot Rod with cards like the Horrific Hamster Haven, the Black Plague Rat-apult, the Ketchup Mechanics, or the Clown Car Corner Clingers. Blast your opponents as you blow by them.

Wypas

Wypas (Flock) is a simple party game for 3 - 6 players. Every player plays a role of a shepherd, trying to trim as many sheep as possible. Player trimming the most valuable sheep wins the game.

The game contains the following components:

- 110 cards
- 1 victory track
- 6 pawns
- the rulebbok

Last Will

In his last will, your rich uncle stated that all of his millions will go to the nephew who can enjoy money the most. How to find out which nephew should be rich? You will each be given a large amount of money and whoever can spend it first will be the rightful heir. Visit the most exclusive theatres or eat in the most expensive restaurants. Buy old properties for the price of new ones and sell them as ruins. Host a huge party in your mansion or on your private boat. Spend like your life would depend on it. Spend to become rich! If you're the first to run through the money on hand, you'll receive the rest of his inheritance – oh, and win the game.

In Last Will, each player starts with a certain amount of money, an individual player board, two errand boys and two cards in some combination of properties and helpers. At the start of each round, lay out cards from the appropriate decks on the offering boards; the four regular decks are properties, companions, events, helpers and expenses, with special cards forming a deck of their own. The particular mix of cards varies by round and by the number of players.

Each player then chooses a plan for the round, with each plan indicating the number of cards the player draws (drawn immediately from the four regular decks in any combination), how many errand boys he can use later (one or two), the number of actions available to him that round, and his spot in the playing order that round. In the playing order for that round, players then take turns choosing an action with their errand boy(s), with those actions being:

Take a card on display and add it to your hand.
Draw a card from any regular deck – This can be chosen only once by each player.
Visit the opera and spend $2.
Adjust the value modifiers in the property market.
Take a player board extension, thereby giving you room to play more cards.

Players then take actions in the playing order for that round, with each player having as many actions as indicated on his plan. Actions let you play one-time events (which have a cost, possibly variable); helpers and recurring expenses (which are placed on your individual player board); and properties (which cost money and may depreciate over time). You can often play companions with events or recurring expenses – of course you should bring a date to the opera or a horse on your yacht! – to increase their cost. You can also use actions to activate cards on your player board, possibly with one or more companions and always with the goal of spending money. Helpers and special cards can provide you with unique powers to further boost your profligacy.

At the end of each round, you must discard down to two cards in hand, and properties that can depreciate do so; this is good as a player cannot go bankrupt if he owns properties, and the only way to get rid of properties is to sell them, which regretably puts money back in your hands unless the depreciation was intense or you manipulate the market.

If a player has no money and no properties, he declares bankruptcy and the game ends at the conclusion of that round; otherwise the game ends after seven rounds. The player who has the least money (or even who is most in debt) wins.

High Noon Saloon

Game description from the publisher:

On a windin' desert road in the middle of nowhere lies a town with no name. In this town you'll find a place where no slight goes unanswered and no fight stays private, the roughest, toughest waterin' hole in the Old West – the High Noon Saloon. If you're lookin' for a fight, you've come to the right place.

In the action-packed game High Noon Saloon, you are a combatant in an all-out brawl fought in an Old West Saloon. Shoot it out from a distance or get in close and beat on your opponents directly. Move between different parts of the saloon to get the upper hand. Whatever you do, make sure to keep your guard up – if you're not careful, you'll get beaten to a bloody pulp, shot full of holes, or both! The last one standin' wins, and there ain't no prize for second.

High Noon Saloon also includes special rules and cards for playing the game in teams.

Catan: Star Trek

Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German.

In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities.

On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources.

Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.