Simultaneous Action Selection

Walk The Plank! (Limited Edition)

In Walk the Plank!, players represent the worst pirates in a captain's crew. The captain has rounded you all up because you're all lazy and stupid and simply not worth the rum and loot you get paid. That said, the captain has decided he's willing to keep two of you in his crew. To prove you're worthy, you will fight amongst yourselves, trying to shove other players' pirates off the end of the plank while keeping yours alive!

In game terms, each round players secretly stack three of their ten action cards, then they take turns revealing and playing those actions one by one no matter what's gone wrong between the planning and the doing. If you plan to have a pirate shove someone off the plank on your third move and all he sees are his own best mates, he will still shove away! Some cards bear a skull on them, and these powerful cards must remain on the table the round after they're played, but otherwise players then pick up their action cards and start a new round. As soon as two or fewer pirates remain on board, the game ends and the owner (or owners) of these pirates win! Watch out, though, as sometimes every pirate will end up in the drink, which means that no one wins other than the sharks circling in the water below...

This all new limited edition tin edition features a reworked version of the rules, all new artwork (by Felideus Bubastis), screen printed meeples, the Ghost Meeple mini-expansion (with rules), and a 26 card promo pack.

The promo pack features a summary card and 5x cards each each of the five player colors, which now give each player 15 cards to choose from rather than the 10 cards featured in the original or the deluxe tin editions.

The new cards are:

Skeleton
Scallywag
Parlay
Ghost Pirate
Dynamite

NMBR 9

Numbers aren't worth anything in NMBR 9 unless they're off the ground floor and looking down from above.

The game includes twenty cards numbered 0-9 twice and eighty tiles numbered 0-9; each number tile is composed of squares in some arrangement. After shuffling the deck of cards, draw and reveal the first card. Each player takes a number tile matching the card and places it on the table. With each new card drawn after that, each player takes the appropriate number tile, then adds it to the tiles that they already have in play, with each player building their own arrangement of tiles.

The new tile must touch at least one other tile on the same level along one side of a square. A tile can also be placed on top of two or more other tiles as long as no part of the new tile overhangs the tiles below it; new tiles placed on this same level must touch at least one other tile, while also covering parts of at least two tiles and not overhanging.

Once all the cards have been drawn and the tiles placed, players take turns calculating their score. A tile on the bottom level — the 0th level, if you will — scores 0 points; a tile on the 1st level above this is worth as many points as the number on the tile; a tile on the 2nd level is worth twice the number on the tile; etc. Whoever scores the most points wins!

Fields of Green

Fields of Green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory.

Fields of Green, inspired by Among the Stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year.

Through various means, player eventually convert their wealth to victory points, and the player who gathers the most by the end of the fourth year wins.

1st & Goal

1st & Goal pits two football teams in a classic gridiron match. Players call plays using the cards available in their hands. Yardage gained or lost is determined by a roll of the dice, and strategic play-calling makes all the difference as to which dice you get to roll for each play. The right offensive play might gain you a lot of yardage – unless the defense sets up correctly to stop it. After that, it all comes down to the roll of the dice...

Fumbles, interceptions, sacks, penalties, deep passes, breakaway runs – it's all here. 1st & Goal comes with three Running Dice, three Passing Dice, a Defense Die, a Play Die, a Referee Die, and a Penalty Die. The card decks include 60 Offense cards and 60 Defense cards. Six "division" packs, each with four unique DFL (Dice Football League) expansion teams, are sold separately.

Flamme Rouge

The excitement in the air is electric as the leaders round the last corner and head for the finish line. Each team has used cunning and skill to position their sprinter for this moment, but only one has done enough to pull off the win!

Will your team lead from the front and risk exhaustion? Should you play it safe in the middle of the pack? Could you surprise everyone by striking from the back? Can you time your move perfectly?

Anyone can race, few become champions!

Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players’ goal is to be the first to cross the finish line with one of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion and position your team for a well timed sprint for the win.