variable player powers

Murder City

A game of detectives and justice

Murder City is a strategy game for 2 to 5 players. You assume the role of a futuristic investigator, from hard-boiled detective to alien sleuth to company man. Your goal is to track down killers and prosecute them. The player to survive "the life" best and earn the most credits is the winner, the foremost jovan in the city.

This game includes the following:

5 different detectives to play
25 Murder Cards, the cases you investigate
50 Legwork Cards, which advance your own cases or interfere in other players'
25 Hardship Cards, the troubles you suffer when getting too deep into your work
All the dice you need to play

Twilight Imperium: Shattered Empire

The first expansion for Twilight Imperium (Third Edition) features four new races that are unseen in previous editions, more balanced Strategy cards, more belligerent Objective cards, several new surprises for neutral planets, two more sets of plastic units, rules (with more than a dozen new optional variants), and enough additional systems for a fourth ring around Mecatol Rex. Now its 3-8 players. If you played TI3 and had some ideas for potential improvements, they are probably incorporated in Shattered Empire.

Ghost Stories

Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.

The players, using teamwork, will have to exorcise the ghosts which will appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.

To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color which can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.

To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.

There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.

Neuroshima Hex! Duel

Duel is the second expansion to the game Neuroshima HEX. Just as the first line of supplements, Duel includes two new armies, and something special - this time it is intended to be a unique board games for two players. Duel is both an expansion and a stand-alone game - the game does not need base Neuroshima HEX to play.

The first army in the expansion is Vegas, an army of people who grew up in gambling. Its special feature is the ability to control the enemy of man and machine by means of special units - agitators. They can bribe any enemy unit that is adjacent to Vegas's HQ to make it attack another unit. If your units attack Vegas HQ, you can not be sure when they will stop attacking Vegas and turn to attack you!

The other army is a SMART, spreading fear the army of half machines, half-mutants, the experimental hybrids are transported in sealed combat transporters to battlefield where they emerge and destroy everything that moves. These are an extremely deadly force. Every ally adjacent to Smart's HQ has the ability to move. It makes this army very flexible and dangerous.

Integrates with:

Neuroshima Hex!

Neuroshima Hex! Babel 13

Babel13, an expanded NY military base, has lost contact with its HQ. The lonely defenders must face an enemy they have never seen before: the forces of mutated nature, the Neojungle. The battle for survival begins.

Neuroshima Hex! Babel13 is the first Neuroshima Hex! expansion. In this box you'll find two new, unique armies (the heavily armored forces of New York and the Neojungle full of beasts). You'll also get terrain tiles that rebuild and modify the main board, allowing players to play different scenarios. The box also has a two-player campaign titled "Babel13" which allows players to play four closely connected scenarios which resolve in a deadly final game!