Trapped in a prison in which each room has four doors but apparently no exit, the players must try to find Room 25, the supposed exit to this nightmare. But some amongst them might be guardians of the prison, waiting for the right moment to strike. In the cooperative game Room 25, not everyone wants to escape from imprisonment – but who is the traitor? Each turn, the player moves are preprogrammed, requiring discussion, negotiation – and possibly betrayal. Room 25 includes five different playing modes, from full cooperation to a solitaire game.
Targi is a 2-player game in which players are leaders of a Tuareg tribe and want to increase their tribe’s strength and influence. To do this, they need to gain the right items and use their possible actions wisely to end up with a bit of gold in their pockets. If you don’t reach a dealer quickly, the opponent might do so first – but what if you bring a whole caravan of coveted goods?
Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a “home” tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player’s own tiles, but also from the tiles in the other players’ villages and from the new tiles being auctioned.
Keyflower presents players with many different challenges, and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills, and workers.
In Bora Bora, players use dice to perform a variety of actions using careful insight and tactical planning. The heart of the game is its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you’ll generally get a better version of that action: more places to build, more choices of people to take, better positioning on the temple track, and so on. Place a low number and you’ll get a worse action – but you’ll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action.
Three task tiles on a player’s individual game board provide some direction as to what he might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do. The player who best watches how the game develops and uses the most effective strategy will prevail.
In Libertalia, you must thwart the plans of competitive pirates over the course of three rounds while using cards that show the same crew members as your piratical comrades-in-arms. Yes, not only do they attack the same ships, but they employ the same type of ravenous scum that you do! Can you take advantage of the powers of your characters at the right time? Will you be outdone by a pirate smarter than you? Jump into the water and prove your tactical skills!
Quarriors! Quarmageddon, the second expansion set to the Quarriors! dice-building game (already in the club), adds forty new custom dice powering six new Creatures and two new Spells for you to bring a serious smack-down to the battlefield of hexahedron monster combat. Some battle-hardened Creatures come equipped with a new “Immunity” ability so they can laugh off whatever your opponents throw at you!