Showing posts with label coup. Show all posts
Showing posts with label coup. Show all posts

Saturday, June 11, 2016

New from Indie Boards and Cards! Grifters, The Resistance: The Plot Thickens and more!

Coming in August!
IBCGRF1
Grifters
$24.99 SRP

In a society in which every aspect of life is controlled by the government, there are always those that don’t operate by the rules. Some valiantly fight the oppression in the hopes of better times, others stand together for strength. Grifters operate on the fringes of The Dystopian Universe, powerful gangs of criminals eager to take advantage of every opportunity to profit from the chaos cause by the resistance. You are one of the grifters.

Grifters is a hand-building game that has all the fun of deck-building games, without the deck. Players take on the role of powerful crime bosses, building their criminal organizations by carefully recruiting new operatives with specialized skills and directing their team’s nefarious deeds. All of your specialists are either in play or in your hand, ready to be used as you command. This unique hand-building mechanic gives you total control of your strategy.

Are you devious enough to rob the corporations blind, swindle your opponents and pull off daring heists?

2-4 players
Ages 14+
30 minute play time
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IBCG54A1
Coup: Rebellion G54: Anarchy
$11.99 SRP

G54: Anarchy contains three playing cards for each of the 6 additional roles for the G54 system; Anarchist, Arms Dealer, Financier, Paramilitary, Plantation Owner and Socialist and a new General Action; Social Media.  These new roles add countless new ways to play G54!

Also included are the randomizers and dividers for each new role, and the tokens and action cards associated with those roles.

Requires Coup: Rebellion G54 main game to play.

3-6 players
Ages 14+
15 minute play time
IBCRESPT1
The Resistance: The Plot Thickens
$11.99 SRP

This is a bundle of the Plot Cards and the Sergeant and Rogue promos and a full set of Resistance/Spy cards and a full set of Mission (Success/Fail) cards.

The Plot Cards add opportunities for the resistance players to gain information about their fellow conspirators but in the hands of a crafty spy, the plot cards can be used to cause even more confusion and subterfuge.

The Rogue Agent module introduces both resistance and spy Rogue Agents. Rogues are the first players in The Resistance that have a unique victory condition and are very interesting play option.

The Sergeant is designated by the leader with ability to change mission results. A very tricky proposition and sure to have everyone second guessing when to use, and when to just threaten with this ability.

Requires The Resistance main game to play.

Ages 14+

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IBCDMWC1
Don’t Mess with Cthulhu
$14.99 SRP

Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world, or Cultists that want to bring the world to a disturbing end.

The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.

Can you save the world or will you lose your sanity trying?

4-6 players
Ages 14+
20 minute play time

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IBCBBB1
Baby Blues
$19.99 SRP

In Baby Blues, players are employees in a daycare center tasked with the caretaking of babies, keeping them happy, entertained, and not crying!

You have five babies under your charge, and you want to keep your babies happy. Happy babies score points at the end of the game, crying babies do not. You’ll play cards to make other babies cry and keep your babies happy. The game ends when one player has only crying babies. All the babies that aren’t crying are flipped over and their points totaled. The player with the most points wins!

3-5 players
Ages 14+
30 minute play time

Sunday, September 27, 2015

New from Indie Boards and Cards! Coup: Rebellion G54 and One Night Revolution!

Coming in October!
IBCG541
Coup: Rebellion G54
$29.99 SRP

In the not too distant future, the government is run for profit by a new “royal class” of multi-national CEOs. Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation. Out of the oppressed masses rose a rebellion, an underground organization focused on overthrowing these powerful rulers. The valiant efforts of the rebels have created discord, intrigue and weakness in the political courts of the noveau royal, bringing the government to brink of collapse. But for you, a powerful government official, this is your opportunity to manipulate, bribe and bluff your way into absolute power.

To be successful, you must destroy the influence of your rivals and drive them into exile. In these turbulent times there is only room for one to survive.

G54 uses the same lightning fast rules found in Coup - claim, counter, challenge and bluff - and then adds an exciting strategic layer via character selection.

Before each game starts, five character roles are chosen randomly from 25 different cards. Each of the five characters has a unique ability - the combination of abilities and interplay between them makes each game unique. This allows for over 5,000 different ways to play the game!

Coup: Rebellion G54 is a stand-alone game and does not require Coup to play.

2-6 players
Ages 12+
IBCONR1
One Night Revolution
$24.99 SRP

Everything has led to this night. Years of fighting and political intrigue have culminated in a single mission that will bring the empire to its knees. Your cell has been hand selected to complete this mission but you live in fear that your ranks have been infiltrated.

With only minutes to act, you must use the information gained during the night to identity and assassinate a spy. But be careful, you can never be certain how many spies your group contains, nor can you trust that your own motivations won’t be swayed by nefarious means.

One Night Revolution is a super-fast game of secret identities for 3 to 10 players that combines all the deductive and chaotically fun elements of the One Night Ultimate Werewolf series with more structured game play. The result is a very addictive game that is easy to learn and will be played over and over again.

Every player starts with a specialist role and an ID (either Government Informant or Rebel Fighter). At night, the Informants reveal themselves to one another - assuming any exist, that is, as at all player counts between zero and three Informants are in play - then all players complete their specialist action in a clockwise. Specialist actions include gathering information, switching roles, and helping players in their attempt to identify the Informant(s) before the day is over. If a majority of players identify an Informant, the Rebels wins but if the Informant(s) remain hidden, they win!

3-10 players
Ages 14+

Monday, August 18, 2014

New from Indie Boards and Cards! Coup: Reformation Expansion and Dragon Slayer!

Coming in October!
IBCCOR1
Coup: Reformation Expansion
$11.99 SRP

Coup: Reformation, an expansion for the original version of Coup: City State from La Mame Games, adds new cards to the game and rules for factions and team play that increases tension in the early stages for four or more players and (thanks to 15 additional character cards) allows Coup to be better played with up to ten players.

With Coup: Reformation, each player must declare himself either Protestant or Catholic and can target only members of the other faith. Conversion is possible, however, for yourself or for another player by paying a charitable donation to the Almshouse. Like all factions, once you have eliminated the other sect, you just descend into in-fighting, so there's still only one winner and no second place.

Coup: Reformation adds a new fluid team dynamic to Coup as players jostle with their allegiance to take advantage or seek protection in the early stages of the game.

Requires base card game to play (IBCCOU1).

IBCDRS1
Dragon Slayer
$12.99 SRP

You are the world's most fearless dragon slayers, competing to be crowned the master slayer. Your brave warrior must search far and wide for these ferocious beasts, defend yourself against its attacks and be ever ready to strike them down. Even in victory your companions may challenge your courage, demanding that you prove your valor with foolhardy audacity or cower in their mocking taunts.

Game designer David Mortimer really made this game shine, creating a new PYL game is a deceptively difficult challenge, and he did this one right. Like all great PYL games, the rules are simple, format of repeating the Dragon Hunt until you decide to stop. The very interesting twist is the player challenges. The ability to challenge, and rewards for passing or failing when challenged, add a dimension to everything that you do on your turn. What order do you go after dragons? When do you stop? When do you challenge? Who do you challenge? How do you get others not to challenge you?