Showing posts with label timeline. Show all posts
Showing posts with label timeline. Show all posts

Sunday, September 14, 2014

New from Asmodee! Dixit: Daydreams, Lords of Xidit, Timeline Americana, Hyperborea and more!

Coming in October!
ASMABY01US
Abyss
$59.99 SRP

Internal unrest brews among the court of the Abyss. The warlike Crabs bring chaos against the wise mages of the Jellyfish while the merchant Shellfish wage trade wars against the insidious Squid politicians. Can you recruit the allies you need to master the lords of the Abyss? Venture to Abyss, where players must battle monsters, recruit allies, and sway the great lords of the deep. The right hand of ally cards will let you control the lords who will help you seize the kingdoms of the Abyss. Be careful of your foes, though, because treachery abounds in the lands under the sea!

Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.

2-4 players
Ages14+

Note: The first print run of Abyss will have five alternate covers. However, games are randomly selected and we cannot guarantee a certain cover for your order.



ASMDIX06US
Dixit: Daydreams
$29.99 SRP

In Dixit, each round one player takes on the role of Storyteller, choosing one card from his hand, then telling a story, singing a ditty, or otherwise doing something that in his opinion is associated with the played card. Each other player then chooses one card in her own hand and gives it to the Storyteller in secret. These cards are shuffled and revealed, then players vote on which card was played by the Storyteller. If either no one or everyone votes for the Storyteller, then he receives no points; if he received some votes but not all of the votes, he scores based on the number of votes received. Each player who submitted a correct vote or who received a vote on her card submission also scores. After a certain number of rounds, the player with the most points wins.

Dixit: Daydreams is an expansion for Dixit that contains 84 new cards beautifully illustrated by Frank Dion.

3-6 players
Ages 8+
30 minute play time

ASMTIM07
Timeline: Americana
$14.99 SRP

From the first Stetson hat to the unveiling of the first iPad, America’s history and its popular culture have gone hand in hand. See if you can remember when the Red Sox traded Babe Ruth, or when Lindbergh crossed the Atlantic. American popular history was never so much fun!

Timeline: Americana takes the players through a historical tour of the popular history of the country. Each player has a hand of cards, and they take turns placing those cards correctly into the growing timeline. Guess correctly to get rid of all of your cards and win the game!

2-8 Players
Ages 8+
15 minute play time


ASMTIM06
Timeline: America History
$14.99 SRP

Which happened first, the Salem Witch Trials or the foundation of Harvard College? Was Watergate before Woodstock? Sure, it’s easy to know whether the discovery of America came before the Deepwater Horizon oil spill, but how well can you remember everything that happened in between?

In Timeline: America History, players have hands of cards and take turns attempting to place the cards correctly into the growing timeline. Easy at first, but rapidly growing more difficult, Timeline: America  History will test your knowledge and help you learn the history of the nation.

2-8 Players
Ages 8+
15 minute play time

ASMLOX01
Lords of Xidit
$59.99 SRP

The Black Southern Host has arisen, corrupting the hearts of the indigenous creatures. Afflicted by a mysterious sickness, they are attacking human cities. The last remaining hope for restoring peace to Xidit lies with the Kingdom’s noble heirs, the Idrakys. As one of them, you must roam the Kingdom recruiting brave soldiers and reclaiming threatened cities. Your bravery will not go unrewarded: accumulate wealth, send bards to sing your praises, and build Sorcerers’ Guilds!

Lords of Xidit features simultaneous programming and an elimination-based scoring system that leaves no room for complacency! In more detail, at the end of the game players compare their influence in one category and the player with the least influence is eliminated and his pieces removed from the board; players then compare influence in another category, with a player again being removed. The order of elimination is randomly determined at the start of play, forcing you to thinking in different ways each game.

Prepare to ride out, Idrakys, and forge your legend!

3-5 Players
Ages 14+
90 Minute Play Time

ASMHYB01US
Hyperborea
$99.99 SRP

The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land.

Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.

The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!

Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.

Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...

The game’s main mechanism, which can be described as “bag-building”, involves you building a pool of “civilicubes”. Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates. Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own. But be careful, with great power also comes great responsibility.

2-6 players
Ages 14+
20 minute play time

ASMMASC02
Mascarade Expansion
$14.99 SRP

The Masquerade resumes anew! Will you succumb to the charms of the Courtesan, or the spells of the Necromancer? Attend a Masquerade of the renaissance and try to discover the identity of your opponents. Who is telling the truth? Who is bluffing? Reveal the truth all while hiding your own true identity!

Requires base game to play.

2-13 players
Ages 10+
30 minute play time 


Coming in November!
ASMSEVEN05
7 Wonders: Babel
$39.99 SRP

All civilizations have their eyes turned towards the horizon as the prestigious Tower of Babel is erected slowly toward heaven. Each player can decide whether or not to bring assistance to this emergent civilization by participating in the construction of the tower and its surrounding monuments.

7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions.


ASMCOLT01
Colt Express
$49.99 SRP

On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with forty-seven passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company’s weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top?

In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases:

    Phase 1: Schemin’- Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck.
    Phase 2: Stealin’- The action cards are carried out in the order they were played, with a player’s best laid plans possibly not panning out due to mistakes and oversights!

The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play. Players will plan ahead and play cards to steal the most loot, shoot their opponents, move around the train and elude Marshal Ford. Will you be the richest bandit in the outlaw gang?

2-6 players
Ages 10+
40 minute play time

Thursday, July 10, 2014

New from Asmodee! Black Fleet, Hotel Tycoon, World of Tanks: Rush and more!

Coming Soon!
ASMHOT01
Hotel Tycoon
$39.99 SRP

Everyone may start off equal - but it won’t take long to change that. With a little luck and whole lot of money, drive your opponents into outright bankruptcy and claim the top spot in the high-stakes world of luxury hotels.

On your turn, you’ll roll to move your plane to your next destination. Will you buy the land or improve your existing properties? Can you bribe the planning commission for the right to add to your luxury hotel? Can you strike just the right balance between spending extravagantly and saving for a rainy day? Time your moves and spend wisely to ruin your competition and win the game.

2-4 Players
Ages 8+
40 Minute Play Time

ASMSCBF01EN
Black Fleet
$69.99 SRP

Dastardly villains have captured the governor’s daughter, and it’s up to you to save her. Employ merchants to trade goods, or use your pirates to sink your enemies and steal their treasures. Barter or blast your way to victory!

In Black Fleet, players employ their pirates, merchants and occasionally, the Royal Navy to trade for gold, and sometimes just take it. Every turn you will play a movement card to determine where and how you can move, and what you can do when you get there. Swashbuckle your way across the Caribbean, and rescue the governor’s daughter from the Black Fleet.

3-4 players
Ages 14+
60 minute play time

ASMCGYEN03
Cash ‘n Guns 2nd Edition
$39.99 SRP

The big heist may have been a success, but it all goes wrong when every crook wants a bigger cut. With this much money on the table, bullets speak louder than words!

In Cash ‘n Guns, players will point foam pistols at each other and try to intimidate their opponents into letting them have the largest share. The bravest crooks enjoy the most money – but only if they live long enough to spend it!

4-8 players
Ages 10+
30 minute play time

ASMWOT01US
World of Tanks: Rush
$34.99 SRP

A squadron of tanks rumbles across the field of battle to assault the enemy stronghold. Wily commanders recruit the strongest and smartest to carve a swath of destruction across the homelands of those who oppose them. Powerful tanks from all over the world meet to do battle in World of Tanks: Rush. Players will start with a simple set of barracks cards and race to build the best deck of tanks and armored vehicles. Use the abilities of your tanks to manipulate the field to your advantage, or press those tanks into service and send them to destroy the opposing bases. A thrilling deck-building game with plenty of action, World of Tanks: Rush will leave everyone begging for one more game.

2-5 players
Ages 10+
30 minute play time
ASMRGH01
Romans Go Home!
$12.99 SRP

When those rotten Romans invade your homeland of Caledonia, there’s nothing for it to but to give them a proper Scottish heave-ho. Which would be a lot easier, if those other clans would just get out of the way…

Each player adopts a different clan of ancient Scotsmen bent on destroying Hadrian’s Wall and sending the Romans back to Rome. Play your warriors strategically, then reveal them and use their special abilities to defeat the invaders - and more importantly, to show your rival clansmen that your clan is the strongest of them all.

1-4 players
Ages 14+
20 minute play time

Contains:
54 cards
Rules

Sunday, September 16, 2012

New from Asmodee!

October 11th Release Date!

ASMECL02
Eclipse Rise of the Ancients Exp
$ 49.99 SRP

The Seven are still struggling with their efforts to dominate the galaxy. While the conflict escalates, the leaders receive discomforting reports from the newly discovered sectors, from Sigma Hydrae to Theta Ophiuchi. The systems previously thought to be empty are suddenly swarming with Ancients – whole worlds of them, with ship capabilities way beyond anything seen before! They are not willing to negotiate. The former adversaries need to find allies among themselves to face the rising threat. At the same time new factions are trying to get a foothold on the galaxy and even overthrow the Seven. The times are interesting indeed. The Ancients are rising. Will your civilization rise above the others and emerge victorious? Features: •Four new species: the Magellan; Exiles; Rho Indi Syndicate; Enlightened of Lyra. •Rare Technologies. •Developments. •Warp Hexes. •6 basic new hexes. •Alliances. •New Discoveries. •7-9 player game!

October 19th Release Date!

ASMDIX05
Dixit Jinx
$ 14.99 SRP

Jinx is a new Game in the Dixit family but unlike the original game the drawings are not realistic illustrations depicting scenes but images halfway between abstraction and figuration. During the game 9 cards are exposed in a square 3x3. The active player draws a locator map that will show him one of the nine cards with which he will play. This location is held secret. The player must now speak, sing, act out something that makes thinking about this card just like in "Dixit". The other players go around and point to the card they think is correct but beware! Only one player can point a given card. Once a player has chosen the right card, the turn stops (although some have not chosen). The player who finds the right card keeps it (each card gives a victory point). Players who erred give their cards to the player active. But if neither player gets it right card, the active player must return one of the cards previously won.

Releasing in October!

ASM700500
Lady Alice
$ 42.99 SRP

Can you find the culprit first? In Lady Alice – a game of intrigue, flair, bluff, and mischief – the players are the Baker Street Kids who must deduce and uncover the time, place, the object stolen, and the culprit behind the kidnapping of Henry Morton Stanley.



ASMFDC04
Formula D Exp 4: Baltimore/India
$ 29.99 SRP
Formula D: Circuits 4 - Baltimore & India is an expansion board for the Formula D board game with two new tracks on a double-sided game board.



ASMSHEH01
Sherlock Holmes: Consulting Detective
$ 40.00 SRP

Ten Sherlock Holmes adventures in which you are the hero! You are a member of the Baker Street Irregulars working to solve mysteries before the Master! You are either investigating the mysteries as an individual, or trying to win against up to 8 other investigators. The curse of the mummy, the murders of the Thames, the mysteries of London, the stolen paintings... strange cases of the most famous detective ever: Sherlock Holmes! Equipped with a copy of the Times, a map of London, a directory and more importantly - your logic, you will roam the streets of London trying to solve the most heinous crimes. Will you visit the crime scene? Meet Inspector Lestrade? The decision is in your hands and each clue that you follow will bring you a step closer to the truth. Unravel the string of intrigue, answer a series of questions and compare your score to that of Sherlock Holmes. Can you beat the Master?


ASMCOHMU01
City Of Horror
$ 50.00 SRP

In City of Horror, you're playing a group of humans faced with a zombie invasion. The struggle against the dead is important, but your own survival is vital! To win, you'll have to make alliances but also betray your companions. A game is played over 4 turns. Each turn represents one hour of time before reinforcements arrive. These turns are played out similarly: zombies arrive, players move one of their characters and then each location is resolved (power and attack). At the end of the 4 turns of play, the player with the most victory points (characters, food and antidote) wins the game. But be careful: to get into the helicopter, the players will have to make sure each of their living characters has been vaccinated. The box contains: 7 site tiles; 3 road tiles and a water tower area; 1 water tower; 21 character cards; 21 character tokens; 1 woman with baby character token; 40 zombie tokens; 30 colored bases; 36 movement cards; 40 action cards; 20 invasion cards; 6 explosion markers; 1 starting player marker; 12 food tokens; 16 antidotes; 1 zombie leader marker; 3 caches to be used when parties to less than 6 players; and 6 markers to indicate the color of the player.



ASMTIM03
Timeline: Historical Events
$ 14.99 SRP

JFK's assassination, the 1st step on the moon, the last crusade... Can you put all these events correctly on the timeline? Each player is dealt the same number of cards. At the start of the game, a card is drawn at random from the stack and is placed at the center of the table with the date showing. This is the starting point for a timeline that will be gradually completed by the players. The first player then chooses one of his cards and places it before or after the card on the initial map. The player's card is then turned over to show the date of the historical event. If it is correct, it stays in place. Otherwise, the card is discarded and the player must draw another to replace it. The more cards in the timeline, the harder it is not to make a mistake! The first player with no cards left wins.


ASMHELP01
Help Me!
$ 25.00 SRP

The spirits of nature are in danger! Can you help? By making use of your bluffing and tactical skills, carefully move the game tile while trying to determine the identity of your opponent's creatures. •A variant to the game play for 3 and 4 players, without the addition of any pieces. •Superb illustrations. •A cunning game appreciated by players of all ages. The box contains: 36 tiles and the game rule book.

Thursday, May 31, 2012

New from Asmodee!

Coming in July!


ASMSEV03
7 Wonders: Cities
$ 29.99 SRP

7 Wonders – Cities is the new extension of the award-winning 7 Wonders game. For an added challenge, you can play all three versions together [7 Wonders, 7 Wonders - Leaders and 7 Wonders – Cities]. Far from the pomp of palaces and gardens, in the darkest alleys, gold changing hands, exchanging information, alliances are formed and secrets are betrayed. This extension provides a new family of cards that complements Ages already existing in 7 Wonders. Now, mercenaries, thieves, spies and diplomats will give a new scale to your cities. Reap the benefits by sowing discord among your opponents, play them off each other and push them into debt.
Features •Ability to play with up to 8 players! •Introducing new “team” play. •New cards, new playing tactics



ASMTIM02
Timeline: Discoveries
$ 14.99 SRP

Was America discovered before Planetary Motion? With Timeline Discovery, find the answer to this question and thousands of others by comparing your knowledge or insight to historical reality! Each Card has a different discovery and on the opposite side its associated date. The game play is easy... but the challenge comes as the timeline expands. Each player is dealt the same number of cards. At the start of the game, a card is drawn at random from the stack and is placed at the center of the table with the date showing. This is the starting point for a timeline that will be gradually completed by the players. The first player then chooses one of his cards and places it before or after the card on the initial map. The player's card is then turned over to show the date of the historical event. If it is correct, it stays in place. Otherwise, the card is discarded and the player must draw another to replace it. The more cards in the timeline, the harder it is not to make a mistake! The first player with no cards left wins.



ASMTIM03
Timeline: Historical Events
$ 14.99 SRP

JFK's assassination, the 1st step on the moon, the last crusade... Can you put all these events correctly on the timeline? Each player is dealt the same number of cards. At the start of the game, a card is drawn at random from the stack and is placed at the center of the table with the date showing. This is the starting point for a timeline that will be gradually completed by the players. The first player then chooses one of his cards and places it before or after the card on the initial map. The player's card is then turned over to show the date of the historical event. If it is correct, it stays in place. Otherwise, the card is discarded and the player must draw another to replace it. The more cards in the timeline, the harder it is not to make a mistake! The first player with no cards left wins.

Saturday, August 27, 2011

New from Asmodee


Coming in September
Product Image
ASMTIM01US
Timeline
$14.99 SRP

Was the light bulb invented after or before glasses?

With Timeline, learn the answer to this question and thousands of others by comparing your knowledge or hunches to historic reality.

At the beginning of the game, players all get the same number of cards representing monuments, inventions, etc. At the back of each card is a date. To begin, one card is randomly drawn from those not given to players. This card is placed in the middle of the table, date-side up and is the starting point of a chronological line which will slowly be built by the players. The first player then chooses one of their cards. If the player thinks that the invention on their card came before that of the initial card, the player places their card to the left of the initial card. If they feel that the invention on their card was created after, it is placed to the right of the initial card. The player's card is then turned date-side up. If the player was right, it remains on the table. Otherwise, the card is discarded and a new one must be drawn to replace it. Play proceeds clockwise.

The more cards which are correctly played, the harder it is to correctly place new ones! The first player to get rid of their cards wins.