Players: 2–4 • Ages: 10+ • Play time: 45 min.
Long ago, in a beautiful Eastern kingdom, a queen and her people pleased their Gods by building a mystical pagoda. The pagoda housed the four Gods and towered strong over the magnificent kingdom. As time passed, the queen fell ill, and she summoned her people to compete for her crown. The crown would be passed on to the person who could build the most pristine garden around the pagoda. The heir would be chosen by the four Gods themselves.
The goal of Four Gardens is to accumulate the most points on the score board by completing landscape cards and finishing sets. Each finished set creates a panoramic view of a garden, and these sets are called (no surprise) “panoramas.”
Players can finish panoramas by first laying groundwork cards, acquiring resources by turning the 3D pagoda, and allocating those resources to satisfy the requirements of each groundwork card. Once satisfied, a groundwork card becomes a landscape card. Multiple landscape cards laid in the correct order create a panorama. Each God has their own satisfaction meter which expresses their goodwill towards the gardens and their builders. Players try to please the Gods by completing landscape cards and finishing panoramas.
Shadowrun: Mobile Grimoire Spell Cards
Magic in the Sixth World is not about complex incantations, detailed hand movements, and long scrolls (except when it is). It’s a bout hitting fast, hitting hard, and moving on. Mobile Grimoire is for use with Shadowrun: Sixth World and provides references to dozens of spells, with game stats and rules, so you can select, cast, and go.
BattleTech: Battle of Tukayyid
On May 1, 3052, twenty-five Galaxies from seven Clans clashed with twelve armies of ComStar’s Com Guards on the pastoral planet of Tukayyid. For twenty-one days, one of the largest campaigns in BattleMech warfare unfolded to decide the fate of the Inner Sphere.
The Battle of Tukayyid is one of BattleTech’s most pivotal conflicts. Now, explore this crucial campaign through eight different points of view—from the enigmatic ComStar, whose relatively untested forces are the Inner Sphere’s last defense against the seemingly unstoppable Clans, to each Clan, as their leaders and MechWarriors attempt to achieve victory on their own terms.
Players: 1–9 • Ages: 13+ • Play time: 20–40 min.
The dreaded Black Death has descended upon the town of Bristol. You are racing down the streets in one of the three available apple carts, desperate to escape into the safety of the countryside. If your cart is the first to leave the town and it is full of only healthy villagers when you leave, you and your fellow cart-mates successfully escape and win the game!
However, some villagers on your cart may already have the plague! They are hiding their early symptoms from you so that they can enjoy their last few days in peace. If you leave town with a plagued villager on your cart, you will catch the plague. You must do whatever is necessary to make sure that doesn’t happen!
On the surface, Bristol 1350 is part cooperative teamwork, part racing strategy, and part social deduction. In reality, it’s a selfish scramble to get yourself out of town as fast as possible without the plague, by any means necessary. The game comes in a magnetic book box and includes a rubber play mat, 9 wood pawns, 3 miniature carts, 6 rat/apple dice, a linen bag, and 64 cards. The deluxe version adds 6 coins, 6 cards, and 3 metal carts.
This is a standalone game. It is Volume 4 in the Dark Cities Series by Facade Games (previous Volumes include Salem 1692, Tortuga 1667, and Deadwood 1876).
Digital Glowing Dice Set: Radiant & Green
Ready, set, glow! This glowing dice set is bound to add a little spark to any game—day or night.