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  1. Machi Koro: Bright Lights, Big City is a standalone, fast-paced game for 2-5 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building ...

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  2. Micro Moonshine. Build an empire of forbidden spirits navigating the world of illegal liquor. The definitive source for tabletop games. Find millions of ratings, reviews, videos, photos, and more from our community.

  3. 2018年4月6日 · Spirit - Cards. Shadows Flicker like Flame has slow presence placement (no option to place 2 presence or to place presence while reclaiming), but rapid growth near the start of both presence tracks (+3 energy/turn from 2 spaces on the top, and +2 cards/turn from 2 spaces on the bottom). For many spirits, a rhythm of reclaiming on turns 3, 5, 7 ...

  4. The game ends when you reach 30/35/40 points (4/3/2 players). The excitement of ending the round to catch your opponents off guard. The pleasure of playing your effect cards and making combos. It's a set collection card game like Rummy. The origami created especially for the game is just the illustrations on the cards.

  5. Blood on the Clocktower is a bluffing game enjoyed by 5 to 20 players on opposing teams of Good and Evil, overseen by a Storyteller player who conducts the action and makes crucial decisions. The goal of the game is to successfully deduce and execute the demons before they outnumber the townfolk. During a 'day' phase players socialize openly ...

  6. Hegemony is an asymmetric politico-economic card-driven board game for 2-4 players that puts you in the role of one of the socio-economic groups in a fictional state: The Working Class, the Middle Class, the Capitalist Class and the State itself. The Working class controls the workers. The Capitalist class controls the companies.

  7. Inventions: Evolution of Ideas follows humanity's most noteworthy innovations and places the power of these technological developments in your hands to evolve your societies over the ages. In Inventions, cards simulate these new concepts. Cards are the ideas that eventually become inventions. Once they are invented, these technologies can be ...

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