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Welcome to Fallout: Power Play!, in which you control one of four factions from the Fallout universe: the Brotherhood, Raiders, the Enclave, and Super Mutant. You are all vying for control of locations within the Wasteland. You will spend your turns attempting to gain the most influence in locations on the board, winning points at the end of each round for each location where you have the most influence. To gain influence, play agents into locations, play and complete quests (which come with other rewards as well), use "power play" cards to respond to opponents, and struggle against the Wasteland itself as each turn a randomly drawn card brings an unpredictable change to the game, from sudden atomization to a surly deathclaw rampaging through your home base. The first player to gain 10 points wins. $50.00
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FARMily Feud - Welcome to FARMily Feud, where farmers must grow and protect the crop they are championing until one comes out as the ultimate winner. FARMily Feud provides players with the choice of 14 identical actions on seven farm cards, so the playing field is level and each farmer has an equal shot at victory. Everyone has an identical starting card showing three of their crop--tomato, aubergine (eggplant), carrot, or corn--which is placed in a set formation with the other players' starting cards. From here on out, the game is played in rounds, with players picking and simultaneously announcing the number of the action they'd like to take. The numbers determine player order. The action is executed by paying its cost in seed, then placing the card back side up, generally in order to either increase the player's own crop or decrease another's. In addition to outnumbering rivals' crops, players can also score points if they are able to finish with their crop in certain formations. The game plays quickly so you can challenge anyone at any time, so let's settle the sibling rivalry once and for all and kick off this FARMily Feud! $22.00
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5 Minute Dungeon - Is a chaotic, co-operative, real-time card game in which players have only five minutes to escape the randomized dungeon. Communication and teamwork are critical to survival because there's no time to form a carefully considered plan — and no predicting what dangers lie ahead. In more detail, players assume the role of one of ten heroes, each with special cards and abilities. Once the five-minute timer starts, the race is on to defeat all the monsters inside the dungeon. In order to defeat a monster, players must match symbols from their hand with ones on the monster's card. At the end of each dungeon is a powerful dungeon boss — and after the first boss is defeated, the campaign continues to the second boss. Each boss, and each randomized dungeon, gets harder until players reach the fifth and final boss. $50.00.
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Five Crowns - Is rummy with a five-suited deck and a twist. The set collection aspect of rummy is basically the same, with groups of three cards in either runs or denominations making a valid meld. The twist is that in each hand the number of cards required to create a meld increases, from three cards in the first hand to thirteen in the last. The game, therefore, consists of eleven hands. In each hand, in addition to the six Jokers, other cards are designated as wild: in the first hand 3s are wild; in the second hand 4s are wild, and so on until in the last hand the Kings go wild. (You can remember which cards are wild because it matches the number of cards in hand, i.e., in the first hand you hold three cards and 3s are wild.) A hand ends when a player can meld all cards in her hand after the discard. $25.00.
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Fire Tower - While manning your fire tower you notice smoke in the distance and pull out your radio to report a blaze growing somewhere in the forest. You must protect your tower with all the resources at your disposal: dispatch fire engines to combat the blaze, order air drops of water, and plan the building of firebreaks. Competing fire departments will complicate your work, using the unrelenting winds to their advantage in an attempt to safeguard their own towers and threaten yours. The chaotic Firestorm also stalks the deck and will dramatically swell the flames each time it is drawn. Will you effectively use your forces to outwit your opponents and survive the inferno? Can you be the last tower standing? $60.00
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Fish 'n' Chips - Rolling a FISH is key in this game, as it not only stops the other player collecting chips but also allows you to start collecting chips. BUT, be quick because the player to your left might roll a fish! To be the first player to collect 10 chips.
Place the 40 chip tokens in a pile in the middle of the table along with both dice. The last player who ate Fish ‘n’ Chips starts the game. The player begins by picking up and rolling the RED fish dice. What happens next depends on the dice outcome. If the player rolls and reveals a BLANK their turn is over and the RED fish dice is passed to the player on their left who now rolls the dice. Players continue to roll and pass the dice until one player rolls a FISH. As soon as a player rolls a FISH they pick up and roll the YELLOW chip dice. Game on! If the player rolls a BLANK they don’t pick up any chips but may continue to roll the chip dice. If the player rolls a CHIP, they pick up one chip from the centre pile, place it in front of them and continue to roll the dice. If the player rolls a SEAGULL they may STEAL a chip from another player’s pile, add it to their own and continue to roll the yellow dice. BUT, as soon as a player begins to roll the YELLOW chip dice, the player to their left may now grab the RED fish dice and begin to roll it. Both players are now rolling both dice at the same time. One to collect chips and the other to try and roll a fish! As soon as the player rolls a FISH they shout out FISH. The player with the YELLOW chip dice must immediately stop rolling and stop collecting chips. It is now the turn of the player that rolled the fish to grab the YELLOW chip dice and begin collecting chips and it’s the player to their left who must now grab the RED fish dice and begin to roll it hoping for a fish! $19.00 |
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Flamecraft - Artisan dragons, the smaller and magically talented versions of their larger (and destructive) cousins, are sought by shopkeepers so that they may delight customers with their flamecraft. You are a Flamekeeper, skilled in the art of conversing with dragons, placing them in their ideal home and using enchantments to entice them to produce wondrous things. Your reputation will grow as you aid the dragons and shopkeepers, and the Flamekeeper with the most reputation will be known as the Master of Flamecraft. In Flamecraft, 2-5 players take on the role of Flamekeepers, gathering items, placing dragons and casting enchantments to enhance the shops of the town. Dragons are specialized (bread, meat, iron, crystal, plant and potion) and the Flamekeepers know which shops are the best home for each. Visit a shop to gain items and a favor from one of the dragons there. Gathered items can be used to enchant a shop, gaining reputation and the favors of all the dragons in the shop. If you are fortunate enough to attract fancy dragons then you will have opportunities to secure even more reputation. $65.00
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Flamecraft Duals - Is a two-player abstract pattern-building game that takes about 30 minutes to play. Each round, a player draws a dragon from the bag and places it on the shared central board. Every dragon type has a special ability that can be fired up to draw more dragons or rearrange those already on the board. You want to match three dragons on the board to the pattern on the shop cards in your hand to score them. Once all the dragons are drawn from the bag, the game ends and the player with the highest score wins. $55.00
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Flip 7 - Flip over cards one by one without flipping the same number twice. Sound easy? Think again! This isn't just any deck of cards… In Flip 7 there's only one 1 card, two 2's, three 3’s, etc plus a bunch of special cards that can score you extra points, give you a second chance, or freeze you or your opponents in your tracks. Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game that's sure to be the greatest card game you’ve ever played! $20.00
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Flip 7: With a Vengeance - is back - With a Vengeance! All of the fun of the original game, plus new player interactions and special take-that cards! Flip over cards one by one without flipping the same number twice. Sound easy? Think again! This isn't just any deck of cards… In Flip 7: With A Vengeance, there's only one 1 card, two 2's, three 3’s, etc., plus a bunch of special cards that can cut your points in half, steal any card, or force an opponent to draw four cards! Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game where no one is ever really safe. The hard-boiled sequel to the award-winning, instant classic, Flip 7. $23.00.
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Flora Funga - Is two games in one. Flora: Dandelions sprout, bloom and scatter their seeds in an ever-changing cycle. Place plants, buds, flowers and seed heads to form patterns that match your mission cards. On every turn, the landscape shifts. Choose your missions wisely and plan your moves carefully to stay ahead. The first person to fulfill and discard their mission cards wins the game. Funga: Place mushrooms to complete mission patterns, scoring points as you plant, connect and block your way to victory. Special powers grant players unique abilities that can unexpectedly change the game. Shape the fungal landscape to score the most points and become the true master of Fungi! $40.00
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Forest Shuffle - players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna. To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half. On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play. During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins. Forest Shuffle is the first in a line of Lookout games sporting the Lookout Greenline label, produced on FSC certified paper and avoiding plastic completely. $55.00. Alpine, Exploration, and Woodland expansions also available $20.00 each
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The Fox in the Forest - Is a trick-taking game for two players. Aside from the normal ranked- and suited-cards used to win tricks, fairy characters such as the Fox and the Witch have special abilities that let you change the trump suit, lead even after you lose a trick, and more. You score points by winning more tricks than your opponent, but don't get greedy! Win too many tricks, and you will fall like the villain in so many fairy tales... $32.00.
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Foxglove Farm - You are the founders of a new fox town, constructing buildings and connecting them with trails to create the most profitable settlement. The buildings you choose might create goods or turn them into points. Pick wisely and connect them efficiently to move your goods around your town to earn the most points. $65.00
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Fresco - In Fresco, players are master painters working to restore a fresco in a Renaissance church. Each round begins with players deciding what time they would like to wake up for the day. The earlier you wake up, the earlier you will be in turn order, and the better options you will be guaranteed to have. Wake up early too often, however, and your apprentices will become unhappy and stop working as efficiently. They would much rather sleep in! Then, players decide their actions for the turn, deploying their apprentice work force to various tasks. You'll need to buy paint, mix paint, work on painting the fresco, raise money (which you'll need to buy the aforementioned paint!) by painting portraits, and perhaps even send your apprentices to the opera in order to increase their happiness. Points are scored mostly by painting the fresco, which requires specific combinations of paints, so you'll need to buy and mix your paints wisely, in addition to beating other players to the paints and fresco segments you would like to paint. Fresco includes several expansion modules, so you can play without expansions for a lighter family game or add in expansions to vary play and increase the decision-making and difficulty, resulting in a very flexible game with a high replay value. $65.00.
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Friday - Is a deck-building game in which you try to add good cards to the deck and get rid of the bad ones. With this deck you fight against the dangers. If you defeat one danger (card), you will add this card to your deck (good). If you lose against a danger, you lose some health tokens, but you can get rid of the cards you lost with (generally weaker cards). If you have no health tokens left and lose one more health point: game over; if you defeat both pirates, you win. $35.00.
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