
Dixit: Quest Expansion[ASM DIXQ]The Dixit Quest expansion allows players to take advantage of the cards from Dixit Journey and combine them with their Dixit or Dixit Odyssey base games. Add 84 cards to add to your surprising, exciting, and evocative Dixit game that will be enjoyed with friends and family alike! |
Room-25[ASM ROOM01]Trapped in a prison in which each room has four doors but apparently no exit, the players must try to find Room 25, the supposed exit to this nightmare. But some amongst them might be guardians of the prison, waiting for the right moment to strike. In the cooperative game Room 25, not everyone wants to escape from imprisonment but who is the traitor? Each turn, the player moves are preprogrammed, requiring discussion, negotiation and possibly betrayal. Room 25 includes five different playing modes, from full cooperation to a solitaire game. |
Gentlemen Thieves[ASM GENT01US]A renowned and experienced gentleman burglar, you're trying to gain a maximum of loot from the fashionable places in Paris. Make deals with your allies to grab the most riches during rollicking burglaries taking place in various locales around the capital! Dive into an Ars ne Lupin themed universe in this unique game, whose box is also used as the game board. |
Lady Alice[ASM 700500]In Lady Alice a game of intrigue, flair, bluffing, and mischief the players are the Baker Street Kids, children under the tutelage of Sherlock Holmes who must deduce the culprit behind the kidnapping of Henry Morton Stanley as well as the time and place the kidnapping occurred and which object was stolen at the same time. Holmes gives each player the solution to one of these categories at the start of the game, and players must keep such information secret. On a turn, the active player voices his suspicions in the form of a sentence "I suspect ....... of having been seen at ....... at around ....... hundred in possession of ......." filling in the blanks with one of the eight possibilities in each category. All players then secretly note whether or not they hold the evidence card for one of the four things named by placing a verdict card inside a folder. The active player shuffles these folders to disguise who answered in which ways, then reveals them. If all four items guessed were false, then you cover those four guesses on the game board with Holmes' business cards; otherwise players mentally note how many of the items were correct and try to decipher which ones those might be. Players then participate in a deduction round in which each player can: Place a deduction token on a clue. Say "I pass". Attempt an accusation. If all players pass successively, the round ends and the next player in clockwise order then voices a suspicion. Otherwise a player can pass, then place a deduction token or attempt an accusation later in the same round. Each player has nine deduction tokens in his color, three each of 0, 1 and 2. To place a token, you place it face-down on the clue of your choice to the right of any tokens already present; if any of those tokens are face-down, you reveal those tokens. At most four tokens can be placed on a clue. To attempt an accusation, you say, "I accuse (suspect) of having been been seen at (place) at around (time) in possession of (object)", then all players submit their verdict cards the same way they normally do. If all of them are positive, you've solved the case but not necessarily won the game. All tokens on incorrect clues and all tokens belonging to players who made a false accusation are removed, then players tally the numbers on their tokens, scoring bonus points if they have a token on each piece of evidence, or if they made a correct suspicion or accusation. The player with the most points wins. With three or five players, you decrease (increase) the number of evidence cards handed out at the start of the game and the number of tokens that can be placed on a clue. |
Gosu: Tactics[ASM GOSU03]The war drums are beating anew in this Second Edition of the GOSU card game, in which players will face-off against each other by raising an army of Goblins, with new rules, new powers, and text-free cards with a new streamlined design. Note: This is not a complete game and requires the base game to play. Players: 2 - 4 Playing Time: 15-45 minutes Ages: 13 + |
Archipelago[ASM ARCH01US]Are you ready to take-on your discovery mission to the archipelago? Each player takes on the role of an explorer and their team, mandated by a European nation to discover, colonize and profit from the archipelagos. These missions are supposed to happen diplomatically, by answering the needs of the local population as much as the regular demands from the continent. You'll have to respect the archipelago and its natives as otherwise, they'll begin to revolt and that might end up with a war for independence. That's not taking into account that among you a separatist and a pacifist might be hidden, who will both tip the scales toward revolt or peace, respectively! Archipelago combines exploration, resource management, optimization, cooperation, strategy, negotiation, corruption, commerce, suspicion, alliances and betrayals, even a hint of investigation! Players: 2 - 5 Playing Time: 30 - 240 minutes Ages: 14 + |
Dixit: Jinx[ASM DIX05]Is your guess as good as mine? Among the nine surreal and confusing images positioned in the center of the table, would you be able to find the card before the other players based on the clue provided by the active player? In Dixit Jinx, speed and imagination are key in this game of friendly and exhilarating fun that offers challenges for all! |
TimeLine: Events[ ASM TIM03]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. |
Streams[ASM STR01]Streams consists of pens, score sheets, and a deck of forty cards (bakelite tiles in the second edition); the cards are numbered 1-30, with two copies of #11-19 and one wild. Game play is similar to Bingo in that someone draws a card and everyone must then mark that number on her scoring sheet. This sheet contains a line of 20 spaces to be marked, and while these spaces can be filled in any order, if she can place them in non-descending order identical numbers placed side-by-side don't break a stream she'll score points. The longer the stream of ascending numbers, the more points she'll score. Once twenty cards have been drawn and the scoresheets filled, players tally their points for each stream of non-descending numbers, and the high score wins. The second edition of Streams includes normal and expert rules. |
Timeline Discovery: We Are Made By History[ASM TIM02 ]Was America discovered before Planetary Motion?
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Seasons[ASM SEAS01US]Assuming the role of one of the greatest sorcerers of the time, you will be participating in the legendary tournament of the 12 Seasons. Your goal is to raise the most victory points by gathering energy, summoning familiars and magic items. If you amass enough crystals and symbols of prestige, you will become the kingdom's most illustrious mage. Optimize the cards through skilful combinations, using the seasons wisely to access the energies of crystals and become the the new Archmage of the kingdom of Xidit. Players: 2 - 4 | Playing Time: 60 minutes | Ages: 14 +
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Noah: Oh! My Boat...[ASM NOA01]It's the great flood! Assemble a variety of species on board small boats to transport them to the Ark, as they are being awaited before casting off. But beware! The ships can accommodate only a limited number of animals before capsizing! It will also take into account the sex of your animals, because a boat will be counting only species of the same sex, or pairs of animals (equal male / female). |
7 Wonders: Cities Expansion[ASM SEVEN03]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]. |
Libertalia: Pirate, Loot and Scheme![ASM LIBT01US]Outwit the plans of competing pirates over three campaigns while using the same crew cards as your comrades! Will you be able to make the most of the abilities of your characters at the right time, or will you have the loot snatched from under your foot by a wilier pirate than you? Dive in and prove your knack for tactics! |
Fame Us: Name Your Claim to Fame![ASM FAM01]Hummmm…. Non-American, Popular With Your Parents, Blond, DJ/VJ… Can you guess who I am? If not you better be able to bluff your way out of it! Test your skill at identifying a famous person or character based on the descriptions given on the cards. You’re stumped? No problem! Just don’t get caught! |
Barbeque Party: The Game That Jumps![ASM BBQ01US]Veggies to grill, and some chicken and hot dogs too! But to win you need 3 of each. |
Monster Chase[ASM MC01]Monster Chase is a cooperative game. This means that, instead of competing against each other, the players must unite their forces to beat the monsters. The players win or lose together.
The goal of the game is to use your toys to scare all of the monsters back into the closet! Since all of the monsters are only scared of one toy, you will have to choose your toys carefully. If you don’t find the right toy, after 3 tries, you will have to add another monster around the bed. You win if you send all of the monsters to the closet. However… the Monsters win as soon as there are 4 monsters around the bed. |
Divinare[ASM DIV01]London, November 17th, 1896: The streets of the city are almost deserted, traveled only by passersby whose only goal seems to reach their warm homes as quickly as possible. But in the private salons of a luxury Bloomsbury hotel, the goal is something completely different. The fifty greatest known mediums are taking part in a never-before-seen tournament in order to determine which one is the most powerful of all. The final table opens in a few minutes and you will be joining it. Who will win the 1,000 reserved for the winner? In Divinare, the players play the part of famous mediums who must attempt to divine the cards held by their opponents. In each round, only two-thirds of the cards representing the four divination methods of chiromancy, crystallomancy, tasseomancy and astromancy are dealt out, and are then revealed little-by-little, giving the players the possibility of narrowing their predictions. A good prediction will allow the players to win points, but guess wrong and you may be forced to take a penalty. The player with the most points after a set number of rounds wins. Components: 4 game boards 36 cards 1 character card and 4 prediction tokens per player 16 blue score tokens (3 points) 44 yellow score tokens (1 point) 20 red score tokens ( 1 point) 3 action cards |
Dixit: Journey[ASM DIX04]Dixit: Journey features the same basic game play as 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 no one or everyone votes for the Storyteller, then he receives no points; if he received some votes but not all 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: Journey differs from Dixit in a number of ways, starting with a simplified scoring board that doesn't have players moving around a track in the bottom of the game box. Instead the scoring track is on its own board, and this game board includes a summary of the rules as well as numbered places to put the cards each round to facilitate voting. The game rules have been revised to make the game easier to learn, while keeping game play the same. |
Sidibaba: Den of Thieves[ASM SID01]Will you succeed in escaping the labyrinth? |