Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Strengthen your claim on victory points or increase the amount of victory points? That is the constant dilemma.
Description:
Each turn, players choose two of their hand cards (with values 1-3 and one of the seasons) and hand them to their opponent. Now, the opponent must add one card to the victory point pile of its respective season, and one card to their own display, making them more likely to score victory points for a specific season. After all cards were played, only the player with the highest value of one season in their display scores all of this season's victory points. When tied, no player scores for the tied season. As usual, the higher score wins.
Keeps the symbols and clever scoring of the original abstract board game Axio, but forces players to adapt as it implements a new tile format.
Description:
All tiles are square with a symbol in each corner, respectively some tiles have one empty corner. As usual, players play one tile per turn and score by matching adjacent symbols. Empty corners allow players to choose a color for that corner as they play the tile – however, once played empty corners do not grant any more points. If one of their symbols reaches the maximum score players are granted an extra turn with a tile from a neutral draw pile – once the pile is depleted, no extra turns can be earned. While this makes it tempting to push the score of one symbol, players need to score equally for all 5 symbols since in the end only their lowest scoring symbol counts towards victory.