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.
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.
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.
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.
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.
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.
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.
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.
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.
Cleverly varies core elements of the solitaire Brains games to create an exciting multiplayer experience.
Description:
Players compete to fight dragons and find mythical castles before their opponents do. Each round one adventure card is revealed, indicating the position of the castles and dragons as well as the knight’s starting position on each player’s board. Then, all players simultaneously try to find a path for their knights to reach all castles while regarding all the rules. Whoever finds a correct solution first, wins the round. But watch out: While at first it is optional to fight dragons, each round you win will force you to fight a dragon in all following rounds, thus making the game harder. The first player to win three rounds, wins the game.