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Steven Rhodes Games Vol 2 KS Exclusive by Cryptozoic Entertainment - SEALED

SKU: CRY005

Availability: In stock

$58.00

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Cryptozoology for Beginners:

Hop aboard the bus on a field trip to the legendary Hidden Valley of the Cryptids, where adventure awaits! Will you capture the best photos of mythical creatures to complete the most daring class assignments, or will you be laughed off the trip?

Each round, you’ll draft and play Cryptid cards with unnatural powers to warp the game and bring you closer to victory. Collect matching cards to complete assignments and earn points towards your ultimate goal – becoming a full-fledged supernatural photographer!

Each round has the following steps:
1. Choose Assignments
Deal each player 2 Assignments facedown. Each player looks at their Assignments, then chooses 1 to place faceup in front of themselves as their Private Assignment and 1 to place faceup in the Public Assignments area in the center of the play area.

2. Draft Cryptids
Deal each player 8 Cryptid cards facedown. Each player looks at their hand, chooses 1 card, and places it in a facedown stack in front of themselves.

Each player then passes their remaining 7 cards to the player on their left. Each player again chooses 1 card and adds it to their facedown stack, then passes their remaining hand to the left. Players continue picking and passing until each player has a stack of 8 cards in front of themselves. (Note that each player must add the last card that is passed to them to their stack.)

3. Player Turns
Once the draft is complete, each player takes all cards in their facedown stack into their hand. Players then take turns revealing and activating cards, starting with the player who has the Bus standee and going clockwise around the table.

On your turn, take the following steps in order:
3.1. Reveal Card: Choose 1 card from your hand and place it faceup in front of yourself.
3.2. Activate Abilities : You may use abilities on your faceup
Cryptid cards. To use each ability, you must activate the card (turn it sideways) along with the required number of cards of the same type (see “Activating Cryptid Cards,” next page).
3.3. Complete Assignments: If your faceup cards meet the requirements to complete a Public Assignment, claim the card from the center of the play area, place it in front of yourself, and turn it sideways to show it’s completed. If you complete your Private Assignment, simply turn it sideways to show it’s completed.

4. End of Round
The round ends once no one has any cards left in their hand.
Gather all Cryptid cards in front of all players (both activated and unactivated) and place them in a discard pile next to the deck. (If a player completed an Assignment that lets them keep a card, they may keep it instead of discarding it.)

Each player keeps their completed Assignments, as well as their Private Assignment if it wasn’t completed. All uncompleted Public Assignments are left in the center of the table for players to complete the following round.

Pass the Bus to the player with the fewest points from completed Assignments (not counting hidden Reward tokens), or the fewest Reward tokens in the case of a tie.
Begin the next round by dealing each player 2 new Assignments from the deck.

END OF THE GAME
The game ends after 3 rounds.
Players reveal their Reward tokens and total up the points on their Rewards and completed Assignments. (Incomplete Assignments are worth no points.)
The player with the most points is the winner!


Let's Call the Exorcist:

A SPIRITED SOCIAL DEDUCTION EXPERIENCE!
Dad has brought home a collection of rare artifacts from his latest excavation, and now pesky demons have possessed some of the children! Mom called the priest, who devised a scavenger hunt to find which of the artifacts brought the demons into the house, and which can help dispel the mischievous monsters.

Each player is secretly either an Innocent helping to gather the Holy Artifacts, or a Possessed attempting to trick the group into revealing Cursed Artifacts.

Mixed in with the Artifacts are Blessings that can award points during the game and demonic Mischief to distract the children from the hunt.

Played over 3 rounds, players are dealt cards to study, then shuffle and line up in front of themselves. On their turn, they'll select another player's face card to be revealed, then follow its instructions. The chosen player will then select another player's card to reveal. Cards are revealed in this way until enough Holy or Cursed Artifacts are exposed.

Each player will have knowledge of some of the cards, and to accomplish your goals you’ll need to discuss what you know with the group. Just be careful who you trust...


Living Well Is the Best Revenge:

Living well is the best revenge, and the best way to live well is by unlocking your inner power! In this dice game of strategy and chance inspired by the art of Steven Rhodes, will you aim to unleash your point-gaining abilities, or plan ahead with powerful dice manipulation? Gain points during an opponent's turn and watch their good fortune become another path to your success. Be the first to reach your full potential and transform from zero to hero!

The game is played over 3 rounds. The player with the most points at the end of the 3rd round wins.

PLAYING A ROUND
Players take turns rolling and resolving their dice individually. This continues until a player has unlocked all 10 of their ability cards, or only one player is left in the round.

ON YOUR TURN
When it is your turn to roll, follows these steps in order:
1. Roll Dice
Begin your turn by rolling your player dice and Power dice together.
Each of your opponents rolls their Power dice only.
2. Opponents Score
Each of your opponents gains 1 point for each of their Power dice that matches BOTH 1 of their unlocked (faceup) ability cards AND at least 1 of your dice (either your player dice or Power dice).
3. Use Unlocked Abilities
Next, you (and only you) may use any number of your unlocked (faceup)ability cards, in any order.
4. Unlock New Abilities
After you use your abilities, add up the numbers on only your player dice to determine your player dice total (and apply any modifiers from unlocked ability cards if desired).
Then choose a combination of your locked (facedown) ability cards that add up exactly to your player dice total, and flip each of them faceup to unlock it.
You must choose a combination of cards that are ALL locked. For example, if your #1 card is already unlocked, you may not choose any combination of cards that include a 1 (regardless of what you rolled).
If you have no combination of locked cards that add up to your player dice total, you may not unlock any new cards and are instead out of the round.
After unlocking cards, your turn is over.

There are 3 types of abilities:

  • Power Die Ability (#1-6): In order to use a Power die ability, you must roll the matching number on at least 1 of your Power dice.
  • Modify Player Dice Total (#7-9): Once you have unlocked one of these abilities, you may use it once per turn to modify your player dice total for unlocking new abilities (see Step 4). Do not change the die faces you rolled when modifying your total.
  • Extra Power Die (#10): Once you unlock your yellow Power die, you may roll it for the rest of the round.
1. Power Die: Gain points equal to 1 of your dice.
2. Power Die: Gain a reroll token.
3. Power Die: Steal 3 points from another player.
4. Power Die: Score 1 point for each of your locked cards.
5. Power Die: Score 1 point for each of your unlocked cards.
6. Power Die: Choose a player to lose half their points, rounded down.
7. You may subtract 1 from your roll.
8. You may add 1 to your roll.
9. You may remove any 1 die from your roll.
10. Gain an additional Power die.

-description from publisher