https://www.booyakajuice.com/collections/all.atom booyakajuice 2020-05-28T01:41:05-04:00 booyakajuice https://www.booyakajuice.com/products/4558940045363 2020-05-28T01:41:05-04:00 2020-05-28T01:41:05-04:00 Blue Skies Board Games Rio Grande Games

Vendor: Rio Grande Games
Type: Board Games
Price: 35.95

Designer Joe Huber (I)
Publisher Rio Grande Games
Players 2-5
Playtime 45 mins
Suggested Age 14 and up

The year is 1979, and the U.S. government has just deregulated the airline industry, opening it to competition in terms of fares, routes, and the airline companies themselves. You represent a new airline that's trying to set up business in the U.S., but you have an entire country open to you, so where will you set up shop and how can you profit more than the other newcomers to ensure that you survive?

In Blue Skies, the game board presents players with thirty airports in thirty cities. Each airport has four gates, with you using 2-4 gates depending on the number of players. To set up, draw airport demand cards from the deck to seed airports with passengers. Whenever you place passengers on the board, draw from a bag that initially contains 100 red cubes and 25 green cubes; for each airport, continue drawing until you draw a red cube, then redistribute passengers at the open gates of that airport as evenly as possible.

(Note that at most the first five airports drawn will have an open gate, and even those will start with only one open gate run by a local airline. All of the other passengers are just bunched up at the gate waiting for you to serve them!)

Each player starts with three demand cards in hand, and they take turns choosing two gates with a purchase price of at most $6. Players adjust their income from $0, with their income being set to equal the number of passengers now waiting at their gates, then the game begins.

On a turn, each player in turn buys new gates at airports of their choice, spending at most $6 and banking any unspent money as points. You can buy out a local airline, set up gates in new cities, or purchase multiple gates in the same airport to try to dominate that area.

Each player in turn then plays a demand card from their hand, drawing passengers form the bag to place one or more passengers at that location. Then demand cards equal to the number of players are drawn, and more passengers are ahead to those airports. The game board lists the number of cards for each airport, so you somewhat know the odds of where passengers might arrive.

Players adjust their income to account for the opening of new gates, the redistribution of existing passengers, and the arrival of new passengers, then they add their income to their score. If a player now has at least 100 points or has placed their twentieth and final gate, the game ends immediately; otherwise, you add a local airline gate to each airport with passengers but no open gates, pass the first player marker, then start a new round.

At game's end, score the seven regions of the United States based on the player's dominance of those regions. Each airport has a scoring value, e.g., ORD is worth 4, and each gate you have in Chicago is worth 4 for determining dominance in both the Midwest region and the Central region. (ORD is one of four airports in two regions, with the others being JFK, LAX, and DFW.) If you have the most dominance in the Central region, you score 13 points, whereas second place is worth only 6 points. Whoever has the most points wins.

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Age_12+ Availability_Out of Stock BGG-Set Category_Strategy Google-True INV-0-L INV-B Players Maximum_5 Players Players Minimum_2 Players Playtime Maximum_45 Minutes Playtime Minimum_45 Minutes Product Type_Board Games Product-International Restock-20230604 Restock-20240526-Long Vintage-Exclusion Year Published_2020s https://www.booyakajuice.com/products/4558940045363 Default Title 35.95 RIO594 1270
https://www.booyakajuice.com/products/1795095789619 2019-03-28T16:30:07-04:00 2019-03-28T16:30:07-04:00 Caravan Board Games Rio Grande Games

Vendor: Rio Grande Games
Type: Board Games
Price: 44.95

Designer Joe Huber (I)
Publisher Rio Grande Games
Players 2-4
Playtime 45 mins
Suggested Age 12 and up

1300 A.D., Western Africa — the desire for goods such as ivory in Europe drives the development of many trade routes here, with caravans of camels delivering goods across the desert landscape.

In Caravan, players must use their camels to deliver goods where they are wanted. Each player starts with five camels in their color (or six in an introductory game), and the game board is seeded with eight goods on the spaces numbered 1-8, with demand markers placed on the goods at spaces 1, 2, 7 and 8. The first player in the game takes one action, the second player two, and so on until someone takes four actions, after which each player can take up to four actions on their turn. Actions are:


Place or move an unladen camel of your color into an empty space: 1 action
Place or move an unladen camel of your color into an occupied space: 2 actions
Pick up a good and place it on the camel in that space: 1 action; if any demand markers are on this space, you keep them.
Move a good along a chain of your camels, ending with it on top of one of your unladen camels: 1 action
Steal a good from on top of an opponent's laden camel, placing it under one of your camels in the same space: 1 action and a theft marker; if you have no theft markers, you can't do this.


If you move a good to a camel located in the city that wants that good (as indicated by color), then you remove that good from the board and keep it. As soon as four goods have been picked up (not necessarily delivered), pause the game and place a demand marker on each good still on the board; in addition, refill the empty numbered spots with a good from the bag.

Once the final four goods have been drawn from the bag, the game ends immediately following the next delivery. Players score points based upon what they've collected: Rare goods (of which there are three each of four types) are worth 6 points each; common goods (nine each of four types) are worth 3 points each; and each demand marker is worth 1 point. Whoever scores the most wins.

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Age_9+ Arrival-Dec 17 2022 Arrival-Sept 14 2022 Availability_Out of Stock BGG-Set Category_Family Category_Strategy Google-True INV-0-L INV-C Players Maximum_4 Players Players Minimum_2 Players Playtime Maximum_45 Minutes Playtime Minimum_45 Minutes Product Type_Board Games Product-International Restock-20220906 Restock-20221127 Restock-20230416 Restock-20240526-Long Vintage-Exclusion Year Published_2010s https://www.booyakajuice.com/products/1795095789619 Default Title 44.95 RIO549 1361
https://www.booyakajuice.com/products/319012289 2014-05-25T09:49:36-04:00 2014-05-25T09:49:36-04:00 Ice Cream Board Games Face2Face Games

Vendor: Face2Face Games
Type: Board Games
Price: 14.95

Designer Joe Huber (I)
Publisher Face2Face Games
Players 3-5
Playtime 30 mins
Suggested Age 6 and up
Honors 2006 Golden Geek Best Kids' Board Game Nominee


I Scream, You Scream, We All Scream for Ice Cream! Nothing says summertime like a trip to the local ice cream stand. In Ice Cream, you have the chance to demonstrate your business skills by running an ice cream stand. You have just four days to bring in as many customers as you can - will you be the prince of pistachio, the countess of chocolate... or just a drip? Start Scooping!

Players receive a random ice cream card at the start of the game and every round. The ice cream card shows a carton of ice cream in one of six flavors. It can supply an unlimited amount of that flavor during a round. During the round, players take turns drawing an ice cream scoop card, placing it on an existing ice cream cone or starting a new cone. Once all the cones are made, players take turns serving cones, collecting the scoop cards from a cone that they can supply. They must be able to supply the flavors for all the scoop cards in the cone, except possibly the flavor for a single scoop card, which they would discard. If a player cannot serve a cone, they must draw another ice cream supply card instead.

At the end of a round, a player receives a point for each scoop card collected, as well as for excess ice cream supply cards. All scoops and all ice cream cards used to supply scoops are shuffled back into the deck and a new round begins. Whoever has the most points after four rounds wins.

This game includes rules in English, French, German, Swedish, Spanish, Japanese and Korean.

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Age_3+ Availability_Out of Stock BGG-Set Category_Children Category_Family Children-Games Google-True INV-0-L INV-I Players Maximum_5 Players Players Minimum_3 Players Playtime Maximum_30 Minutes Playtime Minimum_30 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2000s https://www.booyakajuice.com/products/319012289 Default Title 14.95 101065N 565
https://www.booyakajuice.com/products/176196185 2013-11-14T13:07:00-05:00 2013-11-14T13:07:00-05:00 Starship Merchants Board Games Toy Vault, Inc.

Vendor: Toy Vault, Inc.
Type: Board Games
Price: 26.95

Designer Joe Huber (I)
Thomas Lehmann
Publisher Toy Vault, Inc.
Players 2-4
Playtime 90 mins
Suggested Age 14 and up


4049: The galaxy hums with prosperity and peace two millennia after the dawn of space travel. But as mankind and its neighbors colonized the stars, the burgeoning need for resources was apparent. One by one, new geological discoveries revolutionized terraform, construction and energy technology. The sub-temperature properties of the mineral Ice-9 allowed life-giving water to flow on uninhabitable planets. Crystallized Cobalt was accidentally found to be incredibly strong, resistant to extreme pressure. And a single chunk of Deuterium could power a sprawling metropolis for a month!

As a plucky entrepreneur you must explore the edges of space searching for precious minerals. Will you buy the fastest ship in the sector or hire the best pilot in the galaxy? Purchase the latest state-of-the-art gadgets, invest in planetary refineries, or pay off your rising debt? The cargo you haul could be worth fortune, so grab your helmet and suit up! The cosmos and a mountain of credits call!

In Starship Merchants, each player runs a fledgling corporation looking to stake a claim in the lucrative mining business. Player will buy starships, explore the galaxy and deliver cargo for interstellar credits, all the while expanding their operations.

Starting at the shipyard and ending at the dock, players will move clockwise around the four quadrants on the board to complete an entire Business Cycle. During each turn, a player either performs one action at the current quadrant or advances to the next, performing an action there. As players take actions or advance they spread apart across all four quadrants while completing individual Business Cycles.

The Shipyard is where you can buy a speedy scout or a heavy load bearing tug. The Market is where Gear, Pilots, Refineries, and claims can be purchased. In the belt, starships are run by spending energy points to explore, pickup mines, or fly to another destination. The final quadrant is the Dock where delivered cargo is traded for credits.

A player that ends his turn at the Dock with 100+ credits can declare the Final Run, ending the game. But after completing the Final Run, the player with the most credits wins!

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Availability_Out of Stock BGG-Not-Set Category_Strategy Google-True INV-M-Z INV-S Non-TCG Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long https://www.booyakajuice.com/products/176196185 Default Title 26.95 101683 1019