https://www.booyakajuice.com/collections/all.atom booyakajuice 2018-03-16T18:43:07-04:00 booyakajuice https://www.booyakajuice.com/products/539716517939 2018-03-16T18:43:07-04:00 2018-03-16T18:43:07-04:00 Cthulhu: Rise of the Cults Board Games REDIMP GAMES

Vendor: REDIMP GAMES
Type: Board Games
Price: 94.95

Designer Krzysztof Wolicki
Publisher REDIMP GAMES
Players 1-4
Playtime 90-120 mins
Suggested Age 14 and up

In Cthulhu: Rise of the Cults, players impersonate cult leaders who are worshipping the Great Old Ones, while at the same time fighting other cults as unworthy of revealing and tasting the prohibited knowledge. It’s not an easy task when apart from submitting the acts of faith they must simultaneously carry out the perpetual fight against other cults and maintain maximum discretion around curious investigators and other organizations. Their activities focus on the constant quest for spreading influence as well as celebrating dark rituals which are meant to sow the seeds of insanity and uncertainty in people's minds so as to create the power ready for the advent of what is unnamed and lead to the collapse of the present system at the same time.

The main arena for the cult activities are cities on the board in which they seek to gain dominance by creating places of worship and celebration of the rituals, as well as challenging other cults into open confrontation which causes disorganization in their structures.

Cthulhu: Rise of the Cults is an area-control type of game with elements of deck-building in which every leader plans their commands for the turn in order to achieve their goals and destroy their enemies. The leaders have at their disposal their own pile of cards (Cult cards) which reflects the abilities and the potential of their cults. Over the course of the game, each player tries to augment their capabilities by obtaining useful cards in particular cities that will efficiently help them carry out the rituals to sow terror among the residents and hold their own against other leaders.

Custom-made followers' dice are an element that brings uncertainty and fragility into the game. Players roll them at the beginning of the recruitment phase each turn to gain a temporary group of believers who will support the leaders' planned actions.

If you hunger for forbidden knowledge, try and join these ranks; perhaps you will meet your worst nightmares...

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Age_12+ Availability_Out of Stock BGG-Set Category_Fantasy Google-True INV-0-L INV-C Players Maximum_4 Players Players Minimum_1 Player Playtime Maximum_120 Minutes Playtime Minimum_90 Minutes Product Type_Board Games Product-International Source_Import Games Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/539716517939 Default Title 94.95 7165622714419 3589
https://www.booyakajuice.com/products/7983324417 2016-09-17T16:10:00-04:00 2016-09-17T16:10:00-04:00 Achaia Board Games REDIMP GAMES

Vendor: REDIMP GAMES
Type: Board Games
Price: 82.95

Designer Krzysztof Wolicki
Publisher REDIMP GAMES
Players 2-5
Playtime 60-90 mins
Suggested Age 14 and up

Explore a fascinating world similar to that of ancient Greece, full of magic, technological development, and weird customs; in a kingdom mired in court intrigue, seductive women and sword fights; a world of a bloody revolution in which your ancestry no longer matters. It is all about survival and spilling blood in the struggle for the throne in the kingdom of Troy.

Achaia is a tactical game with only one goal: Become the ruler of Troy. Each player represents a noble house, and you try to survive at all costs by use of all kinds of manipulation and foul play. But beware, you will need to avoid the scheming of your envious, vicious and relentless enemies...

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Age_12+ Availability_Out of Stock BGG-Set Category_Fantasy Category_Strategy Google-True INV-0-L INV-A Players Maximum_5 Players Players Minimum_2 Players Playtime Maximum_90 Minutes Playtime Minimum_60 Minutes Product Type_Board Games Product-International Source_Import Games Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/7983324417 Default Title 82.95 26162286529 3135
https://www.booyakajuice.com/products/7135253633 2016-07-25T23:20:10-04:00 2016-07-25T23:20:10-04:00 The Lord of the Ice Garden (Second Edition) Board Games REDIMP GAMES

Vendor: REDIMP GAMES
Type: Board Games
Price: 89.95

Designer Krzysztof Wolicki
Publisher REDIMP GAMES
Players 1-4
Playtime 90 mins
Suggested Age 14 and up

The world of Midgaard, created by author Jarosław Grzędowicz in The Lord of the Ice Garden novel series, is inhabited by a race very similar to humans, filled with magic and for a reason stuck at the cultural and technological level of medieval Viking world. The arrival of scientists from Earth disturbs its fragile balance. The power gained by controlling magic changes the scientists – they become possessed by the lust for making this world better. They become gods, who are willing to sacrifice any life, except for their own, of course, to accomplish their – great, according to them – ideas.

Players impersonate the scientists struggling for the domination over The Coast of Sails and also for staying on Midgaard, because soon after them another person arrives to this world: Vuko Drakkainen, highly trained agent, whose task is to find the members of scientific expedition and send them back to Earth — or as a last resort make them vanish. Will the players, as powerful gods, allow him to do it?

From the first turn, the players are tossed in the middle of war. They will feel the adrenaline, fear, pain and the heat of a battle. They will smell blood and sweat, hear the clash of arms and the moaning of wounded and dying.

The Lord of the Ice Garden takes place on The Coast of Sails, which is divided into several regions. The main goal is fighting for the domination over those regions. A region is dominated by the player with the most influence in it. Dominating the region allows players to collect its resources (M-factor, gold, population), also to win victory points in specific turns, and to accomplish their own goals. Each player has unique winning conditions and special units.


Olaf Fjollsfinn – uses Ice Drakkars to seduce/kidnap six dwellers of The Coast of Sails to the Ice Garden.



Passionaria Callo – sends nightmares on the controlled regions and tries to isolate them. She needs to isolate two of them.



Pier van Dyken – greedy collector of M-factor. When he dominates a region with a magical reserve, he may move it towards his headquarters, The Thorn. He needs to absorb four magical reserves.



Ulrike Freihoff – spreads her religion. When she dominates a region where she also has a special unit called The Enlightened One, she may build a Red Tower there. Six of those grant her victory.


There is also Vuko, who came to evacuate the scientists and clean up their mess. Each turn he goes to the region, where the player with least reputation/morality (it decreases each time the player uses magic) has the most influence. Such a visit is nothing nice – Vuko kills one special unit of that player in this region and lowers his/her influence there.

The game may end in one of the three ways:

Meeting the player's unique victory condition – the game ends and that player is the winner,
After specified number of turns game ends and the player with most victory points is the winner,
The Dead Snow token reaches the end of its track – each use of magic shakes the balance of Midgaard. If the players exceed the limit of changes that world and its gods can accept, the game ends and the winner is the player with the highest reputation.




INITIATIVE PHASE:
During the initiative phase players decide how many action tokens they will have for the current turn and also determine the player order during the Planning Phase. Moreover, they can initiate scoring of the regions by moving their initiative tokens. In the advanced mode they also determine the order of action fields resolution.

PLANNING PHASE:
Players, one by one in the order determined in the Initiative Phase, place their action tokens on selected action fields.

ACTION PHASE:
Players perform actions in the action fields, in the order determined by the placement of tokens.
• Viper's Nest – player receives one token of any resource. They can also exchange resources.
• Influence – player may sacrifice up to two population tokens to place as many influence tokens on the region(s) where they already have at least one influence
• Move – player may sacrifice up to two gold tokens to make as many moves of their influence tokens and/or special units to the neighboring region(s)
• Voracious Mountain – player may sacrifice population to move any number of their influence tokens and/or special units from one region to any other region
• Raven's Shadow – player may raise his/her reputation or use a magic token to get rid of the disadvantageous token of contact with Vuko.
• Magic – allows the player to do any of the three actions: translocate the M-factor, summon special units of the given level, add a new ability to the special unit. Each of those actions results in moving the Dead Snow token up on its track and decreasing the player's reputation.
• Activation (automatic field) – after resolving the actions players may activate the abilities of their special units. The order of activation of given abilities is strictly determined. After the activation the situation on the board may change drastically.
• Vuko Drakkainen (automatic field) – each turn Vuko must go to another region. Its figure is placed in the region, where the most immoral player has the most influence. That player receives a conact token decreasing his/her influence, and also loses one special unit in this region (provided he/she had any). In the advanced mode players will be able to equip Vuko with more abilities, that will activate in specific moments of the game.

DOMINATION PHASE:
Players collect victory points and resources from the regions, and accomplish their unique goals.

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Age_12+ Availability_Out of Stock BGG-Set Category_Fantasy Category_Strategy Google-True INV-L INV-M-Z INV-T Players Maximum_4 Players Players Minimum_1 Player Playtime Maximum_90 Minutes Playtime Minimum_90 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.booyakajuice.com/products/7135253633 Default Title 89.95 22461559617 3400
https://www.booyakajuice.com/products/362887981 2014-09-04T15:54:00-04:00 2014-09-04T15:54:00-04:00 Enclave: Zakon Krańca Świata Board Games G3

Vendor: G3
Type: Board Games
Price: 67.95

Designer Krzysztof Wolicki
Publisher G3
Players 2-4
Playtime 120 mins
Suggested Age 12 and up


Twelve spiritual leaders, known as the Masters of Brilliance, have gained a great influence and many followers. At the night of solstice, they brought an unexpected end upon the world, precisely by the rules they had foretold. Anything that people could imagine happened on that night. During that tragic spectacle, the Masters of Brilliance separated wheat from chaff, taking the chosen ones to a new nice little hell they had built in a higher dimension somewhere at the doorstep of afterlife. No one knows how they got there or how they managed to affect reality. Anyway, only rigorous cooperation could grant them enough power.

The end of the world brought about by these wise guys was not as perfect as they had planned. Soon it turned out that some men left in the ashes of the past world could enter the realm of the Masters of Brilliance. Perhaps the power they cast upon the world to destroy it left a solid print? Or perhaps the transition was not that difficult?

The first man to discover he possessed this ability was Jonas Arvani. When he found out he was not the only one, he founded a guild. The boarding ability – that is, the ability to jump into a much higher plane, where the Masters of Brilliance have their twisted utopia – soon turned into an enormous business. Not everyone managed to follow the guild's strict rules. Therefore competitive undertakings began to appear that were less able and less honest. Now retrievers have been trained by guilds to steal inventions and devices from the enclave of the Masters of Brilliance. Those items become artifacts in the ruined world. The most valuable prizes are schematics that allow mankind to recreate lost devices, so that they can serve people again.

In the board game Enclave: Zakon Krańca Świata, each player starts with a retriever card along with the machine that boosts their boarding ability. During the game, which lasts six turns, players are allowed to:

  • Upgrade their retriever (mental and physical condition)
  • Upgrade their jump machine (sarcophagus and sesame)
  • Buy items to protect themselves from deadly traps in the enclave of the Masters of Brilliance
  • Buy medication needed to heal their mental damage and physical wounds
  • Boarding the enclave of the Masters of Brilliance to find valuable prizes and knowledge
  • Do the job for the "Shepherd" without any risk, but with fewer profits
  • Visit the oracle to peek at the future and gain initiative in the next turn
  • Use the character or location card on the path "to the tree"

This path is the main way to victory, known as becoming "the chosen of the Tree".

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Age_9+ Availability_Out of Stock BD-2021 BD-2021-3 BF-2021 BF-2021-2 BGG-Set Category_Thematic Google-True INV-0-L INV-E Players Maximum_4 Players Players Minimum_2 Players Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/362887981 Default Title 67.95 926075917 2568