Become one of the Inca’s Regional Leaders! Expand the empire by Extending your road system, building cities to house your people, and constructing temples to please the gods.
Description:
Sapa, “the Only One”, will only favor the leader who does the best over the empire’s four eras. The Unique system of balancing active and supply tokens will challenge you each time you play. Designed by Alan D. Ernstein, author of the popular board game version “Inca Empire”. Build Your Civilization- Place City or Colca (storage hut) cards, build roads, stock Storage Huts, create Terraces for additional power in future rounds, make Trade Agreements with other players, use Extra Workforce cards to take special actions, or build Temples.
Become one of the Inca’s Regional Leaders! Expand the empire by Extending your road system, building cities to house your people, and constructing temples to please the gods.
Description:
Sapa, “the Only One”, will only favor the leader who does the best over the empire’s four eras. The Unique system of balancing active and supply tokens will challenge you each time you play. Designed by Alan D. Ernstein, author of the popular board game version “Inca Empire”. Build Your Civilization- Place City or Colca (storage hut) cards, build roads, stock Storage Huts, create Terraces for additional power in future rounds, make Trade Agreements with other players, use Extra Workforce cards to take special actions, or build Temples.
Become one of the Inca’s Regional Leaders! Expand the empire by Extending your road system, building cities to house your people, and constructing temples to please the gods.
Description:
Sapa, “the Only One”, will only favor the leader who does the best over the empire’s four eras. The Unique system of balancing active and supply tokens will challenge you each time you play. Designed by Alan D. Ernstein, author of the popular board game version “Inca Empire”. Build Your Civilization- Place City or Colca (storage hut) cards, build roads, stock Storage Huts, create Terraces for additional power in future rounds, make Trade Agreements with other players, use Extra Workforce cards to take special actions, or build Temples.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A crazy psychology-themed card game that is played in half an hour Laugh at all the psychology stuff that you've heard over the years. A "take that" game that will leave you with emotional baggage!
Description:
A twisted humorous psychology themed 1/2-hour card game. Your increasing emotional baggage begins to restrict your choices; while you must also balance your mental energy and play your cards wisely. Scoring is measured by how well you meet your 4 basic needs. To win, you need to be just a little bit better than everyone else. Defense Mechanisms, Phobias, Neurosis, Backhanded Compliments, and a whole lot more.
A Sci-Fi themed card game. Points are earned by winning challenges, capturing enemies, and earning credits. Governments use military and civilian abilities to achieve their objectives.
Description:
A card placement game where the cards you keep in your hand roll over to the next round. Players will play four cards per challenge. The most powerful card will win the hand, but there are exceptions. Military can combine power, diplomats prevent military from winning, cards can be captured or eliminated. Assassins, Diplomats, Mechs, Merchants, Emissaries, Sappers, and Spies are just some cards you will encounter. A complete game consists of 3 challenges.
A Sci-Fi themed card game. Points are earned by winning challenges, capturing enemies, and earning credits. Governments use military and civilian abilities to achieve their objectives.
Description:
A card placement game where the cards you keep in your hand roll over to the next round. Players will play four cards per challenge. The most powerful card will win the hand, but there are exceptions. Military can combine power, diplomats prevent military from winning, cards can be captured or eliminated. Assassins, Diplomats, Mechs, Merchants, Emissaries, Sappers, and Spies are just some cards you will encounter. A complete game consists of 3 challenges.
A Sci-Fi themed card game. Points are earned by winning challenges, capturing enemies, and earning credits. Governments use military and civilian abilities to achieve their objectives.
Description:
A card placement game where the cards you keep in your hand roll over to the next round. Players will play four cards per challenge. The most powerful card will win the hand, but there are exceptions. Military can combine power, diplomats prevent military from winning, cards can be captured or eliminated. Assassins, Diplomats, Mechs, Merchants, Emissaries, Sappers, and Spies are just some cards you will encounter. A complete game consists of 3 challenges.