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King of Tokyo Origins
King of Tokyo: Origins is a standalone game in the King of Tokyo series that\'s meant to serve as an entry point for new players since it\'s a smaller, more affordable package. The game includes four new monsters, an assortment of new power cards mixed with older ones, energy cubes, and green dice with yellow characters.
Zombie Teenz Evolution
Zombie Teenz Evolution is a co-operative game: all players win (or lose!) together against the zombies. To win, you must bring the four ingredient crates to the school before the zombies overrun the four buildings in the town.
Wrath of Fire Mountain
Welcome to the land of Fire Mountain, a primordial land of ever shifting terrain where tribes vie for control using the power of their dinosaurs and the blessing of the volcano.
Each turn in Wrath of Fire Mountain, you roll the dice Yahtzee-style, then take actions with the die results. For each volcano, place one of your cave people on the volcano tile; for each egg, place a cave person on the dinosaur-hatching region; for each cave or hut, place a cave person on the matching tile on the 4x4 game board; for each foot, move one of your cave people one space, passing through water (but not stopping there) and avoiding the volcano completely as you occupy the grass and jungle tiles.
Sea Salt & Paper: Extra Salt
A mini-expansion for Sea Salt & Paper, presented as a booster pack: 8 new cards with 5 new effects.
Roam
Welcome to Arzium, land of ancient civilizations, bizarre creatures, unexplained wonders, and vibrant characters. A great sleeping sickness has spread across the land, sending every type of creature to wander for hundreds of miles in a dazed, incoherent march. It’s your job to seek them out and wake them from their sleep, recruiting them to help you find even more lost souls!
Sea Salt & Paper
During their turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand?
You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk?