Tasty Minstrel Games


Ars Alchimia

Alchimia, a land where the works of a single grand alchemist has caused alchemy to develop more quickly than other technology.
The everyday lives of the people rely on the alchemy factories that this pioneer built. In Ars Alchimia, you work at one of these factories.
As an overseer belonging to the Academy, you take orders from the people, gather resources, and transmute them – but you need to do it better than your competition to win.

$70.00

Bohemian Villages

Bohemian Villages Who will collect the most money in the Bohemian villages? As a merchant, you want to have as many stores as possible. As an innkeeper, you can earn money only if there are enough people in the village. As a miller or factory owner, cooperation is key. And to become rich as mayor, you need the support of the entire village. Every decision you make might also depend on the roll of the dice. Bohemian Villages is a tactical dice-rolling game that allows you to claim different types of buildings in a shared village and use the powers of those buildings. In the end, the player who evaluates their options best and pursues the correct strategy will be the lucky winner. Ages: 14+ | Players: 2 - 5 |  Playtime: 30 minutes

$60.00

Citrus

Citrus
Oranges or lemons or both? Create a new plantation or extend an existing one? Collect landscape tiles or rather build onto a finca in order to cultivate the most points during the next evaluation? Citrus provides players with new challenges, and little is left to chance. The moves are simple, but the decisions are tricky. Players build citrus plantations for points, yet in order to build, it's essential to harvest your plantations from time to time as this is the only way to bring new income into your account – but when is the timing right? And most importantly, which plantation should you harvest, thus taking it out of the race for the important points during the finca scoring? The game contains a simplified family variant as well as a short version of the game. Players: 2 - 5
Ages: 14+
Playtime: 50 mins

$90.00

Crusaders

Move your knights, erect buildings, and go crusading to spread the influence of your Order. When the Orders get too strong, King Philip will become nervous and disband all Templar orders, ending the game. Crusaders uses a combination of the popular Rondel and Mancala mechanisms. Each player has their own rondel, which they can upgrade over the course of the game, that controls their action choices during the game. Your faction gives you a special power to control your rondel, and the buildings you erect will help you form a strategy. Players: 2 - 4
Ages: 14+
Playtime: 45 - 60 mins

$90.00

Dairyman

Moo, moo!! Milk a cow, produce some milk! You are a dairyman, milking fresh milk everyday, working hard to fulfill the orders given by the farm owner. But be aware! If your milk spoils an entire day's work will go down the drain! Or maybe you can turn milk into cheese or ice cream products, increasing their value and prevent them from spoiling! Can you become the best dairyman of the farm? In clockwise order, players take turns to roll all dice, and must lock one set of dice that have a sum of exactly 10. They may repeat this process until they want to pass. They may then trade their dice of 10s for milk tile(s) of equal value. If they fail to roll a sum of 10, their turn ends immediately and they will get a snow token as a compensation, which mat be used to flip the milk tiles later in the game to earn extra points or gain special abilities. When the stack of milk tiles is depleted, the player with the most points on their milk tiles wins the game. Ages: 14+ | Players: 2 - 4 |  Playtime: 20 - 30 minutes

$30.00

Harbour

Dockmaster Schlibble and Constable O'Brady cordially invite you to visit their bustling Harbour town! Attend to business at the Trader's Guild or the Masoner's Hall. Break for lunch at the Sushi Shop, or stop off for a drink at the Pub. Don't forget to check out the Wizard's Traveling Imaginarium before you go! But no matter where you go, keep on the lookout for a bargain... the denizens of this town are always wheeling and dealing! Collect and trade resources as you visit the various buildings of Harbour, and cash them in to buy your way into the town. Whoever has the most points worth of buildings when the game ends, wins! Harbour is a worker placement game where players move their worker from building to building, collecting and trading Fish, Livestock, Wood, and Stone; and cashing those resources in to purchase buildings (which are the worker placement spots) from the central pool. Once a building is purchased, it is replaced from the deck, and the central pool is a small subset of the deck, and is therefore different every game. The game ends when a player has purchased his fourth building. After that round finishes, the player with the most points worth of buildings is the winner! At the heart of Harbour is a dynamic market mechanism. Each time a player purchases a building, the value of the resources they used drops, while the value of the other resources rise. You'll have to carefully time your purchases to take advantage of the ebb and flow of market prices, or be prepared to waste some resources! Players: 1 - 4
Age: 10+
Playtime: 30 - 60 mins

$33.00

Jungli-La

Each player in Jungli-la is a daring explorer, progressing through the dangers of the jungle in search of the fabled village of gold. However, the jungle is full of obstacles to overcome, and moving forward blindly will be a fatal endeavor. Move swiftly, but make sure you gain assistants that can sponsor your expedition and increase your glory. Roll dice to gather supplies, move deeper into the jungle, enlist the services of assistants in your quest...and of course collect treasure! Ages: 14+ | Players: 2 - 5 |  Playtime: 30 - 45 minutes

$40.00

Lemuria

Seikoku no Lemuria (The Star Kingdom Lemuria) is at its heart a worker placement, resource management, area control game. Players try to get points chiefly by converting two types of workers into resources, and then using those resources to buy buildings. Points can also be gained by using special cards, and in combining them with buildings. The game simulates one full year, with 12 rounds for each month, and three harvests on rounds 4, 8, and 12. On their turn, a player must either (1) "seed" their "materia" - place workers; or (2) harvest resources as a result of prior placements. Players may also choose to use accumulated resources to buy buildings, accumulated food to "employ citizens" (use special cards), or spend gold to perform extra actions. Citizens can reside in buildings with gives extra points during the harvests. Lemuria, an ancient city running on the now forgotten time control technology. Using the force from the stars, channeled through the star altar, they could control time and transform the versatile resource Materia into anything they wished. You are one of the city builders of Lemuria, and you must fight for control of the altar, sometimes cooperate with others, and use your resources to further develop the ancient city. And the time limit is just one year. Contents: 1 Game Board , 72 Cards , 28 Cubes , 8 Acrylic Gems , 5 Discs , 4 Pawns , 100+ Tokens , 1 Altar Wheel , 1 Rule Book. Ages: 10+ | Players: 3 - 4 |  Playtime: 100 minutes

$55.00

Trade on the Tigris

Trade on the Tigris
The Tigris river winds through the cradle of civilization, providing food, water, and a means of transportation for trade and dissemination of ideas between the various cities and towns along the way. In Trade on the Tigris, you are one of these cities. Each round, you gain development cards that provide new abilities, produce resources (in the form of cards), trade them with the other players, and turn in sets of these for profit (points). An inevitable side effect of this interaction with others is the sharing of philosophies. The primary religion and government of your city may be shaken to its very core as a result, and the ways in which you can develop the abilities of your city will change along with them. After 5 rounds, the player with the most points wins! Ages: 14+
Players: 3 - 6
Playtime: 60 - 90 mins

$95.00

Yokohama

Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it's becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants. In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad. Ages: 14+ | Players: 2 - 4 |  Playtime: 90 minutes

$90.00

ZooScape (aka Curio Collector)

ZooScape (aka Curio Collector)
In Curio Collectors, players try to scoop up antiques and bring them to market — but they don't know exactly where the merchant is who will want to buy what they have. All they've heard is rumors from someone who turned out to be a dumb-ass know-it-all, so they need to find the right places to sell without collecting so many goods that the market for them collapses. User summary:
The cards show a variety of collectible curios with each type having a value and a cost. The value is a number which is its worth in victory points at the end of the game. The cost is shown in icons which shows how many you may collect of that type. Once you have too many of a type, the cards are only worth one point each. You can get a card that damages an item, so bringing that curio back under the threshold. High value cards have few icons (a low threshold), low value cards have more icons (the lowest having no icons and so no threshold). In a round, a line of cards is dealt face-up to the table. The start player splits the line in two by choosing a dividing point. The sides are marked above with a card for the left or right side, and players hold two cards showing the same left or right mark. Each player chooses one side they want, holding their left or right card face down and then revealing together. If only one player chose a side, they get all the curios to their own tableau and are out of the round. But any time more than one player chooses a side, that side is contested down repeatedly in the same way until those players have either collected curios and are out, or until the set cannot be divided any more. Cards not won go to a treasure chest. This contest delays the resolution of the other side, which might then go under the same contest. The player choosing every split moves clockwise around the table amongst the players still in the round. The start player also adds in a special card to the line up at the start. The player that wins this card will collect all the cards that go to the treasure chest. Because of the number of cards that might end up in the chest, it can be a poisoned chalice, busting sets of cards. Play three rounds and score at the end of the game. Most points wins. Players: 3 - 6
Ages: 14+
Playtime: 15 - 30 mins

$30.00

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