Days of Summer Gaming presents Paramedics: Clear!

 

Get to your rig – this is gonna be one helluva shift. Be quick to sustain and stabilize patients and rush them to the hospital. Manage your resources and upgrade your ambulance to save as many lives as possible. You only have seconds to act and the clock is against you. Try not to lose anyone today, rookie. “Rescue squad – confirm and depart.”

This is a pulse-pounding, high-tension, timed game of saving lives – and you probably won’t be able to save them all. The FREE companion app timer limits player turns to 60 seconds and later dwindles to just 45 or 30 seconds as players race to triage new patients, purchase medical supplies, treat their medical needs and transport them to the hospital for victory points. Critical patients add to the drama, as they must be treated and sent to the hospital immediately or they head to the morgue instead… counting against your score.

Paramedics: CLEAR! is an intense, competitive game for 1-4 players and will appeal to gamers who enjoy fast-paced, timed games. While not strictly the backstabby game Smirk & Dagger is known for, experienced players will find opportunities to turn up the heat on their opponents as they manage the clock more expertly.

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Days of Summer Gaming presents Compounded

Compounded is a game about building chemical compounds through careful management of elements, a fair bit of social play and trading, and just a bit of luck. In Compounded, players take on the roles of lab managers, hastily competing to complete the most compounds before they are completed by others – or destroyed in an explosion. Some compounds are flammable and will grow more and more volatile over time; take too long to gather the necessary elements for those compounds and a lot of hard work will soon be scattered across the lab.

Although Compounded does involve a fair share of press-your-luck tension and certainly some strategic planning, the most successful scientists will often be those who strike a good trade with their fellow lab mates. Players are able to freely trade elements, laboratory tools, and even favors – if there is truly honor among chemists!

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Days of Summer Gaming presents MoonQuake Escape

HOOK: The movies Alien and Escape from Alcatraz meet 3-Card Monte meet the spin cycle of your washing machine!

In MoonQuake Escape, get ready to face the challenges of the spinning, changing 3D surface of the doomed prison planet of Zartaclaton. A massive MoonQuake grants you sudden freedom from your captivity, but there’s only one way to Escape–the last rescue rocket, and you need to reach it before the other players. Use the rotating and revolving 3D moon to gather charges and decide which actions will best meet your goal: finding and stopping others players, readying or stealing key equipment, or finding better ways to hide. Along the treacherous journey, watch out for shifting and dangerous terrain, out of control defenses, and a relentless prison guard that are out to end your sentence–for life!

Finding and stopping the other players is your best plan, but each is hiding amongst decoys and traps. Player interaction focuses on a risk fraught variation of the classic 3-card Monte combined with a thematic “Bluffing” component that completely reverses the “Take That” mechanic. Can you use protective shields to lure opponents into picking the wrong hiding spot and keep your own plan from backfiring? Reach the rocket and prepare for a climatic battle–will you be prepared to capitalize on unexpected turn of events? Be the first to launch during the MoonQuake and you’ve Escaped the competition!

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Days of Summer Gaming presents Core Worlds

Introduction

The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.

Object of the Game

Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!

Game Terms and Game Play Mechanisms

Core Worlds is a deck-building card game for 2-5 players. The following are the central concepts of Core Worlds:

• Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game’s common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.

• Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player’s Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).

• Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World’s Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.

• Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World’s Ground Strength must be matched in order for it to be successfully invaded. Many Units possess a Ground Strength that a player can use to invade a World.

• Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.

• Warzone: Each player’s Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.

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Days of Summer Gaming presents Flip City

Build your own town in Flip City! In this deck-building game, you have no hand at all; instead, you play cards directly from the top of your deck. Winning the game requires delicate strategies…and some luck as well!!

A turn consists of two phases: card playing and building.

Players play cards directly from the top of their deck and may choose to continue unless they have three cry-face icons in play, which ends their turn immediately. When they choose to stop, they move to the building phase.

During the building phase, a player can use the coins gained from their previously played cards to buy a new card or to upgrade a card in their personal discard pile. To upgrade a card, pay the cost and flip it over; upgraded cards remain in the discard pile.

Since all cards in this game are double-sided, be careful not to flip them over accidentally when placing cards into your discard pile or when shuffling your deck.

Whenever a player gains eight or more VP during a single card playing phase, the player wins immediately!

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