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196 products
No moderator, no elimination, ten-minute games.
One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!
Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.
This game can be combined with One Night Ultimate Werewolf: Daybreak.
Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit.
UNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards.
In the shadow of a living mountain, two warbands clash to see which one will be the hunter and which one will be vanquished. While they make both have come to Beastgrave with different goals in mind, now they simply fight for survival and glory within Direchasm.
Enter the ultimate competitive miniatures game with the Warhammer Underworlds: DIrechasm core set. Inside, you'll find everything you need to start gaming in the depths of the part of Beastgrave known as Direchasm, with dice, models, cards and more.
This set contains:
– The complete rules for Warhammer Underworlds, clearer, sharper and tighter than ever before, featuring thrilling new game mechanics like Primacy, as well as containing lore and art that further explores Beastgrave itself.
– The complete Myari's Purifiers warband – a company of Lumineth aelves seeking to quell the monstrous heart of Beastgrave. Build your warband with the four push fit plastic models, cast in coloured plastic to ensure they stand out even when unpainted, plus fighter cards and a number of warband-specific cards that let you unleash their noble strategies in battle.
– The complete Dread Pageant warband – a group of depraved Hedonites of Slaanesh tormenting the living mountain. Build your warband with the four push fit plastic models, cast in coloured plastic, and build your decks with fighter cards and a number of warband-specific cards that let you harness their power of excess in battle.
– 2 double-sided game boards that can be used to assemble your battlefield.
– Warhammer Underworlds tokens, including objectives, wound markers, glory points and many, many more.
– 32 universal cards – gambits, objectives and upgrades that can be used by any warband, perfect for deck-building with Myari's Purifiers and The Dread Pageant or bringing your favourite warband into Warhammer Underworlds: Direchasm
– 11 Dice – 5 Attack dice, 3 Defence dice and 3 Magic dice, enough for the most devastating blows, desperate defences and cataclysmic spells!
Whether you're a new player looking to start your journey, or a veteran gamer looking to update your game for Season 4, this set is a must-have.
Ready your blasters and scramble your missiles in this game of exponential chaos!
The Alliance of Six Planets has come to an end. Now you must do what it takes to defend your homeworld from the hordes of flying saucers that darken your skies and lay waste to your cities.
We Come in Peace is a fun, fast, strategic game for 2-6 players. Opponents roll invasion dice, sending flying saucers to attack your planet's cities. Use defense dice to fight back! Blasters repel invaders. Use rebuilds to repair and replace your destroyed cities, while missiles allow you to deal out some damage of your own to opponents' planets. Be the alien with the least damage at the end of the game to claim a victory of galactic proportions!
Welcome to the Dungeon — first released as Dungeon of Mandom — is a push-your-luck dungeon delve in which 2-4 players take turns essentially daring each other to go into a dungeon with less equipment than they start off with while filling the dungeon with monsters. Players can win the game by winning 2 rounds or get eliminated from the game by losing 2 rounds. Each player has a 2-sided players card that has a white side and a red side. The first win taps the player card and the 1st loss flips the card over to the red side. A 2nd loss will have the player turn the card back into the box.
The game is played in rounds. The player sets up the base character and all the equipment equipped. This represents every player as a fully equipped dungeon delver.
Each round, the start player (the person who challenged the dungeon last or the last player to be in a dungeon) can choose to draw a card from the monster deck or pass their turn.
If they choose to draw, they can do one of two things: (1) keep it and de-equip an equipment or (2) place it face down in the dungeon. Placing it face down in the dungeon creates the dungeon deck and fills the dungeon with monsters that the challenger will have to face later. If they choose to pass their turn, they cannot participate in the rest of the round. Once only one person is left after all the other players have passed their turn, that player then becomes the challenger and must go into the dungeon with only the equipment he has equipped.
The player then flips cards off the dungeon deck and fights the monsters within. Some equipment allow you to null the enemy damage or be able to withstand it by increasing your HP. If the player survives the dungeon with at least 1 HP, they win that round. If not, they lose. The players then reshuffles all the cards to make a new monster deck and re-equips all the equipment to start a new round.
The game ends when someone has won twice or one player is the last man standing.
Welcome to the Dungeon includes four different sets of character cards whereas Dungeon of Mandom has only a single character.
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features 180 birds illustrated by Natalia Rojas and Ana Maria Martinez.
You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:
- Gain food tokens via custom dice in a birdfeeder dice tower
- Lay eggs using egg miniatures in a variety of colors
- Draw from hundreds of unique bird cards and play them
The winner is the player with the most points after 4 rounds.
Zombicide, the board game, has taken the world by storm with over two million copies sold since its release in 2012 and spawning a cult franchise of cooperative zombie slaying all over the world. In Zombicide, zombies are controlled by the game, while players take on the role of survivors who must co-operate in order to survive and thrive in a world overrun by the bloodthirsty undead. Find guns and gear to take the fight to the zombies through 25 different scenarios linked by a branching story as you pick your way through an infested city.
Zombicide (2nd Edition) features refined and streamlined rules, including updates to target priority for ranged attacks, interactions with doors, and vehicle mechanisms. A new dark zone feature, a zone that hides zombies from survivor's attacks, has been added as well. Zombicide (2nd Edition) will include new components and miniatures as well, including plastic dashboards and new child survivors. Returning players will be able to use their existing collection from previous Zombicide releases as well.
Washington Z.C. Expansion introduces for the very first time for Zombicide a story-driven campaign, full of flavorful and impactful surprises and choices, in addition to advanced rules, new characters and an iconic location.
Tokyo, 1930. The morning wakes up lazy, but you have a lot of work to do. In Tsukiji, each player is a restaurant owner who faces other traders at tough auctions for the best batches of fish and seafood. Understand the logic of prices, manipulate quotes, set traps, sabotage your opponents, and seek the greatest possible profit in this tense fight for the best fish in all of Japan!
The night has fallen and your mind is floating in the magical world of dreams. But the Dream Spirits want to have some fun tonight! They are giving their best and the dreams become strange and surreal. Become the dreamer, put on your sleeping mask and try to figure out your dream and which spirits are the Naughty ones. Become a good spirit and help the Dreamer by giving him clues about the dream before the naughty spirits mess it up. Close your eyes and dive in!
At the beginning of each round of When I Dream one player takes the role of the Dreamer and "falls asleep", wearing a cloth mask. The other players are secretly dealt their role cards determining what kind of spirits they are "good" or "naughty" or if they are just "tricksters" changing sides as the game goes by.
The whole round lasts 120 seconds in which the spirits are drawing "Dream" cards depicting a specific element of the dream, trying to describe them to the dreamer using one word each. The dreamer can guess what the element of the Dream is at any time, placing the card to the good spirits team side if the guess was correct and in the naughty spirits pile if it was not.
At the end of the round the Dreamer and the good spirits get a point for every card in the good spirits pile, when the naughty spirits get one point for every card in the naughty spirits pile. The tricksters get points according to how well balanced the two teams were at the end of the round, gaining extra points if they managed to equally balance the two piles.
At the end of the round, the dreamer must use the words he guessed and story-tell his dream for extra points before he opens his eyes.
You can learn how to play in a few minutes and have a great laugh right from the start. Each role is challenging and entertaining giving the game more depth according to the player’s imagination, providing a wonderful experience with a unique dream every round.
The world almost ended 71 years ago...
The plague came out of nowhere and ravaged the world. Most died within a week. Nothing could stop it. The world did its best. It wasn't good enough.
For three generations, we, the last fragments of humanity have lived on the seas, on floating stations called "havens." Far from the plague, we are able to provide supplies to the mainland to keep them (and us) from succumbing completely.
We've managed to keep a network of the largest known cities in the world alive. Things have been tough the past few years. Cities far away from the havens have fallen off our grid...
Tomorrow, a small group of us head out into what's left of the world. We don't know what we'll find.
Pandemic Legacy: Season 2 is an epic cooperative game for 2 to 4 players. Unlike most other games, this one is working against you. What's more, some of the actions you take in Pandemic Legacy will carry over to future games. No two worlds will ever be alike!
As Hitler's grasp on Germany tightens and his maniacal fervor is unmasked, men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler's ambitions grow, these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail, calling these conspirators "Schwarze Kapelle", the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?
Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit, motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades, then you will be able to use your special ability, attempt plots, and even become zealous (necessary for some extremely daring plots).
But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps, and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers, you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.
On a turn, players may take three actions, such as moving, searching for an item, or drawing a card; or, at the cost of one action per die, roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling "Conspire" action allows players to make bold moves when most needed.
After the actions have been taken, an event card is drawn. The game is played over seven stages of World War 2, represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board, cause Hitler and his deputies to interact with the Conspirators, and present various opportunities or threats. During the final stage, many board spaces become off-limits, as the Allies move closer to Germany.
To win, players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items--detonator & fuse, etc.). The active player may then attempt the plot by rolling the indicated dice, including all additional modifiers and helpful Action cards. The total of number of "Target" symbols needed to kill Hitler is based on Hitler's military support, but a Conspirator's security level decides if any "Eagles" rolled will see them detected, and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.
Players will need to work together and agree on the wisest course of action, as well as have a little luck, to succeed. The phenomenon of one player dominating the game because of its cooperative nature is mitigated by the fact that there are no certainties, and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail, but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested, and fails to resist interrogation, then they will need to make a big decision all by themselves, without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.
Dance of the Fireflies' is a 2-6 player card game in which players striving to be the next royal gardener bid on flowers around a sundial in an attempt to create the most beautiful gardens and win the coveted title.
In the game, each player is allocated a set of seven fireflies, one of them being a royal firefly, more powerful than the regular fireflies. Each round, the players bid on flowers in the flower clock using their fireflies. They can also plant a flower from their hand into one of their gardens, secretly bid a royal firefly, and also discard one of the cards in their had to the compost heap so they can bid a second firefly on the flower clock. Each of the six types of beautifully colored flowers has a special ability which players can utilize to form combos and add benefits to their play. Additionally, orchid/weed cards can be bid on, and these allow players to add bonuses to their gardens or attack an opponent's garden.
A round ends once all players have taken their turns and drawn back up to three flowers in their hand and the sundial has turned one card clockwise to see which flowers are coming off the flower clock that round. Once all the flowers have been exhausted from the potting shed (i.e., the draw deck), the game ends and points are totaled for flower beds created to see who wins and becomes the next royal gardener.
The triumph of science that led to dinosaurs returning to the world once more has become public knowledge. New parks spring up regularly, often beginning operations even before everything has been finalized. There is no shortage of patrons eager to be entertained by these returned species in new and exciting ways. However, as with any form of entertainment, elements of triumph are often accompanied by elements of tragedy. This means it is of the utmost importance that you take every precaution by ensuring each visitor signs the safety waiver before enjoying the wonders of Dinosaur World!
Each round in Dinosaur World, you draft a new résumé card to acquire new workers; spend workers to take public actions building your park and acquiring DNA; spend further workers to take private actions improving that park; then drive your jeep around experiencing the wonder and excitement of what you have built! Throughout the game you acquire victory points through a variety of means — and possibly a few visitor deaths as a natural consequence of overly enthusiastic dinosaur encounters. At the end of the game, you lose points if you accumulated too many deaths, then the player with the most points wins!
Featuring the co-operative game system used in Portal's award-winning Detective: A Modern Crime Board Game, Dune: House Secrets delivers a deeply thematic experience that drops one-to-four players in the middle of the highest stakes unfolding on the harsh desert planet of Arrakis.
In this story-driven adventure game, players take on the roles of rebels who must solve a series of challenging missions with a finite amount of time and resources. Players cooperatively make decisions on how to progress the story as they decide to explore different regions of the world, follow leads, leverage allies, and overcome opposition of all kinds. During gameplay, players use a variety of physical and digital game components — a deck of cards with essential clues and plot twists, a dozen physical handouts, and a dedicated website with additional resources — to steer the narrative in fun and surprising directions for a truly immersive experience.
Beginning with an introductory prologue designed to get players acquainted with the massive Dune universe, the game then continues with three big adventures, each taking roughly two-to-three hours to play. During each episode, players can earn experience points to level up their characters in between missions and unlock new options in future gameplay. Each adventure can be played separately as standalone episodes, yet should players complete all three episodes, they will unravel a master game narrative with an epic climax and unforgettable resolution with lasting impact on the future two games in the trilogy.
"Based on the classic computer game"
According to the box:
"You may:
1. Travel the trail
2. Work together to overcome calamities
3. Get at least one member of your party to Oregon
4. Stop and rest
5. Decide which of your friends will die of dysentery
6. Write your name on a tombstone
What is your choice?"
All sorts of gruesome deaths await you and the rest of your wagon party in this official multi-player card game version of the classic computer game. To win you’ll need to keep one player alive all the way from Independence, MO to the Willamette Valley. But between rattlesnakes, starvation, dead oxen, broken bones, dysentery, and a host of other calamities the odds are long . . . almost as long as the Oregon Trail itself.
Players work together to move along the trail, fording rivers and playing Supply Cards to overcome calamities. But be warned–there will be times when it makes sense to let one of your wagon mates succumb to a calamity rather than expend precious supplies. And every time players go the way of all flesh, you’ll flip over the roster card and write their names on tombstones (don’t forget to include a quick epitaph). It’s a great way to relive your fond memories of one of the world’s most beloved computer games, and to kill off your family and friends at the same time.
Take part in one of the most famous science-fiction stories of all time. Dune: A Game of Conquest and Diplomacy builds on 40 years of development, refinement, and evolution from the original classic game. It has the same beloved DNA, flavor, tension, and themes, but with new game-board design, more spice, new streamlined rules, and a new market deck from which you can purchase game advantages. Also, the brand new two-player mode really opens up new gaming opportunities, all making the game more accessible for even the most casual gamer.
In Dune, you will take control of one of the four great factions—House Atreides, House Harkonnen, the Fremen, and the Imperium—all vying to control the most valuable resource in the universe: melange, the mysterious spice only found at great cost on the planet Dune. Ship your forces to Dune, harvest spice, seize control of strongholds, and destroy your enemies. Who will control Dune? You decide!
The game is played multiple phases, some of which don't have player specific actions, like in the Spice phase, a Spice Blow card is drawn and spice is added to the board in two territories, or else a Sandworm attacks that last two territories where spice was placed. But on the card phase, each player draws up to a hand of 4 Battle cards, and then may purchase Market cards up to a hand of 3 for 2 spice each. On the Shipping and Movement Phase, players take turns adding forces to the board and then moving forces on the board. Each player's faction has
The game plays 3 to 5 Rounds. Starting on Round 3, the game can end if a player occupies 3 strongholds at the end of the Round. If no one occupies 3 strongholds at the end of Round 5, then the player with the most spice wins (and each stronghold they occupy counts as 5 spice).
In the social deduction game Dune: Betrayal, players take on the identity of one of the iconic characters of Dune, each representing a distinct role within the factions vying for control amid the sands of Dune.
Your goal is to learn the identities of your foes while protecting your nobles, forming alliances, and utilizing tools to gain knowledge, and therefore power. Pay close attention to determine your allies and enemies, then defend your allies and attack your foes to secure victory.
Unlock! is a cooperative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc.
Unlock! Escape Adventures includes three separate scenarios for you to explore:
- In The Formula, you enter a secret laboratory to recover a mysterious serum that has been developed by a scientist. Will you solve all the riddles and get out in less than an hour?
- In Squeek & Sausage, you need to thwart the plans of the despicable Professor Noside!
- In The Island of Doctor Goorse, you must visit the island of an eccentric antique collector billionaire and overcome its traps!
An included ten-card tutorial allows you to learn how to play without reading the game rules.
Note: Unlock! requires a free application to be downloaded from the App Store or Google Play. Once downloaded, an internet connection is not required during game play.
This 2010 edition is more than a reprint of the original Survive from 1982.
It combines the original rules to play Survive! Plus additional pieces and the rules to play Waddington's Escape from Atlantis.
This edition also came with Survive: Escape from Atlantis! – Dolphins & Dive Dice Mini Expansion which were removed from the 30th Anniversary edition that came out 2 years later.
That expansion was later made available separately in 2013 for owners of the Anniversary edition.
Coal Country is rife with corruption, with the many mine foremen "influencing" various aspects of the mining industry in a number of ways. As the boss of your mining company, it's your job to sit at your desk and plot where to send your most influential foremen. By successfully influencing the price of coal, permits, utilities, and construction, your company can expand and boost the profitability of its operations. Your job as boss is made all the more difficult by the ever-shifting nature of the markets, from turn to turn, round to round, and game to game. It is your responsibility to determine when — and how — to act in order to capitalize on a potentially beneficial marketplace. If your mine is not built wisely and safely, a share of your company's profits will be lost after the end-of-year visit from the mine inspector. The mining company that has the most money at the end of the year wins.
Take to the stars and become a living legend in Star Wars: Outer Rim, a game of bounty hunters, mercenaries, and smugglers for 1-4 players!
In Outer Rim, you take on the role of an underworld denizen, setting out to make your mark on the galaxy. You'll travel the outer rim in your personal ship, hire legendary Star Wars characters to join your crew, and try to become the most famous (or infamous) outlaw in the galaxy!
But it won't be easy since the warring factions of the galaxy roam the outer rim, hunting down the scum that have proven to be a thorn in their side, and other scoundrels looking to make their mark see you as the perfect target to bring down to bolster their own reputation. Do you have what it takes to survive in the outer rim and become a living legend?
In more detail, a game of Outer Rim takes place over a series of turns that sees players taking dangerous jobs, tracking down bounties, upgrading their ship, and more, all in service of gaining more and more fame. Regardless of the path you take to get there, your goal is to gain ten fame, which can come from a variety of sources, such as completing your character's personal goal, collecting on bounties and jobs, delivering illegal cargo, taking down patrols from the various factions struggling over the galaxy, and enjoying the finer things in life by purchasing luxury items with your hard-earned credits.
While the path to victory may be different for scoundrels finding their way in the Outer Rim, everyone starts from the bottom with a simple starship. Your player board not only tracks your fame progress, but also contains slots for your ship, your character card, gear, reputation, modifications, jobs, and bounties.
This seventh expansion is the biggest expansion yet for cosmic encounter. introduces a campaign mode, 30 new aliens, 12 "alternate timeline" aliens revising previous aliens, and adds new space stations, technology, and hazards. It also adds new features, such as lux and moons.
Arrakis is a desert world seemingly dead and barren, yet here lies the most important resource in the galaxy: Spice. Without Spice, space travel is impossible, and humans become little clusters on isolated planets. The noble House that controls Arrakis and the production of Spice wields great power. The Emperor gave Arrakis to House Atreides, but then he conspired to replace them with their old rivals, House Harkonnen. Baron Harkonnen crushed the Atreides in a treasonous attack, and now rules the planet with an iron fist. But Paul and Jessica, heirs to House Atreides, are alive, and are mounting a rebellion with the aid of the formidable Fremen, the mysterious inhabitants of the barren expanses of Arrakis.
Only one House will emerge victorious from the coming struggle, while the other will be lost in the desert sands. It's into this grim reality that players will be thrust in Dune: War for Arrakis.
In this asymmetrical strategy game, players fight for control of the planet, maneuvering troops like the Fremen, the Fedaykin, and the fearsome Sardaukar, while sending Spice harvesters into the deep desert, daring to challenge the great Sandworms. The game features an action dice system with numerous event cards that will enable players to retell the Dune saga differently with each playthrough.
Designed by Stan Kordonskiy (Dice Hospital, Rurik, Lock Up), developed by Jonny Pac (Coloma, Sierra West, Lions of Lydia), solo mode by Drake Villareal (Solani, Spook Manor), and illustrated by The Mico (Raiders of the North Sea, Paladins of the West Kingdom, Valeria), Endless Winter: Paleoamericans takes place in North America, around 10,000 BCE. Players guide the development of their tribes across several generations—from nomadic hunter-gatherers to prosperous tribal societies. Over the course of the game, tribes migrate and settle new lands, establish cultural traditions, hunt paleolithic megafauna, and build everlasting megalithic structures.
Endless Winter is a euro-style game that combines worker placement and deck building in an innovative way. Each round, players send their tribe members to various action spaces, and pay for the actions by playing cards and spending resources. Tribe cards grant additional labor, while Culture cards provide a variety of unique effects. As an alternative, cards can be saved for an end-of-round Eclipse phase, where they are simultaneously revealed to determine the new player order, and trigger various bonus actions.
The game features a novel blend of interwoven systems and mechanisms, such as multi-use cards, area influence, tile placement, and set collection. Plus, there are many viable paths to victory. After four brisk rounds, scores are tallied, and the tribe with the most points wins!
The Lazax Empire has burned to ash, rejected by its subjects. The aftermath was tragedy and petty conflict in equal measure, a time of loss and exhaustion. In the ensuing Dark Years, the factions of the galaxy retreated and recovered their strength. Now, they look upon the stars and see an opportunity—a chance to reclaim what was lost. A chance to redefine galactic civilization. A chance to leave their mark upon the stars.
Twilight Inscription, an epic roll-and-write game for one to eight players, offers an experience unlike anything Fantasy Flight Games has done before. With a limited pool of resources at your disposal, you’ll need to carefully manage Navigation, Expansion, Industry, and Warfare as you amass victory points and earn your right to the throne on Mecatol Rex. Will your faction become the new rulers of the galaxy? Or will your fledgling empire fade into obscurity? Anything can happen in this strategic, infinitely-replayable game!
In Cthulhu: Death May Die, inspired by the writings of H.P. Lovecraft, you and your fellow players represent investigators in the 1920s who instead of trying to stop the coming of Elder Gods, want to summon those otherworldly beings so that you can put a stop to them permanently. You start the game insane, and while your long-term goal is to shoot Cthulhu in the face, so to speak, at some point during the game you'll probably fail to mitigate your dice rolls properly and your insanity will cause you to do something terrible — or maybe advantageous. Hard to know for sure.
The game has multiple episodes, and each of them has a similar structure of two acts, those being before and after you summon whatever it is you happen to be summoning. If any character dies prior to the summoning, then the game ends and you lose; once the Elder One is on the board, as long as one of you is still alive, you still have a chance to win.
The episodes are all standalone and not contingent on being played in a certain order or with the same players.