Calliope is the beautiful daughter of Zeus,
the muse of laughter, enter tainment
and light. Long ago when the world was
sti l l young, Call iope fell in love with the
powerful war god Ares. At his request, she
gathered up and brought to him all the stars
from the heavens to prove her love. Once Ares had
the glit tering constellations in his hands, however, he
cruelly locked Call iope in a golden cage and used her
gifts as weapons of war. In t ime, Call iope freed herself from
Ares’ prison, knowing that the stars Ares had stolen were forever lost.
That very moment, she embarked on a long journey to refil l the dark heavens
by crafting new stars and constellations from the inspirations of all the people
who lived in the human world below the clouds and the moon.
On magical nights l ike tonight, Call iope soars through the sky in a musical chariot given to her
by a kindly circus ringmaster, whom she once rescued from a floating desert island among the
clouds. Even now, she follows a chain of paper lanterns across the sky, each one l i t by sparks of
inspiration from people all around the world. Each lantern is a vessel of creativity formed from
paper and die, pawn and spark—and is destined to soon become a star!
Call iope enjoys several al l ies in her quest, and two of the greatest are the Pegasus and the
Dragon. The mighty Pegasus draws forth her sky chariot without complaint; he also knows many
things that she does not. He gleaned his knowledge by spending a great deal of his t ime in the
human world, often featured in circus tents, and remembers well the nature of man and what it
feels l ike to be beheld with awe and wonder. He knows that the power of wonder and play will
al low Call iope to one day complete her quest.
The Dragon at Call iope’s side is also a friend and trusted companion. Originally one of Ares’
finest generals, the Dragon now serves as Call iope’s guide to finding the lanterns she seeks.
Clever and mischievous, he playfully nips at the trail ing scrolls that flow from her skir ts when
she isn’t looking. A single shake of the muse’s dangling diamonds always distracts him, their
melodic chimes inspiring the world below and sparking lanterns anew with every tale told of
victory, trickery, and luck!
Though she draws ever closer to completing her epic task, Call iope’s
journey is not yet over—and jealous Ares follows closely behind!
And now your journey as a star-maker, my friend,
has just begun.
Long Ago, before Ares betrayed Call iope and imprisoned
her, the Pegasus—strong and witty but full
of love and devotion—had narrowly avoided
being enslaved by the war god himself, to be
used as a flying warhorse in batt le. When
the Pegasus learned of Call iope’s capture,
he knew that he could never let someone
so important sit for all eternity in a
cage. Realizing his superior strength,
but looking to avoid violence, he
cleverly concocted a game of dice
and cards that balanced wits
and luck. He confronted
the muse’s guards and
challenged them to
Roll For It! The prize
at stake? The magical
key that would open
Call iope’s cell . Using
all of his strategy, skil l ,
and just a bit of luck, the
Pegasus completed the
15-pointer he needed to
win the key—and
with it , Call iope’s
freedom as well!
~ ages: 8+ ~ players: 2-4/8 ~ time: 20-40 min ~ Roll For It! is everything you want in a game. It’s fun! It’s
fast! It’s easy! And it has lots of dice with cards to boot! At its heart, Roll For It! is a resource management game that
blends the luck of the die roll with a decision making process that will bring smiles and laughter to everyone at the table.
Combine both decks and entertain up to 8 players!
Let it be known thatI am the teller of this tale: a bird of prey, fast and free
and quick of thought. I have the ability to hear and
repeat any news spoken or whispered from anywhere
around the world. I am a Kite and once was one
of Ares’ most precious possessions; you see, he
had me imprisoned in a pale white cell! As fate
would have it, I first met Calliope during her
escape as she made her way through Ares’
fortress so long ago. Seeing me trapped, she
courageously freed me from those bland
white walls. I have been in her debt
ever since we escaped together from
Ares’ twisted castle of traps and
apparating walls. In fact, we
even imprisoned Ares and
his guards for a short
time within the war god’s
own maze . . . indeed, we
Got ’Em! Now, I serve as
Calliope’s advisor, spy, and
tale-teller as she pursues
her quest to sprinkle new
stars amid the heavens.
~ ages: 8+ ~ players: 2-4 ~time: 30 min ~ Seize and capture your friends’ pawns in this alluring
game with two unique ways to play! Brainy Got’Em! offers the strategic challenge of outsmarting and cornering your opponents with deliberately placed walls, while the tricky yet fun for all-ages
Bright Got’Em! has the same goal of trapping your opponents, plus colorful cards that will keep you on your toes! Surround yourself with friends and family and get ready to enjoy two great games
that contain more fun than any four walls can hold!
TM
While Calliope was a prisoner of Ares, she struck up an unlikely
friendship with the Dragon, who would sneak up
to visit her and pass the time. As they spoke
and played games through the golden bars,
Call iope learned that the Dragon had a hidden
weakness: a fierce love for treasure and shiny
baubles. One fateful day, Call iope and the
Dragon played a high-stakes game of
Double Double Dominoes, where she
bet all of her magical diamonds and
other jewels against the Dragon’s
assistance as a navigator of the
skies—should she ever be
freed. In the end, when
the dust sett led and
the dominoes lay sti l l ,
the Dragon had lost. He
kept his word and joined
her cause, but to this day
he sti l l desires all of her
glistening, shimmering
treasures for himself!
~ ages: 8 + ~ players: 2-4 ~ time: 50 min ~ Double Double Dominoes is a wildly fast and fun
new approach to dominoes. Score points by matchingdominoes on top of key spaces on the board or betteryet—play a Double Double Domino and double your
score! Get ready to outrun your opponents in thissimply addicting spin on a classic game.
The Dragon’s playful exterior hides a heartbreaking secret from his past. From the
beginning of time, the mischievous Dragon and the beautiful
Phoenix were charged with overseeing the winding paths that
lead to divine wisdom—even though precious few souls ever
reach this utopian destination. For eons, the Dragon and
Phoenix performed their task nobly as masters of the
hidden paths known to the ancient ones as Tsuro. One
dark and gloomy day, Ares arrived seeking the power
of Tsuro, driving away the Phoenix and enlisting the
Dragon as a general of war. When Calliope was
freed, the Dragon joined her, not only to assist
her in her quest, but also to find the path
that would lead him back to his beloved
Phoenix. Even though the Dragon
frequently uses his mischievous
powers to confuse human
travelers in the world below,
he favors the wise among
them and will often
help them find
their way to
enlightenment!
~ ages: 8+ ~ players: 2-8 ~ time: 20 min ~ Create your own journey with award winning
Tsuro The Game of the Path. Place a tile and slide your stone along the path created, but take care! Other players’ paths can lead you in the wrong direction or
off the board entirely! Find your way wisely to succeed. Stay the path—your journey begins here!
One magnificent
midsummer night as she went about her quest,
Call iope was summoned to the palace of a great
Emperor, who demanded to know what she was
doing flying so high over his domain. The
ever-humble goddess told him about the stars
that she had lost and how she wished nothing
more than to bring new constellations to
the sky. Impressed by her bravery, the
Emperor awarded her his personal seal,
which bestows free passage across
his vast oceans. He also warned her
about monstrous creatures called
Daikaiju as well as other
dangers of the Mystic
Seas. Grateful for his
help, Call iope now
bears the Emperor’s Seal
proudly on her call iope
chariot—not realizing
that the gift comes with a
hidden cost. . .
~ ages: 8+ ~ players: 2-8 ~ time: 40 min ~ In Tsuro of the Seas you will sail the treacherous waters of the Mystic Seas in an engaging game of adventure and suspense! As the captain of one of the Emperor’s mighty Red Seal ships, you will navigate the seas by placing Tsuro wake tiles to direct your vessel. Take great caution to avoid your opponents’ ships… and those mysteries lurking on the horizon and under the sea. Guide
your ship with a steady hand and be the last captain to survive sailing the Mystic Seas and win!
The
Komainu, giant l ion-dogs who
can assume any shape
they please, are well known as ferocious
guardians and as sworn enemies of the
Daikaiju that terrorize the Mystic Seas.
The three fearless Komainu that protect
Call iope’s gathered stars are the last
of their l ine, having lost al l of their
brothers in terrible batt les over the
ages with the Daikaiju. Just as
their friend the Dragon knows
the secrets of hidden
paths, the Komainu have
long sailed the seas with
the Emperor’s fleet of
Red Seal ships, skil lfully
guiding sailors safely
to port. To Call iope’s
advantage, the Komainu
provide her with powerful
magic and fortified steel to
defend her in her quest, for
many of the star-lanterns
she seeks are found only
within the embrace of the
Mystic Seas.
~ ages: 8+ ~ players: 2-8 ~ time: +20 min ~ The forces of nature can be as devastating as the wrath of
the daikaiju! With this Tsuro of the Seas expansion you’ll be able to add more excitement to your game with the Tsunami (Tidal Wave) and
Uzushio (Whirl Pool) tiles. However, this tile set also provides you with hope… Taihou (Cannons) and the Mystic Portal (Magic) may help you
to overcome the devastation and be victorious! You need to own the Tsuro of the Seas boxed game in order to use these tiles.
Early in Calliope’s
quest, as she began to gather stars into
her chariot, she sought new sources to rebuild
the constellations. She found one such source
in an unlikely place: a primitive land of fire
and stone fi l led with people who loved to yell ,
“Ugh!” After Call iope saved one particularly
gruff l i t t le man from a terrible flood,
he nervously presented her with three
magical gems—the essences of volcano,
ice, and wind—that would forever fuel
her chariot’s lamp and keep it aloft
and capable of sustaining
her quest for all
eternity. Call iope’s
experiences in that
perilous land will
always remind her
that the most wonderful
gifts can come from the
strangest of places!
~ ages: 8+ ~ players: 2-6 ~ time: 20 min ~ Experience the life of a caveman through the eyes of John Kovalic.
In Ugh! you encounter the Stone Age life by pushing your luck against the deck and trying to lock in as many sets of cards as you can before you are abruptly shocked by a natural disaster… Ugh! Each turn you can flip over up to three cards, all of which are good options for your set. But lookout, if you’re feeling too confident, you might get hit hard with the Ugh card! Flip, take, and lock your cards wisely in this game
that will have you laughing until the cool cards run out. Like life itself, it’s Paleo-riffic, until it’s Ugh!
TM
Welcome to Calliope Games!
Over the years, people have asked us “Where does the name Calliope Games come from?” So we took the liberty to write it down in this tale of exploration and the powerful bonds of friendship. Isn’t that what life is really about?
It’s true, Calliope Games publishes quality table top games that are fun, affordable, and meet the time demands of our busy 21st Century lifestyles. But, that’s not what Calliope Games does… Calliope Games is really about facilitating experiences that people will remember for a lifetime; it’s the relationships we build, the camaraderie, it’s our imagination and the laughter we share that’s truly important. And if we learn something by playing the games along the way, that’s an added benefit. As in our story, it’s really the lanterns we light that create shining stars for life. That is what Calliope Games strives to achieve.
Thank you for taking the time to learn about Calliope Games and the products we offer. It’s our hope that our games will facilitate fun interactions between family, friends and new acquaintances. Please take the time out of your busy life and surround yourself with the people you care about, then play a board game and light a few lanterns along the way.
God Spede,
Ray WehrsPresident, Calliope Games
One final note, I’d like to offer this very special “Thank you!” to my sister Dawne for all the love, effort and support she’s given Calliope Games. Also my wife Michele, my mother Patti and my father Ray Jr. for helping me fulfill my dream; without their support, there would be no Calliope Games.
TM
For game rules and video instructions please visit www.CalliopeGames.com
TM
Calliope Games PO Box 7448 Bellevue, WA 98008 | www.CalliopeGames.com | 425.644.4300© Compound Fun LLC 2013. All rights reserved. Calliope Games, Tsuro, Tsuro of the Seas,
Got’Em!, Double Double Dominoes, Ugh! and Roll For It! are trademarks of Compound Fun LLC.