© 2020 — Cardboard Corner
NamePlayersTimeBGG RatingAgeDescription
1960: The Making of the President2-2120 Min7.612+From the author: 'Sometimes the history of a nation can be defined by the relationship between two individuals. The Election of 1960 is the story of two men, John F. Kennedy and Richard M. Nixon. One is the scion of a wealthy, politically powerful family from New England. The other is the son of a Quaker grocer in Whittier, California. While they belong to opposing political parties, they start out as friends. The complex development of that friendship, however, would shape a pivotal presidential election and cast a long shadow over American history for the remainder of the 20th century. 'In 1960: The Making of the President, you take on the role of one of these great protagonists vying for the right to lead his country into the heart of the Cold War. However, it is not just foreign policy that poses a challenge to American leadership; this is also an era of great social turmoil and progress. As the United States continues to build upon the promise of its founding, candidates must contend with the question of civil rights and balance their positions on social justice against the need for valuable Southern electoral votes. Of course, the ever-present issue of the economy also rears its ugly head, and both Nixon and Kennedy will compete to be the candidate with the voters' pocket books in mind. 'The contest is fought out on an electoral map of the United States as it stood in 1960-a map where Louisiana and Florida share the same number of electoral votes, as do California and Pennsylvania. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixon's lazy shave, President Eisenhower's late endorsement, and the 'Catholic question' are all included as specific event cards. The famous televised debates and final election day push are each handled with their own subsystems. Candidates vie to capture each state's electoral votes using campaign points in the four different regions of the country. At the same time, they must build momentum by dominating the issues of the day and attempt to gain control of the airwaves. 'As with any election campaign, the challenge is to adapt your game plan as the ground shifts out from under you. There are never enough resources or time to do everything, but you need to make the tough calls to propel yourself into the White House. This fast-playing strategy game for two players challenges you to run for the most powerful elective office in the world, at one of its most unique crossroads. Will you recreate history, or rewrite it? 1960: The Making of the President provides you the opportunity to do both.'
5-Minute Marvel2-55 Min78+The Marvel version of the chaotically fast-paced cooperative card game 5-Minute Dungeon that lets a group of Marvel heroes battle past Marvel bosses all in less than 5 minutes! Fast and frenetic gameplay gets everyone involved and engaged. Cooperative gameplay encourages communication, interpersonal interaction, and teamwork. 10 Marvel heroes to choose from and 6 progressively difficult Marvel bosses delivers strong re-playability. In more detail, players assume the role of one of ten superheroes, each with special cards and abilities. Once the Jarvis-hosted five-minute timer starts, the race is on to defeat all the villains in the mission. In order to defeat a villain, players must match symbols from their hand with ones on the villain's card. At the end of each mission is a powerful super villain - and after the first super villain is defeated, the campaign continues to the second super villain. Each super villain, and each randomized mission, gets harder until players reach Thanos, the final super villain.
6 nimmt!2-1045 Min6.98+In 6 nimmt!, a.k.a. Category 5 and many other names, you want to score as few points as possible. To play the game, you shuffle the 104 number cards, lay out four cards face-up to start the four rows, then deal ten cards to each player. Each turn, players simultaneously choose and reveal a card from their hand, then add the cards to the rows, with cards being placed in ascending order based on their number; specifically, each card is placed in the row that ends with the highest number that's below the card's number. When the sixth card is placed in a row, the owner of that card claims the other five cards and the sixth card becomes the first card in a new row. In addition to a number from 1 to 104, each card has a point value. After finishing ten rounds, players tally their score and see whether the game ends. (Category 5 ends when a player has a score greater than 74, for example, while 6 nimmt! ends when someone tops 66.) When this happens, the player with the fewest points wins! 6 nimmt! works with 2-10 players, and the dynamics of gameplay change the more players that you have. One variant for the game has you use 34 cards, 44 cards, 54 cards, etc. (instead of all 104 cards) when you have three, four, five, etc. number of players. This change allows you to know which cards are in play, thereby allowing you to track which cards have been played and (theoretically) make better choices as to which card to play when.
7 Wonders2-730 Min7.810+You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times. 7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions. Though the box of earlier editions is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.
7 Wonders Duel2-230 Min8.110+In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder. Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area. A player can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions; if you reach the opponent's capital, you win the game immediately; similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.
8Bit Box3-640 Min6.66+8Bit Box is a board game that will remind you the golden age of video games as each player has a gamepad to program their actions, using three wheels: direction, symbol, and value. The base game contains three different games influenced by classic old-school video games.
About Time2-890 Min6.114+Teams compete to guess closest to the year of a historic event, which is read out from a Question Card. Winning teams collect tokens and roll the dice to move around the board in a race to the Center. The game includes a board, eight different characters to represent the teams playing, a sandglass timer, two dice, a scoresheet, six pencils, a novel magnetic category selection unit, question/answer cards, timecards, rules, and a mini-reference sheet. The game is played in rounds, the first of which is similar to a round of trivial pursuit. The second round introduces timecards, which tweaks gameplay by giving teams various powers, such as stealing points. The game sequence also changes to shake things up a bit. Very much like an exciting Trivial Pursuit, adding various new mechanics. Released at Spiel 2007.
Agricola1-5150 Min812+Description from BoardgameNews In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats? The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over. Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference. Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.
Alchemists2-4120 Min7.713+In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories - correct theories, that is - and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins. Flavor text: Mandrake root and scorpion tail; spongy mushroom and warty toad - these are the foundations of the alchemist's livelihood, science, and art. But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects - or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.
Alibi3-1045 Min5.410+The Whodunit Card Game: 'Murder in the big city, and you must solve the crime. Brenda's dead, and foul play is suspected. To win, find out who did it, where, when, how, and why.' This is a card game that shares some similarities with Clue, but adds some other questions to the mix, like what time of day did it happen, and what was the killer's motive? To the usual process of elimination and deduction found in most Clue-type games, they've added scoring elements. You can collect sets of clues and reveal them to score points. Obviously, though, this aids the other players as well by eliminating some categories. You start with a number of cards, each of which contains a specific clue. As play progresses, you can attempt to accumulate all the clues in a category, which will earn you points based on what turn you choose to reveal your set. Each turn, you are allowed to direct a question to a specific player. The question must be answerable with a number. For example, you may ask 'How many Cookie Carpenter cards do you have?' or 'How many Jealousy cards have you seen?' Doing this will help you eliminate some of the icons (clues) on your score sheet. Your other option during your turn is to make an accusation. You need to be careful though, since this also will end the game! On the other hand, you do get some bonus points for being the First Accuser. Cards are passed after each player's turn. For the first round it is only one, but it increases by 1 for every round the game lasts. Once someone decides to accuse, all players can make any guesses they want to, filling in the answers they've come up with for each category (Suspect, Place, Weapon, Emotion). You can also fill in the specific answer within a category for more points. The problem with guessing, though, is that wrong answers result in negative points, and the First Accuser loses double!
Altiplano2-5120 Min7.612+Altiplano, a bag-building game along the lines of Orléans set in the South American highlands of the Andes - the Altiplano - is not a simple game, presenting players with new challenges time and again. There are various ways to reach the goal, so the game remains appealing to try out new options and strategies, but success or failure also depends on whether your opponents let you do as you like or thwart the strategy you are pursuing. The competition for the individual types of goods is considerable - as is the fun in snatching a coveted extension card from under another player's nose! Each player starts with a unique role tile, giving them access to different goods and methods of production. Players have limited access to production at the start, but they can acquire additional production sites throughout the game that give new options. The numerous goods - such as fish, alpaca, cacao, silver or corn - all have their own characteristics and places where they can be used. For example, while silver can be sold for a high price at the market, fish can be exchanged for other goods at the harbor and alpaca can produce wool that can then be made into cloth at the farm. Aside from building up an effective production, players must fulfill their orders at the right time, develop the road in good time and store their goods cleverly enough to fill their warehouses in the most valuable way. Often, a good warehouse keeper is more relevant in the end than the best producer.
Among Thieves3-845 Min6.514+Among Thieves is a game of deception and greed. You will work together to extort information from higher level employees of the largest corporations in the world. However, no one can be trusted. Win by having the most money, but be careful - the player with the least honor is eliminated. Each round one player is the Heistmaster. They will choose who to take on the heist with them. All of the players can offer whatever they want to go on the heist. The Heistmaster can accept whatever deal they want, but no promises are binding. Once the team has been chosen, the players will simultaneously choose whether to be honorable or dishonorable. If every player chooses honorable, you will flip over one card for each player. Each player on the heist will gain ISK equal to the total shown. If one or more players chose dishonorable, you will flip one card for each honorable player, but only the dishonorable player(s) will gain ISK. They will gain ISK equal to twice the total shown. Finally, if anyone chose dishonorable, all the dishonorable players will lose 1 honor and all the honorable players will gain 1 honor. Will you share the ill-gotten gains of your exploits or will you backstab your partners in crime and keep the money for yourself? -description from the publisher
Anachrony1-4120 Min8.115+It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital. By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago... Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them - and both are in short supply. The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs (unless, of course, it is averted!). The elapsed turns are measured on a dynamic Timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past 'self' with resources. Each Path has a vastly different objective that rewards it with a massive amount of Victory Points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet...
Anatomy Fluxx2-630 Min6.18+Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. Anatomy Fluxx takes players deep into the human body, and from 'Blood Vessels', 'Bones', 'Testes', and 'Uterus', the game is packed with body bits that keep you ticking. Be on the lookout for 'Virus', 'Mutation', and 'Bacteria' Creepers; and UnGoals like 'Cancer'. The game also includes two learning rules to get your brain in gear with anatomical trivia. Anatomy Fluxx is for external use only.
Ancients II2-290 Min6.212+Ancients II has 32 different scenarios, each covering a battle from the period 1800 B.C. to 1400 A.D. There is a low Complexity Rating and a very high Solitaire Suitability Rating. Adds naval rules and scenarios, and more land-based scenarios. Re-implements: Ancients Expands: Ancients I Re-implemented by: Ancient Battles Deluxe
Android: Netrunner2-245 Min7.914+Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view. Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners. Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with 'ice'. These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network. In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing. The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity. The Revised Core Set for Android: Netrunner released in late 2017 includes cards from the original Core Set released in 2012 as well as cards from the Genesis Cycle and Spin Cycle series of Data Packs. While the cards in this set have been released previously, the art on some of them is new.
Animal Upon Animal2-415 Min6.84+The animals want to show how good they are at making tall pyramids! They must be skillfully careful: Who will position the penguin on top of the crocodile, the sheep on top of the penguin, the serpent on the sheep? The hedgehog wants to stand on top of the pyramid but the height is making him dizzy. Tier auf Tier (a.k.a. Animal Upon Animal, Pyramide d'animaux, and Dier op dier) is a simple stacking game, listed for ages 4-99, with 29 cute wooden animals. Each turn a player rolls the die and either places one or two animals on to the stack of animals, passes one of his or her animals to another player for them to place, or places an animal on the table, extending the base for other players to build upon. Of course, if any pieces fall off whilst you are building, you get up to two of them back. The first player to have used all of their animals wins. This game, intended for children, is equally popular with adults.
Antidote2-730 Min6.413+In Antidote, you are a laboratory scientist working for a giant chemical research conglomerate. When a deadly toxin suddenly infects you and everyone in your lab, you must work quickly to share your research and discover the Antidote before it's too late. In the game, players take turns deciding what action all other players take: either discard from their hand or trade research with other players. Eventually all your cards will run-out and you will be left with just one that you must 'drink' and hope it's the Antidote. If this card is the true Antidote, you're cured and live to play again! If not... you die, but you can always try again! Antidote has 6 core elements: Deduction: Players 'live' or 'die' by deducing the one card type that has been removed from the game (similar to Clue). Semi-Cooperative Gameplay: You live or die alone, but it may be impossible to deduce the Antidote without working with the other players. Simultaneous action selection: Every turn involves every player. Whether it is making trades for valuable information or simultaneously declassifying your research, all players are constantly engaged. This makes the game experience more fulfilling and eliminates long-periods of 'down-time' between turns. Player-controlled game length: Players have sole control over the pace of the game. If you think you know the answer you can speed the game towards its conclusion. If not...well, don't hold your breath! No one is going to wait for you to figure it out! This element adds a feeling of tension and excitement. Multiple levels of player interaction: Even a 'wink' or a 'nod' can have meaning in this game if you are trying to learn or pass information between players. At the same time, a blatant statement such as 'Blue formulas are toxic' may have no meaning at all, but everyone will judge you by your actions (everyone can see the cards you choose to discard). Surprise ending: It is unlikely that anyone can know with 100% certainty what the Antidote is by the end of the game. This means the revealing of the Antidote is often a surprise.
Apocrypha Adventure Card Game1-660 Min6.812+The Apocrypha Adventure Card Game allows you to play it as a cooperative card game, or with a game master as a role playing game. The world is on the brink of an apocalypse, set in motion by monsters only your characters can see. Gameplay is story-based, and features deck construction and character growth. Over time, characters will unlock repressed memory fragments that will add new powers. Each mission has a unique setup and goal, which often involves hunting down a true threat hiding among the cards at the nexuses that characters investigate. The game will be released in a base box that will contain one chapter expansion. The base game, called The World, comes with 584 cards, 20 six-sided dice, 1 rulebook, 1 storybook, 30 dividers, and 10 character stand-up tokens. The remaining eight chapters will appear in two expansions, The Flesh and The Devil, each with 400 cards, 10 dividers, 1 storybook, and 4 character stand-up tokens.
Apples to Apples4-1030 Min5.812+The party game Apples to Apples consists of two decks of cards: Things and Descriptions. Each round, the active player draws a Description card (which features an adjective like 'Hairy' or 'Smarmy') from the deck, then the other players each secretly choose the Thing card in hand that best matches that description and plays it face-down on the table. The active player then reveals these cards and chooses the Thing card that, in his opinion, best matches the Description card, which he awards to whoever played that Thing card. This player becomes the new active player for the next round. Once a player has won a pre-determined number of Description cards, that player wins. Note: 'Party Box' editions include all cards from Apples to Apples: Expansion Set #1 and Apples to Apples: Expansion Set #2
Apples to Apples: Bible Edition4-1030 Min5.59+APPLES TO APPLES®: BIBLE EDITION is the wild, party game that provides instant fun! for everyone! It's as easy as 'comparing apples to apples'... just open the box, deal the cards, and you're ready to play! Select the card from your hand that you think is best described by a card played by the judge. If the judge picks your card, you win that round. And everyone gets a chance to be the judge! Each round is filled with surprising and outrageous comparisons from a wide range of people, places, things and events from our Christian history. Fast moving and refreshing, Apples to Apples is perfect for any get together with family and friends! Part of the Apples to Apples Series.
The Aquicorn Cove Board Game2-460 Min6.410+When Lana and her father return to their seaside hometown to help clear the debris of a big storm, Lana remembers how much she's missed the ocean - and the strong, reassuring presence of her aunt. As Lana explores the familiar beach, she discovers something incredible: a colony of aquicorns, small magical seahorse-like creatures that live in the coral reef. Lana rescues an injured aquicorn and cares for it with the help of her aunt, who may know more about these strange creatures than she's willing to admit. But when a second storm threatens to reach the town, choices made many years ago about how to co-exist with the sea start to rise to the surface. Lana realizes she will need to find the strength to stand on her own, even when it means standing up to the people who she has always relied on to protect her. In the co-operative game The Aquicorn Cove Board Game, 2-4 players take on the roles of members of a small fishing village struggling to survive while maintaining a balance with the natural world. To win, the villagers must feed and grow their village, while helping to restore the health of the reef and aquatic ecosystem. The villagers are fortunate, though, and the waters of their cove are home to the beautiful and benevolent aquicorns, as well as the wondrous reef guardian Aure, who can help them both to understand the impact humans are having on the environment and to save the village.
Arboretum2-430 Min7.48+Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors. The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile. When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn't have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins.
Arcadia Quest2-460 Min7.813+In Arcadia Quest, players lead guilds of intrepid heroes on an epic campaign to dethrone the vampire lord and reclaim the mighty Arcadia for their own. But only one guild may lead in the end, so players must battle against each other as well as against the monstrous occupying forces. Arcadia Quest is a campaign-based game for 2 to 4 players, where each player controls a guild of three unique heroes, facing off against the other players and the various monsters controlled by the game. Players need to accomplish a series of quests in order to win each scenario and choose where to go next in the campaign. Players are able to choose the path their campaign takes, navigating through six out of eleven available scenarios, so each time the campaign is played it can have a different configuration of scenarios. As the campaign progresses, the heroes are able to acquire new weapons, equipment and abilities that give them powerful options to tackle the obstacles ahead. Furthermore, by fulfilling specific quests in a scenario, players unlock exclusive features in subsequent scenarios.
Arcadia Quest: Inferno2-4120 Min8.113+Inferno is a standalone expansion to Arcadia Quest. It is 100% compatible with the original base game and introduces four new Guilds: Sharks, Tigers, Crows, and Serpents. It features new types of heroes, such as Alchemists and Gladiators. There is a new branching campaign system, and the storyline revolves around the guilds descending into a fiery abyss. There are Brimstone cards that make the terrain risky to navigate, which operate similarly to the Tombstone cards from Arcadia Quest: Beyond the Grave. A new mechanism called 'Damnation' will tempt the heroes with powerful weapons that can corrupt the characters over time or change the behavior of nearby monsters. There are also Angels, which are allied characters for the heroes to rescue, escort or assist. Working with the Angels can affect the branching campaign path system and even allow the player to recruit them for use in later missions.
Architects of the West Kingdom1-580 Min7.912+Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers? The aim of Architects of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing various buildings and advancing work on the Archbishop's cathedral. Throughout the game, players need to make a lot of moral decisions. However, only at game's end will their virtue be judged. A few underhanded deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed. -description from the publisher
Are You the Traitor?4-1030 Min5.113+Are You the Traitor? is a secret role selection game akin to Werewolf/Mafia. One player is the Evil Wizard, attempting to obtain the Magic Key for nefarious purposes. Another player is the Good Wizard, trying to destroy the Key to keep it out of Evil hands. The other players support Good or Evil in various roles. Each round, there is a discussion period, after which one of the players acts. After someone acts, the players determine whether the forces of Good or Evil were served, with the prevailing side gaining treasure. Play continues until one player gets enough treasure to win.
Arkham Horror1-8240 Min7.314+The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination. Only a handful of investigators stand against the Arkham Horror. Will they Prevail? Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!
Arkham Horror (Third Edition)1-6180 Min7.814+The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the War to End All Wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion. Only a handful of investigators stand against the Arkham Horror. Will they prevail? Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality. The game is split into a series of rounds made up of four phases. The Action Phase The Monster Phase The Encounter Phase The Mythos Phase The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions. Move - Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn. Gather Resources - Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move Focus - Focus one of your skills, increasing its value. Ward - Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings. Attack - Attack a monster engaged with you. Evade - Try to escape from a monster engaged with you. Research - Search for clues at your location. Trade - Trade money, clues, items, and more with other investigators at your location. -description from the publisher
Arkham Horror (Third Edition): Dead of Night1-6180 Min8.414+Kate Winthrop pulled the collar of her long coat tight against her neck to ward o the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos. She'd read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn't observe. Something was coming. Step into a world of horror with Dead of Night, a new expansion for Arkham Horror Third Edition! In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. is expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, and four new investigators to face these fresh horrors, armed with new spells, items and allies. -description from the publisher
Arkham Horror: Curse of the Dark Pharaoh Expansion1-8240 Min7.312+Curse of the Dark Pharaoh is an Egyptian-themed expansion for Arkham Horror that contains 166 cards. It is a part of the Arkham Horror Series. A museum exhibit has come to Arkham and can either stay as a permanent part of the base game (cards mixed in with original deck), or visit when you wish (cards kept separate). The expansion contains: 45 Arkham location cards, 27 new gate cards, 21 new spell cards, 7 new ally cards, 4 benefit and detriment cards, 18 'barred from neighborhood' cards and 22 exhibit item cards, representing the ancient relics from Egypt.
Arkham Horror: Dunwich Horror Expansion1-8240 Min7.812+Dunwich Horror is a large-box expansion for the Fantasy Flight Games edition of Arkham Horror, and is a part of the Arkham Horror Series. Once again, terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses of the recluses who live outside of town. At night, the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hallows. This is a place where dark pacts with unknown forces are made, and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperately need your help against the Horror that has manifested on the Whateley farm... Dunwich Horror adds 8 Investigators, 4 Ancient Ones, 15 Item cards, 25 Unique Item cards, 21 Spell cards, 11 Skill cards, 5 Ally cards, 4 Condition cards, 28 Monster tokens, 36 Mythos cards and 32 Gate cards to the base set. It also adds new location cards, for a total of 14 cards at each location instead of 7. Dunwich Horror also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. Players reduced to 0 stamina or sanity have the option of drawing from the Injury or Madness deck, acquiring permanent handicaps, rather than losing half their items and clue tokens. Gates are no longer permanently sealed (a popular house rule in the base game). Condition cards provide benefits to all players may be activated. And, of course, the Dunwich Horror itself - not as strong as the Ancient Ones, yet far stronger than any other monster in the game. This expansion also features revised rules and an FAQ that addresses many of the perceived faults of the base game. Replacement cards are provided for items and spells that are subject to errata.
Arkham Horror: Final Hour1-460 Min6.512+You arrived too late to stop the loathsome rite, and a monstrous, transdimensional Ancient One tears through reality. An iridescent rift slashes across the darkened skies, heralding the nightmarish creatures that pour into the hallowed buildings of Miskatonic University. As howls and screams cut through the night, there is only one path left for your fearless investigators-hold back the horde long enough to somehow reverse the summoning. Arkham Horror: Final Hour is a fully co-operative, fast-paced board game for one to four players. An endless tide of monsters sweeps across the Miskatonic University campus, and you must hold them back, all while searching desperately for the ritual components you need to put an end to this insanity. Playable in under 60 minutes, your fate depends on cooperation between you and your fellow investigators. The odds against you are astronomical, but if you don't succeed, this will indeed be the final hour for Arkham...and the world. -description from the publisher
Arkham Horror: Innsmouth Horror Expansion1-8180 Min7.913+Of all the cities found in H.P. Lovecraft's vision of Massachusetts, perhaps none is quite so deadly as the small fishing village of Innsmouth. Decrepit and dying, Innsmouth is being consumed from within by an ancient pact once made to save the town. The investigators will find every hand turned against them as they explore its rotting docks and fetid beaches. In the end, perhaps the only way to save Innsmouth is by destroying it along with the terrible creatures that haunt its waters near Devil Reef. Innsmouth Horror introduces several new game concepts to the Arkham Horror Series, including Personal Stories unique to each investigator as well as the Innsmouth Look. The town of Innsmouth is hostile to the investigators, and they may well find themselves thrown in jail and fed to a Shoggoth while they search the town for evidence to call in the Feds. However, leaving Innsmouth to fester is a bad idea, since the Deep Ones will gather and rise, bringing with them the Ancient One. Innsmouth Horror also adds 16 new investigators, eight new Ancient Ones, two new Heralds, Epic Battle cards for the new Ancient Ones, over 30 new monster markers, plenty of new encounters, and an expansion board featuring the town of Innsmouth. Over all, this expansion adds over 300 new cards to the base game.
Arkham Horror: Kingsport Horror Expansion1-8120 Min7.512+A big-box expansion for Arkham Horror, and is a part of the Arkham Horror Series. The Great Old Ones return to Massachusetts and this time they are unleashing their monsters on Kingsport. Join new investigators to combat new creatures before battling a new Ancient One. Can you save the world before they stir in their slumber.... Kingsport includes a board, 8 investigators, 4 new Ancient Ones, 2 Heralds, 3 Guardians (like Heralds, but helpful rather than hurtful) and tons of cards and monsters.
Arkham Horror: The Black Goat of the Woods Expansion1-8240 Min7.512+A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the the town. It's up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough to stop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods? The Black Goat of the Woods is a small expansion for the Arkham Horror board game, and is a part of the Arkham Horror Series. This expansion features 88 new Mythos cards, 9 new monster markers, 1 Herald Sheet, and 76 new Investigator cards including new items, new spells, and the dangerous lure of corruption...
Arkham Horror: The Card Game1-2120 Min8.214+Description from the publisher: Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness! In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult. No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries. Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world... The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand - and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.
Arkham Horror: The Card Game - A Phantom of Truth: Mythos Pack1-4120 Min8.414+Where do you go for answers when your world is tilting into madness? The answer: Paris. A Phantom of Truth is the third Mythos Pack in 'The Path to Carcosa' cycle for Arkham Horror: The Card Game. As you investigate the mysteries behind The King in Yellow, the Mythos Pack's new scenario introduces a new set of clues, along with supernatural terrors that play upon your growing Doubt or Conviction. Amid these horrors, you'll find twenty-two new player cards (two copies each of eleven different cards) to help you stay grounded and pursue the truth. -description from the publisher
Arkham Horror: The Card Game - A Thousand Shapes of Horror: Mythos Pack1-2120 Min8.514+Delve into the secrets of The House with No Name in A Thousand Shapes of Horror, the second Mythos Pack in 'The Dream-Eaters' cycle for Arkham Horror: The Card Game! After half of your team has seemingly become trapped in the Dreamlands, you decide to force your way into the realm in your physical body instead of traveling there in your sleep. This method comes with plenty of dangers, but it will hopefully prevent you from becoming trapped yourself. But if you wish to enter the Dreamlands, you must first find a key. A Thousand Shapes of Horror is Scenario 2-B of 'The Web of Dreams' campaign. This scenario can be played on its own in Standalone Mode or combined with the other expansions in 'The Dream-Eaters' cycle to form either a larger four-part or eight-part campaign. Inspired by H. P. Lovecraft's classic short story this adventure takes you to the most haunted corners of Arkham, where the veil between realm is drawn thin and even the most rational mind may be forced to confront the possibility of a world beyond the one we know. Do you have the composure to hold onto your sanity and save your friends, or will ineffable terrors tear your mind apart? -description from the publisher
Arkham Horror: The Card Game - Before the Black Throne: Mythos Pack1-2120 Min8.614+Before the Black Throne is the sixth and final Mythos Pack in 'The Circle Undone' cycle for Arkham Horror: The Card Game. After your battle to close the rips in reality in In the Clutches of Chaos, you have left your city and your world behind, traveling an impossible distance, and yet you are still many leagues from the nighted throne where your ultimate foe stirs. As you are chased by your fate across the cosmos, you may be forced to bring 'empty space' into play, losing the top card of your deck as you place it facedown to embody the seemingly infinite space that divides you from the rest of humanity. This is not a location; it cannot be entered or investigated, and the only way to reclaim your lost card is to fill the empty space with a Cosmos location. These impossible places, drawn from the new Cosmos deck, do not have set places they must connect to. Rather, each Cosmos card has a connecting instruction you must obey in order to place it. Torn from all you know, it may be easy to surrender to the existential dread, but even if all you can do is delay the inevitable, the battle is not over yet! -description from the publisher
Arkham Horror: The Card Game - Black Stars Rise: Mythos Pack1-2120 Min8.514+Your investigations have led you far from that fateful first showing of The King in Yellow at the Ward Theatre in Arkham. When you could no longer find the answers you needed in Arkham, you voyaged across the Atlantic to France and entered the catacombs of the dead beneath Paris. Now, you travel to the island commune of Mont Saint-Michel, as brooding, dark clouds cover the sky. A storm is coming-and it's unclear if our world will survive. Black Stars Rise offers the latest chapter in The Path to Carcosa cycle, and the latest tale of your own madness. You have looked upon the face of the Stranger. You have beheld the Pallid Mask and the Tattered Cloak. New player cards arrive in this Mythos Pack, cards with palliative names like or Their names are a lie, dripping with false comfort that only the truly mad will embrace. The darkling spires of Carcosa are breaching the walls between dimensions and Hastur will rule over all... -description from the publisher
Arkham Horror: The Card Game - Blood on the Altar: Mythos Pack1-4120 Min8.314+Description from the publisher: Blood on the Altar is the third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. In the scenario from Blood on the Altar, your investigations lead you to the village of Dunwich, where you suspect a series of recent disappearances may be related to the events in Arkham. But the more you explore, the more you get the impression the townsfolk aren't exactly pleased to see you. There are secrets in this town that its inhabitants don't wish to share... With its sixty cards (including a complete playset of each new player card), Blood on the Altar challenges you to delve the secrets of Dunwich. You'll need to travel throughout the town in search of clues, stopping to investigate many of the locations infamously identified in H.P. Lovecraft's classic tale, The Dunwich Horror.
Arkham Horror: The Card Game - Carnevale of Horrors: Scenario Pack1-4120 Min8.214+Description from the Publisher: The sixty-two card, standalone scenario in Carnevale of Horrors transports you to a city of masks and mysteries. While revelers throng the streets of Venice, masked conspirators advance their sinister agendas, shadows envelop the city, and something terrible rises from the lagoon... Also playable as a 'side-story' that can be added to your ongoing Arkham Horror: The Card Game campaign, Carnevale of Horrors challenges you and your fellow investigators to move swiftly among the masked revelers parading the streets of Venice in order to unravel a dreadful conspiracy. But while the day's festival begins with music, mirth, and merriment, it quickly spirals into abject horror... The sun vanishes, and screams erupt throughout the city. You want to save as many innocents as you can, but everyone is wearing masks. Who are the villains, and who are the victims? You must race to identify and confront the cultists, lest they and their sacrifices summon a being of unfathomable malice! Carnevale of Horrors comes with all the act, agenda, location, and encounter cards that you need to enjoy its adventure. Additionally, five player cards-one ally and four Mask assets-enrich your campaign experience after you complete your investigations in Venice. Requires a copy of the Arkham Horror: The Card Game Core Set to play. This expansion is made available via FFG's in-house manufacturing.
Arkham Horror: The Card Game - Curse of the Rougarou: Scenario Pack1-4120 Min7.914+Description from the publisher: When one reporter's sensational news about a series of savage killings fails to make its way into the Arkham Advertiser, your friend at that establishment decides to contact you, nonetheless, deeming the reports the sort of thing that might suit your eccentric curiosities. She's right, of course, and when you head to Northside Station to book your ticket for New Orleans, you can't possibly imagine the full shape of the horrors that await you... Designed to be played as a standalone adventure, or added to your campaign as a 'side-story,' Curse of the Rougarou sends you along a bone-chilling hunt through New Orleans and the bayous of southern Louisiana. Its 62 cards come with all the rules, locations, act, agenda, and encounter cards that you'll need to immerse yourself in a mystery full of malign spirits, murderous beasts, and other hazards-some natural and some decidedly unnatural.
Arkham Horror: The Card Game - Dark Side of the Moon: Mythos Pack1-2120 Min8.60+'All life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings...' -H. P. Lovecraft, 'The Silver Key' Embark on a dangerous rescue mission in Dark Side of the Moon, the third Mythos Pack in 'The Dream-Eaters' cycle for Arkham Horror: The Card Game! After the man who may hold the key to escaping the Dreamlands is taken by dangerous Corsairs, you follow to a dead world where danger is waiting around every corner. But will you be able to rescue your charge and escape without raising the alarm? Dark Side of the Moon can be played on its own in Standalone Mode or combined with the other expansions in 'The Dream-Eaters' cycle to form a larger four-part or eight-part campaign. After the events of The Search for Kadath, the investigators in the Dreamlands are drawn even further from the world of the waking than they could have ever thought when Virgil Gray is taken to the cold, distant moon and you have no choice but to follow in the hopes of rescuing him. You must remain even quieter in order to stay hidden long enough to rescue Virgil and escape. -description from the publisher
Arkham Horror: The Card Game - Dim Carcosa: Mythos Pack1-2120 Min8.414+Dim Carcosa is the sixth and final Mythos Pack in the 'Path to Carcosa' cycle for Arkham Horror: The Card Game. Your investigation into the mysterious play The King in Yellow has led you across the globe and brought you to the edge of madness. Now, in the final act of the Path to Carcosa you travel beyond the cosmos to a world a place beyond all imagining. Before you lies a warped, alien city. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa - the realm of madness in the stars, where Hastur reigns supreme. All shall be revealed when you travel to Dim Carcosa, meaning that the locations in this scenario have no unrevealed side. Instead, their reverse sides bear story cards to push your plotlines forward to their final curtain. In this lost realm, insanity is inevitable. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Instead, you journey on, facing impossible odds in the hopes to return home alive. -description from the publisher
Arkham Horror: The Card Game - Echoes of the Past: Mythos Pack1-4120 Min8.214+Description from the publisher: Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game. The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play. So how do you proceed? Where do you continue your investigations? How you do hold onto the tattered threads of your limited sanity? If there are ties between the play and Arkham, there's one place where you might uncover them-the Arkham Historical Society, a landmark building that holds age-old secrets even its curator doesn't know... Even as it introduces a new scenario through which you can explore the Society's hidden secrets-and the many terrors with which they are associated-Echoes of the Past introduces a wealth of player cards driven by two major themes that allow you to refine your investigator's practiced Talent and Composure.
Arkham Horror: The Card Game - For the Greater Good: Mythos Pack1-2120 Min8.514+For The Greater Good is the third Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game. Following the events of The Wages of Sin, you are disturbed to learn that there have been even more strange sightings in Arkham and worse, several more people have disappeared. You need help.Your relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife. You must decide whether you will place your trust in them or count them among your enemies, and this decision will shape your adventure moving forward, determining your ties to the Lodge and which areas of the manor you will have access to. At first glance, several of the player cards featured in For the Greater Good may look familiar. In The Secret Name, the Arkham Horror LCG broke the boundary between player factions by introducing player cards like that belonged to multiple classes. Now, as your investigators continue to gain experience from their research into Arkham's secret history, you will have the chance to upgrade these cards into more powerful versions that fit into classic, single-class categories. Each version of these upgraded cards feature distinct art pieces and abilities that play into the core focuses of their classes, growing with your investigators as their search for answers continue. -description from the publisher
Arkham Horror: The Card Game - Guardians of the Abyss: Scenario Pack1-4120 Min8.314+Witness the day of reckoning with the Guardians of the Abyss Scenario Pack for Arkham Horror: The Card Game! Called to Cairo to unravel a medical mystery, this pack throws you into the action of the linked scenarios, The Eternal Slumber and The Night's Usurper, first featured at Gen Con 2018 and Arkham Nights 2018, respectively. With 78 beautifully illustrated cards to immerse you in the peril of an investigation that takes you to the deserts of Egypt and beyond, this pack challenges you to determine fact from fiction, wakefulness from dream, and sanity from madness. Step into a realm beyond your imagination and stop an ancient prophecy from coming to pass! -description from the publisher
Arkham Horror: The Card Game - Heart of the Elders: Mythos Pack1-2120 Min8.114+Heart of the Elders is the third Mythos Pack in 'The Forgotten Age Cycle'. Following the events of The Boundary Beyond, you and your team of investigators head deep into the jungles of southern Mexico in search of an ancient, forgotten cavern. After several days of trekking through the jungle, you find what you believe to be the entrance of the cave, but something is not right. Six pillars surround the cavern, carved with strange symbols. Are they a warning? A lock? You must investigate this further, but time is running short. Your supplies are already starting to run low and countless eyes watch you from the shadows of the trees. What secrets are they trying to protect? This Mythos Pack features an immersive two-part scenario that takes you on an adventure both above and below the Earth. Immediatley forced to face the consequences of your choices, you shape the scenario as you go, determining which dangers you face and which allies you rely upon. Isolated from the rest of civilization, who can you trust? -description from the publisher
Arkham Horror: The Card Game - In The Clutches of Chaos: Mythos Pack1-2120 Min8.714+In the Clutches of Chaos is the fifth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game. After your fateful investigation in Union and Disillusion, the state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets of Arkham. Frightened citizens have sealed themselves in their homes, yet you continue to patrol the streets, desperate for some solution to end the chaos. In In the Clutches of Chaos, doom does not accrue at the usual rate. Instead, breaches are made at various locations, marked by resource tokens. When enough breaches have been made a single location, an incursion occurs. An incursion adds doom to its location and causes the breaches to spread, opening rifts in reality at connecting locations. Your goal is to prevent incursions by removing the breaches that cause them, but this can only be done by activating the action abilities on each location. If you do not maintain control over the breaches, you may soon find yourself overwhelmed with Arkham falling into madness. You cannot allow that to happen! -description from the publisher
Arkham Horror: The Card Game - Lost in Time and Space: Mythos Pack1-4120 Min8.314+Description from the publisher: At the end of 'The Dunwich Legacy' cycle, and near the end of your path to abject madness, Lost in Time and Space is the climactic sixth Mythos Pack in the first full-length Arkham Horror: The Card Game campaign! Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely alone... Lost in Time and Space introduces a new scenario full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. You'll find player cards strong enough that you just might have a chance to survive. And for those who play it as the capstone of 'The Dunwich Legacy' campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.
Arkham Horror: The Card Game - Murder at the Excelsior Hotel: Scenario Pack1-2120 Min8.614+After reports of strange occurrences at Arkham's most prestigious hotel reach your ears, you are summoned to the location by a mysterious note. You are just beginning to properly conduct your investigation when you suddenly black out. Once you come to, you find yourself standing over a man's body. Multiple stab wounds perforate his chest and blood covers the floor. What the hell happened? And why can't you remember a thing? Now as the authorities are on your tail, it is up to your team of investigators to solve the murder and clear your name before you are thrown in prison for the rest of your life. Can you figure out the truth behind this grisly murder? Or will you be the next victim? Investigators must solve the Murder at the Excelsior Hotel in this special scenario for Arkham Horror: The Card Game. With the clock ticking and danger around every corner, can you figure out the truth before time runs out? This scenario can be played as a standalone scenario, or inserted into a campaign as a side-story.
Arkham Horror: The Card Game - Point of No Return: Mythos Pack1-2120 Min8.514+Descend into the dreaded Underworld of the Dreamlands in Point of No Return, the fourth Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game! After forcing your way through the veil that divides the world of the waking from that of sleep, you must navigate the cavernous Underworld, encountering ghouls and gugs, in the hopes of finding your way to the world above and reuniting with the rest of your team. Point of No Return is Scenario 3-B of campaign, which follows the path of the investigators left behind to handle the horrors of the waking world in The Dream-Eaters. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaterscycle to form a larger four-part or eight-part campaign. Following the events of A Thousand Shapes of Horror, you have finally reached the Dreamlands, but it is not as you expected. No wondrous lands or fabulous cities greet you; merely the dark, barren realm of the Underworld. Perhaps those who brought stories of the Dreamlands to Arkham had never ventured this far underground, or perhaps this place can only be found by those who force their way in. Either way, you are now hopelessly alone in a realm you have never heard of, and the only way out is through. -description from the publisher
Arkham Horror: The Card Game - Return to the Dunwich Legacy1-2120 Min8.314+You thought the cases were closed, relegated to a past that was best left forgotten. Beginning with a search for two missing Miskatonic University professors, your inquiries in The Dunwich Legacy launched you on a campaign that led from the decrepit streets of Dunwich to the infamous Clover Club and realms beyond. But questions from these strange investigations still linger, compelling you to board the train to Dunwich once more. Return to the Dunwich Legacy invites you to re-open your old cases and experience the first full-length campaign for Arkham Horror: The Card Game with fresh eyes as you encounter new challenges and new surprises. Across this expansion's 81 new scenario cards and 23 new player cards, you'll explore new locations, face more ghastly treacheries, and enhance your investigator's abilities as you face even more unspeakable terrors. Finally, Return to the Dunwich Legacy also features a premium box and thirty-two divider cards to conveniently store your complete campaign in one place. -description from the publisher
Arkham Horror: The Card Game - Return to the Path to Carcosa1-2120 Min8.514+You thought that the final curtain had closed on your dealings with The King in Yellow. When the cursed play first came to Arkham, it was followed by a string of disappearances, delusions, suicides, and madness. Throughout The Path to Carcosa cycle, which marked the second full-length campaign for Arkham Horror: The Card Game, your search for answers took you across the sea to the shining lights of Paris and beyond to Dim Carcosa and before the throne of Hastur himself in eight unique scenarios that tested your conviction, made you doubt your senses, and pushed you to the edge of insanity. But now, madness returns to Arkham for an encore performance... -description from the publisher
Arkham Horror: The Card Game - Shattered Aeons: Mythos Pack1-2120 Min8.314+Shattered Aeons is the sixth and final Mythos Pack in 'The Forgotten Age' cycle for Arkham Horror: The Card Game. In The Forgotten Age, you journeyed to the darkest corners of Central America in search of a lost Aztec city-state. What you found during your expedition may be the greatest scientific discover of the age, but it could also be the Earth's undoing. Throughout The Forgotten Age cycle, you have tried to set your mistakes to right, chasing answers about the mysterious artifact your uncovered and those who pursue it. Retracing your path south, you have uncovered secrets that threaten your entire understanding of the world, of time, and of humanity's place in the universe. Now, the last and greatest of your questions will be answered in Shattered Aeons. But be wary as mere mortals may not be meant to gain such knowledge and the truths you seek may destroy what little remains of your sanity. -description from the publisher
Arkham Horror: The Card Game - The Boundary Beyond: Mythos Pack1-2120 Min8.114+I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace. We swore to one another that the city was exactly the same, and still alive; and when the electric lights began to fade we cursed the company over and over again, and laughed at the queer faces we made. -H.P. Lovecraft, 'Nyarlathotep' In The Forgotten Age, you embarked on a scientific expedition to discover ancient Aztec ruins in the rainforests of southern Mexico and returned home with a priceless artifact that you had to protect in the best way you knew how. Then, in Threads of Fate, your world fell into chaos as you were confronted with a series of objectives as the sands of the hourglass were quickly falling away. Now you seek to undo your mistakes, but the choices and sacrifices that you have made to reach this point will inevitably shape your mission moving forward - that is, unless time is not as stable as you believe. The fabric of time unravels in The Boundary Beyond, the second Mythos Pack in 'The Forgotten Age Cycle' for Arkham Horror: The Card Game! Your investigation into a strange relic has led you to Mexico City, but when the architecture starts to shift into something out of a history book, your focus turns from investigation to survival. Step beyond the boundary and restore the timeline before it's too late! -description from the publisher
Arkham Horror: The Card Game - The Circle Undone: Expansion1-2120 Min8.614+Judgement. Temperance. Justice. The Tower. The soothsayer's tarot wove a tale of a grim future, hard to put out of your mind. But when you learn that four people have disappeared without a trace from an estate in French Hill, you begin to wonder if this cruel fate is meant only for you, or for the entirety of Arkham... The Circle Undone is the fourth deluxe expansion for Arkham Horror: The Card Game. Here, your team of investigators delve into the mysteries of Arkham's past, uncovering its macabre history and the motives of those who dwell in its shadows. This expansion contains a playable prologue, first two scenarios of The Circle Undone campaign, as well as new investigator and player cards to further customize your investigations in the world of H. P. Lovecraft's Mythos. -description from the publisher
Arkham Horror: The Card Game - The City of Archives: Mythos Pack1-2120 Min8.314+The City of Archives is the fourth Mythos Pack in 'The Forgotten Age' cycle for Arkham Horror: The Card Game. Following the events of Heart of the Elders, you and your team of investigators have journeyed deep into a series of caverns where a new world lays hidden from the outside world. Strange creatures that cannot be of this world have seemingly lived beneath the shell of the Earth for centuries. They are horrifying to look upon, but are they dangerous? Now within their domain, it may be best to go along with whatever they want, but how much can you trust them, and what might your naïveté cost you? This Mythos Pack features a new mechanism that makes playing this scenario an out-of-body experience, as well as new player cards to customize your investigators' decks. -description from the publisher
Arkham Horror: The Card Game - The Depths of Yoth: Mythos Pack1-2120 Min8.414+The Depths of Yoth is the fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game. Following the events of The City of Archives, your team of investigators find yourselves trapped deep in the of the Earth and the only way out is...down. Your mission to protect humanity continues, but the threats to your life increase with each level of the descent. There is no telling what monsters have grown in these dark caverns and now pursue your team, but you cannot look back, or you are surely lost. This Mythos Pack features new player cards to customize your investigators' decks and treacherous encounter cards to immerse you in the peril of your investigation. -description from the publisher
Arkham Horror: The Card Game - The Dream-Eaters: Expansion1-2120 Min8.814+There is a hidden realm outside the world of the waking: a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in these you decide to set forth and learn the truth for yourself. What is real, and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep? The Dream-Eaters is the fifth deluxe expansion for Arkham Horror: The Card Game. In this expansion, 1-2 players take on the roles of either a group of investigators venturing into the Dreamlands or their companions who have been left in the waking world. This expansion contains the first two scenarios of The Dream-Eaters cycle; one scenario for each of these two groups. This expansion also contains new investigator and player cards that increase the customization options for the game. -description from the publisher
Arkham Horror: The Card Game - The Dunwich Legacy: Expansion1-2120 Min8.514+Game description from the publisher: The Dunwich Legacy is a deluxe expansion for Arkham Horror: The Card Game. Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Their heroic efforts brought peace to the region-for a while-but also left the men scarred by the horrors they had witnessed. Now, one of those professors, Dr. Armitage, has need of your assistance. His colleagues have gone missing, and he fears the worst... With five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors and launches you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, armed with fifty-nine new player cards (including a complete playset of each) that allow you to pursue new deck-building strategies and new styles of play. Finally, you'll find all manner of new terrors arrayed against you-from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations.
Arkham Horror: The Card Game - The Essex County Express: Mythos Pack1-4120 Min8.314+Description from the publisher: The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you'll find twenty-eight player cards, including four copies of a new weakness. You'll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest... When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so. Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario's replayability, meaning this nightmarish ride is one you'll want to take again and again and again!
Arkham Horror: The Card Game - The Eternal Slumber: Scenario Pack1-40 Min8.40+The Eternal Slumber is the special event quest for Gen Con 2018, and will also be made available in Invocation Kits this fall, before Arkham Nights 2018. It is a one to four player scenario which can be played as a standalone scenario or integrated into any campaign as a side story. FFG will be recording the results of every playthrough of The Eternal Slumber at Gen Con 2018, and the player's choices and performance during the scenario will have lasting repercussions for the entire Arkham Horror: The Card Game community at Arkham Nights. This is included in The Guardians of the Abyss scenario pack. -user summary
Arkham Horror: The Card Game - The Forgotten Age: Expansion1-4120 Min8.414+ - H.P. Lovecraft, We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time. The Forgotten Age is the third deluxe expansion for Arkham Horror: The Card Game. Here, your team of investigators embark on a scientific expedition to the rainforests of Southern Mexico in two new scenarios, each of which can be played as a standalone adventure or can act as the beginning of a new campaign for your team. This expansion introduces five new investigators to Arkham Horror: The Card Game along with sixty-four player cards and eighty-seven encounter cards, including an all new exploration deck that presents new challenges for you to overcome as you find yourself falling into The Forgotten Age. -description from the publisher
Arkham Horror: The Card Game - The Labyrinths of Lunacy: Scenario Pack1-12120 Min814+Think of this as a test of the human will... The Labyrinths of Lunacy is a unique, 80-card standalone scenario for Arkham Horror: The Card Game. You and your fellow investigators are the prisoners of a mysterious mastermind - locked into a terrifying dungeon and forced to complete a series of twisted riddles to find your way to freedom. This scenario debuted at Gen Con 2017 and can accommodate as many as twelve investigators in its Epic Multiplayer Mode. Additional rules support standard tables and allow you to experience The Labyrinth of Lunacy as a three-part mini campaign. -description from the publisher
Arkham Horror: The Card Game - The Miskatonic Museum: Mythos Pack1-4120 Min8.114+Description from the publisher: The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. It begins with a book... Somewhere in the Miskatonic Museum, Olaus Wormius's Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn't gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome-someone who should not be permitted to delve its secrets-you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes. The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you'll find it marked by a frightening urgency. You aren't alone within the museum's darkened chambers; something else stalks the exhibits...
Arkham Horror: The Card Game - The Night's Usurper: Scenario Pack1-40 Min8.60+The Night's Usurper is the special event quest for Arkham Nights 2018. It is a standalone scenario that can be integrated into any campaign as a side story. While this scenario is playable without having experienced The Eternal Slumber, it is the natural continuation of the story, wherein the performance of the players at Gen Con and the decisions made by the overall community will have a very real impact on whether or not the investigators at Arkham Nights succeed. This is included in The Guardians of the Abyss scenario pack. -user summary
Arkham Horror: The Card Game - The Pallid Mask: Mythos Pack1-4120 Min8.614+From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham's familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren't the only foreign elements at play. There's something distinctly otherworldly in the Parisian catacombs... In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you'll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play's mysteries, but there's a chance, too, you'll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber. Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game's locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last. -description from the publisher
Arkham Horror: The Card Game - The Path to Carcosa: Expansion1-2120 Min8.714+'I cannot forget Carcosa where black stars hang in the heavens; where the shadow of men's thoughts lengthen in the afternoon, when the twin suns sink into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask.' -Robert W. Chambers, The King in Yellow A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind... In The Path to Carcosa, the second deluxe expansion for Arkham Horror: The Card Game, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness. Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game-even as they challenge you to overcome new weaknesses.
Arkham Horror: The Card Game - The Search for Kadath: Mythos Pack1-2120 Min8.614+Journey across the dreamlands in The Search for Kadath, the first Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game! After taking your first steps into the Dreamlands, your mind teems with anxiety over the quest ahead, dangers you left in the waking world, and the fate of dreamers who have come before you. Are they also somewhere in these expansive lands? Perhaps if you find the lost castle and return with proof of the Dreamlands, you can save everyone: yourself, your friends, and the other dreamers as well. So, despite the advice of the Dreamlands' inhabitants, you and your companions seek unknown Kadath, where the gods dwell. The Search for Kadath is Scenario 2-A of The Dream-Quest. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form a larger four-part or eight-part campaign. As your team of investigators becomes separated between the dream and the waking worlds, you will need to work together across realms to earn victory and return home. To help you achieve this, you will find new player cards that create new synergies between investigators, letting you offer aid during your turns or even the Mythos Phase. Discover the meaning behind your dreams and discover the proof you seek! -description from the publisher
Arkham Horror: The Card Game - The Secret Name: Mythos Pack1-2120 Min8.314+The Secret Name is the first Mythos Pack in The Circle Undone cycle. Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol back in the late 1600's and whose ghost still supposedly haunts the condemned Witch House in French Hill. With many questions and few leads, you have no choice but to chase the ghosts of Arkham's past. As a new cycle begins, you will need new tools to help you battle these unholy forces. To help you with this task, some of the new player cards in The Secret Name belong to more than one class. These cards, which can be identified by their golden hue and dual class icons in the upper right corner of the card, can be added to your investigator's deck if you have access to either of the classes detailed on the card. If, however, an investigator has limited access to one of the classes on a multiclass card, that card will occupy one of the investigator's limited slots, even if they have unlimited access to the other class detailed on the card. But with diverse uses and powerful effects, they make a worthy addition to any investigator's arsenal.
Arkham Horror: The Card Game - The Unspeakable Oath: Mythos Pack1-4120 Min8.414+It was always going to come to this... You're finally headed to the asylum. The Unspeakable Oath is the second Mythos Pack in 'The Path to Carcosa' cycle for Arkham Horror: The Card Game, and it carries you deep into the belly of Arkham's asylum. You'll find yourself behind locked doors, wracked by Doubt, and surrounded by Lunatics. And, still, you'll catch hints of deeper and darker secrets. And while its scenario continues and deepens the game's exploration of the mystical realms between the traditional roleplaying and card game experiences, its twenty-four player cards (two copies each of twelve different cards) provide you access to a number of wealthy Patrons and allow you to 'learn' from your mistakes. -description from the publisher
Arkham Horror: The Card Game - The Wages of Sin: Mythos Pack1-2120 Min8.214+The Wages of Sin is the second Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game. 'Between the phantasms of nightmare and the realities of the objective world a monstrous and unthinkable relationship was crystallizing, and only stupendous vigilance could avert still more direful developments.' -H.P. Lovecraft, You are not safe in this city any more. Your journey first began with a dark prophecy from a soothsayer, and it has led you to the dangerous shining halls of Josef Meiger's estate and the dilapidated Witch House of French Hill in search of buried histories best left forgotten. Tangled up with all of it is a long-dead sorceress from Arkham's past, so perhaps the best place to start is where so many witches like her met their end hundreds of years ago. -description from the publisher
Arkham Horror: The Card Game - Threads of Fate: Mythos Pack1-2120 Min8.614+You've journeyed deep into the rainforests of southern Mexico and made the discovery of a lifetime. Now, returning home, a peaceful respite is in order - but your relaxation is cut short when an uninvited guest arrives and tells you that the artifact you uncovered is not what is seems and now the entire Earth is in danger. Her wild claims suddenly become more believable as your world erupts into chaos. Three tasks stand before you at once: you must protect the relic from falling into the wrong hands, solve the mystery of a missing friend, and determine whether to trust your mysterious guest. The stakes are high and time is short. Which will you pursue? Threads of Fate is the first Mythos Pack in 'The Forgotten Age' cycle for Arkham Horror: The Card Game. This new scenario throws you into the investigation like never before with three separate Act decks that are each in play simultaneously. With few leads and a limited amount of time before the trail runs cold, you must weigh your evidence to decide which leads to follow and which to ignore. Your choices will permanently shape your adventure throughout 'The Forgotten Age' cycle, so you must choose wisely.
Arkham Horror: The Card Game - Undimensioned and Unseen: Mythos Pack1-4120 Min814+Description from the publisher: Things are definitely getting weird in Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game... By the time your pursuit of two missing professors leads you to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll find yourself neck-deep in furtive cultists and their sacrifices, inundated with information about 'Ancient Ones' and unholy rituals. And you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal... A mystery within a mystery, Undimensioned and Unseen may bring you another step closer to your ultimate goal, but you must first track down whatever knowledge or power may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you complete your investigation quickly-possibly by making use of the Mythos Pack's new player cards-lest you should no longer be the hunter, but the hunted!
Arkham Horror: The Card Game - Union and Disillusion: Mythos Pack1-2120 Min8.514+Union and Disillusion is the fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game. After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River in search of the four souls who went missing from one of the Lodge's events. Between two of the bridges that span the river, there stands the Unvisited Isle. The foggy shores are barren and unwelcoming, and as you row closer, you try to remain silent, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it. As you explore the island, you will find braziers scattered at various locations, that you can either light or douse with the new Circle action ability. Lighting these braziers may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it?
Arkham Horror: The Card Game - Weaver of the Cosmos: Mythos Pack1-2120 Min914+Defend the Dreamlands from the schemes of the Spinner in Darkness in Weaver of the Cosmos, the sixth and final Mythos Pack in the Dream-Eaters cycle for Arkham Horror: The Card Game! Weaver of the Cosmos is Scenario 4-B of The Web of Dreams campaign for Arkham Horror: The Card Game. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four-part or eight-part campaign. After the events of Point of No Return, you have finally reached the perilous nightmarescape that you have been led to since the very beginning. Everything has led to this- Virgil's writings, your companions' unending sleep, the black cat, all of it. This transdimensional space is home to a spider creature that would obliterate your world and replace it with a new reality. If you cannot stop it, there will be no Earth left to return to, no escape from this hellish dream, and the Dreamlands will be lost as well. You have no choice but to fight.
Arkham Horror: The Card Game - Where Doom Awaits: Mythos Pack1-2120 Min8.114+'You realise, of course, the utterly stupendous nature of the matter before us. To us, as to only a few men on this earth, there will be opened up gulfs of time and space and knowledge beyond anything within the conception of human science and philosophy.' -H.P. Lovecraft, The Whisperer in Darkness Who could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching! Where Doom Awaits is the fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Even as its new scenario carries your investigations rapidly toward their climactic conclusion, it dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void... Fortunately, you won't find yourself wholly unprepared for the alien challenges these dimensional rifts represent. Twenty-eight player cards (two copies each of fourteen different cards) offer a range of solutions, provided you've earned the experience points to add them to your deck.
Arkham Horror: The Card Game - Where the Gods Dwell: Mythos Pack1-2120 Min914+Come face to face with madness in Where the Gods Dwell, the fifth Mythos Pack in The Dream- Eaters cycle for Arkham Horror: The Card Game! After your seemingly endless journey across the Dreamlands, you have made your way to the land of Leng, an icy wasteland where you believe the peak of unknown Kadath resides. All the while, a presence taunts you, gnawing at your insides- a wordless voice you cannot hear, but feel within the confines of your mind. A presence that is waiting for you. Where the Gods Dwell is Scenario 4-A of The Dream-Quest campaign. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four-part or eight-part campaign. After the events of Dark Side of the Moon, you have finally made your way to lost Kadath, where Nyarlathotep is waiting for a battle that will force you to face deceit, lies, and shifting reality. If you can somehow draw him out, expose him, you may stand a chance, but how do you fight an enemy you cannot understand? -description from the publisher
Arkham Horror: The King in Yellow Expansion1-8240 Min7.612+This expansion to the Arkham Horror Series, introduces a major new mechanic to the game -- Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected. Featuring over 160 new cards, The King in Yellow heralds a darker age for Arkham Horror fans. 13 Blight cards, old friends gone irretrievably mad. 7 Magical Effect cards representing powerful new abilities. The new Herald mechanic and the King in Yellow Herald. 3 new Monster tokens, more horrible than any before! Over 160 new cards, detailing new items, new spells, and new horrible happenings in Arkham and beyond!
Arkham Horror: The Lurker at the Threshold Expansion1-8240 Min7.812+The Lurker at the Threshold is a boxed expansion set for Arkham Horror, the classic cooperative board game for 1-8 players, set in a world of gothic horror created by author H. P. Lovecraft. This expansion will bring new levels of dread to your table top, with the addition of a brand new Herald Sheet for 'The Lurker at the Threshold' - a powerful and malevolent being that has appeared to prepare the way for the Ancient One, plus more than 200 components and some extraordinary new game mechanics to boot. One of the highlights is the full set of 18 Gate markers that are designed to replace those from the Arkham Horror core set, as well as those from The Dunwich Horror and The Kingsport Horror. They are treated exactly the same as the previous Gate markers, except that each Gate now has an additional characteristic. For example, the 'Gate of Madness' will cause an investigator to lose one Sanity when they fail to close the Gate, and a 'Moving Gate' moves along with monsters during the Mythos phase. Brand new to The Lurker at the Threshold are Relationship Cards for use in games with two or more players. Each player draws one Relationship Card at the start of the game, which describes some advantage gained due to how the investigator to your left is related to you. Perhaps you are business associates and mutually reap the benefits of income, or both are Students of the Arcane and gain more frequent access to the Spell deck. No matter how you're related, these will bring a more interesting back-story to your game, involving your characters in more ways than ever before. Finally, The Lurker at the Threshold introduces the Dark Pact deck, which will tempt foolish investigators to enter into a terrible arrangement with the Lurker itself. Although these Dark Pacts may grant your investigator enhanced abilities, there is sure to be a cost. What happens when the price is too high? Of course, with over 100 new Location cards, Mythos cards, Gate cards and Spells, plus more Common and Unique Items, The Lurker at the Threshold will enhance and expand the enjoyment of Arkham Horror for players of all skill levels. -- from the publisher's web site, edited slightly to be up-to-date
Ascension: Year One Collector's Edition1-630 Min7.913+Gather your Heroes and Constructs to fight the fallen god Samael and his minions in style; all 346 cards feature updated card frames in a premium foil finish. Beautiful cards and premium components make this the perfect centerpiece for any Ascension collection. This set includes Ascension: Chronicle of the Godslayer, Ascension: Return of the Fallen King, Rat King Theme Pack, Rat Queen Theme Pack, Samael Claus Theme pack, Leprechaun Theme Pack and the entire first year of promo cards! Playable as a stand-alone 1-6 player game and completely compatible with other Ascension expansions.
Ascension: Year Two Collector's Edition1-630 Min7.913+A follow-up to the Ascension: Year One Collector's Edition, Ascension: Year Two Collector's Edition includes foil editions of every card from Storm of Souls and Immortal Heroes, as well as the associated promo cards. Each Ascension Collector's Edition comes in a metal tin and includes a special playing board.
Awkward Guests1-875 Min7.812+Awkward Guests / Incómodos Invitados is a one of a kind deduction game with infinite re-playability. Based on the innovative Brilliant Deck System! It can recreate Mr. Walton's murder in so many different ways that you won't ever play two similar games! Its engaging Brilliant Deck System will actively involve you in the investigations, allowing you to use genuine detective abilities to solve each case. To solve a mystery, you will have to interrogate the suspects, question the household staff, examine the crime scene, search for clues around the Walton Mansion, consult the police reports... You will do all of this while exchanging information with your opponents or hiding it from them. Get ready to use all your gumshoe skills! WHO killed Mr. Walton? HOW did the murderer end his life? WHY did the murderer killed him? Was there an ACCOMPLICE? Will you be the first to solve the mystery? Awkward Guests / Incómodos Invitados base game mechanic is quite simple. Players have a hand of 6 cards. Each card has a value (1, 2 or 3 points, according to the amount of information that it provides) and several references (the matters that the card information is about). During his turn, each player ask for information about two different references he is interested in. The rest of the players can offer him cards which contains the requested references. The asking player can trade those cards by giving the offering players the same amount of points they have offered, with cards of his hand and no reference restriction. After every round is completed, players can try to solve the mystery. If the mystery is not solved, players discard part of their hands and receive 3 new cards. The player or players who solve the mystery first, win.
Azul2-445 Min7.98+Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora. In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.
Bahamas4-845 Min6.310+The holdup was perfect... A sound plan! Millions in a bag, fleeing by plane, yes, really, a sound one. Everyone begins to relax, but suddenly the engine sputters! Then the plane begins to fall... Yes, the holdup was perfect and they had anticipated everything - everything but enough parachutes to go around... Play your role amongst ten characters in Bahamas and steal, lie, threaten, do everything you can to get the biggest part of the loot and land safely! In more detail, each player receives a character sheet at random (each with a different special power), along with one starting card, one action card, and two cash cards. Among these starting cards are 2-5 parachutes (depending on the number of players), and you'll want one of these to survive at game's end! Use a number of dice equal to the player count minus one. Choose a starting player at random. This player rolls all the dice, uses one of them (drawing an action or cash card, stealing an action or cash card from an opponent, or using their special power), then they choose the next player who will take a turn. Once all the dice have been used, whoever didn't get to use a die becomes the starting player for the next round. A 'Crash' card is shuffled into the bottom four cards of the action deck, and when it's drawn, everyone without a parachute - or the lifeboat hiding in the action deck - plunges to their death. Whichever surviving character has the most money wins! Alternatively, if one player collects the three different FBI cards prior to the crash, this player manages to land the plane safely, bust everyone else, and win!
Balderdash2-660 Min6.412+A clever repackaging of the parlor game Dictionary, Balderdash contains several cards with real words nobody has heard of. After one of those words has been read aloud, players try to come up with definitions that at least sound plausible, because points are later awarded for every opposing player who guessed that your definition was the correct one. Versions of the game as a parlor game go back at least as far as 1970, although Balderdash itself was not published until 1984. Mattel republished Balderdash in 2006 in a form that derives its gameplay from the sequel Beyond Balderdash. Re-implemented by: Beyond Balderdash / Absolute Balderdash Kokkelimonke Jubileum Re-implements: Beyond Balderdash* In a peculiar situation, this game was reimplemented by Beyond/Absolute Balderdash and then combined back into the original title (Balderdash) but with the rules and cards from Beyond/Absolute; while Tactic re-published their version of Beyond/Absolute combined with the original Balderdash and called it Kokkelimonke Jubileum.
Bamboleo2-730 Min6.46+This is definitely one of the more unusual offerings from our German friends. An assortment of oddly shaped wooden blocks are placed onto a round, wooden 'platter.' The platter has a cork ball on its underside, which is then placed on top of a conical stand. The trick is that the oddly shaped pieces are to be removed one-by-one, which has a high probability of upsetting the whole contraption's delicate balance. The bigger the piece that you remove when it's your turn, the more points you'll score, but you have a higher likelihood of spilling everything, which scores you negative points.
BANG!4-740 Min6.510+'The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!' (From back of box) The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal. Four different Roles are available, each with a unique victory condition: Sheriff - Kill all Outlaws and the Renegade Deputy - Protect the Sheriff and kill any Outlaws Outlaw - Kill the Sheriff Renegade - Be the last person standing A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability. There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within 'range' of your current gun. The target player can play a 'MISSED!' card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table! Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.
BattleLore (Second Edition)2-290 Min7.814+Game description from the publisher: Prepare for fantasy battles beyond your wildest imagination with the onslaught of BattleLore Second Edition. Set in the fantasy realm of Terrinoth, BattleLore Second Edition is a two-player board game focused on squad-based battles between the hardy defenses of the Daqan Lords garrison in Nordgard Castle and the unleashed ferocity of the demon-worshipping Uthuk Y'llan. You must strategically command your troops and use the power of lore to tip your battles in your favor. In every game, you will create new maps and scenarios, before mustering a new army for each game, so you can tailor your army to suit your favored play style. Command armies of fearsome warriors and deadly creatures, and lead them against the enemy in this intense game of warfare and military strategy. By seizing victory points from objectives on the battlefield and by eliminating enemy units, a skilled commander can raise his banners as the victor over the borderlands of Terrinoth! BattleLore Second Edition comes with a game board, ninety-two detailed figures, forty-three map overlay pieces, more than one-hundred fifty cards, rules, four custom dice, and everything else you need to win the borderlands of Terrinoth!
Bemused4-630 Min712+Bemused is a card game for 4-6 players in which the players take on the role of a muse seeking to elevate their chosen human virtuoso to the greatest height of celebrity and influence. To do so, the muse must eliminate their virtuoso's rivals by levying doubts and dreads upon them until they are driven insane...or worse. Bemused is not a social deduction game. Although there are elements of deductive reasoning, Bemused is a social interaction experience that encourages shameless table talk, bluffing, and deal-making as players seek to maximize their scores in a 'take that' environment. Bemused is best described as a strategic 'ruin your rivals' game with hidden goals and asymmetric player powers. It is also a much deeper strategy game than it first appears. Each player has a virtuoso card that designates their human protégé and a hand of doubt and dread cards. Each turn, the player draws two doubt cards for their hand, places a doubt or dread card from their hand onto a virtuoso card, then discards a card from their hand. In some cases, a player may play two doubt cards from their hand, but this action permanently reduces their hand size. Each virtuoso has an ability that their muse may use, such as change a dread to a doubt or move a doubt from one virtuoso to another. Scheming, negotiating, and table talk are encouraged! When a virtuoso is saddled with a combined total of five doubt and/or dread cards, the virtuoso is driven insane. An insane virtuoso still gets their turn and may still win the game, but their options for which cards they may play on their turn is limited by their insanity. If an insane virtuoso has more dread than doubts, that virtuoso dies and becomes a fantasma that haunts the remaining living virtuosos. A fantasma may still win the game! Each muse's protégé also has a gemina, a secret virtuoso in the game that holds a psychic link with their protégé, and a secret that describes how their protégé feels about their gemina, and how the player's score will be affected by the state of their protégé's gemina when the game ends (e.g., the player may gain points if their virtuoso's gemina is not insane at the end of the game). Once a virtuoso's gemina is revealed, a player may use the gemina's ability as well as their protégé's ability! A player may also reveal and use their virtuoso's gemina for a price... but whenever a virtuoso goes insane, their gemina automatically flips over and can have severe consequences for play...
Betrayal at Baldur's Gate3-660 Min7.212+Description from the publisher: The shadow of Bhaal has come over Baldur's Gate, summoning monsters and other horrors from the darkness! As you build and explore the iconic city's dark alleys and deadly catacombs, you must work with your fellow adventurers to survive the terrors ahead. That is, until some horrific evil turns one - or possibly more - of you against each other. Was it a mind flayer's psionic blast or the whisperings of a deranged ghost that caused your allies to turn traitor? You have no choice but to keep your enemies close! Based on the award-winning Betrayal at House on the Hill board game, in Betrayal at Baldur's Gate you'll return to Baldur's Gate again and again thanks to the fifty included scenarios only to discover it's never the same game twice. Can you and your party survive the madness, or will you succumb to the mayhem and split (or slaughter!) the party?
Betrayal at House on the Hill3-660 Min7.112+From the press release: Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends. Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters. Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it's too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game. Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play. An updated reprint of Betrayal at House on the Hill was released on October 5, 2010.
Betrayal Legacy3-590 Min812+Betrayal Legacy marries the concept of Betrayal at House on the Hill - exploring a haunted mansion - with the permanency and multi-game storytelling exhibited by Daviau's Risk Legacy and other legacy games that followed. Betrayal Legacy consists of a prologue and a thirteen-chapter story that takes place over decades. Players represent families, with specific members of a family participating in one story, then perhaps an older version of those characters (assuming they lived) or their descendants showing up in later stories. Why would people keep exploring a haunted mansion for decade after decade, especially when horrible things happen there? Curiosity, I suppose, or perhaps an ignorant boldness that comes from the belief that we know better than those who have come before. Look at all that we've learned, marvel at the tools we have at hand! Surely we'll all exit safely this time... As with other Betrayal titles, the game is narratively-driven, with elements that record the history of your specific games. The tools mentioned earlier, for example, become attached to specific families. This isn't just a bucket; it's my bucket, the one my grandpappy used to feed his family's pigs when he was a boy, and while you can certainly use that bucket, I know how to wield it best from the time he spent teaching me how to slop. Yes, it's an heirloom bucket, and when kept in the family, I get a bonus for using it.
Between Two Cities1-725 Min78+It is the early 1800s, a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world? Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory, shop, park, landmarks, etc. You work with the player on your left to design the heart of one city, and with the player on your right to design the heart of another city. On each turn you select two tiles from hand, reveal them, then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table. At the end of the game, each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win, you have to share your attention and your devotion between two cities. The player with the highest final score wins the game. The game features play for 3-7 players in 20-25 minutes, a 2-player variant for head-to-head competition as well as a solo variant (Automa).
Bezzerwizzer2-1245 Min6.414+Bezzerwizzer is a quiz game from Denmark. It contains 5000 questions (English version has 3000 questions) from 20 categories. It takes its name from the german 'Besserwisser' meaning 'know-it-all'. On your turn players draw the category tiles from a bag and sort them on their player board according to their knowledge. If you know the answer to the category questions that you thought you're worst at, you get one point. For your best category question you receive 4 points. Each players has 3 additional tokens. One is labeled with a 'Z' the other two are labeled with a 'B'. With the 'Z' token you can swap one of your categories with another player. Afterwards it's out of the game for this round. You can use the 'B' token when you think you can answer a question that your opponent might not know. This brings you additional points. It's a quick and funny party game that you can also play with teams.
The Big Book of Madness2-590 Min712+So far your first year at the Elementary College has been slightly disappointing. They taught you to light a flickering flame at the tip of your finger, but other than that you've spent much more time reading books than learning powerful spells as future great wizards like you should. So when you heard about the Big Book of Madness hidden in the great school library, you couldn't help but to sneak in and peek in this intriguing tome in spite of your professors' warnings. When you slowly lift the cover of the terrible book, dozens of dreadful creatures rush out, threatening to destroy the world itself! This was your mistake, and only you can fix it now! Learn from the library to fight back against the monsters, and try not to sink into insanity... The Big Book of Madness is a challenging co-operative game in which the players are magic students who must act as a team to turn all the pages of the book, then shut it by defeating the terrible monsters they've just freed. Each player has their own element deck that they build during the game and use for several purposes, such as learning or casting a spell, adding a new element to their deck, destroy or healing a curse. Spells allow you to support your playmates, improve your deck, draw cards, etc. - but the monsters from the book fight back. Each comes with terrible curses that are triggered every turn unless you dispel them in time. They will make you discard elements, add madness cards to your deck, or lose spells... If you manage to turn six pages and defeat all of the monsters, you win the game!
Big Dig2-415 Min6.28+You are an adventurous archaeologist, digging into the earth for artifacts, treasure, and other goodies. Every day requires a new plan to be efficient, so you and the other archaeologists on the site will be competing to see whose is the most efficient! Each turn in Big Dig, you draft a card from the center that shows you the shape in which you must dig (by crossing out squares on your personal dry-erase board). You must touch either the top of the digging area or a previously dug area, and you can't go through certain areas (though you may forgo regular digs to blow up stones that are in your way). When the cards in the center run out, everyone returns their cards to the center and flips them over so that different digging shapes are now available. Every game, three random goals are dealt out, and the first person to accomplish all of them wins! There are a variety of goals that can be in play, the player boards are double-sided (everyone plays with the same side in any given game), and which side of the digging cards is face-up to start is different, so every play is different! -description from the publisher
Bios: Megafauna (Second Edition)1-4180 Min7.812+Bios: Megafauna starts where the predecessor game Bios: Genesis left off, with the invasion of the land on the daybreak of the Phanerozoic eon. Starting as either a plant, mollusk, insect, or vertebral skeletal type, your flapping, paddling, and squawking carnivores and herbivores make a beachhead on one of the drifting continental plates in the Cambrian, Their struggle for terrestrial dominance may eventually include language-based consciousness. Although this achievement elevated a certain mammal species to notoriety, in your game things may occur differently. This second edition of Bios: Megafauna is an evolutionary descendant of American Megafauna but as a part of the Bios series of games it is linked to the game Bios: Genesis. It plays well independently but if you have both games you can let the end state of a game of Bios: Genesis affect the starting state of a game of Bios: Megafauna. A successor game, called Bios: Origins (which would be a descendant of Origin), is planned to cover the events of the Quaternary period including the rise of ideas and technology. -description from the publisher
Black Orchestra1-590 Min7.514+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.
Blood Rage2-490 Min814+'Life is Battle; Battle is Glory; Glory is ALL' In Blood Rage, each player controls their own Viking clan's warriors, leader, and ship. Ragnarök has come, and it's the end of the world! It's the Vikings' last chance to go down in a blaze of glory and secure their place in Valhalla at Odin's side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan's stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom. Most player strategies are guided by the cards drafted at the beginning of each of the three game rounds (or Ages). These grant you numerous boons for your clan including: increased Viking strength and devious battle strategies, upgrades to your clan, or even the aid of legendary creatures from Norse mythology. They may also include various quests, from dominating specific provinces, to having lots of your Vikings sent to Valhalla. Most of these cards are aligned with one of the Norse gods, hinting at the kind of strategy they support. For example, Thor gives more glory for victory in battle, Heimdall grants you foresight and surprises, Tyr strengthens you in battle, while the trickster Loki actually rewards you for losing battles, or punishes the winner. Players must choose their strategies carefully during the draft phase, but also be ready to adapt and react to their opponents' strategies as the action phase unfolds. Battles are decided not only by the strength of the figures involved, but also by cards played in secret. By observing your opponent's actions and allegiances to specific gods, you may predict what card they are likely to play, and plan accordingly. Winning battles is not always the best course of action, as the right card can get you even more rewards by being crushed. The only losing strategy in Blood Rage is to shy away from battle and a glorious death!
Blue Lagoon2-445 Min7.28+Blue Lagoon is an area control and set collection game in which players manage a group of settlers spreading out over the islands of a newly discovered archipelago. The game is played over two phases (the exploration phase followed by the settlement phase). Over the course of both phases, you will expand your presence on the board by adding one new token each turn (either a settler or a village token). The goal is to collect the resources scattered over the map by placing your tokens on top of them. In the first phase, you can place a new token anywhere you like, as long as it is touching either the lagoon OR one of your previously played tokens. In the second phase, the board is cleared, except for the villages, and now you can only expand from the villages you played in the first phase! At the end of both phases, players score points for the sets of resources they collected. Most points wins.
Blue Moon City2-450 Min714+Blue Moon City - the board game - picks up where the two-player game, (Blue Moon), ended: the reconstruction of the destroyed city of Blue Moon. The board, illustrated by Franz Vohwinkel as well as many well-known American fantasy artists, consists of 21 large building tiles, which show building plans on one side and the buildings in their reconstructed glory on the other. As in the 2-player game, the game includes 3 large molded plastic dragons. At the start of the game, the board tiles all show their building plan sides. The object of the game is to use cards featuring the races of Blue Moon to help rebuild the city and, at the end, put the large Crystal of the Obelisk in the middle of the city back together. Whenever a building is completely rebuilt, its tile is turned back over to its rebuilt side. The players who helped with a building get crystals and dragon favors, which can be traded in for crystals at certain times. The player who first manages to add the required number of markers by paying crystals to the Obelisk wins the game. (four markers in a 4-player game, five markers in a 3-player game, and six markers in a 2-player game) There are two mini-expansions for this game (Blue Moon City: Expansion Tile Sets 1 & 2), each consisting of two tiles that can be added to the main game either separately or combined. The first mini-expansion was included with the Der Knizia Almanach. The second mini-expansion was included in the 6/06 issue of Spielbox. Original Knizia design--after dragon scales score, ALL players discard scales. This rule was modified by the publisher. [citation needed]
Boggle1-810 Min6.28+Boggle is a timed word game in which players have 3 minutes to find as many connected words as possible from the face up letters resting in a 16 cube grid. When the timer runs out, players compare their lists of words and remove any words found by multiple players. Points are then awarded for remaining words, depending on how many letters are in the word. (In the original Boggle, all words must contain 3 or more letters to score points.) An example grid given in the French Canadian rules (of Deluxe Boggle) holds an amazing 459 words! A number of variants have been produced by Parker Brothers over time, including Big Boggle (which uses a 5×5 grid of letters and forces players to search for longer words). Boggle is a word dice game.
Borderlands: Tiny Tina's Robot Tea Party2-545 Min6.113+Description Sometime after the fall of Handsome Jack, in-between bomb-making and bandit-killing, Tina decided to try her hand at making her own board game. After all, everyone seemed to love her session of Bunkers & Badasses and vault hunters need something to do in their downtime. She started by tearing apart and jamming back together ACTUAL Claptrap units, but the sounds of their protests and complaints got a bit annoying. After consulting Princess Fluffybutt and Sir Reginald she opted for a card game instead. So grab some crumpets, drink some tea and join Tina in torturing (and building) Claptraps of 5 varieties. Along the way you'll enlist some help from Brick, Mordecai, Moxxi and Earl to mess with your opponents and find what you need to win. Featuring brand new original art and character designs never seen anywhere else; Borderlands: Tiny Tina's Robot Tea Party is the first wide release tabletop game ever set in the Borderlands universe. It's made to be the perfect filler game, with dead simple rules, a quick play time and plenty of interaction. This officially licensed product is a collaboration of Nerdvana Games, Gearbox Software and XYZ Game Labs. -description from the publisher
Bosk2-440 Min7.213+From majestic Maples to ancestral Oaks, players nurture their trees aiming to thrive over the course of a year in a beautiful National Park. In the spring, players carefully grow their trees, scoring as hikers enjoy traveling the trails in summer. When autumn comes, leaves fall in the ever-changing direction of the wind, guided to cover the terrain and other players' leaves. Points are awarded in winter for the most coverage of each region in the park. Gain your ground in the park to be victorious in Bosk! Gameplay Bosk is played over 4 season, 2 playing seasons, 2 scoring seasons -- each one unique! Spring Players grow each of their 8 tress (numbered 1 through 4) on intersections of the grid lines on the park board. Summer Hikers visit, travelling the trails. Players score points for having the highest (or second place) total value from trees in each row and column. 2 points for 1st, 1 for second. Autumn The wind starts to blow and leaves fall. In turn, each player blows leaves from one of their trees. The wind board determines which tree (a 1 tree in the first round) and which direction the wind is blowing. Players choose a tile from their hand of tiles (2 through 8, and a squirrel) to determine how many leaves to blow from their tree. Leaves are placed in a meandering path in the direction of the wind, covering the various terrain squares. Players may cover other players leaves by returning 1 leaf to the supply for each leaf being covered. The squirrel can jump up to 3 spaces in the direction of the wind, cover any sized pile and can't be covered. Winter Players score again, this time for having majority (or second place) based on coverage per each of the 8 regions on the board -- 5 points for 1st, 3 points for 2nd. The highest scoring player is the winner!
Boss Monster: The Dungeon Building Card Game2-430 Min6.313+Inspired by a love of classic video games, Boss Monster: The Dungeon Building Card Game pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of Boss Monster is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated - but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon. Playing Boss Monster requires you to juggle two competing priorities: the need to lure Heroes at a faster rate than your opponents, and the need to kill those Heroes before they reach your Boss. Players can build one room per turn, each with its own damage and treasure value. More attractive rooms tend to deal less damage, so a Boss who is too greedy can become inundated with deadly Heroes. Players interact with each other by building rooms and playing Spells. Because different Heroes seek different treasure types, and rooms are built simultaneously (played face down, then revealed), this means that every 'build phase' is a bidding war. Spells are instant-speed effects that can give players advantages or disrupt opponents. As a standalone card game with 155 cards, Boss Monster contains everything that 2-4 players need to play.
BraveRats2-215 Min6.58+BraveRats, first released as R, is a simple and short simultaneous action selection game for two that's played with cards. Both players have a hand of eight cards, numbered 0 to 7, with each card having a special power. Both players choose a card, then reveal them simultaneously. The highest card wins the round, and players play until someone has won four rounds. The cards' special powers greatly influence the game.
Bring Your Own Book3-820 Min6.912+Your old favorite book is now your new favorite game! In Bring Your Own Book, players take turns drawing prompts from the deck, then race to find the best phrase in their own book that satisfies the prompt. What's the tastiest in that history textbook you're reading for school? How quickly can you find in your dog-training guide? What kind of will appear in your anthology of limericks? In more detail, everyone has their own book and sits in a circle. The cards are placed face down, and the starting player has a one-minute timer. The starting player takes the top card off the deck, picks a prompt, and reads it aloud. Everyone except the Picker searches their book for text to match the prompt, sequential text of any length: a single word, half of a sentence, a whole sentence, multiple sentences, etc. The first Seeker to find matching text announces 'I've got it' and starts the timer. When the timer runs out (or every Seeker announces 'I've got it'), each Seeker reads what they've found. Seekers who didn't find text in time open to a random page and read a random sentence from it. The Picker chooses their favorite submission and awards the card to that Reader. After each round, the person to the left of the last Picker starts the next round. Once any player holds three cards, everyone passes their book to the player on their left. This happens any time a player reaches three cards during the game. Thus, it can happen as many times as there are players. The game proceeds until one player has collected the required number of cards and wins: with 5-7 players the first to 4 cards win; with 3-4 players the first to 5 cards win.
Broom Service2-575 Min7.210+Score the most victory points by delivering potions via Broom Service throughout the magical realm. Broom Service is a card-based game that combines luck and skill and balances timely bluffing with clever hand management. Remake of award-winning Witch's Brew: New theme! Now with 3 types of roles: witches, druids, and gatherers. Drizzelda, the weather fairy, helps chase away the bad weather. New illustrations and game pieces. Same style of play, and by the same game designer as Witch's Brew. New version also includes a 2-player version. The game is played over 7 rounds, with 4 turns per round. Each round, players simultaneously select 4 of their 10 role cards, and then they take turns playing one role at a time. Each role has a brave action and a cowardly action; the brave action is stronger, but riskier, as another player could steal the action from you later; the cowardly action is safer, but not as robust. How well can you bluff your opponents? Use the gatherer roles to collect ingredients to make potions, the witch roles to zoom around on your broom to different areas, and the witch or druid roles to deliver the potions, collecting victory points as you go. Chase away lightning clouds with the help of the weather fairy, and keep an eye on the event cards that change game play, one event per round. The winner is the player with the most victory points after all 7 rounds are complete and end-of-game bonus points have been awarded.
Bubble Tea1-50 Min6.38+Welcome to the most popular bubble tea shop in Taiwan where you'll find drinks flavored like rich milk tea with a chewy texture and unforgettable good taste! To make an unforgettable bubble tea, you need to pay attention to crucial elements like having more bubbles and less sugar; even your method for adding ice will make the drink taste differently. Sounds good, right? If you can't wait to make your own, let us shake it! In Bubble Tea, each player has two cards called cups and nine bubble tea ingredient cards. One player uses the shaker to shake out which ingredients will be needed this game, and whoever assembles these ingredients the quickest wins the game and gets the rewards! Bubble Tea is a table game which improves your quickness and reaction time. In Bubble Tea, players have to roll 6 dice by the real shaker and using 9 plastic cards to match pictures which shown on dice. The player who finds the correct combination first gets a Customer Card. Whoever gets 3 Customer Cards in the end wins the game and becomes the master of BUBBLE TEA!
Bumúntú2-540 Min7.18+Bumúntú is a lightweight strategy game based on the culture and folklore of the Bakongo tribes. Descendants of the Kingdom of Kongo, the Bakongo people are the largest group of tribespeople in central Africa. A common theme in African folklore is that animals are wise creatures who teach humans to do good and moral things. As a tribal leader, you will follow the guidance of the animals, journeying through the jungle in hopes of winning their favor. Players start on a board full of African animals, each with their own movement abilities. Each player can either move as normal or follow the wisdom of the animals, earning that animal's favor in the process and collecting its chip. Some animals will make movement easier, while others can affect how opponents move, giving a lot of depth to this deceivingly simple strategy game. As the game progresses, fewer and fewer animals remain, making choices that much more important. Once all the Advancement chips have been collected, each animal will offer a different amount of favor based on how far up they are on the Favor Leaderboard, something that players can affect throughout the game. Bonus points will be given for collecting Nkisi (small statues) and Yowa (spiritual symbols). At the end of the game, the leader who has accumulated the most favor wins!
Bunny Kingdom2-460 Min7.412+Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land! Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources... Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game. After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 rounds, and the player with the most points wins the game.
Byzanz3-645 Min6.68+You are a merchant in Byzantium and you are trying to have the most profit from the markets inside the city. Bid for the best stock of goods and find the right moment to sell your collected wares. And do not forget to go to the main market for a good deal! Players are merchants and bid on offers from the market to collect as many sets of 3 cards of the same good. Game ends when all cards have been auctioned and clayers with the highest total of good cards wins. Cards are both: money on your hand for bidding and points for scoring in each set sold. Goods cards and merchant cards are shuffled together and form the stack of goods to be auctioned. Depending on number of players offer cards from 1 to 6 are used (eg 4 players, cards 2,3,4,5) with the highest card on top. The highest offer card is used to draw that number of goods to make the actual offer on the table. Players start with 4 goods cards in their hand as money for bidding. Players bid in clockwise order increasing their bid at least by 1 - or they pass. Last player with a bid will win the total offer. The bidding cards (= good cards from the players hand) will be placed face up and sorted by kind into the market. Also one of the cards of the offer he won has to be paid as 'tax' to the market also- players choice. Than he takes all the other cards of the offer into his hand and he also places the offer card of the actual bid in front of him. He is not allowed to bid again in this round. Game goes on with the next highest offer card giving the number of goods making the new offer. So each round each player win different a decreasing number of good cards. When all offers are gone the open market is usually filled with goods. Than the player with the lowest offer card - the same player who won the most less good cards - has free choice to take all cards of one kind from the goods in the market. Often this is a really great grab! Following rounds are played the same way until all goods have been auctioned. Players can also sell sets consisting of exactly 3 cards of the same good from their hands whenever they want. That is no real sale but players hold the highest card of each set for scoring. Merchant cards can be used as a joker - even two merchants are allowed in a set of 3 goods. Although merchant cards have a value of 0, a set of 3 merchants will score 5 points! 96 cards with 6 different goods (eg cloth, wine, spice) - each good with values 1 (6x), 2 (5x,) 3 (3x), and 4 (2x) 16 merchant cards value 0 but replacing any card you want in a set 6 offer cards (from 1 to 6) showing the number of cards to be auctioned 2 market cards where to place cards spend for bidding and 'tax' cards
Call to Adventure1-460 Min7.49+Make your fate! Inspired by character-driven fantasy storytelling, Call to Adventure challenges 1-4 players to create the hero with the greatest destiny by acquiring traits, facing challenges, and overcoming adversaries. Call to Adventure features a unique 'rune rolling' system for resolving challenges, a point-based system that encourages storytelling, and over 150 unique cards. Players begin each game with an origin card that provides their backstory as well as two 'starter' abilities. Each round they may either acquire trait cards from the board or face a challenge. Challenges each have two possible paths a player can choose from. For example, players who encounter the Thieves' Guild may choose to train as a spy, or train as a killer. Each challenge has a difficulty that must be overcome by rolling successes on carved runes. The more a player has of the abilities required to overcome the challenge, the more runes they will be able to cast. Failed challenges lead players to acquire experience points that may be spent to 'push' through tougher challenges. But beware, while some negative experiences will help your hero grow, too many tragedies set them on a dark path. As players' heroes grow in ability and experience, they move on to harder challenges, eventually facing deadly adversaries and acquiring more and more destiny points. The player whose hero has the highest destiny score wins the game.
Candy Land2-430 Min3.23+A child can begin by just recognizing basic colors. Each player advances along the rainbow path through the peppermint stick forest, the gingerbread plum tree and the gumdrop mountain. The players use the plastic gingerbread man as the playing pieces. There are colorful pieces in four colors and cards. is printed inside the box and can be read out loud. The game parts can be stored below it. The game board is colorful and has lots of yummy candy references. You play the game by moving the gingerbread playing pieces on the gameboard spaces that match the colors and pictures of the drawn cards. The object is to be the first player to reach the candy castle. There are specific directions to play. You can play with one color block, two color blocks and picture cards. If you are the first person to reach the last purple space, or move beyond the last purple space, you reach candy castle and have won the game. There are barriers along the way, like the gooey gumdrops, getting lost in the lollipop woods, or stuck in the molasses swamp.
Caper2-445 Min7.413+Caper is a two-player card strategy game in which each player recruits thieves, equips them with gear, and tries to steal from popular places across Europe. Caper plays over six rounds with a colorful, quirky design that combines card drafting and set collection with area control. Players are met with challenging decisions such as drafting particular thieves, giving them specific gear, and stealing precious works of art. The game changes depending on what city you're playing in, giving you unique ways to play every time.
The Captain Is Dead1-790 Min7.212+Imagine that you are one of the crew in your favorite science fiction TV show. Now imagine that in the last 10 minutes of the show things have gone so badly that the captain is dead and you and the surviving members of your crew have to pull together and save the day yourselves! The Captain Is Dead is a co-op game for 2 to 7 players. All you have to do is get the ship's engines (aka 'Jump Core') back online and you win, but because there is a hostile alien ship trying to destroy you, that is easier said than done. You have an impressive star ship full of useful systems that will help you fend off the aliens, and get the Jump Core back online. Each system gives you an advantage while it remains online. The assault from the hostile alien ship tends to keep knocking those systems offline however. So you need to balance your time between keeping the ships system's online, fending off the alien threat, and completing your objective. Each member of your crew has special abilities and skills. You need to work as a group to maximize the potential of each role. If someone tries to be a hero, you'll all die.
Captain Sonar2-860 Min7.614+At the bottom of the ocean, no one will hear you scream! In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer. All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat. Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded - then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor. Multiple maps are included with varying levels of difficulty.
Carcassonne2-545 Min7.47+Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner. During a game of Carcassonne, players are faced with decisions like: 'Is it really worth putting my last meeple there?' or 'Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete his project and score points?' Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities. First game in the Carcassonne series. 				 				 					Beschreibung Eine mittelalterliche Landschaft mit Städten und Klöstern, Straßen und Wiesen. Mit Taktik und ihren Gefolgsleuten (Meeple) dehnen die Spieler in diesem raffinierten Legespiel ihren Einfluss auf die einzelnen Bereiche ständig aus. Und das mit wachsender Begeisterung! Carcassonne ist ein Legespiel, bei dem die Spieler verdeckt Landschaftsplättchen ziehen und an die bestehende Landschaft passend anlegen müssen. Auf den Plättchen sind Städte, Straßen, Klöster und Grasland in verschiedenen Kombinationen dargestellt. Wenn dann das Plättchen passend angelegt wurde, darf der Spieler entscheiden, ob auf das gerade angelegte Plättchen ein Meeple als Ritter (in Stadt), Wegelagerer (auf Straße), Mönch (in Kloster) oder Bauer (auf Wiese) eingesetzt werden soll, vor allem wenn es vielleicht gerade der letzte ist...
Carson City2-590 Min7.312+Carson City is a strategic game played in four rounds, and in each one of them, the players choose a character from the seven available that gives certain advantages. After selecting characters, your cowboys are placed on action track locations that allow you to construct buildings, houses, or roads; claim ground; earn money; or score victory points. When more than one player is on the same location, get ready, it is time for a duel! Roll the dice and see if you are the last one standing and lay claim to the goods! During the game, you can take various actions that earn you victory points for your plots, pistols (the hired help), and buildings. At the end of the game, your buildings, houses, mountains, and money contribute to your victory points, and the person with the most points wins. So go round up your posse of gunslingers and get ready for some Wild West action in Carson City!
Castle Panic1-660 Min6.710+The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer! Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win. First game in the Panic series.
The Castles of Burgundy2-490 Min8.112+The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travelers. The game is about players taking settlement tiles from the game board and placing them into their princedom which is represented by the player board. Every tile has a function that starts when the tile is placed in the princedom. The princedom itself consists of several regions, each of which demands its own type of settlement tile. The game is played in five phases, each consisting of five rounds. Each phase begins with the game board stocked with settlement tiles and goods tiles. At the beginning of each round all players roll their two dice, and the player who is currently first in turn order rolls a goods placement die. A goods tile is made available on the game board according to the roll of the goods die. During each round players take their turns in the current turn order. During his turn, a player may perform any two of the four possible types of actions: 1) take a settlement tile from the numbered depot on the game board corresponding to one of his dice and place it in the staging area on his player board, 2) take a settlement tile from the staging area of his player board to a space on his player board with a number matching one of his dice in the corresponding region for the type of tile and adjacent to a previously placed settlement tile, 3) deliver goods with a number matching one of his dice, or 4) take worker tokens which allow the player to adjust the roll of his dice. In addition to these actions a player may buy a settlement tile from the central depot on the game board and place it in the staging area on his player board. If an action triggers the award of victory points, those points are immediately recorded. Each settlement tile offers a benefit, additional actions, additional money, advancement on the turn order track, more goods tiles, die roll adjustment or victory points. Bonus victory points are awarded for filling a region with settlement tiles. The game ends when the last player finishes his turn of the fifth round of the fifth phase. Victory points are awarded for unused money and workers, and undelivered goods. Bonus victory points from certain settlement tiles are awarded at the end of the game. The player with the most victory points wins. The rules include basic and advanced versions. This game is #14 in the Alea big box series.
Castles of Mad King Ludwig1-490 Min7.613+In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever - subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players. In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards. After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.
Catan Histories: Rise of the Inkas3-490 Min7.212+Settle, act, build - the basic Catan elements are all there in Catan Histories: Rise of the Inkas, but this game includes an innovative displacement mechanism that opens up new possibilities for players and confronts them with new game situations that will require tactical adjustments. Nature can reclaim settlements already built, allowing another player the chance to build their own settlement on a coveted site. Fish, cocoa, and feathers enrich the barter trade. Detailed figures and colorful illustrations are used in the game to spread the atmosphere of South American culture as you relive the rise and fall of one of the continent's most impressive cultures.
Catan: Junior2-430 Min6.76+Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games. Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain! Be the first player to control seven pirate hideouts, and you win! What sets this apart from the previous Die Siedler von Catan: Junior from 2007: This game is playable with two as it comes with a two-player map. The three- and four-player map is larger and is more symmetrical, so that two of the colors don't operate at a disadvantage. The map now shows die faces rather than numbers for resource production. Many of the event cards have been removed to make the game simpler. There are no cards in the game only tiles for more durability. There are no longer harbors in the game. In the original game you had to set up the board with random secret harbor tiles that allow for better trades with the bank. Now the trading to the bank is simpler and can be done from the beginning and doesn't require people to build to the harbors. The resources are different. There is a race for the Coco the Parrot tiles (rather than 'CoCo Helps' cards) and those that have the most get to put an extra piece on the board (one step closer to winning), tied players take their piece off the island and leave it vacated. The market is now a part of the board, and can be traded into only once on your turn By default, Trading with other players is excluded and only part of the 'advanced game'. In Die Siedler von Catan: Junior trading with other players could be excluded to simplify the game. As in Die Siedler von Catan: Junior you can't chain ships; you must build a pirate lair before continuing on.
Catch the Moon2-620 Min6.86+All you need in Décrocher la Lune are a few skillfully placed ladders, a good sense of balance, and a touch of imagination. The moon waits impatiently for your arrival, but she's a sensitive lady and the smallest mistake can make her cry. The right mix of skill and luck will help you become the most agile dreamer...
Cave Troll2-460 Min6.410+Description from the publisher: In Cave Troll, each player controls a party of explorers raiding the cave troll's lair. Using knights, dwarves, thieves, and other adventurers, the players search the lair for gold and magical artifacts. The players must be careful, however, because they aren't only competing against each other, but against savage orcs, terrifying wraiths, and the fearsome cave troll itself! Cave Troll is a fast-paced dungeon-crawling board game of strategy, looting, and monster-bashing from Tom Jolly, the creator of Drakon.
Caverna: Cave vs Cave1-240 Min7.210+In the two-player game Caverna: Cave vs. Cave, each player starts the game with only two dwarves and a small excavation in the side of a mountain. Over the course of eight rounds, they'll double their workforce, open up new living space in the mountain, construct new buildings and rooms in which to live, and dig for precious metals. In more detail, each player starts the game with an individual player board that's covered with a random assortment of face-down building/room tiles and only one space. Some tiles are face up and available for purchase at the start of play. Four action tiles lie face up as well. At the start of each of the eight rounds, one new action tile is revealed, then players alternate taking actions, with the number of actions increasing from two up to four over the course of the game. As players excavate their mountainous player board, new building and room tiles are added to the pool; some rooms can be used immediately when acquired, whereas others require the use of an action tile. After eight rounds, players tally their points for buildings constructed and gold collected to see who wins.
The Chameleon3-815 Min6.714+A bluffing deduction game for everyone. Each round involves two missions, depending on whether you're the Chameleon or not. Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is the blend in, not get caught and to work out the Secret Word. Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word. At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card - this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.) Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.
Champions of Midgard2-490 Min7.810+Champions of Midgard is a middleweight, Viking-themed, worker placement game with dice rolling in which players are leaders of Viking clans who have traveled to an embattled Viking harbor town to help defend it against the threat of trolls, draugr, and other mythological Norse beasts. By defeating these epic creatures, players gain glory and the favor of the gods. When the game ends, the player who has earned the most glory earns the title of Jarl and is recognized as a champion of Midgard! Placing workers allows for the collection of resources and warriors, which players may then send on journeys to neighboring villages or across the sea to defeat monsters and gain the glory they need for victory. Resources are used to carve runes, build ships, and feed your followers. Viking warriors (custom dice) do battle with the myriad enemies the town faces.
Chess2-260 Min7.16+Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters. The current form of the game emerged in Southern Europe during the second half of the 15th century after evolving from a similar, much older game of Indian origin. The tradition of organized competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886. The current World Champion is Magnus Carlsen, Norway. Chess is also a recognized sport of the International Olympic Committee.
CHEW: Cases of the FDA2-530 Min5.712+Description from the publisher: Based on the Eisner Award-winning comic series by John Layman and Rob Guillory, CHEW: Cases of the FDA seats 2-5 players and is playable in about 30 minutes. Players compete to close cases pulled directly from the pages of the ongoing comic book. They'll enlist partners like John Colby, Amelia Mintz, and even Buttercup the lion, while simultaneously sending fiendish villains and cultists out to sabotage their rivals' investigations.
Chez Dork2-630 Min5.312+Inspired by the success of Chez Geek, Steve Jackson presents another John Kovalic inspiration. This game is about buying the latest geeky gadgets and gamer items. Each player takes on the personality of one of the stars of Kovalic's comic 'Dork Tower' in an attempt to purchase and possess the items that satisfy their obsessions. Of course, tastes are prone to change (one week it's LARPs, the next it's Computer Games), so players are constantly trying to purchase/trade/auction items so as to reach a certain number of points (items in your obsession count double towards victory). A light-hearted game with loads of gamer/otaku/LARP humor makes this a nice filler game that anyone can play. NOTE: Some form of currency/money is needed to play this game.
Chimera Station2-490 Min7.313+Chimera Station brings a new twist to the worker placement genre: customizable workers. Each worker can be modified in-game by splicing claws, tentacles, leaves or additional brains (or any combination of those) on them. These workers are used to gather resources: points, food, credits, and living parts of aforementioned workers! During the game you'll build and expand the space station and open up tons of different strategic and tactical possibilities. Featuring a grand total of 12 standard action spaces and 40 additional ones (modules), 22 perks, 16 different ways to configure your aliens (via components), and 4 different races, the possibilities are endless! Artwork has been done by Brian Patterson from the webcomic 'd20Monkey'.
Choose Your Own Adventure: House of Danger1-9960 Min6.610+The classic Choose Your Own Adventure series comes to life in the narrative adventure game Choose Your Own Adventure: House of Danger. Will you survive the House of Danger? Gather your friends for a perilous and laughter-filled adventure through the House of Danger itself. Make risky choices, collect items as you explore, and face off against dire challenges. Play again and again to uncover more secrets and different endings! -description from the publisher
Choose Your Own Adventure: War with the Evil Power Master1-9960 Min6.610+For centuries, the Lacoonian System, an alliance of the most advanced civilizations in the galaxy, has lived in peace, but now the Evil Power Master has returned and is leading a destructive rebellion. The Lacoonian System's Rapid Force crew must band together, follow data and clues the Evil Power Master left behind, and discover his location to defeat him in an epic final battle. Can you restore order to the galaxy? Explore a brand new co-operative narrative adventure with the next entry in the Choose Your Own Adventure game series: War with the Evil Power Master! Travel to the furthest reaches of the galaxy, make risky choices, collect items, and face off against dire challenges. -description from the publisher
Chop! Chop!2-50 Min6.76+A semi -cooperative strategy game for mice players: One player plays the cat, the others, the mice. Alternately, one mouse plays, and then the cat. The mice need to collect ten pieces of cheese, whilst the cat tries to catch the four mice. On your turn, roll the dice, move forward the corresponding number of squares, and turn over the tile of the square you land on. Then carry out the action indicated on the tile (cheese, broken plate, +1, +2, a Super Move, etc.). If a mouse turns up a piece of cheese, it can keep it. If the cat lands right on the square where a mouse is sitting, it catches it!
Chronicles of Crime1-490 Min7.914+Chronicles of Crime is a cooperative game of crime investigation, mixing an app, a board game and a touch of Virtual Reality. With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarios and solve as many different crime stories. Players start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the current case in the shortest short time possible. Using the Scan&Play technology, each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is released simply by downloading the app's updates, without any shipping of new physical components involved. The VR experience only requires a mobile phone. Players simply put the VR glasses (optional buy) onto their mobile device, and put the VR glasses on their nose, holding their mobile device in front of their eyes, to immerse themselves in the game's universe and search for clues in a virtual world. The game comes with 1 tutorial and 5 scenarios, but more can be downloaded directly inside the app! Each session last around 1h to 1h30 minutes and many scenarios are connected to each others in order to tell a much bigger story. -description from the publisher (Español) Londres, en la actualidad. Acabas de dejar la oficina del Jefe de Policía. Un cuerpo ha sido hallado en Hyde Park, y tu jefe te acaba de asignar el caso. No es tu primera investigación, pero algo te dice que este caso no es como los demás. Centras tu cabeza, inicias la maquinaria y te diriges a la escena del crimen. ¡Es hora de trabajar! Crónicas del Crimen es un juego cooperativo de investigación criminal. El uso de la tecnología Escanea & Juega mezcla los juegos digitales con los de tablero, permitiendo multitud de historias sobre investigación criminal utilizando los mismos componentes. ¡Interroga a los sospechosos, recoge pruebas, y arresta al asesino antes de que sea demasiado tarde!
Chrononauts1-630 Min6.211+In Chrononauts, each player becomes a time traveler, with a unique identity and a secret mission. During the game, players travel backwards and forwards through history, doing all those things people have always dreamed of using a time machine to do: Visiting the great moments of the past, peeking into the future, collecting up impossible artifacts and priceless works of art (at the moment just before history records their destruction), coming to grips with the paradoxes of time travel, and of course, changing pivotal events and altering the course of history itself. How would the timeline be different if Lincoln and JFK had not been assassinated? And is that the version of reality that you came from originally...the one you must return to in order to win? It's all packed into a fast and easy Fluxx-style card game that will take you to the beginning of time and back again.
The City of Kings1-4180 Min7.914+This world used to be a garden full of life; from the flying Vadora to the deep-dwelling Dwarves - but that was before Vesh came. The world has been lost and only one city remains; the oldest city in the world - and the last refuge for all of us. Now... we fight back. The City of Kings is a co-operative tactical role-playing board game for 1 - 4 players in which your character is tasked with exploring the hazardous world, trading for vital resources, and battling your enemies whilst uncovering a story of a world imperiled. You start by choosing one of seven stories or twelve scenarios, then select your hero, with each of the six heroes featuring twelve unique skills and nine customizable stats that allow you to specialize in attacking, healing, tanking, worker management, or whatever you desire. Aside from your hero, you need to manage your workers, who must gather resources in order to trade for new items and build structures to gain powerful bonuses. You explore across the Ageless Realms by turning over tiles, discovering resources, side quests, hazards, building sites, traders and creatures as you continue to power up whilst preparing to enter Azure Rise. At its heart, The City of Kings is a complex puzzle featuring endless strategic battles. Each creature is generated from a pool of spells, characteristics and stats offering over 10,000,000 unique battle situations. There are no dice, damage is persistent, it's up to you to customize your characters and work together to come up with a strategy to defeat whoever stands in your way.
City of Spies: Estoril 19422-460 Min7.110+Estoril is small town near Lisbon, Portugal. Having a casino, beach and wonderful weather, the region was a center of diplomacy -- and spying -- during World War II. In City Of Spies: Estoril 1942, players are competing against each other to form the most powerful and influential secret organization of spies. Based on historical facts, the game takes place on famous locations in Estoril. Six locations are randomly selected to be used for the first round, such as casinos, hotels, beaches, etc. Control of these will be fought over in each of the four rounds of the game. Special Agents are then placed on each location as the reward for who have the most influence on that location. Players begin the game with the same hand of Agents (tiles) and will take turns placing these tiles in the open spaces of the various locations on the board. At the end of each round players check each location to see which player gains the reward for that location. At the end of the fourth round, players will total up the points of their Agents plus any special game objective they might have completed. Whoever has the most points wins.
Clank! In! Space!2-490 Min7.912+The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him. Along the way, you'll recruit allies and snatch up extra loot. But one false step and - Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive... Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and - oh yeah - make noise to attract Lord Eradikus and potentially seal their own doom.
Clank!: A Deck-Building Adventure2-460 Min7.812+Description from the publisher: Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow. Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive! Clank! is a deck-building game. Each player has their own deck, and building yours up is part of playing the game. You start each of your turns with five cards in your hand, and you'll play them all in any order you choose. Most cards will generate resources, of which there are three different kinds: Skill, which is used to acquire new cards for your deck. Swords, which are used to fight the monsters that infest the dungeon. Boots, which are used to move around the board. Every time you acquire a new card, you put it face up in your discard pile. Whenever you need to draw a card and find your deck empty, you shuffle your discard pile and turn it face down to form a new deck. With each shuffle, your newest cards become part of a bigger and better deck! Each player starts with the same cards in their deck, but they'll acquire different cards during their turns. Because cards can do many different things, each player's deck (and strategy) will become more and more different as the game unfolds. During the game, you have two goals: Retrieve an Artifact token and escape the dragon by returning to the place you started, outside of the dungeon. Accumulate enough points with your Artifact and other loot to beat out your opponents and earn the title of Greatest Thief in the Realm!
Clans of Caledonia1-4120 Min812+Clans of Caledonia is a mid-to-heavy economic game set in 19th-century Scotland. At this time, Scotland made the transition from an agricultural to an industrialized country that heavily relied on trade and export. In the following years, food production increased significantly to feed the population growth. Linen was increasingly substituted by the cheaper cotton and raising sheep was given high importance. More and more distilleries were founded and whisky became the premium alcoholic beverage in Europe. Players represent historic clans with unique abilities and compete to produce, trade and export agricultural goods and of course whisky! The game ends after five rounds. Each round consists of the three phases: 1. Players' turns 2. Production phase 3. Round scoring 1. Players take turns and do one of eight possible actions, from building, to upgrading, trading and exporting. When players run out of money, they pass and collect a passing bonus. 2. In the production phase, each player collects basic resources, refined goods and cash from their production units built on the game map. Each production unit built makes income visible on the player mat. Refined goods require the respective basic resource. 3. Players receive VPs depending on the scoring tile of the current round. The game comes with eight different clans, a modular board with 16 configurations, eight port bonuses and eight round scoring tiles.
ClipCut Parks1-430 Min6.88+ClipCut Parks is a first of its kind, innovating roll-and-write gameplay as the first roll-and-cut game! The city needs your help! The mayor has called on you to create a set of gorgeous parks with greenery to beautify the urban landscape. With a pair of scissors and a plan, use your snipping talents to clip a park full of dazzling multi-colored features. The first player to complete five park cards wins! -description from the publisher
Clouds2-510 Min5.44+It's a bird, it's a plane, it's a...bear? Clouds is a matching game that was made for the wildest of imaginations. Turn over a card and quickly search to find the cloud halves that complete the picture. Be the first to find them, and win! Race your friends, or take on the challenges solo.
Clue3-645 Min5.78+The classic detective game! In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out.
Clue FX2-430 Min6.28+Clue FX Electronic Talking Clue Game by Hasbro Games and Parker Brothers. Parker Brothers Deluxe Detective Game with More Suspects, More Mystery, More Fun. Clue FX brings the mystery to life with electronic speech and sound effects! The body of Miles Meadow-Brook, John Boddy's trusted attorney has just been found, and it's up to you to find out who did it...where...and with what weapon! The Butler will help narrate your mystery and keep track of every move you make! When he calls out your turn, move your pawn and click on one of nine different locations to search for clues. Did it happen in the Swimming Pool or the Garden? The Tennis Courts or the Garage? Search the grounds for your favorite CLUE suspects such as Miss Scarlet and Colonel Mustard and pick up additional hints. Perhaps they'll be able to show you that it wasn't the Garden Shears or the Horseshoe that was used in the crime...Keep track of the clues you find to help you solve the Meadow-Brook Mystery! A new mystery begins every time you play. Ages 8 and up, 2-4 Players.
Codenames2-815 Min7.714+Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Codenames: Win or lose, it's fun to figure out the clues.
Codenames: Disney Family Edition2-815 Min6.88+In Codenames, two teams compete to see who can guess all of their words correctly first - but those words are hiding in plain sight in a 5x5 or grid that includes the words of the other team, neutral words, and an game over card that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which words belong to each team. Spymasters take turns giving one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team - and everyone wants to avoid the game over card. This version also comes with 4x4 grid cards with no game over spot to make it more accessible for families and children. The Disney Family Edition of Codenames combines the hit social word game with some of Disney's most beloved properties from the past 90 years. Including both pictures and words, it's family fun for Disney fans of all ages.Codenames: Disney Family Edition keeps the Codenames gameplay, while featuring characters and locations from over 90 years of Disney and Pixar films..
Codenames: Harry Potter2-215 Min6.90+Codenames: Harry Potter features the gameplay from Codenames Duet, with players working together to reveal all the right cards before they run out of time or summon Lord Voldemort or another dark wizard. The cards that players need to guess feature a word or phrase on one side and an image on the other.
Codenames: Marvel2-815 Min6.48+Codenames: Marvel combines the hit social word game Codenames, while featuring characters and locations from the Marvel Universe including, Spider Man, Guardians of the Galaxy, The Avengers and Doctor Strange. In Codenames, two teams - S.H.I.E.L.D. and Hydra in this case - compete to see who can guess all of their field agents (identified by either a word or picture) correctly first - but those field agents are hiding in plain sight in a 5x5 grid that includes the agents of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which agents belong to each team. Spymasters take turns giving one-word clues that can help their teammates identify multiple agents on the board. Their teammates try to guess agents of the right color while avoiding those that belong to the opposing team - and everyone wants to avoid the assassin.
Codenames: Pictures2-815 Min7.310+What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent - or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.
Colt Express2-640 Min7.210+On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with 47 passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company's weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top? In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases: Phase 1: Schemin' Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck. Phase 2: Stealin' The action cards are carried out in the order they were played, with a player's best laid plans possibly not panning out due to mistakes and oversights! The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play. Each player starts a round with six cards in hand, with each card showing one of these actions. At the start of a round, a round card is revealed, showing how many cards will be played; whether they'll be played face up or face down, or individually or in pairs; and what action will occur at the end of the round (e.g., all bandits on top of the train move to the engine). You can pick up loot, gems or suitcases only by playing a 'steal' card when you're in a train car that holds one of these items - but since everyone is planning to get these goods, you'll need to move, punch and shoot to get others out of your way. You can punch someone only in the same car as you, and when you do, the other bandit drops one of the goods he's collected and is knocked into an adjacent car. Each player's character has a special power, such as starting the round with an extra card, playing your first card face down, or pocketing a bag of loot when you punch someone instead of letting it hit the ground. You can shoot someone in an adjacent car or (if you're running on top of the train) anyone in sight, and when you do, you give that player one of your six bullet cards; that card gets shuffled in the opponent's deck, possibly giving her a dead card in hand on a future turn and forcing her to draw instead of playing something. If the Marshal ends up in the same car as you, likely due to other bandits luring him through the train, he'll be happy to give you a bullet, too. At the end of the game, whoever fired the most bullets receives a $1,000 braggart bonus, and whoever bagged the richest haul wins!
Common Wealth3-445 Min1012+This a post-apocalyptic stock trading game.The World ended, and now it is re-building. Race to be the first millionaire int he new world. Players will be encouraging their commodities to be the new currency for the world to trade with. Each player will control a commodity they can use to barter, trade and work to increase or decrease the value of. The value of the commodities will be tracked on the game board. On player's turn they will have 4 actions points to move, and perform their actions such as, pick up cards, trade commodities, collect a commodity, collect gold, increase a value of a commodity or decrease the value of a commodity. Each game will turn out and play differently. There is only so much of each commodity you will need to collect yours and other players goods. Each time a player collects another players commodity they collect one also. If someone manages to collect more of yours than you do, you may need to work to decrease the value of it. What becomes popular changes in every game. There is also gold in the game, and every time someone collects gold, it's value decreases and never can go back up. Once a player has a million dollars worth of value, the game ends and everyone counts their total to see who wins. It is very common if one player reaches the threshold other players also have as well. -description from the publisher
Concept4-1240 Min6.910+In Concept, your goal is to guess words through the association of icons. A team of two players - neighbors at the table - choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board. To get others to guess 'milk', for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for 'food/drink' and 'white'. For a more complicated concept, such as 'Leonardo DiCaprio', the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues to particular movies in which DiCaprio starred, such as Titanic or Inception. The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins.
Continental Express2-420 Min68+In Continental Express, players add train cars to their station in the hope of fulfilling objectives and maximizing the value of their secret contract. To start the game, each player chooses one of two contract cards dealt to them; these contracts require players to collect icons of a particular color or groups of like-colored icons or icons and company tokens of differing colors. Players then take turns drafting cards from three face-up rows; the card on the end of each row costs nothing, the card in the middle costs $1, and the card closest to each of the three decks costs $2. Players start with no money, however, and the only way to get some is to draft it - but naturally that means you'll be forgoing other cards. If a player has train cars matching one of the three face-up objective cards, he can choose to discard those train cars and claim the objective - and since the objectives have the icons that satisfy contracts, you'll probably want to do that. In addition to train cars and money, players can draft characters, taking the special action of a character when he drafts one. Actions include things like taking a train car of your choice from the card array, stealing all money from one player, and taking a company token of the color of your choice. The card decks also include two events, and those cards flush either the objective cards on display or the smaller cards that players draft. When a player claims his fourth objective, each other player takes one more turn, then the game ends. Players tally the points scored for their contract (if any), their claimed objective cards, and any money still in hand. Whoever has the highest score wins!
Corinth2-430 Min6.98+Under a blazing sun in 4th century BCE, traders come from all corners of the Mediterranean Sea to Corinth to sell their goods; Persian carpets, Cretan olive oil, Roman grapes, and Egyptian spices are highly prized by traders. Players have a few weeks to secure their place in Corinthian lore as its most savvy trader! Corinth is a roll-and-write game akin to a dice-only version of the board game Yspahan. At the start of a turn, the active player rolls nine dice, then places all the dice with the highest value on the gold space at the top of the chart, then starts placing dice from the bottom of the chart up, with each value of dice being on a separate level. The active player takes all the dice on one level, then the action associated with that level. The top level gives the player as many gold as the number of dice they took; the bottom level gives goats instead of gold; and the middle levels allow a player to deliver goods to a number of market stalls on their personal player sheet equal to the dice claimed. (You have four colors of market stalls, and once you start marking off, say, rugs in one of the blue areas, you have to finish marking off all the rugs in that area before you can start marking off another blue area.) The active player can spend gold to roll up to three extra yellow dice and thereby increase the odds of getting to take a desired level; if the active player doesn't take any of these yellow dice, they are removed from play, preventing others from benefitting at that player's expense. Instead of marking off gold, goats, or goods, you can use the value of the die or dice claimed (1-6) to move the steward on your personal score sheet. The steward starts in the middle of a 5x5 grid on your sheet, and you must move it as many spaces as the number of pips on the die value claimed, not crossing over any line you've drawn previously. You can pay 1 gold to move the steward one more or one fewer space, and you can pay as much gold as you want to do this. You can receive gold, goats, or goods from where the steward stops, but beyond that, you can earn points. When the steward stops on a corner space of this grid, you count the number of spaces circled to this point, with some spaces counting twice, then you write down that number, scoring that many points at game's end. If you stop in another corner later, you do the same thing again, which compounds the value of all your previous movement. You can spend gold or goats to construct buildings that give you bonus powers, such as collecting two additional gold whenever you collect any gold or moving the steward up to two spaces more or less without paying. After 16 turns (with four players) or 18 turns (with two or three players), the game ends and you tally points for goods delivered, spaces visited by the steward, buildings constructed, and goats and gold still on hand.
Cosmic Encounter3-5120 Min7.512+Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy. Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more. In Cosmic Encounter, each player is the leader of an alien race. On a player's turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. The offense draws from the destiny deck which contains colors, wilds and specials. He or she then takes the hyperspace gate and points at one planet in the system indicated by the drawn destiny card. The offense vs. the defenses ships are in the encounter and both sides are able to invite allies, play an encounter card as well as special cards to try and tip the encounter in their favor. The object of the game is to establish colonies in other players' planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five colonies on any planets outside his or her home system. A player does not need to have colonies in all of the systems, just colonies on five planets outside his or her home system. These colonies may all be in one system or scattered over multiple systems. The players must use force, cunning, and diplomacy to ensure their victory.
Costume Party Assassins2-630 Min6.710+In Costume Party Assassins, you are all rival assassins who have been invited to the same costume party. Because of the elaborate costumes, you do not know anyone's identity except your own. Roam the party, mingle, have some punch, and try to assassinate all of your rivals. Be the last assassin partying, and you win! Players are secretly assigned one of twenty unique meeple characters at the beginning of the game using character cards. On your turn, you roll the die and move any character on the board according to simple movement rules. If you roll black, however, you must act! You may either assassinate (remove) one meeple from the room your secret character is in (thus revealing vital information about your identity), or you may draw the top card of character deck. The character on the card 'leaves the party' and is removed from the game. You may draw a character card at most three times, after which you must assassinate a character in the same room as your secret character. If you are the only character in a room and you have already drawn three character cards, you are dishonored and must assassinate yourself! If your character is assassinated, you reveal your character card and are eliminated from the game. The last player to have a character in the game wins!
Coup2-615 Min713+You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive... In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence - i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers: Duke: Take three coins from the treasury. Block someone from taking foreign aid. Assassin: Pay three coins and try to assassinate another player's character. Contessa: Block an assassination attempt against yourself. Captain: Take two coins from another player, or block someone from stealing coins from you. Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you. On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions: Income: Take one coin from the treasury. Foreign aid: Take two coins from the treasury. Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.) When you take one of the character actions - whether actively on your turn, or defensively in response to someone else's action - that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence - that is, a face-down character - wins the game! A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards. Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.
Cryptid3-550 Min7.610+You've studied the footage, connected the dots, and gathered what meager evidence you could. You're close - soon the whole world will know the truth behind the Cryptid. A group of like-minded cryptozoologists have come together to finally uncover the elusive creature, but the glory of discovery is too rich to share. Without giving away some of what you know you will never succeed in locating the beast, but reveal too much and your name will be long forgotten! Cryptid is a unique deduction game of honest misdirection in which players must try to uncover information about their opponents' clues while throwing them off the scent of their own. Each player holds one piece of evidence to help them find the creature, and on their turn they can try to gain more information from their opponents. Be warned; give too much away and your opponents might beat you to the mysterious animal and claim the glory for themselves! The game includes a modular board, five clue books, and a deck of set-up cards with hundreds of possible set-ups across two difficulty levels. It is also supported by an entirely optional digital companion, allowing for faster game set-up and a near-infinite range of puzzles. -description from the publisher Note: some copies have a delta clue booklet with misprints in eight clues: 2,#9,#13,#64 states cougar, should be bear 3,#63,#72,#95 states bear, should be cougar The official website with an online tool to randomly generate more clues is http://playcryptid.com/
Cthulhu Gloom2-560 Min6.413+From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Asylum, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed - but whose downfall will be the most entertaining? Cthulhu Gloom takes the game play of Atlas' Gloom and puts a Lovecraftian spin on it. Each player controls a group of protagonists, and your goal is to make them as miserable and insane as possible - preferably with them dying quickly while your opponents' heroes remain sane and (at a minimum) alive. In the publisher's description: 'While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins.' As in Gloom, the cards in Cthulhu Gloom are transparent, allowing you to stack multiple modifier cards on a character card to alter its stats or undo what an opponent has done to you. While Cthulhu Gloom can be played on its own or combined with Gloom and its many expansions, it does introduce two new types of cards: • Story cards can be in play from the start of the game, and the first player to meet a Story card's conditions - e.g., drawing the attention of The King in Yellow or heeding The Call of Cthulhu - claims the card and gains its benefits (or drawbacks). • Transformation cards mutate a character for the remainder of the game, no matter which modifiers might come its way later. What's more, the character's image is replaced with 'something hideous and slimy'. You'd expect no less really...
Curios2-520 Min6.714+You are a rogue archaeologist, traveling the world for history's lost artifacts. But the market for artifacts can shift like the rains of Africa: One minute, treasures from a lost pharaoh's pyramid are all the rage with collectors, and the next minute religious artifacts discovered in a remote temple are what's in demand. In Curios, players acquire artifacts from various treasure sites without knowing their worth. Using the cards in your hand and those revealed by others, you can deduce the possible value of your artifacts, allowing you to focus your efforts on the more profitable ventures. Curios is a game of worker placement, deduction, and bluffing like no other. This simple and intuitive game is quick to learn and even quicker to play! -description from the publisher
Custom Heroes2-645 Min6.914+Custom Heroes is a card-crafting, climbing trick game in which plastic cards are added to sleeves in order to modify the cards already in those sleeves. Please note: Custom Heroes is shipped with a protective plastic film on each card which should be removed prior to play. Once removed the colors will be more vibrant and it will be easier to see cards in a stack inside a sleeve. The players attempt to win rounds by getting rid of their cards as quickly as possible using the classic climbing trick mechanic. e.g. If a player leads with three 4s then the next player must play three of a kind of equal or higher value. When all players pass, the last player to have played cards leads a new trick with whatever card or set of equal cards they want. Go out of cards first for first place, second for second, etc. However, you also have advancements you can sleeve onto your cards. These may increase or decrease the value of the cards, or even add new abilities such as turning a card into a wild or reversing the direction of the values (i.e. you are now playing lower numbers instead of higher) or making cards count as multiple copies of themselves, etc. But since all of the cards are reshuffled and dealt to start a new round, the changes you made may end up with someone else (and vice versa), and the common distribution of values will begin to change and shift over multiple hands. Thus, a good strategy must factor in not just doing well in the current hand, but also managing your resources (card advancements) over multiple hands and maximizing their impact though well timed plays. You earn points and more advancements based on your end of round position. Be the first player to go out each round and gain the most points, but draw fewer new advancements for the next hand. To win a player must first get to 10 points, and then win a hand. Inspired by the public domain game Daihinmin
CV2-460 Min6.710+Have you ever wondered who you would have been if your life had gone differently? How would you direct your life if everything were up to you? Maybe you would be a magician, or travel around the world? Or maybe big business tempts you, and your goal would be to earn a million dollars? 'CV' means curriculum vitae - your resume - and in the dice and card game CV you will lead a character through his entire life, making many choices about friends, relations, jobs and activities. Everything is possible: a dream job, new relationships and skills. You can be whoever you want! Gameplay is built around the Yahtzee-style dice rolling and re-rolling system. On their dice, players are trying to roll sets of symbols that allow them to acquire cards; each round these cards give benefits of some kind, such as new symbols and special abilities. At the end of the game, each kind of card scores points for the player.
Cyclades2-590 Min7.513+In this latest collaboration between Bruno Cathala and Ludovic Maublanc, players must buy the favor of the gods in their race to be the first player to build two cities in the Ancient Greek island group known as the Cyclades. Victory requires respect for all the gods - players cannot afford to sacrifice to only one god, but must pay homage to each of five gods in turn. Each turn, the players bid for the favors of the gods, as only one player can have the favor of each god per turn - and each player is also limited to the favor of a single god per turn. Ares allows the movement of player armies and the building of Fortresses. Poseidon allows players to move their navies and build Ports. Zeus allows his followers to hire priests and build temples. Athena provides her worshipers with philosophers and universities. Apollo increases the income of his worshipers.
Dark Souls: The Board Game1-4120 Min6.614+The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. Prepare to die. The game features a 'fast set-up, long reveal' mechanism that gets you into the game quickly and builds the location as you explore. The sense of danger is palpable as you discover new locations and the monsters that inhabit these dark places. The core combat mechanism and enemy behavior system forces deep strategic play and clever management of stamina to survive. Dark Souls includes numerous boss and mini-boss encounters - including one against the Dragon Slayer Ornstein and Executioner Smough - and utilizes an innovative behavior mechanism so that no two encounters are ever the same, thus giving the game near infinite replayability. -description from the publisher
DC Deck-Building Game: Rebirth1-490 Min7.515+DC Deck-Building Game: Rebirth introduces movement to the DC Deck-Building Game universe through eight Standees, including Batman, Superman, Wonder Woman, The Flash, and Aquaman. Movement and spatial relations is an important part of the game. Protect your city! Move around 10 spaces of the 'board' to buy the cards you need and to intercept Villains before they cause all sorts of trouble at their Destination. The game features both competitive and cooperative modes. In both modes, Villains do not go into a player's deck when defeated, but instead grant a one-time reward. In competitive play, defeated Villains give players victory points, then go under their superhero cards. The main way to play is the Co-op Campaign: 8 Scenarios, each in a resealable packet. Character progression and record-keeping offers legacy style play, but without any permanent changes. Replayable! Solo Mode! And more!
Dead Man's Cabal2-460 Min6.912+You've conquered death and mastered all nine dimensions of space-time. Reality bends to your every whim and desire. You are the absolute best there ever has been, a necromancer at the top of their game. The only downside is that no one likes you on account of the creeping around with dead bodies and the lack of sunlight. But who needs friends when you can make them? Dead Man's Cabal is a mid-weight strategy game from Daniel Newman, with game development from Jonathan Gilmour (Dead of Winter, Dinosaur Island). In the game, 2-4 players compete to bring the dead back to life so that they can throw a party with actual, you know, guests. The gameplay is a clever interplay of a unique action selection mechanism that allows players to choose both a private action followed by a group action, requiring tense decision-making on the timing of the different phases of the game. Collect bodies, crystal skulls, and runes, then bring the dead back to life. This might sound simple enough, but triggering the actions in just the right order requires careful planning to make sure you aren't helping your competitors more than yourself. -description from the publisher
Dead Man's Draw2-415 Min6.913+Dead Man's Draw is a simple and strategic card game of risk and reward for 2 to 4 players. Players take turns drawing cards and combining their special abilities to plunder the most loot without busting their entire hands. The core of your turn in Dead Man's Draw is all in the flip: pulling the top card off the deck and using its special ability. Your turn isn't over until you say it is, though. You can keep pulling cards as long as you like - until you play a card of a suit already seen, at which point you lose everything. Knowing when to stop and 'bank' your cards is the biggest decision you make in Dead Man's Draw, but being too timid lets braver opponents pass you up with bigger, more profitable turns. The cards' special abilities are key to success in Dead Man's Draw, and they build off of each other. Each suit in DMD has an effect that the player can target when they flip a card of that suit. Anchor - Keep everything you drew before the Anchor even if you bust. Cannon - Destroy one card an opponent has previously banked. Chest - Double your haul by banking as many cards directly from the discard pile as are in the river when you bank the Chest - but only if you also bank a Key. Hook - Play one of your previously banked cards. Key - Enables the Chest special. Kraken - Oh no! You're forced to draw at least two more cards. Map - Draw three cards from the discard pile and play one. Mermaid - No ability, but worth more points (Mermaids are numbered 4-9 instead of 2-7). Oracle - Look at the next card before deciding if you want to play it. Sword - Steal an opponent's previously banked card and play it. Many of these work well together, like using a Hook to re-play a Sword from your hand to steal an opponent's Chest to go with your Key - racking up huge points by playing abilities well and not solely through the luck of the draw. As soon as the deck is depleted, players total up the value of the highest card they've banked from each suit. High score wins.
Dead of Winter: A Crossroads Game2-5120 Min7.613+Game description from the publisher: 'Crossroads' is a new series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside. Dead of Winter: A Crossroads Game, the first game in this series, puts 2-5 players in a small, weakened colony of survivors in a world where most of humanity is either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game. Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition - but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for his own interests! Dead of Winter is an experience that can be accomplished only through the medium of tabletop games. It's a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives, but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up. Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions that often have them deciding between what is best for the colony and what is best for themselves. Part of the Dead of Winter series. --- The rulebook includes a pure co-op variant, where all players work toward the group objective, and there are no personal goals.
Dead of Winter: The Long Night2-5120 Min7.714+Dead of Winter: The Long Night is a standalone expansion for Dead of Winter: A Crossroads Game that introduces the Raxxon location where horrible experiments will spill out into the town unless players can contain them. The game has players at a new colony location trying to survive with new survivors against brand new challenges. Can you handle being raided by members of other colonies? Will you explore more and unravel the mysteries of the Raxxon pharmaceutical location to find powerful items but release stronger enemies? Or will you upgrade your colony to help it better withstand the undead horde? These are all choices you will get to make in this new set, and if you want, you can mix in the survivors and cards from the original set to increase the variety even more. Part of the Dead of Winter series.
Dead of Winter: Warring Colonies4-11120 Min7.112+The Dead of Winter: Warring Colonies expansion includes 15 new survivors, 50 new crossroad cards, 43 new items, and 11 new crisis cards, many of which can be used with either Dead of Winter base set. However, to play either the warring colonies variant or the lone wolf module, you need both Dead of Winter: A Crossroads Game and Dead of Winter: The Long Night. In the warring colonies variant, which is for 4-11 players, unique main objectives set two colonies against each other as they battle for territory with a new fighting system that includes tactics cards, bullet tokens, and 12-sided combat dice. New and terrible joint-colony crisis cards force cooperation and coercion every round. New simultaneous turn mechanisms and a sand timer keep things moving at a brisk pace. With the lone wolf module, which can be used with the warring colonies variant or on its own, one player is on a team all by themselves, hiding out in their lone wolf den and carrying out missions that affect both teams. Part of the Dead of Winter series.
Deadwood 18762-940 Min6.713+There's gold in the Black Hills of South Dakota, and you've come to find (or steal) your share. You're staying at one of the three major establishments in Deadwood where you and your associates are working together to steal some of the gold-filled safes floating around town. But you suspect that the you're working with are secretly plotting to keep all the gold for themselves. Will you be ready to turn on them before they shoot you in the back? In Deadwood 1876, you use cards from your hand to try to win Safes from other players. Safes contain Badges, Gold, or Showdown Guns. Near the end of the game, players with Badges get extra turns. After the final turn, the team with the most Gold will advance to the Final Showdown. There, teammates will have to fight each other to the death using Showdown Guns. The last person alive is the winner! The game is a balance between teamwork and selfishness. If a player uses all of their best cards to hunt down Gold for their team, they'll be defenseless to fight against their teammates if they go to the Final Showdown. But if a player only goes after Guns and saves all of their best cards, their team might not have enough Gold to actually reach the Final Showdown. If someone on your team doesn't seem to be pulling their weight, they might be plotting to steal your gold after using you to get to the Finals! There may come a point where you need to gather Showdown Guns instead of Gold, or attack, mislead, frame, abandon, or banish your own teammates. Deadwood 1876, volume 3 in the 'Dark Cities' series from Facade Games, can have 2-9 players. Learn in 20 minutes, play in 20-40 minutes. -description from the publisher
Deception: Murder in Hong Kong4-1220 Min7.514+Deception: Murder in Hong Kong is a game of deduction and deception for 4-12 players that plays in about 20 minutes. In the game, players take on the roles of investigators attempting to solve a murder case - but there's a twist. The killer is one of the investigators! Each player's role and team are randomly assigned at the start of play and include the unique roles of Forensic Scientist, Witness, Investigator, Murderer, and Accomplice. While the Investigators attempt to deduce the truth, the murderer's team must deceive and mislead. This is a battle of wits! The Forensic Scientist has the solution but can express the clues only using special scene tiles while the investigators (and the murderer) attempt to interpret the evidence. In order to succeed, the investigators must not only deduce the truth from the clues of the Forensic Scientist, they must also see through the misdirection being injected into the equation by the Murderer and Accomplice! Find out who among you can cut through deception to find the truth and who is capable of getting away with murder! Roles Forensic Scientist x1 As the game master, the Forensic Scientist holds the solution to the crime. They are responsible for assisting the Investigators in identifying the and When an Investigator does that successfully, the crime is solved and the Forensic Scientist and the Investigators win the game. During the game, the Forensic Scientist is NOT allowed to hint to the solution with words, gestures, or eyes. Murderer x1 When the crime takes place, the Murderer chooses 1 Clue card and 1 Means card as the solution to the crime. These will be the and respectively. The Murderer tries to hide their role and look for a scapegoat. Even if they are identified, the Murderer still wins the game if no one correctly identifies both the and the . Investigators x8 To solve the crime, the Investigators must analyze the hints given by the Forensic Scientist. As long as one of the Investigators correctly identifies both the and the Murderer is arrested and the Investigators win the game (as does the Forensic Scientist). Bear in mind that the Murderer (and sometimes Accomplice) is among the Investigators! The innocent Investigators must make a vigorous effort to defend themselves from false accusation. Accomplice x1 The Accomplice is an optional role for games with six or more players. The Accomplice knows who the Murderer is, as well as the solution to the crime. The Accomplice and Murderer both win if the Murderer gets away with his crime. Witness x1 The Witness is an optional role when playing with six or more players.* The Witness is an Investigator who has witnessed the culprits leaving the crime scene. They have no way of knowing which is the Murderer and which is the Accomplice and they do not know how the crime was committed. If the Murderer is arrested but can identify the Witness, the Witness is considered to be killed, allowing the Murderer and the Accomplice to get away with murder and win the game.
Decrypto3-845 Min7.812+Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team. In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are 'pig', 'candy', 'tent', and 'son', then I might say 'Sam-striped-pink' and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure. Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, 'sucker-prince-stake'. The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.) The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.
Deep Blue2-545 Min6.88+Buying this fabled map was a stroke of genius. The most ancient, legendary, and extravagant underwater wrecks are waiting for divers. Diving suits and oxygen tanks are aboard, and the ship is ready to weigh anchor. There's no time to lose! The increased hustle and bustle of the harbor, with ship captains attempting to hire the best divers and historians, can mean only one thing: Other captains have the same map, and the biggest treasure hunt of all time is about to begin! Deep Blue is a press-your-luck and engine-building, family game in which players dive for wealth and may join and benefit from other player's diving fortunes. In this game, players have to collect the right crew of divers, sailors, and archeologists, race to wreck sites to claim the best spots to dive from, and scout the seas to discover new wrecks. Players have to take risks if they want to be the most wealthy diver! -description from the publisher
Deep Sea Adventure2-630 Min7.18+From the rulebook: A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don't get back to the sub before they run out of air, they'll drop all their treasure. Now it's time to see who can bring home the greatest riches. Game Objective The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips. Turn Progression On their turns, players conduct steps 1-4 listed below. Players take turns, going clockwise around the board, and the round ends when all players have returned to the submarine, or if the air runs out at the beginning of someone's turn. 1) Declare if you will turn back or not. 2) Reduce air. 3) Roll the dice and advance your game piece. 4) Search. (When you have stopped moving, select one of A-C below) A) Do nothing. B) Pick up ruins chip. C) Place a ruins chip.
DEER LORD!4-1290 Min5.712+A bizarre and ingenious party game where you have to 'do things' without being accused by the other players. Be sneaky, act crazy, manipulate the group and get creative if you want to win! The game consists of a deck of 2 types of playing cards: DUELS to play during your turn. Choose your opponent, battle it out, and the group decides the winner. ...but that's just to keep the game going, the 'DO SOMETHING' cards are what it's all about! These are instructions you have to carry out during the other players' turns in such a way that they can verify it happened when you confess BUT if they call you out, you'll have to try again. DEER LORD! is a social game, and the opinions of the players determine the gameplay. Win over your friends to win the game! This BASIC game fits any occasion and is suitable for any type of player. If you're looking to spice it up, add one or more of the 3 expansions.
Descent: Journeys in the Dark (Second Edition)2-5120 Min7.714+Game description from the publisher: Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot. With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character's abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you'll need every advantage you can take... Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil. Compared to the first edition of Descent: Journeys in the Dark, this game features: Simpler rules for determining line of sight Faster setup of each encounter Defense dice to mitigate the tendency to 'math out' attacks Shorter quests with plenty of natural stopping points Cards that list necessary statistics, conditions, and effects A new mechanism for controlling the overlord powers Enhanced hero selection and creation process Experience system to allow for hero growth and development Out-of-the-box campaign system Descent 1st edition Conversion Kit Descent: Journeys in the Dark (Second Edition) – Conversion Kit
Destroy These Cards3-9990 Min7.514+Destroy These Cards is a party game for 3 or more players. Players will take turns being the Emperor, who will nominate other players to perform real-life challenges for points. Players can also create their own cards, adding personalized challenges to the deck. To start the game, each player will take 5 cards. Each card has a unique title, picture and challenge. One of the players will begin as the round leader: the Emperor. The other players will each submit one card to the Emperor, who will then choose their favorite card. The Emperor will then nominate a player to attempt the challenge listed on the card. Instead of just nominating one player, the Emperor can declare a Battle Royale, which gives all players the opportunity to attempt the challenge. Players get a point for each challenge they successfully complete. If a player attempts a challenge and fails, they do not receive a point. If a player rejects a challenge, they do not receive a point. In addition to getting points for completing challenges, players also get a point whenever the Emperor chooses a card they submitted. The player with the most points at the end of the game wins. The game can continue as long as the group wants to. More serious groups can end the game when a player reaches the suggested number of points in the rule-book (9 points for 3 players, 8 points for 4 players, etc.) In Destruction Mode, players will begin to create their own cards, drawing pictures and making personalized challenges, that will get added to the deck. Players will also be able to destroy cards that the groups feels are overplayed, boring, or can be improved.
Dice City1-460 Min6.814+The Kingdom of Rolldovia is in turmoil. Her royal highness, the Queen, has decreed that there will be a new capital after the old one was sacked by hordes of barbarians and bandits from the south. As leaders of one of the country's influential noble families, players vie with each other to establish their provincial city as the best home for Rolldovia's new capital. You must choose your city's path in gaining the approval of all others in the kingdom. Dice City is a 'dice-crafting' game in which the locations in your city act as the changing faces of your dice each turn. Use tactics and strategy to press your claim! You each have several ways to promote your city; create strong armies; construct wondrous buildings; or open up trade routes. The secret is to manage your city and its natural resources carefully to make the best of your fortunes.
Dice Forge2-445 Min7.310+Heroes, stand ready! The gods are offering a seat in heaven to whichever hero defeats their rivals. Your courage and wits will be your most precious allies as you use divine dice to gather resources along the road to victory. Your divine dice are exceptional, with removable faces! Customize your dice to make them more powerful as the game progresses. Sacrifice gold to the gods to obtain enhanced die faces. Upgrade your dice to produce the resources you need. Overcome ordeals concocted by the gods to grow in glory and earn rewards. Skillfully manage the luck of the dice and take charge of your destiny. Only the greatest will ascend to the heavens! Dice Forge is a development game featuring innovative mechanics based on dice with removable faces. In this dice crafting game, players build their own dice. Roll your dice, manage your resources, complete ordeals before your opponents and explore multiple winning strategies. Now you control the luck of the dice!
Dice Throne: Season One2-640 Min7.78+Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities. It's a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate's, or even your opponent's). Let's take a look at a turn of a 1v1 game. The game begins with 2 players selecting their heroes. Player One chooses Moon Elf and player two picks Barbarian. Each player begins the game with 50 HP (Health Points). Player One (the Moon Elf) won the roll to go first. The Moon Elf draws their 4 starting game cards and begins the game with 1 CP (Combat Point). Note- The player that wins the starting roll does not draw a card (above their starting hand of 4) or gain CP above their 1 starting CP. The Moon Elf then checks for status effects (like poison, or Burn) to resolve. The next phase is called Main Phase (1). This is where the Moon Elf player can upgrade their hero board with cards from their hands if they have enough CP to pay for the upgrades. They can also play any Main Phase Action cards (blue cards). Then they enter the Offensive Roll Phase. The Moon Elf can take up to 3 roll attempts (with their 5 dice) to accomplish an action or attack from their hero board. After deciding on an action within the 3 roll attempts an action is declared. Then the Defensive Roll Phase begins where the opponent (Barbarian) can use their defensive roll (as it appears on their hero board). The amount of damage or incoming status affects are resolved and that concludes the Defensive Roll Phase. During Offensive and Defensive Roll Phase any player can play Roll Phase Action cards from their hand as long as they have the CP to pay for it. The Moon Elf player enters their second Main Phase where they can do any final hero board upgrades or play blue Main Phase Action cards. The Moon Elf then must discard any extra cards over 6 from their hand. The Barbarian player begins his turn by drawing one additional card (over his starting hand of 4) and gaining one CP (Combat Point) for a total of 2. The Barbarian then follows the same phases the Moon Elf. The game alternates hero turns until one player is at 0 Health. DiceThrone is for 2-6 players, ages 8+, and runs 20-30 minutes for a battle. With the ever expanding gallery of heroes the game feels fresh each time you jump in!
Dice Throne: Season Two - Cursed Pirate v. Artificer2-240 Min8.18+Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities. It's a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate's, or even your opponent's). Dice Throne: Season Two introduces a roster of new heroes and intriguing new matchups. A stand alone game supporting 2 players. Additional heroes required to play with more than 2 players.
Dice Throne: Season Two - Gunslinger v. Samurai2-240 Min7.78+Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities. It's a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate's, or even your opponent's). Dice Throne: Season Two introduces a roster of new heroes and intriguing new matchups. A stand alone game supporting 2 players. Additional heroes required to play with more than 2 players.
Dice Throne: Season Two - Vampire Lord v. Seraph2-240 Min8.18+Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities. It's a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate's, or even your opponent's). Dice Throne: Season Two introduces a roster of new heroes and intriguing new matchups. A stand alone game supporting 2 players. Additional heroes required to play with more than 2 players.
Dinosaur Island1-4120 Min7.88+In Dinosaur Island, players will have to collect DNA, research the DNA sequences of extinct dinosaur species, and then combine the ancient DNA in the correct sequence to bring these prehistoric creatures back to life. Dino cooking! All players will compete to build the most thrilling park each season, and then work to attract (and keep alive!) the most visitors each season that the park opens. Do you go big and create a pack of Velociraptors? They'll definitely excite potential visitors, but you'd better make a large enough enclosure for them. And maybe hire some (read: a lot of) security. Or they WILL break out and start eating your visitors, and we all know how that ends. You could play it safe and grow a bunch of herbivores, but then you aren't going to have the most exciting park in the world (sad face). So maybe buy a roller coaster or two to attract visitors to your park the good old-fashioned way?
Dinosaur Island: Totally Liquid1-5120 Min8.18+Dinosaur Island: Totally Liquid adds components needed to play Dinosaur Island with up to five players, in addition to adding water dinosaurs to the base game, new parkboard extensions, executive worker meeples that give unique worker abilities to each player, a blueprints module that rewards players when they build certain park layouts, PR events that create hidden scoring opportunities, and more.
Discover: Lands Unknown1-4120 Min612+You awaken with a splitting headache and no idea of how you got here. The wilderness stretches in every direction, and something howls in the distance. Your quest for answers will have to wait; first, you need to survive. Will you help the others that are stranded here or will you save yourself at any cost? When two to four players find themselves marooned in the harsh wilderness, you must cooperate and compete to search for water, food, and tools that will be essential to your very survival. But your adventure holds many secrets. Every copy of Discover: Lands Unknown is unlike any other in the world. A mix of environments, storylines, characters, locations, items, and enemies have been engineered to tell a story unique to every copy of the game thanks to an algorithm that ensures no two copies are alike. Your copy will contain various tiles, cards, and tokens, each pulled from a shared pool of components, and the combination will be different from every other copy in the world. -description from the publisher --- Generally, the players are encouraged to work together, at least to a degree. However, some scenarios actively turn the players against each other. FFG offers a 'co-op rules' download, which alters a few events to turn the game into a pure co-op. https://www.fantasyflightgames.com/en/products/discover-lands-unknown/#/support-section
Dixit3-630 Min7.38+2010 Spiel des Jahres Winner One player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players). Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others. The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's. If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card. The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game. The base game and all expansions have 84 cards each.
Dokmus2-440 Min7.110+Lead your tribe to glory on the island of Dokmus and become a legend! Dokmus is a board game for 2-4 players. Your goal is to lead an expedition to the island of Dokmus, the ancestral god of your tribe. The island is represented by eight double-sided map pieces. During set-up, you randomize which side of each map piece is up and place them in a 3x3 grid so that the middle place is left empty. The island is guarded by five Guardians, which are represented by Guardian cards. On each turn, players draft the Guardian cards so that each player gets the help of one Guardian. The Guardian cards decide turn order and they also give you special powers. With them, you can move and rotate, move your tokens, or gain first player marker for next turn. On your turn, you have three tokens to use. You use tokens to spread your influence by placing them on the board. You can also sacrifice tokens to be able to cross waters or enter forests. Or you can just sacrifice them in a volcano. At the end of the game, you get victory points for discovered temples and ruins on the map as well as sacrificed tokens. The layout of the islands changes constantly based on player actions, making Dokmus a dynamic, fast-paced game. So choose your Guardian, make the right sacrifices, and gain the favor of Dokmus!
Dominion2-430 Min7.613+'You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.' -description from the back of the box In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can 'buy' as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end. Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play-leading to immense variety. -user summary Part of the Dominion series.
Don't Mess with Cthulhu Deluxe4-830 Min7.410+Don't Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world, or Cultists that want to bring the world to a disturbing end. The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered. Before each round players receive a number of Investigation cards, which they look at but then shuffle and put in front of themselves so they know what cards they have, but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards, and gather all unrevealed cards are shuffled an redistributed evenly among the players. Reveal Cthulhu, and the Cultists win instantly. Reveal all the Elder Signs, and the Investigators win. If you want to play multiple rounds (it's highly recommended), the losers in each game get Insanity tokens. Get three tokens, and the night is over with the winner(s) being those most sane. Don't Mess with Cthulhu Deluxe is a new edition of this game with the Necronomicon and Objects of Power that allows for play with 4-8 players.
Double Play1-620 Min6.410+This is a deck of 50 cards that uses the Versatiletters system. Each card displays a letter, which becomes a different letter with a different point value when the card is rotated 180 degrees. The instructions include rules for: i) The Final Word, in which two players take turns forming words from a selection of 12 cards. The player who forms the final word keeps the cards that were used to form it. Twelve more cards are drawn; the process is repeated; and the player with more cards after four rounds wins; ii) Finders Stealers, in which 3 to 6 players each play two cards simultaneously face up onto the table. The player who is able to form the longest word within 30 seconds keeps the cards used to form that word, and the player with the most cards after three rounds wins; iii) Word Wars I.II.III, which has its own BGG entry; and iv) Solitaire Dare, in which each of five columns contains ten overlapping cards, with only the bottom card in each column face up. Make a word with the letters on the face-up cards, set aside the used letters, flip the uncovered cards, and repeat. Win if no unused cards remain at the end.
Dr. Beaker2-415 Min6.18+Stir up excitement with Dr. Beaker, the third installment in Blue Orange Games' 'Dr. Collection'! Each player has a beaker with six compartments around the edge for molecules, which are represented by plastic balls in three colors; two spaces for molecules are in the center of the beaker, with the beaker having a rotating platform in it. Each player also has a stirring rod, and when someone turns over a challenge card, everyone must race to arrange the molecules in their beaker to match the pattern showing on the card - but they must use only their rod to do so, moving the molecules around the beaker through the openings in the compartments. As soon as a player matches the pattern, they claim the card, then flip over a new one, with everyone continuing to play with whatever arrangement of molecules they currently have. Whoever first claims five cards wins!
Dragon Market2-440 Min6.77+In Dragon Market, players attempt to manipulate boats on a river in order to pick up the items they need to complete objective cards. In more detail, each player starts the game with their figure on a pontoon in the corner of the board, and they take turns placing boats on the board, with each boat taking up three spaces; some boats have a sailor in the center space, while others have a sailor in the end seat. Each of the two empty spaces of each boat are then filled with two identical merchandise tokens, with the game including twenty types of merchandise. Each player starts the game with an objective card showing four different types of merchandise. On a turn, the active player rolls the dice to determine how many actions they can take; they can spend 1-2 coins to add to this number of actions. Actions are: • Slide a boat: You can move a boat any number of unoccupied spaces either forward or backward; a boat cannot move sideways. • Rotate a boat: You can rotate a boat 90º around its sailor through unoccupied spaces. • Move your figure: You can move your figure one space from a pontoon to a space on the boat that's empty or occupied by merchandise tokens or from one boat space to another or from a boat to a pontoon; you cannot move your figure over a sailor. When you move your figure onto a merchandise token showing on your objective card, you can pick it up. If you don't spend all of your actions, take coins equal to the number of unspent actions to bank them for later. As soon as you have all of the merchandise needed for your objective card, return to your pontoon. Once you do, you draw a second objective card, and whoever completes two objective cards first wins. Dragon Market also contains advanced objective cards that show 3-4 types of merchandise as well as a bonus. At the start of the game, each player draws two cards and keeps one of them. As soon as the player returns to their pontoon with the depicted goods, they reveal this objective card, then have access to this bonus, which provides either a one-time effect or an effect that can be used once each turn. They also draw two new objective cards and keep one of them. Whoever first completes three objective cards wins! The game also includes team rules for both the regular and the advanced objective cards.
Dragon Slayer2-515 Min5.614+You are the world's most fearless dragon slayers, competing to be crowned the master slayer. Your brave warrior must search far and wide for these ferocious beasts, defend yourself against its attacks and be ever ready to strike them down. Even in victory your companions may challenge your courage, demanding that you prove your valor with foolhardy audacity or cower in their mocking taunts. Dragon Slayer is a new push-your-luck game that's a deceptively difficult challenge. Like all great PYL games, the rules are simple, with you repeating the Dragon Hunt until you decide to stop. The very interesting twist is the player challenges. The ability to challenge - and rewards for passing or failing when challenged - add a dimension to everything that you do on your turn. What order do you go after dragons? When do you stop? When do you challenge? Who do you challenge? How do you get others not to challenge you?!
Dragon's Hoard2-445 Min6.58+In Dragon's Hoard, each player plays a dragon hunting for treasure. Collect sheep from the farmer's fields and use them to buy treasures, but watch out! Other players will send angry mobs and wizards your way to stop you. Defend yourself and battle your way to riches. In game terms, players draft cards from a common draw pile before taking their actions. You want to buy as many treasures as you can. Dragons buy treasures with sheep that they've collected, while opponents will play terrible actions against you to keep you from tendering those sheep. Battle to keep your treasure, while trying to stop your opponents from doing the same. At the end of the game, the player with the most victory points from treasures and bonuses wins!
Dragonfire2-690 Min7.413+Description from the publisher: Dragonfire is a cooperative deck-building game set within the world of Dungeons & Dragons. Players choose from a number of races - from dwarf to elf, half-orc to human - while assuming the quintessential roles of cleric, rogue, fighter, and wizard. Equipped with weapons, spells, and magic items, players begin their adventure along the famed Sword Coast, then expand to other locales across the Forgotten Realms, such as Baldur's Gate, Neverwinter, and Waterdeep in future expansions. Along the way, players level up their characters, opening access to additional equipment, feats, and more. Join the quest, and build your own legend! Current Story Road Map: 1. Dragonfire 2. Dragonfire: Adventures – Shadows Over Dragonspear Castle 3. Dragonfire: Adventures – Chaos in the Trollclaws 4. Dragonfire: Adventures – Sea of Swords 5. Dragonfire: Campaign – Moonshae Storms 6. Dragonfire: Adventures – Corruption in Calimshan 7. Dragonfire: Adventures – Ravaging The Sword Coast 8. Dragonfire: Adventures – Sword Mountains Crypt Expansions that can be added at any time: 1. Dragonfire: Wondrous Treasures 2. Dragonfire: Hidden Treasures 3. Dragonfire: Character Pack – Heroes of the Sword Coast 4. Dragonfire: Character Pack – Heroes of the Wild Upcoming Expansions (not in release order): 1. Dragonfire: Campaign – Waterdeep 2. Dragonfire: Adventures – Insanity in the Abyss 3. Dragonfire: Adventures – Into the Abyss 4. Dragonfire: Adventures – Undermountain Madness 5. Dragonfire: Character Pack – Heroes of the Underdark 6. Dragonfire: Solo Adventuring
Duelosaur Island2-245 Min7.410+Duelosaur Island is built around a clever hand-management mechanism. Each card in the game serves three potential purposes. They contain the DNA sequences for dinosaurs you could create, the blueprints for attractions you can build, and certain actions that you can take by discarding them. Do you create the dinosaur on the top of the card to attract guests to your park? Or do you build the attraction on the bottom of the card, which can add to a player's hand-limit, income, and end-game victory points? Or do you discard the card to combine DNA towards creating another dinosaur? Duelosaur Island comes with five new full-color 'DNA dice'. You can mix and match dice between Dinosaur Island and Duelosaur Island for even more variability in both games, such as the new security symbol that can appear on dice to upgrade your security level instantly!
Dȗhr: The Lesser Houses4-630 Min6.514+The monolithic city-state of Dûhr is at once a crucible of emerging and forgotten cultures, a cynosure of commerce, and a titan of military might. Its Great and Lesser Houses rise and fall with the whims of its Family Royal, the Sovereign House Kythidûhr. Amidst the festivals of summer, House Kythidûhr announced its intent to elevate one of Dûhr's Lesser Houses to Great House status. By autumn's frosts, the Lesser Houses were deeply embroiled in a fierce battle for the coveted title. Not with soldiers, for that would waste blood and gold, but with the most insidious of political weapons: suspicion and scandal. They attacked each other with aspersions and calumny, well devised and craftily exploited, designed to erode the social standing of their rival Houses and thereby remove them from contention. Dûhr: The Lesser Houses accommodates 4 to 6 players. Each player is the master of a Lesser House of Dûhr, vying for Great House status. Players take turns using cards in their hand to trigger events, place suspicions and scandals on each other's House, or activate their own House's unique ability to affect cards already placed. The accumulation of suspicion and scandal cards on a House card erodes the populace's favor for that House by raising suggestions of wrongdoing or embroiling it in scandals that incite public outrage. All Houses begin the game without any suspicions or scandals and favored by the people of Dûhr. When a House accumulates a combined total of 5 suspicion and/or scandal cards, that House falls into disfavor with the populace. If a disfavored House ever has 3 or more revealed scandal cards, the House becomes vilified. The game ends immediately when the number of favored Houses remaining is 1 or none. Whoever has the highest score at that point wins the game. It is possible for a disfavored or vilified House to outscore a favored House and win the game! Pronunciation note: pronounce 'û' in 'Dûhr' like the 'oo' in 'doom.'
Dungeon Mayhem2-410 Min6.98+In the action-packed Dungeons & Dragons card game Dungeon Mayhem, you win by being the last adventurer standing. Play as one of four brave, quirky characters - barbarian, paladin, rogue, or wizard - battling it out in a dungeon full of treasure! With magic missiles flinging, dual daggers slinging, and spiked shields dinging, it's up to you to prove your adventurer has the guts to bring home the glory! Illustrations created by Kyle Ferrin in the four decks of cards represent Sutha the Skullcrusher (barbarian), Azzan the Mystic (wizard), Lia the Radiant (paladin), and Oriax the Clever (rogue). Pick one of these characters and play their mighty power cards such as Azzan's Vampiric Touch to swap hit points with an opponent or Sutha's Whirling Axes to heal yourself while dealing crushing damage to the rest of the party.
Dungeon of Fortune2-630 Min6.18+You and your fellow adventurers stand at the entrance to a dangerous dungeon full of treasure. Will you brave Goblins, Skeletons, and Oozes in order to collect more treasure? Or will you escape to safety, carrying out your loot? Bravery is rewarded, but many a foolhardy adventurer has had to flee when the Dragon arrives! Dungeon of Fortune is a push your luck dungeon crawl (in the world of Dungeon Roll) for 2-6 players where you compete with your opponents for the best share of the loot. The deeper into the dungeon you go, the more dangerous it will be, but the more loot you will find. Gain Experience from fighting monsters to level up, and keep a close watch for the infamous dragon!
Dungeon Petz2-490 Min7.513+Become the leader of an imp family that has just started a new business - breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them - but the profit is unbelievable. Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.
Dungeon Raiders3-560 Min6.78+Join a brave party of adventurers! Explore a dungeon filled with monsters, traps and treasure! In Dungeon Raiders, each player takes the role of a different adventurer. You'll need to work together to survive the dungeon, but only one of you will make it out with the most treasure and win the game! The dungeon is different each time you play, offering new surprises as you collect treasure, trigger traps, and fight off horrible monsters.
Dutch Blitz2-415 Min6.68+In Dutch Blitz, each player has her own deck of forty cards, with cards 1-10 in four colors; red and blue cards show a Pennsylvania Dutch boy, while yellow and green cards show a Pennsylvania Dutch girl. Each deck has a different symbol on the back to aid with card sorting between rounds. At the start of each round, each player lays out three cards face up in front of her to create her post piles; places a face-up stack of ten cards, seeing only the top card, next to her post piles to create her blitz pile ; and holds the remaining cards in hand face down. Playing at the same time, each player tries to empty her blitz pile. If she has a 1 on the top of any face-up stack, she plays it to the center of the table to create a Dutch pile. If she has a 2 of the same color as any 1 on top of a Dutch pile, she can place the 2 on the 1. All cards on a Dutch pile must be played in ascending order and must be the same color. A player can also play from the blitz pile onto a post pile, or from one post pile onto another, but only if the numbers are in descending order and the boys and girls alternate. If a player can't play anything, she can reveal cards from the stack in her hand, counting them out in groups of three, then laying them face up while revealing only the top card. She can play this top card onto a Dutch pile or post pile as long as she meets the rules for doing so. As soon as a player empties her blitz pile, the round ends. Each player scores 1 point for each of her cards among the Dutch piles, then loses 2 points for each card remaining in her blitz pile. Players then sort all the cards and play another round. As soon as at least one player has at least 75 points, the game ends and the player with the most points wins. Note that while the Dutch Blitz: Expansion Pack allows for play of Dutch Blitz with up to eight players (by having differently colored card backs), it is also a standalone game and is therefore listed as a separate edition of Dutch Blitz despite the name.
Dweebies2-620 Min5.98+Meet the Dweebies! These uniquely colorful characters are out to capture your heart, but you must capture them first! Round up Dweebies by matching cards on both ends of any row. Seems simple at first... but Dweebies can be tricky, and some will disappear before they've met their match! Collect the most cards and consider yourself the Dweebie-in-Chief! Dweebies all have names related to a profession or hobby that they are passionate about (ie, Super Dweebie, Dr. Dweebie, Fix-it Dweebie). Players play cards out in rows and try to capture Dweebies by matching the same Dweebie on both ends of a row, collecting all the cards in that row. So try not to let any line get too long!
Ecos: First Continent2-675 Min7.314+What if the formation of Earth had gone differently? In Ecos: First Continent, players are forces of nature molding the planet, but with competing visions of its grandeur. You have the chance to create a part of the world, similar but different to the one we know. Which landscapes, habitats, and species thrive will be up to you. Gameplay in Ecos is simultaneous. Each round, one player reveals element tokens from the element bag, giving all players the opportunity to complete a card from their tableau and shape the continent to their own purpose. Elements that cannot be used can be converted into energy cubes or additional cards in hand or they can be added to your tableau to give you greater options as the game evolves. Mountain ranges, jungle, rivers, seas, islands and savanna, each with their own fauna, all lie within the scope of the players' options. -description from the publisher
Eight-Minute Empire2-520 Min6.613+Eight-Minute Empire, by Ryan Laukat, is a quick game that implements the Civilization/Exploration theme using card-driven area control (by placing armies and cities in a small map) and set collection (by getting resources from the board and the cards). Players spread through the map in order to collect points at the end of the game by having majorities in regions and continents. All actions (such as land or sea movement, army production, or the founding of cities) are driven by cards that are face-up (six at a time) and available by increasing prices. Cards also contain resources, which also give points when the game ends if properly collected. Its first version was available as print-and-play, and a regular (Kickstarter funded) version was published in 2013. An expansion featuring a European map is available as an expansion (Eight-Minute Empire: Europe Expansion Board), and a stand-alone sequel has also been published (Eight-Minute Empire: Legends). From the publisher: Build an empire and conquer the land in around eight minutes! In Eight-Minute Empire, 2-5 players take turns selecting a card from six displayed. The card gives a good, and also has an action that the player takes immediately. Actions help players take over the map, but sets of goods are worth points at the end of the game, so players have to balance the two aspects. Eight-Minute Empire is the super-quick area control game with tough decisions. It's easy to learn and perfect for when you only have a few minutes.
Einstein: His Amazing Life and Incomparable Science2-445 Min6.78+Description from the publisher: In Einstein: His Amazing Life and Incomparable Science, players take on the role of Albert Einstein during one of four periods of his life: Young Einstein, who emerged from obscurity to become a titan of physics Prime Einstein, an acknowledged leader of modern theoretical physics and international celebrity Globetrotting Einstein, traveling to the four corners of the world Wise Einstein, an idealistic sage who transcended science and impacted our social values Each Einstein has their own deck of Inspiration Cards based on the real happenings of his life. These inspirations give you simple theories to complete. Using ideas from four different branches of science - physics, mathematics, chemistry, and philosophy - represented by four shapes, each Einstein places tiles representing their ideas onto an emergent common board. Players get points for completing their own theories, contributing to the theories of other players, and helping to finish major theories from Einstein's life. As Albert Einstein transcended science and became a recognizable figure around the world, so the game Einstein focuses on simple rules and quick playability, an accessible strategy game for gamers and non-gamers alike.
Elder Sign1-890 Min713+Game description from the publisher: It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders. Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game. To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.
Eldritch Horror1-8240 Min7.814+Game description from the publisher: Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction? Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One - that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas. While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space. Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition - or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a 'reckoning effect' which, if triggered, ensure a much more sinister fate. All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.
Eldritch Horror: Forsaken Lore1-8180 Min8.314+Forsaken Lore, an expansion for Eldritch Horror, thrusts investigators headlong into perilous and strange new encounters, while Ancient Ones defeated in the past attempt to reclaim the world. In order to stop them, investigators will need to uncover new mysteries, and dig even deeper into the lore surrounding each of the game's Ancient Ones with the help of new Research cards. Meanwhile, Yig's cultists and Serpent People work to prepare the way for the Father of Serpents to dominate our planet. With the help of powerful new Spells and Assets, along with mighty new Artifacts, Investigators must once again race across the globe in order to prevent humanity's destruction in Forsaken Lore.
Eldritch Horror: Mountains of Madness1-8180 Min8.214+Explore the farthest reaches of Antarctica in Mountains of Madness, the second expansion for Eldritch Horror. Inspired by H.P. Lovecraft's novella, this expansion allows you to trace the path of a doomed expedition and enter the immense City of the Elder Things. What happens in Antarctica has worldwide repercussions as freshly-awakened horrors spread across the globe. Eight investigators offer new roles to play as you confront these chilling, inhuman threats. Numerous additional Assets, Spells, Artifacts and Conditions may help investigators or harm them, and for the first time, Adventures and Prelude cards shape the international struggle against the Ancient Ones. Do you have the strength to survive Antarctica's frozen wastes, encounter the Mountains of Madness, and stave off the end of human civilization?
Epic Card Game2-440 Min6.513+Epic is a fantasy card game by White Wizard Games which aims to recreate the TCG-style experience from a single box, with no additional purchases required. Epic is a card game designed to start quickly but also to reward deep, strategic plays. In Epic, you take on the role of an elder god, in conflict with other elder gods. The cards in your deck are your champions, who fight for you, and events, which represent your will imposed on the mortal realm. In Epic, the turn sequence is easy but there are many options to choose from. You begin the game with a hand of five cards - each card costs either one gold or is free. You get one gold each turn - you don't need to draw special resource cards or energy cards just to play with your other cards. Instead of figuring out which cards you might be allowed to play, you choose which card you want to play. Epic is non-collectable, so every box contains the same 120 unique event and champion cards, with 8 double-sided cards to represent temporary 'token' champions. One box supports preconstructed, sealed and draft formats for 2-4 players, two boxes up to 8 players, and three if you want to create a full constructed deck or a 'cube' environment for drafting.
Epic Card Game: Tyrants - Draka's Rage2-40 Min7.612+The Dargothian Mountains may seem completly wild and untamed, but Draka reigns supreme there. Those who don't submit to his rule risk a fiery death from above. Epic Card Game: Tyrants is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Draka's Rage, Markus' Command, Helion's Deceit, and Raxxa's Revenge), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Tyrants - Helion's Deceit2-40 Min7.613+The great mage Helion has seized power at the Forbidden Citadel. Now this tyrant is manipulating events all the way from the city of Covenant to the Dargothian Mountains. Epic Card Game: Tyrants is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Draka's Rage, Markus' Command, Helion's Deceit, and Raxxa's Revenge), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Tyrants - Markus' Command2-40 Min7.613+Covenant is a city under siege. White Captain Markus enforces his harsh brand of justice on the people, rumors of a rebel leader have begun to inspire the masses to fight back. Epic Card Game: Tyrants is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Draka's Rage, Markus' Command, Helion's Deceit, and Raxxa's Revenge), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Tyrants - Raxxa's Revenge2-40 Min7.613+The veil between the demon world and the human world is weakening. The Demon tyrant Raxxa is summoning his minions to spread destruction and solidify his power. Epic Card Game: Tyrants is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Draka's Rage, Markus' Command, Helion's Deceit, and Raxxa's Revenge), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Uprising - Flames of Scarros2-40 Min7.813+For years, the wilds around the city of Covenant have been terrorized by the mighty Draka. Now, there are whispers that the tyrannical dragon may have been defeated. This is small comfort to those being burned out of their home by Draka's hound, Scarros. With each fiery battle, Scarros' power seems to grow. Will someone defeat him before the wilds are consumed in flame? Epic Card Game: Uprising is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Flames of Scarros, Kark's Edict, Velden's Wrath, and Will of Zannos), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Uprising - Kark's Edict2-40 Min7.713+Captain Marcus' tyrannical grip on the people of Covenant has sparked an uprising. With the city in chaos, Chamberlain Kark has issued an edict declaring martial law. As the Watch make scores of arrests, popular support for the uprising grows even stronger. Will justice prevail? Epic Card Game: Uprising is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Flames of Scarros, Kark's Edict, Velden's Wrath, and Will of Zannos), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Uprising - Velden's Wrath2-40 Min7.813+The mighty Velden has come from the far north. Has this wrathful titan come to fight the forces of Draka and demons of Raxxa, or is he just another one of the mysterious Helion's puppets? The fairies say he is the one heralded by the mist guides, and they've rallied to his banner. As his forces come closer to his city of Covenant, the question looms: hero or villain? Epic Card Game: Uprising is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Flames of Scarros, Kark's Edict, Velden's Wrath, and Will of Zannos), with each booster pack containing twelve new game cards and a double-sided token.
Epic Card Game: Uprising - Will of Zannos2-40 Min7.813+With the city of Covenant in the midst of a savage uprising, a dark force is growing in the shadows. Zannos, the Corpse Lord, is using the casualties of the conflict to provide more soldiers for his army of plague zombies. Can the will of Zannos be stopped before it's too late? Epic Card Game: Uprising is an expansion for the Epic Card Game that's packaged in four non-random booster packs (Flames of Scarros, Kark's Edict, Velden's Wrath, and Will of Zannos), with each booster pack containing twelve new game cards and a double-sided token.
Escape Room: The Game3-560 Min7.116+Description from the publisher: Take the viral social experience of Escape Rooms to the comfort of your own home and for a fraction of the cost that you would pay! Included in this game are 4 unique 60 minute escape room puzzles that will test your cranial skills. Use images, gears, words, keys, shapes, maps and more to solve the three stages within each escape room. An analog timer on the Chrono Decoder centerpiece incessantly counts down, emitting ominous noises to create an environment shut out from the outside world. If the puzzles stump you for too long, slide a hint card into the Hint Decoder to keep your team moving. Slide 4 keys into the Chrono Decoder when you think you have the answer... but beware, if you're wrong, a precious minute will be taken from you. The 4 escape rooms vary in difficulty, designed to give any group the experience they expect and deserve. If you're craving more puzzles, Escape Room expansions will be available, but you'll need the base game first as the Chrono Decoder is essential to the experience. Included in the base game in order of difficulty is: Prison Break, Virus, Nuclear Countdown, and Temple of the Aztec Prison Break: Ten years in prison for a crime you didn't commit. Ten years of your life wasted for being in the wrong place at the wrong time, it hardly seemed fair. You know the guards will reach your cell during the rounds in an hour. Every bone in your body tells you this is the opportunity of a lifetime; you're 60 minutes away from freedom! Virus: What a time to faint! You swear you could kill your lab partner, but you know that won't be necessary. The liquid that's oozing out of the broken bottle will kill everybody in the room soon enough... Nuclear Countdown: The table is filled with all kinds of materials that send shivers down your spine. At that moment your phone rings and your worst nightmare becomes reality, the bomb threat is real! Temple of the Aztec: The stories told about the temple were numerous. Anybody that had entered the temple was never seen again, supposedly killed by vipers. But stories also spoke of the Eye of Aztec, the largest diamond that ever existed
Escape Tales: The Awakening1-4300 Min7.412+Escape Tales: The Awakening is a story driven escape room in card game form, with immersive exploration, no time limits when solving puzzles, and a collection of tough choices that will captivate and immerse you deeply. As for the story, here's the set-up: Players take on the role of Sam, whose daughter has been in a coma for over two months and whose doctors still cannot explain how this happened or what caused it. According to them, everything is fine with the girl; she's healthy and shouldn't be in this condition. Sam is desperate and looks for answers everywhere he can, which leads to a weird meeting with Mark. Mark's son was once in a similar situation, and his father was able to help wake the boy up. He has given Sam a scary-looking book and said that inside this book he will find a ritual called 'The Awakening'. But Mark warned Sam that he needs to prepare himself mentally since this ritual will transfer him into another dimension, where he should be able to find his daughter and understand what is the cause of this state. If Sam's lucky enough, then he will be able to wake her up as well. Sam has held onto the book for more than a week. Finally, he's ready to go into the basement and perform a ritual. Are you ready, too? Content warning: suicide
Escape the Dark Castle1-445 Min7.714+Escape the Dark Castle is a simple, cooperative game of retro-atmospheric adventure. Players take on the roles of prisoners, wrongfully incarcerated in the depths of The Dark Castle. Whether it's the Abbot, the Tailor or any of the six playable characters, each prisoner is represented by a character card and a custom character dice showing that prisoner's unique endowment of Might, Cunning and Wisdom - the game's three traits. Embarking on a desperate quest to escape, the players must work together using custom dice and item cards to overcome the castle's many horrors, traps, and challenges - each of which is represented by a large, illustrated chapter card. At the beginning of each game, 15 of these chapter cards are drawn at random from a larger deck to create a unique castle every time. Gameplay involves one player revealing a new chapter card each turn, in a motion like turning a page of a book. When a card is turned, the next chamber or passageway into which the prisoners have stumbled is revealed. There is no turn order. Instead, players decide as a group who will turn the next chapter card, and there are often grisly consequences for the one that does! Once revealed, the chapter card will explain the situation facing the group and what must be done to get through it. In the style of choose-your-path adventures, most chapters offer the group a choice about how to proceed. Bribe the drunken guards or attack them? Charge the beast or lure it out? Steal from the kitchen stores or keep moving? Each chapter is a mini-game and a variety of mechanics are required to complete them, from RPG-style skill tests for an individual character, to push-your-luck dice rolling as a team, to the playing of item cards collected along the way to bolster the tactical abilities of the group. When the players choose to enter (or fail to avoid) combat, all players roll their unique character dice simultaneously to make an attack against the enemy. They need to collectively muster the right combination of Might, Cunning and Wisdom to defeat the foe in question, or risk taking damage. Blocking, Resting, and the use of Weapons, Relics and Potions will help to keep the prisoners alive. The goal of the game is for the group to complete every chapter in the castle deck, then defeat the final boss. To win, they must keep every member of the team alive - if any player is killed the game ends immediately.
Ethnos2-660 Min7.514+In Ethnos, players call upon the support of giants, merfolk, halflings, minotaurs, and other fantasy tribes to help them gain control of the land. After three ages of play, whoever has collected the most glory wins! In more detail, the land of Ethnos contains twelve tribes of fantasy creatures, and in each game you choose six of them (five in a 2/3-player game), then create a deck with only the creatures in those tribes. The cards come in six colors, which match the six regions of Ethnos. Place three glory tokens in each region at random, arranging them from low to high. Each player starts the game with one card in hand, then 4-12 cards (double the number of players) are placed face up on the table. On a turn, a player either recruits an ally or plays a band of allies. In the former case, you take a face-up card (without replacing it from the deck) or the top card of the deck and add it to your hand. In the latter case, you choose a set of cards in your hand that match either in tribe or in color, play them in front of you on the table, then discard all other cards in hand. You then place one or more tokens in the region that matches the color of the top card just played, and you use the power of the tribe member on the top card just played. At the end of the first age, whoever has the most tokens in a region scores the glory shown on the first token. After the second age, the players with the most and second most tokens score glory equal to the values shown on the first and second tokens respectively. Players score similarly after the third age, then whoever has the most glory wins. (Games with two and three players last only two ages.)
Euphoria2-260 Min83+From the back of the box (translation from spanish): 'Each night two teams will fight to be a step closer from the goal, that big target, the dream of everyone of them, the great $300.000 reward to make their dreams come true. There is no rules, all is allowed, and for once It is the end that justifies the means. Take your seats, get ready to watch something will leave no one indifferent, the newspapers will write about it for days, at your home, at your work, everytime, something never seen before on TV. EUPHORIA, THE ULTIMATE REALITY SHOW IS ABOUT TO BEGIN-' Euphoria is an estrategy game for two players with 2 teams of 4-6 miniatures (clones for the 'show') each. There is no, factions, armies, countries, or whatever, each team is a band freely arranged by the player up to a maximun cost of points called 'audience' here. Each character has different attributes, skills and special rules and habilities/powers (once per 'show'). You either can play a mission scenario with an objective (i.e. Rescue a character) or massacre game trying to defeat your opponent's team. The match is limited to 10 rounds (Typical game: 1 hour long with Audience 800 and 4-6 minis per team in a 120x90cm table). Starter pack ('VHS box' package) content: - 4 Metal miniatures (Nikolai, Madeleine, Kabuki, Sooyoung) and 2+2 round bases (30mm and 40mm) - 3 Resin barrels - 5 10sided dices (2 white 0-9, 2 blue 0-9, 1 blue 00-90) - 4 Dials (0-15, required assembly) - 20 'drop' counters (adrenalin, healt, grenades, etc). - 65 Pags. color printed rulebook - ID Player Card
Evolution2-660 Min7.212+In Evolution, players adapt their species in a dynamic ecosystem where food is scarce and predators lurk. Traits like Hard Shell and Horns will protect your species from Carnivores, while a Long Neck will help them get food that others cannot reach. With over 4,000 ways to evolve your species, every game becomes a different adventure. Evolution packs a surprising amount of variety for a game with simple rules. The variety comes from the synergies between the trait cards and from the different personalities at the table. Some players thrive on creating Carnivores to wreak havoc on their fellow players. Others prefer to stay protected and mind their own business. Evolution encourages both play styles by giving each of them multiple paths to victory. And it is the mix of play styles at the table that ultimately determines the ecosystem in which the players are adapting. So gather your friends and see who can best adapt to the changing world around them. 'The theme of evolution is not just tacked on: it drives play.' - Nature (the world's most prestigious scientific journal) Evolution was covered in the journal Nature. The article was written by Stuart West, a Professor of Evolutionary Biology at the University of Oxford who has used Evolution in his undergraduate class. https://boardgamegeek.com/thread/1487263/evolution-and-other-evolution-themed-games-nature https://boardgamegeek.com/thread/1580710/using-game-evolution-teach-evolution
Ex Libris1-445 Min7.210+In Ex Libris, you are a collector of rare and valuable books in a thriving gnomish village. Recently, the Mayor and Village Council have announced an opening for a Grand Librarian: a prestigious (and lucrative) position they intend to award to the most qualified villager! Unfortunately, several of your book collector colleagues (more like acquaintances, really) are also candidates. To outshine your competition, you need to expand your personal library by sending your trusty assistants out into the village to find the most impressive tomes. Sources for the finest books are scarce, so you need to beat your opponents to them when they pop up. You have only a week before the Mayor's Official Inspector comes to judge your library, so be sure your assistants have all your books shelved! The Inspector is a tough cookie and will use her Official Checklist to grade your library on several criteria including shelf stability, alphabetical order, and variety - and don't think she'll turn a blind eye to books the Council has banned! You need shrewd planning and cunning tactics (and perhaps a little magic) to surpass your opponents and become Grand Librarian!
Exoplanets2-460 Min6.612+Exoplanets is a medium-light game, where players create their own planetary system on the table. Players add to the common star, tiles which represent various planets or moons (that protect planets or help create life). Each of these tiles/planets give a different number of tokens (water, atmosphere, asteroids and light) and each planet has their climatic condition, which allows us to create life on these planets. Players can also interact trying to interrupt opponents planets by using space effects, by space tales or fulfill goals to earn more points at the end of the universe. But the players need to know that they are all creating mutual planetary systems.
Expedition: The Roleplaying Card Game1-690 Min6.78+Expedition: The Roleplaying Card Game is a fast RPG that expedites character creation and combat, allowing adventurers to immediately jump into the action. Expedition uses an open source, cross-platform app that is free on iOS, Android, and web browsers. The app comes with a variety of pre-built adventures and also provides tools for you to create and tell your own stories. The game makes use of a unique card-based system for combat. Each player has a deck of eight unique ability cards. Every turn, each player draws three cards, then chooses one to play. This must be done quickly, however, because the app times combat; if your party takes too long, you suffer additional damage! This simulates the hectic nature of battle and balances the time spent role-playing and performing combat.
Exploding Kittens2-515 Min67+Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck. The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
Explorers of the North Sea1-460 Min7.412+Explorers of the North Sea is set in the latter years of the Viking Age. As ambitious sea captains, players seek out new lands to settle and control. They will need to transport their crew among the newly discovered islands to capture livestock, construct outposts and fulfill various other goals. So ready the longships, there are new horizons to explore! Gameplay Overview Each player starts with 7 Vikings and a Longboat on a shared, central Island. From there players will place tiles and begin to venture out to the newly discovered Islands. Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players first place 1 of their 3 tiles, expanding the game board. They can then take up to 4 actions (any number of the following): 1. Load Longship 2. Unload Longship + Deliver Livestock 3. Move Longship + Destroy an Enemy Ship 4. Move Vikings + Raid a Settlement 5. Transport Livestock 6. Construct an Outpost (costs 2 actions) After taking their actions, players draw a new tile to their hand, ending their turn. End of the Game The game ends immediately after the turn where the player holding the Winter Token has no more Tiles in hand. This should be exactly 48 turns (there are 48 Tiles). Victory Points are gained from: 1. Delivered Livestock 2. Constructed Outposts 3. Destroyed Enemy Ships 4. Raided Settlements 5. Viking Deaths 6. Controlled Islands 7. Captain Cards The player with the highest total is the winner!
Fairy Tale Fluxx2-630 Min6.68+Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available. Fairy Tale Fluxx, illustrated by renowned folk artist Mary Engelbreit, brings the zaniness of 'the card game of ever changing rules' to the land of 'happily ever after', and the results are fit for a king! Gather Keepers to fit the current fairy tale Goal and you win - but look out for the Witch and the Wolf!
Fairy Tile2-430 Min6.48+Welcome to Fairy Tile, a kingdom of magical lands where a daring Princess, a devoted Knight, and a dreadful Dragon roam looking for adventure. They need your help to discover the kingdom! Help them move further and further to fulfill their destiny and tell their story, page after page. Develop the kingdom of Fairy Tile by putting new land tiles in play and moving the Princess, Knight, and Dragon across different places such as mountains, forests, and plains. Help them have extraordinary adventures by accomplishing objectives written on the pages of your book. As soon as you complete an objective, develop your story and read the page of your book aloud. Be the first to read all the pages of your book to win the game.
Fallout: Wasteland Warfare1-8240 Min8.114+In Fallout: Wasteland Warfare, players build their own crew from a wide range of factions, allies, and iconic characters from the Fallout series, then play in apocalyptic games of 3-30 high-quality 32mm scale resin miniatures through a huge variety of iconic scenery and settlement buildings, from the Red Rocket to Sanctuary Hills, Nuka-Cola vending machines and wrecked vehicles. Settlements include buildings, defenses, and resources that impact the crew's army list and abilities in the wasteland. Fallout: Wasteland Warfare includes an entire narrative campaign arc as well as unique random missions with narrative-style objectives, and crew caps recovered in missions can be used to improve the crew's perks, weapons, gear, and upgrades for the next encounter. In either player vs. player or tournament mode, players try to survive the tabletop wasteland. The game also comes with a customizable solo-play AI deck to control enemies that play to their strengths and replicate a faction's tactics while attempting a narrative mission or perfecting settlement-building strategy. Players can also team up with a friend to defend a larger settlement or explore narrative missions in cooperative games against AI forces or the post-apocalyptic dangers of the wasteland. The Fallout: Wasteland Warfare two player starter set contains 32mm scale high-quality hardened PVC miniatures with scenic bases. Miniatures are fully assembled. You can upgrade this with the resin miniatures upgrade kit to get all the miniatures in multi-part high-quality resin. Models: 1x Aviator Head Super Mutant, 1x Super Mutant Brute, 1x Standard Super Mutant, 2x Super Mutant Hounds, 1x Nora (the Sole Survivor), 1x Dogmeat, 1x Enslaved Tech Survivor, 2x Settlers (one male, one female), 1x Brotherhood of Steel Aspirant in T-60 Power Amour, 1x Deathclaw, 12x scenic bases Cards: 24x Large cards: Unit, AI, Reference, 100+ Small cards: Items (Weapon, Equipment, Mod, Chem, Power Armour), Boost, Heroic, Quest, Perk, Leader, Explore, Event, Wasteland (Danger, Creature, Stranger) Dice: 10 custom dice including 1x White Skill dice d20, 1x Red Armour d12, 2x Black Damage d12, 2x Armour Reduction d12, 2x Green Accuracy d12, 2x Blue Special Effect d12 PLUS Everything else you need to play! Two die-cut counter sheets including over 260 small counters, 60 large counters, two full sets of 6 cardboard range sticks, 1x Rule Book and 1x Ways To Play Book -description from the publisher
Fantastic Beasts: Perilous Pursuit2-460 Min6.78+Several of Newt Scamander's magical beasts have escaped and are running loose in New York City. In Fantastic Beasts: Perilous Pursuit, players take on the role of Newt, Tina, Jacob and Queenie on an exciting adventure as they try to return all the beasts to Newt's suitcase before they draw the attention of the non-magical community. To do this, they need to collect sets of dice to take actions that allow them to shield each other, draw cards, and most importantly, get the beasts back into his suitcase before havoc ensues.
Fast Track Derby2-80 Min4.90+Fast Track Derby is an exciting new horse racing board game that the entire family will love. It has all the thrills of cheering your horse to victory, in an easy to play board game that's both fast-paced and incredibly fun. A beautiful, high-quality board game that looks as good as it plays. Cheer your horse around the track to the finish line, and take home the prize!! Perfect for all Ages 6 and up. Great, wholesome family fun - No gambling references or odds - just the thrills and excitement of pure horse racing. There's nothing like the feeling of cheering your horse to victory at the racetrack. And there's no board game that captures that feeling quite like Fast Track Derby. It can be learned in five minutes, and can be played by 2-8 people for hours on end. Your entire family will be cheering their horse as they round' the track on their way to the finish line!!
Fate of the Elder Gods1-490 Min7.313+In Fate of the Elder Gods, players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is in competition to be first to summon their god, but they all must also repel intrepid investigators working to seal off the gate to beyond with Elder signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to hasten doom...before it's too late! During the game, players use a variable hand of spell cards to do one of two things to aid their cult in their mission: Use the spell's Astral Symbol to navigate the areas around Arkham on the unique Fate Clock board, or use the symbols in a location's Astral Column to ready a spell. Readied spells can be cast at any time, but while in a cult's Spell Reserve their primary Astral Symbol can aid in readying future spells, creating an engine for pumping out more potential power. As cults travel to the six locations on the Fate Clock, they activate specific powerful abilities, such as gaining useful artifacts at The Museum or enabling their Elder God's Dark Gift at The Ceremony. As cults send more and more cultists to a location, they may gain control there, adding even more powerful abilities. However, cults must be careful how they navigate Arkham as a location with lots of activity will attract pesky investigators. Tempt fate too many times and the investigators may raid your cult's lodge, placing Elder Signs, and generally getting in the way of summoning your Elder God. Gain too many Elder Signs and it's game over! If any cult can manage to raise their Summon Track to 9 before the investigators save humanity, their Elder God awakens and they win! Of course, 'win' is a relative term as it will certainly herald the end of the world - but that's a small price to pay for eternal servitude to the Ancient Ones.
Feed the Kitty2-515 Min4.94+From the Gamewright website: Roll the dice but don't lose your mice! In this fast moving game, try to keep your mice away from the kitty. Roll an arrow and pass one to the left. Roll a sleeping cat and you're lucky to squeak by. But roll a bowl and it's dinner time for kitty! The last player left with mice wins. Feed the Kitty is as simple as a cat's life. Mice are on the menu, and as they move from place to place, it's anyone's guess who will end up hungry and who will get to have a full belly. Will you be caught catnapping or will you pounce into the lead? The answer is all in the roll of the dice! Ages 4 and up, no reading required.
Fireball Island: The Curse of Vul-Kar2-460 Min7.17+Welcome to Fireball Island! You may have heard stories. You may have visited when you were younger. Perhaps you even saw a fireball engulf a fellow traveler in a hellscape of horror that makes you afraid to close your eyes at night. Whatever the case, welcome back! Turns out that Vul-Kar didn't like having his gem stolen way back when, so there has been some volcanic upheaval, an explosion in our snake population, feral tigers, new types of trees bent on ending human life, and swarms of bees everywhere. But don't worry - we have top people working on it. Start your day of adventure at the helipad. Be sure to sign the waiver, which legally obligates you to take snapshots across the island. You'll race down the many paths, avoiding hazards all the while. On the plus side, you get to keep all the treasure you find. Fireball Island: The Curse of Vul-Kar is a restoration of the classic 1986 game Fireball Island that features a unique 3D island and a host of marble mayhem. This new version boasts an island that is even bigger than the original (and yet fits in a smaller box) and more marbles. It is a family-weight game for 2-4 players (5 with an expansion) that plays in 30-45 minutes. Simple card play replaces the random roll-and-move of the original, and the set collection for the treasures offers some interesting choices for players. Remember, you don't have to outrun the fireball - just the other players. -description from the publisher Bienvenue sur l'Île Infernale ! Vous avez peut-être entendu des histoires. Vous l'avez peut-être visité quand vous étiez plus jeune. Peut-être avez-vous même vu une boule de feu engloutir un compagnon de voyage dans un paysage d'horreur qui vous empêche de fermer les yeux la nuit. Quoi qu'il en soit, bon retour sur l'Île! Il s'avère que Vul-Kar n'a pas apprécié qu'on lui vole sa gemme ... alors il y a eu des bouleversements volcaniques, une croissance de notre population de serpents, des tigres sauvages, de nouveaux types d'arbres pour mettre fin à la vie humaine & des essaims d'abeilles partout. Mais ne vous inquiétez pas - nous avons des gens de haut niveau qui travaillent dessus. Commencez votre journée d'aventure à l'Hélipad. Assurez-vous de signer la renonciation, qui vous oblige légalement à prendre des instantanés à travers l'île. Vous dévalerez les nombreux chemins, en évitant tout le temps les dangers. La bonne nouvelle : vous gardez tous les trésors que vous trouvez. Fireball Island : La Malédiction de Vul-Kar est une restauration du jeu classique L'Île Infernale, datant de 1986, qui présente une île 3D unique & des billes chaotiques. Cette nouvelle version dispose d'une île encore plus grande que l'original (tout en tenant dans une boîte plus petite) & plus de billes. C'est un jeu de type familial pour 2-4 joueurs (5 avec une extension) durant 30-45 minutes. Un jeu de Cartes remplace le rouler-déplacer aléatoire de l'original, & la collection de trésors offre des choix intéressants pour les joueurs. Rappelez-vous, vous n'avez pas à distancer la boule de feu - juste les autres joueurs.
Fireball Island: The Curse of Vul-Kar - The Last Adventurer2-560 Min7.37+Taken from Publishers Website The last adventurer has been stranded on Fireball Island a long time. He knows every cave, every path, every snake hole, fire pit, and bug. He has a thing or two to teach the rookies. The Last Adventurer figure to increase player count to 5! The Last Adventurer expansion pack includes: New souvenirs! Player powers so that all players can survive more easily on the island! Snakes (small marbles) that sleep on the rocks and attack the unaware! A giant boulder that will crash down the island, knocking over all in its path!
Fireworks2-460 Min7.58+Today is Fireworks Festival day. You are a skilled fireworks pyrotechnician. After making various colorful firecrackers, blow up different shapes of fireworks in the sky! After the game, you can enjoy the fireworks you created in the sky. The player puts the elements in the powder keg to make firecrackers. Because the color of the flame depends on the color of the element, the player must make firecrackers to match the pattern of the element. When the firecrackers are completed, they are gathered on the firework cards and then the firecrackers are set off. When all firecrackers are fired, the fireworks end, and the player with the highest points wins. -description from the designer
First Martians: Adventures on the Red Planet1-490 Min6.610+Built on the core of the award-winning Robinson Crusoe: Adventures on the Cursed Island, First Martians: Adventures on the Red Planet pits players against the hostile Martian environment and a whole host of new adventures and challenges. The immersive experience is further enhanced with an integrated app that maintains the balance and challenge throughout. Players have the option of taking on the design as a series of separate games, in a custom campaign mode in which each successive game builds on the last.
FitzIt2-1720 Min5.812+Game description from the publisher: What comes in a box, fits inside a blender, and is bound to make you laugh? FitzIt - the party game where fun is all in the description! Name an object that fits the attributes on your cards, then play them to the grid. The more cards you play, the faster you score. Use your creativity and you're fit to win!
Five Crowns1-730 Min68+Five Crowns is rummy with a five-suited deck and a twist. The set collection aspect of rummy is basically the same, with groups of three cards in either runs or denominations making a valid meld. The twist is that in each hand the number of cards required to create a meld increases, from three cards in the first hand to thirteen in the last. The game, therefore, consists of eleven hands. In each hand, in addition to the six Jokers, other cards are designated as wild: in the first hand 3s are wild; in the second hand 4s are wild, and so on until in the last hand the Kings go wild. (You can remember which cards are wild because it matches the number of cards in hand, i.e., in the first hand you hold three cards and 3s are wild.) A hand ends when a player can meld all cards in her hand after the discard.
Five Cucumbers2-625 Min5.98+Five Cucumbers is a trick-taking game with the goal of NOT winning the last trick! It's not easy. You have two choices on your turn: Take over a trick by playing a equal or higher card or you must play your lowest card. It is not enough to keep a low card in your hand for the last trick as you will also need some high cards for taking over key tricks. The player who wins the final (seventh) trick screwed up and must take cucumbers. Each player collects their cucumbers at the end of a round, and if a player has more than five cucumbers, he is out of the game; five cucumbers is the most you can have! In this way more and more players are excluded from the game until the final two are playing for victory! Five Cucumbers is a modern variant of the trick-taking game Cucumber (Agurk, Gurka), which is well-known primarily in Scandinavia. We are excited to bring you our new version!
Five Tribes2-480 Min7.813+Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours! Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard 'worker placement' genre, the game begins with the meeples already in place - and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure. As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.
Flick 'em Up!2-1045 Min77+The cities in the West are not the safest place to be. In the disc-flicking game Flick 'em Up!, you can become an outlaw and rob banks, free prisoners, attack innocent bystanders... or you could become the Sheriff and try to protect the people of your city from these bandits! Relive the great adventures of the West, face your enemies in street duels, use different guns and tactics to get what you want. You can follow the scenarios or create your own-the choice is yours, cowboy!
FLY2-410 Min5.38+Get swattin' in this exciting dexterity, set-collecting game! Players take turns dropping the fly swatter card on the table to swat flies with like colors and symbols. You'll need at least 3 of the same color or symbol in order for a fly to count. Number 4 in the Pack O Game series.
Folklore: The Affliction1-5120 Min814+Embark on a cooperative epic adventure that is Folklore the Affliction. Find and destroy the source of the evil spreading its claws into the heart of the land, decimating its people and resources. Free the denizens from the scourge of vampirism and lycanthropy and expand your power and abilities. Are you a survivor, or will you play as your ghost? Will you fall to the bloodlust or the taint of lycanthropy yourself? Folklore: The Affliction is an expandable ongoing horror RPG board game for 1-5 players that focuses on immersive storyline, strategic combat, character development and intense character customization elements. Your successes and failures, encounters and challenges can affect the entire group raising the ante and fueling interaction. Play one of six customizable and unique characters in a quest to gain Lore by conquering the supernatural Afflictions. Travel the land and enter dark locations where the action becomes a miniature based dungeon crawl. Uncover deeper and more intriguing storylines as you go further into darkness in your quest to drive the evil back into the hell it came from. Dying in Folklore is not the end for your character... dead characters play on as their ghost with ethereal powers to strike down your foes from beyond the grave. You are never truly out of the action. Customizable abilities even include those that can strengthen your character in the afterlife!
Forbidden Island2-430 Min6.810+Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made. What causes this game to truly stand out among co-op and competitive games alike is the extreme detail that has been paid to the physical components of the game. It comes in a sturdy and organized tin of good shelf storage size. The plastic treasure pieces and wooden pawns are well crafted and they fit just right into the box. The cards are durable, well printed, and easy to understand. The island tiles are the real gem: they are screen-printed with vibrant colors, each with a unique and pleasing image. With multiple levels of difficulty, different characters to choose from (each with a special ability of their own), many optional island formats and game variations available, Forbidden Island has huge replay value. The game can be played by as few as two players and up to four (though it can accommodate five). More players translates into a faster and more difficult game, though the extra help can make all the difference. This is a fun game, tricky for players of almost any age. Selling for under twenty dollars, oddly, Forbidden Island is a rare game of both quality and affordable price. For those who enjoy Forbidden Island, a follow-up project by Gamewright titled Forbidden Desert was released in 2013. From the publisher's website: Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss!
Forbidden Stars2-4180 Min814+Description from the publisher: The shifting Warp Storms that surround the long lost Herakon Cluster have finally abated, leaving the ancient treasures and planets within this sector open to the rest of the galaxy. Now, the great factions of the galaxy mobilize their fleets and race to establish a foothold. The reward for successful domination surpasses all other concerns, and the price for conquering this sector will be paid in lives. Forbidden Stars challenges you and up to three other players to take command of a mighty fighting force: the Ultramarines chapter of Space Marines, the Eldar of Craftworld Iyanden, the Evil Sunz Ork clan, or the World Eaters Warband of the Chaos Space Marines. Each faction offers unique armies and play styles, but your goal remains the same - to claim the key objectives selected for your faction. These objective tokens are scattered throughout the Herakon Cluster, but your opponents are sure to defend your objectives against you. You need to build massive armies and command them in unending war to best your enemies and claim your objectives. The fight for the Herakon Cluster is brutal and bloody, and you will either stride triumphant over the bodies of your fallen foes, or they will do the same to you. Gameplay: Each round in Forbidden Stars is divided into three phases. In the Planning Phase, players will take turns placing order tokens face down on the separate tiles (systems) that make up the game board. The four types of order tokens that players may place during the Planning Phase correspond to four types of actions that players can resolve in the second phase of play, Operations. In the Operations Phase, players can reveal a Dominate token to drain friendly planets of their important resources, a Strategize token to purchase cards that can upgrade their orders and combat abilities, a Deploy order that allows them to build cities, factories, bastions, and new mobile units, or an Advance order to move units and attack their enemies. The last phase of each round is the Refresh Phase, where players profit from the planets they control, reveal event cards to move the impassable Warp Storms, and heal any units that were wounded in battle. Because of the game's three-phase structure, strategy in Forbidden Stars is balanced between short-term bluffing and long-term tactical military action. The game's setup also poses strategic opportunities. Players start the game by taking turns assembling sections of the Herakon Cluster, placing individual system tiles along with their own starting forces and the enemy objectives that they must defend. This intentional construction, along with the unique Domination abilities of the game's four factions, means that Forbidden Stars will see players working to best utilize their own force's strengths while exploiting the weaknesses of their opponents.
Fortune3-8180 Min612+In Fortune, each player makes money by buying plants, fuel and computers with which to produce goods. Such goods are distributed by one of a number of distributors, depending on how much you are selling. Players may also make money by becoming major shareholders in any of the distribution or service firms around the board. Special dice are used for takeovers. Players may also buy insurance, consultancy and advertisement to insure against any loss, improve their sales or assist their business's effectiveness. The winner is decided by predetermined conditions; either playing for a set time or reaching a monetary target.
Fortune and Glory: The Cliffhanger Game1-8240 Min7.112+It is the late 1930s, and the world is in turmoil. Humanity is on the brink of war as imperialist nations in the Far East and Europe work aggressively to expand their domination. The Nazis have taken control of Germany and now spread darkness across the globe in their hunt for powerful occult artifacts that can give them the upper hand in the days to come. But the spirit of adventure and freedom won't be stamped out so easily. Heroic adventurers from around the world answer the call, racing against time to hunt down ancient artifacts, explore deadly temples, and fight back the powers of darkness from engulfing the world in flames. It is a race of good versus evil, and only a cunning and agile explorer can claim the ultimate prize of... Fortune and Glory! Fortune and Glory: The Cliffhanger Game is a fast-paced game of high adventure, vile villains, edge-of-your-seat danger, and cliffhanger pulp movie action. Players take on the role of a treasure hunter, traveling the globe in search of ancient artifacts and fending off danger and villains at every turn in a quest for the ultimate reward of fortune and glory! Featuring a beautifully rendered adventure map of the world as the game board, eight pulp adventure heroes to choose from (such as Jake Zane the Flying Ace, Li Mei Chen the Night Club Singer and Martial Artist, or Dr. Zhukov Master of Science), an army of ruthless villains and thugs (including the Chicago Mob and the dreaded occult-hunting Nazis), ancient Mayan temples to explore with a zeppelin hovering overhead, a wealth of coins to horde as heroes collect fortune and glory throughout the game, and a unique mechanism of dangers to overcome and the classic cliffhanger moments of suspense that can result. Fortune and Glory is designed to create a pulp serial cinematic feel as the story and game unfold. So strap on your adventure boots and goggles, fire up the engines on the seaplane, and grab some extra ammo for your revolver...the Nazis already have a head start and in this race for fortune and glory, and there's no prize for second place! Features: Designed for strong Competitive and Cooperative play as players race against one another or work together to overcome a Vile Organization bent on world domination through powerful occult artifacts. Photographic artwork for Immersive Pulp Adventure movie action. Thirty-nine highly detailed plastic 28mm miniatures including Heroes, Villains, Enemy Soldiers, Mayan Temples, and a Zeppelin air ship. Comes with an original cd soundtrack to creep its way into the players' subconscious and raise tension and excitement. No two games are ever the same! Many Heroes, villains to fight, game cards, and dynamically generated artifacts to hunt for offer limitless combinations. Expandable design allows for many expansions and strong web support to create a loyal fan base/community.
The Fox in the Forest2-230 Min7.310+The Fox in the Forest is a trick-taking game for two players. Aside from the normal ranked- and suited-cards used to win tricks, fairy characters such as the Fox and the Witch have special abilities that let you change the trump suit, lead even after you lose a trick, and more. You score points by winning more tricks than your opponent, but don't get greedy! Win too many tricks, and you will fall like the villain in so many fairy tales...
Fresco2-460 Min7.310+In Fresco, players are master painters working to restore a fresco in a Renaissance church. Each round begins with players deciding what time they would like to wake up for the day. The earlier you wake up, the earlier you will be in turn order, and the better options you will be guaranteed to have. Wake up early too often, however, and your apprentices will become unhappy and stop working as efficiently. They would much rather sleep in! Then, players decide their actions for the turn, deploying their apprentice work force to various tasks. You'll need to buy paint, mix paint, work on painting the fresco, raise money (which you'll need to buy the aforementioned paint!) by painting portraits, and perhaps even send your apprentices to the opera in order to increase their happiness. Points are scored mostly by painting the fresco, which requires specific combinations of paints, so you'll need to buy and mix your paints wisely, in addition to beating other players to the paints and fresco segments you would like to paint. Fresco includes several expansion modules, so you can play without expansions for a lighter family game or add in expansions to vary play and increase the decision-making and difficulty, resulting in a very flexible game with a high replay value.
Fresco: Big Box2-460 Min7.810+In Fresco, players are master painters, working to restore a fresco in a Renaissance church. Each round begins with players deciding what time they would like to wake up for the day. The earlier you wake up, the earlier you will be in turn order, and the better options you will be guaranteed to have. Wake up early too often, however, and your apprentices will become unhappy and stop working as efficiently. They would much rather sleep in! Then, players decide their actions for the turn, deploying their apprentice work force to various tasks. You'll need to buy paint, mix paint, work on painting the fresco, raise money by painting portraits (which you'll need to buy the aforementioned paint!), and perhaps even send your apprentices to the opera in order to increase their happiness. Points are scored mostly by painting the fresco, which requires specific combinations of paints, so you'll need to buy and mix your paints wisely, in addition to beating other players to the paints and frescos you would like to paint. Fresco: Big Box contains all of the material from the original Fresco game, plus all expansions released through the end of 2012 and the all new 2nd expansion (with modules 8, 9, and 10)! You can play without expansions for a lighter family game, or add in expansions - whether one, two, or all - to vary play and to increase the decision-making and difficulty, resulting in a very flexible game with a high replay value.
FUSE1-510 Min7.110+Intruders have made their way onto your ship, and their goal is total destruction! More than twenty bombs have been detected onboard, and the countdown has begun. Your elite Bomb Defusal Team (BDT) has been called upon to neutralize the threat. Does your team have what it takes to work through the intricacies of the bombs and defuse them all in time? FUSE is a real-time co-operative game that employs 25 dice and 65 cards. Each game is set to a ten-minute timer, and players must work together in that ten minutes to defuse all of the bombs. Each bomb is represented by a card which needs a certain combination of dice in order to defuse it. A player will draw a number of dice equal to the number of players out of a bag and roll them. Players must then decide who will get which dice, but each player must take one and only one. It's a simple task: maximize the potential of your dice among all of the players. The problem is that you have only ten minutes, and there are more than twenty bombs on your ship. You don't have time to think through every option. You barely have time to yell at Grandma as she reaches for that red die you need. This game will self-destruct in ten minutes...
Gaia Project1-4150 Min8.512+Gaia Project is a new game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven different kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other groups. In addition, Gaia planets can be used by all factions for colonization, and Transdimensional planets can be changed into Gaia planets. All factions can improve their skills in six different areas of development - Terraforming, Navigation, Artificial Intelligence, Gaiaforming, Economy, Research - leading to advanced technology and special bonuses. To do all of that, each group has special skills and abilities. The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica. A two-player game is hosted on seven sectors. -description from the publisher
Galaxy Trucker2-460 Min7.410+In a galaxy far, far away... they need sewer systems, too. Corporation Incorporated builds them. Everyone knows their drivers -- the brave men and women who fear no danger and would, if the pay was good enough, even fly through Hell. Now you can join them. You will gain access to prefabricated spaceship components cleverly made from sewer pipes. Can you build a space ship durable enough to weather storms of meteors? Armed enough to defend against pirates? Big enough to carry a large crew and valuable cargo? Fast enough to get there first? Of course you can. Become a Galaxy Trucker. It's loads of fun. Galaxy Trucker is a tile laying game that plays out over two phases: building and flying. The goal is to have the most credits at the end of the game. You can earn credits by delivering goods, defeating pirates, building an efficient ship, and being the furthest along the track at the end of the flying phase. Building happens in real time and has players build their personal space ships by grabbing tiles from the middle of the table before the timer runs out. Tiles start out facedown so they won't know what they have until they take it, but they may choose to return it faceup if they don't want it. They must place the tiles they keep in a legal manner in their space ship. Usually this just means lining up the connectors appropriately (single to single, double to double, universal to anything) but also includes proper positioning of guns and engines. Tiles represent a variety of things including guns, engines, storage containers, crew cabins, shields, and batteries. They may also peek at the cards they will encounter in phase 2, but they must sacrifice building time to do this. At any time players may call their ships finished and take an order marker from the center. Once building is completed, and ships have been checked for errors, the flight begins. The flight cards are shuffled and player markers are placed on the flight board according to the order markers taken. Cards are revealed one at a time and players interact with them in order. They may include things such as pirates, abandoned vessels, disease outbreaks, meteor showers, worlds with goods to pick up, player-on-player combat zones, and other various things. Most of the cards will cause players to move back on the flight track and they must decide if the delay is worth their efforts. When all the cards are encountered players sell any goods they have collected, collect their rewards for finishing in first, second, or third place or having the most intact ship, and then lose some credits for damaged components. Space can be a very dangerous place and it is not uncommon to see your ship break into smaller and smaller pieces or lose some very valuable cargo off the side. If your ship gets damaged too much you can get knocked out of the race, so be careful! 3 rounds of this are done, and in each round players get a bigger board to build a ship that can hold more components. After the 3rd round the player with the most credits wins!
A Game of Thrones: The Board Game (Second Edition)3-6240 Min7.614+Game description from the publisher: King Robert Baratheon is dead, and the lands of Westeros brace for battle. In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros! To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses. Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players. The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros! During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes. In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards. Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements. Expanded by: A Game of Thrones: The Board Game (Second Edition) – A Dance with Dragons (2012) A Game of Thrones: The Board Game (Second Edition) – A Feast for Crows (2013) A Game of Thrones: The Board Game (Second Edition) – Mother of Dragons (2018) Reimplements: A Game of Thrones (First Edition) (2003) A Game of Thrones: A Clash of Kings Expansion (2004) A Game of Thrones: A Storm of Swords Expansion (2006)
Gateway: Uprising2-460 Min6.713+Players of the deck-building card game Gateway: Uprising take on the roles of insurgent wizards determined to reclaim the Great City of Gateway. Each player begins with the game with the same starter resources of basic insurgent wizards, merchants, and a magical Runestone - but from there the similarities end. Players will draft new wizards, heroes, and magical creatures into their ranks, building up an army to defeat and defend the different districts of Gateway. After successfully liberating a district, the player gains access to its unusual power, such as cheaper resources, additional defenses, or even the ability to magically damage foes from afar. Be warned: Not only will other rebel insurgents attempt to steal your districts away from you, but you'll also have to battle against the forces of Chancellor Gideon and an invading onslaught of terrible monsters called the Drueggar. To aid you in this are Runestones - powerful one-time-use spells that can turn the tide of battle instantly or provide the player with a temporary boost to his coffers. However, once used, Runestones become empty shells and are discarded for the remainder of the game. To win the game, players must collect victory points by defeating the city guard and Drueggar Horde, controlling important districts, or through special insurgent abilities they draft into their ranks. Don't delay and play the waiting game -- if the Drueggar manage to take all the city districts, it's game over for both the insurgents and the innocent citizens of Gateway!
Gen7: A Crossroads Game3-490 Min6.514+An international colony ship has left an exhausted Earth, headed for a distant planet in the Epsilon Eridani system. Thirteen generations will be born on this vessel before it reaches its destination, each generation a steward of the hopes and ideals of the human species. For six generations, everything has gone as planned.... Now, just as a new command team takes control of the ship, a terrible mystery emerges that will threaten the entire mission. The commanders of Gen7 are about to discover that everything is not as it seems, and the fate of the human species will hang on the choices they make. In the tradition of the award-winning Dead of Winter, Gen7: A Crossroads Game is a grand narrative game with multiple possibilities. The choices players make as they play will alter the direction of the story. Gen7 will constantly challenge its players with a variety of unique situations that force them to make difficult moral decisions. Will you compromise your integrity to ensure the safety of your crew? Will you value their lives over the safety of the mission? -description from the publisher
Ghost Fightin' Treasure Hunters2-430 Min7.18+In a dark and dreary house, every sound sends a cold chill through your bones. A door opens - is someone there? You hear whispers, but no one answers when you call. Your eyes and ears may deceive you, but the hair on your neck tells you what you already know: There are ghosts here - and not just one for these spirits are legion. In Ghost Fightin' Treasure Hunters, a.k.a. Geister, Geister, Schatzsuchmeister!, four intrepid treasure hunters are on a quest, searching for precious hidden jewels, but the phantoms in this house do not give up their bounty easily. As their ghoulish numbers grow, the treasure hunters must work together to acquire all eight jewels and escape the house before it becomes fully haunted or else face their own gruesome demise. Players roll dice to determine how many spaces they move this turn and whether a new ghost is added to the board. Players may move up to the number of spaces shown on the die. If they end their movement in a space with a treasure, they may pick it up and place it in their backpack. If they end their movement in a space with a ghost, they fight that ghost by rolling a fight die. If they roll the matching symbol, they remove the ghost from the game board. If the players must add a third ghost to a room, it transforms into a haunting. A haunting requires at least two people in the room to attempt a fight with it. Players win if they can get all eight treasures and their whole team out of the house; they lose if all six hauntings are on the board.
Ghosts Love Candy3-645 Min6.68+Story: Ghosts Love Candy-everyone knows that! The cruel twist is that they no longer have the physical bodies to enjoy the scrumptious candy they crave. But, on Halloween, the rules are off. Ghosts use this mystical and eerie night to temporarily possess unsuspecting Trick-or-Treaters so they can indulge in as much candy as they can get their invisible hands on ... Object: Use your team of ghosts to possess Trick-or-Treaters and gobble up the candy you crave. The player whose ghosts earn them the most candy points after 8 rounds wins. But be careful! When a Trick-or-Treater eats too much candy they get sick and become your burden if you were the one to push them past their candy limit. Game End: The game is over when there is no more candy left to hand out, which is 8 rounds with 2-4 players and 6 rounds with 5-6.
Gingerbread House2-430 Min78+Once upon a time a witch lived alone in her house in the depths of the forest. Her favorite hobby was baking yummy gingerbread; in fact, she loved gingerbread so much that she built her entire house out of it. Unfortunately, she wasn't the only one who loved it! Rude fairy tale characters passing by were eating away her walls, windows, and doors! One day, the witch decided that she'd had enough of them all helping themselves and, paying attention to which types of gingerbread these greedy intruders liked the most, she came up with an idea on how to get rid of them once and for all... In Gingerbread House, you place domino-like tiles in a 3 by 3 grid, covering symbols that provide you with four different types of gingerbread and special actions. Tiles may also be placed on existing types of tiles, forming a 3D structure in front of you. Covering two of the same symbol is extremely valuable as it provides a bonus gingerbread or action. Victory points are awarded for building the tallest structure, completing orders by discarding sets of gingerbread, as well as being the quickest to achieve certain conditions. In the end, the player with the most victory points wins.
Gizmos2-450 Min7.514+The smartest minds of our generation are gathering together at the Great Science Fair. Everyone's been working hard on their creations, but only one will be crowned champion. Contestants have to think on the fly to build their machines quickly and efficiently. Whose project will be the best? In Gizmos, you want to build engines - engines within the game to get things done faster. Using the four types of energy marbles, plucked from the 3D marble dispenser, you purchase and construct new additions to your works. As you build, new attachments can trigger chain reactions, letting you do even more on your turn. Whoever builds the greatest machine and collects the most victory points wins!
Gloomhaven1-4120 Min8.912+Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn. Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player's turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.
Gobblet Gobblers2-25 Min6.25+Gobblet Junior plays the same as Gobblet, but features a smaller 3x3 board (instead of a 4x4 board) with fewer pieces. Your goal in Gobblet Junior is to place three of your pieces in a horizontal, vertical or diagonal row. Your pieces can stack on top of each other and they start the game nested, off the board. On a turn, you either play one exposed piece from your three off-the-board piles or move one piece on the board to any other spot on the board where it fits. A larger piece can cover any smaller piece. Your memory is tested as you try to remember which color one of your larger pieces is covering before you move it. As soon as a player has three like-colored pieces in a row, he wins - except in one case: If you lift your piece and reveal an opponent's piece that finishes a three-in-a-row, you don't immediately lose; you can't return the piece to its starting location, but if you can place it over one of the opponent's two other pieces in that row, the game continues.
Godsforge2-440 Min6.514+Once, Etherium was plentiful and the land was peaceful. Now, its presence in the world has dwindled, and elite spellcasters battle to control the last place this primal resource can be harnessed - the Godsforge. Godsforge features simultaneous play, with each player attacking the player to their left and defending against the player on their right. On a turn, everyone simultaneously rolls four dice, then each player lays one of their four cards face down in front of them. In any order you want, players reveal those cards, paying the cost of them via specific numbers on rolled dice, the sum of rolled dice, veilstones, or a combination of the above. On the dice, 1s can be any number you wish, while an unused 6 can be spent to acquire a veilstone. Spells provide one-shot effects, while Creations go into play in front of you, with some of them providing one-shot 'enter play' abilities in addition to possible attack and defense values and sacrifice abilities. Once all the cards have been resolved, players assess damage comparing their attack value against their target's defense. You then discard any cards you don't want, then refill your hand to four. Once a player is eliminated, everyone still in the game starts taking damage from them each round in order to hasten the endgame.
GOFO2-660 Min817+GOFO is Go Fish on steroids and crack. Players collect books of the finer things in life, like: beer, pizza, weed, whips, switchblades, money, human skulls and drugs. There are also four special function cards that add strategy and fun. GOFO is intended for mature audiences. -description from the publisher
The Good, the Bad, and the Munchkin3-690 Min6.210+Oh, give me a home where the Jackalopes roam And the Dudes and the Buckaroos play, I'll slay and I'll loot, give the monsters the boot, And the dice are not loaded, no way. The Good, the Bad, and the Munchkin opens a whole new frontier - the Wild West! Forget dragons and goblins - Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take. Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeno, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster. The Good, the Bad, and the Munchkin is the next stand-alone game in the award-winning Munchkin line. Steve Jackson (I) and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat and make him 'Rootin' Tootin'' for +10...
GoodCritters4-845 Min7.212+It's the most anticipated moment of any heist: time to split the loot. Of course, everybody trusts the boss to divide everything evenly, right? But will the boss be even-handed and make sure that every 'made critter' gets a piece? Maybe the boss will pay off only some of them and keep the rest of it... GoodCritters is a game for 4-8 criminal critters who are pulling off heists and fighting over the loot! Whoever is chosen as the boss can distribute the loot from the heist however they desire, but it's the crew that has the final say. If the crew doesn't like the split, they might just tell the boss to take a hike and put some other critter in charge! In the end, the critter that collects the most valuable stash of loot wins!
Grand Austria Hotel2-4120 Min7.812+In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor's favor. Only then will your café become the Grand Austria Hotel. The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff. But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win. With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.
The Great Heartland Hauling Co.2-430 Min6.910+In The Great Heartland Hauling Co. (originally announced as Over the Road), players take on the role of medium haul Midwest truck drivers doing their best to make a living by hauling goods for big suppliers. Players truck to various locations around America's Heartland, picking up and dropping off goods using matching cards from their hands. Most locations have native goods that require fewer cards to load; other locations may pay a premium for those goods but may also require more fuel - and time - to get there with the cargo. With limited space in each trailer and only five cards in hand at a time, players will have to expertly manage their resources, as well as play the odds and press their luck to be the best trucker on the road. The Great Heartland Hauling Co. offers a lot of replay value through the use of cards to create a variable board set-up each game. The game includes 60 goods cubes, four thick cardboard trucks, and 46 resource cards - required for pick-up and delivery - that are drawn from a shared draft board, as well as 20 fuel cards, which are used to move about the Heartland.
Great Western Trail2-4150 Min8.312+America in the 19th century: You are a rancher and repeatedly herd your cattle from Texas to Kansas City, where you send them off by train. This earns you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the 'Great Western Trail' not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. Also, it might be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line. If you cleverly manage your herd and navigate the opportunities and pitfalls of Great Western Trail, you surely will gain the most victory points and win the game. -description from the publisher
Gretchinz!2-420 Min6.48+The greenskin's passion for speed and violence is known throughout the galaxy. It is not uncommon to see (from a reasonably safe distance of course) little crowds of Orks from different klans take any excuse to launch their best Gretchinz into insane races where they pilot buggies which have been slapped together with whatever is at hand. There is no need to point out that firepower and speed are far more important than the safety of the racers when it comes to the design of such contraptions. Now you too can recreate these frantic races, pitting these crazy speed freaks against each other. Play your cards cunningly and try to manage your attacks and movements intelligently, before your rivals have a chance to get ahead. Come on, you must finish them! Gretchinz! is a crazy racing game for 2 to 4 players (which can be expanded to up to 8 players with a second copy of the game). Players will be rolling their dice all at the same time. Dice indicate the type of actions that players can perform: move, attach, draw new cards, etc. The fist player to align the dice to his interest will yell and everybody else need to make do with the results they have on the table at that moment. Regarding attacks, players won't know for sure if the cards they have at hand are good enough for their intended action. Players hold the cards in their hand in such a way that they will not be able to see the relevant side of their hands (while the rest of the players can actually see the fire power of the rest of the opponents).
The Grimm Forest2-460 Min7.214+Welcome to The Grimm Forest, where family members of the legendary Three Little Pigs are having an epic house building competition. But this is no ordinary competition as all the most famous Fairy Tale characters will be looking on and occasionally lending a hand. Who will benefit most from the cunning of Robin Hood, the beauty of Snow White, the bountiful gifts of the Golden Goose or the dark witchcraft of the Evil Queen? Using only their wits, a handful of sharp steel tools, and a few stacks of resources gathered at great risk from fields, brickyards, and even the dark and deadly Grimm Forest itself, each player must compete to be the first to build 3 Houses and gain the title of Royal Builder. Players are encouraged to use any of the devious tricks they have read about in the many books of Fables found throughout the land. Some will have their plans wrecked by that villain of old, the Big Bad Wolf, while others will gain bricks, straw, and wood by the cart load. Who will brave the dangers, avoid foul monsters, and bring home the victory? There is only one way to find out... get ready to venture into ...The Grimm Forest! Grimm Forest is a 2-4 player strategic game of Hidden Movement, Resource Gathering, and House Building. It is a medium weight game that plays in approximately 45-60 minutes. During the game, players will play cards secretly to move to various Location boards where they attempt to gather resources. Using their deduction skills and a hand full of Fable cards, players attempt to guess each other's plans and make the most of their actions while disrupting the other player's plans. After resources are collected during the Gather Phase, players will enter a Building Phase where they can use those resources to build Wood, Straw, or Brick Houses. Whenever a player builds a Wall Section on one of their houses, a helpful Friend from the nearby forest comes to lend a hand. Players may choose to accept the help of that Friend, but occasionally it makes more sense to send that Friend to a different player, sometimes discarding their current Friend in the process. With 16 unique Fable cards and 12 powerful Friend cards, gathering resources in the Grimm Forest can be a difficult and challenging endeavor. Work hard, deduce correctly, avoid the treachery of the other builders and the sharp teeth of the lurking monsters, and you just might have a chance! Bienvenue dans la Forêt de Grimm, où les membres de la famille des légendaires Trois Petits Cochons organisent une épique compétition de construction de maisons. Mais ce n'est pas une compétition ordinaire, car tous les personnages des plus célèbres Contes de Fées sont dans les parages & donneront même parfois un coup de main. Qui profitera le plus de la ruse de Robin des Bois, de la beauté de Blanche-Neige, des dons abondants de l'Oie aux Œufs d'Or ou de la sombre sorcellerie de la Reine-Sorcière ? Utilisant seulement son intelligence, une poignée d'outils en acier acéré & quelques piles de ressources récoltées à grand risque dans les champs, les carrières, & même la sombre & meurtrière Forêt de Grimm, chaque joueur doit rivaliser pour être le premier à construire 3 Maisons & gagnez le titre de Bâtisseur Royal. Les joueurs sont encouragés à utiliser tous les trucs sournois qu'ils ont lus dans les nombreux recueils de Fables trouvés dans tout le pays. Certains verront leurs plans saccagés par ce vieux vilain, le Grand Méchant Loup, tandis que d'autres rempliront leur charrette de briques, de paille & de bois. Qui bravera les dangers, évitera les monstres immoraux & rapportera la victoire au foyer ? Il n'y a qu'une façon de le savoir... préparez-vous à vous aventurer dans... La Forêt de Grimm ! La Forêt de Grimm est un jeu stratégique pour 2 à 4 joueurs de Mouvements Secrets, Collecte de Ressources & Construction de Maisons. C'est un jeu de difficulté medium qui dure environ 45-60 minutes. Durant la partie, les joueurs joueront secrètement des cartes pour se déplacer dans divers Lieux, où ils tenteront de récolter des Ressources. En utilisant leurs compétences de déduction & une main pleine de cartes Fable, les joueurs tentent de deviner les plans des autres & de tirer le meilleur parti de leurs actions tout en perturbant celles des adversaires. Après avoir collecté les ressources durant la Phase de Récolte, les joueurs entreront dans une Phase de Construction, où ils pourront utiliser ces ressources pour bâtir des Maisons en Bois, en Paille ou en Briques. Chaque fois qu'un joueur construit une Section de Murs pour une de ses maisons, un Ami utile de la forêt voisine vient lui tendre la main. Les joueurs peuvent choisir d'accepter l'aide de cet Ami, mais il est parfois plus logique d'envoyer cet Ami à un autre joueur, défaussant parfois leur Ami actuel dans le processus. Avec 16 cartes Fable uniques & 12 puissantes cartes Ami, récolter des ressources dans la Forêt de Grimm peut s'avérer une entreprise particulièrement difficile. Travaillez dur, déduisez correctement, évitez la traîtrise des autres bâtisseurs & les dents pointues des monstres aux aboies, & vous pourriez avoir une chance de réussir !
The Grimm Masquerade2-540 Min7.28+The Beast has invited you to his castle for a Masquerade. When you enter, you are magically transformed into the identity of another character from The Grimm Forest! The Beast enjoys his antics! Players will be outed if they are given 2 artifacts of their bane, but can win the magical masquerade if they are able to collect 3 artifacts of their favor. The Beast loves to watch the characters try and oust each other. Each player will draw 2 artifacts, keeping one for themselves and giving 1 to any player at the ball. This reveals a lot of information on both players. Why did you keep that artifact? Oh excuse me Snow White, I see you have 2 mirrors does that oust you as the Evil Queen? Turning in 2 Artifacts activates special actions as well, timing these well have great benefits! Don't worry if you are outed early, you take on the role of a Ghost, you get to guess what character you think will win the magical masquerade and if you are correct, you win along with them! You also take a turn handing out Artifacts to characters to try and sway the ball to your favor! The first player to collect 3 Artifacts of Favor or to be the last player remaining will win. All other players will be given a token in their defeat. When someone has 3 tokens, that triggers the end of the masquerade and we see which player was the best! -description from designer
Hamsterrolle2-430 Min6.87+Imagine a hamster's exercise wheel, divided into numerous segments and separated by low fences (built obviously for a National Hunt racing hamster). In Hamsterrolle, the players each receive seven wooden pieces, which they aim to place (one per person per turn) within the wheel without any pieces falling out. Any pieces dislodged are taken back as a penalty, and the first to get rid of her pieces wins.
Hanabi2-525 Min7.18+Hanabi-named for the Japanese word for 'fireworks'-is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花ç«; these are the ideograms flower and fire, respectively.) The card deck consists of five different colors of cards, numbered 1-5 in each color. For each color, the players try to place a row in the correct order from 1-5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they're visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards. An extra suit of cards, rainbow colored, is also provided for advanced or variant play. Hanabi was originally published as part of Hanabi & Ikebana.
Harry Potter: Hogwarts Battle2-460 Min7.511+The forces of evil are threatening to overrun Hogwarts castle in Harry Potter: Hogwarts Battle, a cooperative deck-building game, and it's up to four students to ensure the safety of the school by defeating villains and consolidating their defenses. In the game, players take on the role of a Hogwarts student: Harry, Ron, Hermione or Neville, each with their own personal deck of cards that's used to acquire resources. By gaining influence, players add more cards to their deck in the form of iconic characters, spells, and magical items. Other cards allow them to regain health or fight against villains, keeping them from gaining power. The villains set back players with their attacks and Dark Arts. Only by working together will players be able to defeat all of the villains, securing the castle from the forces of evil. -description from the publisher
Harry Potter: Hogwarts Battle - The Monster Box of Monsters Expansion2-460 Min7.611+Description from the publisher: Venture into the Forbidden Forest with The Monster Box of Monsters, the highly anticipated expansion to Harry Potter: Hogwarts Battle Play as Harry, Hermione, Ron, Neville or Luna Lovegood as you face frightening creatures and challenging encounters. Beware of any wrongdoing that might earn you detention! Only working together to defeat the evil forces and protecting iconic locations will make the Wizarding World safe once and for all!
Le Havre1-5150 Min7.912+In Le Havre, a player's turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers. After every seven turns, the round ends: players' cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.
Heaven & Ale2-490 Min7.612+You have been assigned to lead an ancient monastery and its brewery. Now it's your time to brew the best beer under God's blue sky! The fine art of brewing beer demands your best timing. In order to get the best results of your production, you have to provide your cloister's garden with fertile resources and the right number of monks helping with the harvest - but keep your brewmaster in mind as he is ready and eager to refine each and every one of your barrels! In Heaven & Ale, you have to overcome the harsh competition of your fellow players. There is a fine balance between upgrading your cloister's garden and harvesting the resources you need to fill your barrels. Only those who manage to keep a cool head are able to win the race for the best beer! -description from the publisher
Hero Realms2-430 Min7.612+Hero Realms is a fantasy-themed deck-building game that is an adaptation of the award-winning Star Realms game. The game includes basic rules for two-player games, along with rules for multiplayer formats such as Free-For-All, Hunter, and Hydra. Each player starts the game with a ten-card personal deck containing gold (for buying) and weapons (for combat). You start each turn with a new hand of five cards from your personal deck. When your deck runs out of cards, you shuffle your discard pile into your new deck. An 80-card Market deck is shared by all players, with five cards being revealed from that deck to create the Market Row. As you play, you use gold to buy champion cards and action cards from the Market. These champions and actions can generate large amounts of gold, combat, or other powerful effects. You use combat to attack your opponent and their champions. When you reduce your opponent's score (called health) to zero, you win! Multiple expansions are available for Hero Realms that allow players to start as a particular character (Cleric, Fighter, Ranger, Thief, or Wizard) and fight cooperatively against a Boss, fight Boss decks against one another, or compete in a campaign mode that has you gain experience to work through different levels of missions.
Hero Realms: Boss Deck - Lich2-40 Min7.80+The things that make men's blood run cold. The danger, the darkness, the destroyer, the big bad guy. Yup, that's you! Play as a mighty Dragon or an undead Lich and take on an entire group of your friends and their pathetic, puny, mortal characters. Or, if you're up for a real challenge, you and a friend can battle these boss decks against each other! Boss decks include 30 cards. Each boss is unique, having different numbers of cards in their starting decks, different ability cards, and even brand new card types.
Hero Realms: Boss Deck - The Dragon2-40 Min7.70+The things that make men's blood run cold. The danger, the darkness, the destroyer, the big bad guy. Yup, that's you! Play as a mighty Dragon or an undead Lich and take on an entire group of your friends and their pathetic, puny, mortal characters. Or, if you're up for a real challenge, you and a friend can battle these boss decks against each other! Boss decks include 30 cards. Each boss is unique, having different numbers of cards in their starting decks, different ability cards, and even brand new card types.
Hero Realms: Character Pack - Cleric2-40 Min7.80+Play Hero Realms as a Cleric, Fighter, Ranger, Thief, or Wizard! Character Packs add a cool new dimension to player vs player games. Each match-up is a unique challenge which will require different strategies. When playing a cooperative campaign, your Character Pack represents the starting point for your character that you will customize over time. Each 15-card Character Pack includes: A custom ten-card starting deck featuring multiple unique character-specific cards A character card with your starting health A class-specific minor ability card A class-specific major ability card Two score cards Rules Cleric [Hero Card] Resurrect (Ability) Bless (Ability) Prayer Beads Spiked Mace Follower x 2 Gold x 6 'Ones Digit' Score Card 'Tens Digit' Score Card
Hero Realms: Character Pack - Fighter2-40 Min7.80+Play Hero Realms as a Cleric, Fighter, Ranger, Thief, or Wizard! Character Packs add a cool new dimension to player vs player games. Each match-up is a unique challenge which will require different strategies. When playing a cooperative campaign, your Character Pack represents the starting point for your character that you will customize over time. Each 15-card Character Pack includes: A custom ten-card starting deck featuring multiple unique character-specific cards A character card with your starting health A class-specific minor ability card A class-specific major ability card Two score cards Rules Fighter [Hero Card] Shoulder Bash (Ability) Crushing Blow (Ability) Shield Bearer Throwing Axe Long Sword Ruby Gold x 6 'Ones Digit' Score Card 'Tens Digit' Score Card
Hero Realms: Character Pack - Ranger2-40 Min7.80+Play Hero Realms as a Cleric, Fighter, Ranger, Thief, or Wizard! Character Packs add a cool new dimension to player vs player games. Each match-up is a unique challenge which will require different strategies. When playing a cooperative campaign, your Character Pack represents the starting point for your character that you will customize over time. Each 15-card Character Pack includes: A custom ten-card starting deck featuring multiple unique character-specific cards A character card with your starting health A class-specific minor ability card A class-specific major ability card Two score cards Rules Ranger [Hero Card] Track (Ability) Headshot (Ability) Black Arrow x 2 Horn of Calling Hunting Bow Ruby Gold x 5 'Ones Digit' Score Card 'Tens Digit' Score Card
Hero Realms: Character Pack - Thief2-40 Min7.80+Play Hero Realms as a Cleric, Fighter, Ranger, Thief, or Wizard! Character Packs add a cool new dimension to player vs player games. Each match-up is a unique challenge which will require different strategies. When playing a cooperative campaign, your Character Pack represents the starting point for your character that you will customize over time. Each 15-card Character Pack includes: A custom ten-card starting deck featuring multiple unique character-specific cards A character card with your starting health A class-specific minor ability card A class-specific major ability card Two score cards Rules Thief [Hero Card] Pick Pocket (Ability) Heist (Ability) Throwing Knife x 3 Ruby x 2 Gold x 5 'Ones Digit' Score Card 'Tens Digit' Score Card
Hero Realms: Character Pack - Wizard2-40 Min7.80+Play Hero Realms as a Cleric, Fighter, Ranger, Thief, or Wizard! Character Packs add a cool new dimension to player vs player games. Each match-up is a unique challenge which will require different strategies. When playing a cooperative campaign, your Character Pack represents the starting point for your character that you will customize over time. Each 15-card Character Pack includes: A custom ten-card starting deck featuring multiple unique character-specific cards A character card with your starting health A class-specific minor ability card A class-specific major ability card Two score cards Rules Wizard [Hero Card] Fireball (Ability) Channel (Ability) Cat Familiar Fire Staff Spell Components Ignite x 2 Gold x 5 'Ones Digit' Score Card 'Tens Digit' Score Card
Hero Realms: The Ruin of Thandar Campaign Deck1-590 Min7.612+Choose your character, team up with your friends, and start your adventure! Gain experience points on each mission. Spend your experience points between missions to improve your character with awesome new skill and gear cards. The 150-card The Ruin of Thandar Campaign Deck contains: Rules for solo and cooperative Campaign play Three different missions, each designed to be more challenging than the last! Skill and gear cards to improve and customize your character
Heroes of Land, Air & Sea1-4180 Min7.714+Heroes of Land, Air & Sea is a 4X-style board game with miniatures that tells the epic tale of orcs vs. humans, dwarves vs. elves, battling kingdoms, and the individuals who turn the tides of war. Players control one of these classic factions, competing to expand their kingdom into new territory. Even the greatest kingdoms begin as small townships, therefore players begin with only a basic town hall, a couple of peons, and a single warrior. From there, players must explore the territory around them, build up their work force, fortify their army, and develop their kingdom - all through careful action selection, exploitation, war, and resource management. As players reach milestones in the development of their kingdom, they gain access to many advantages. Peons become warriors, warriors become powerful heroes, and town halls eventually become castles. Players gain access to water, and even air, vessels and creatures. Boarding these vessels and creatures with your units allows for faster travel across the vast game board and for positioning armies for powerful attacks. War in Heroes of Land, Air & Sea features a cost/reward system carefully detailed on tactics cards from which players must secretly choose. The availability of these tactics cards depends on the units participating in the war. It is here that players wage their wits and legacy in an attempt to exterminate one another. For as we all know, 'history is written by the victors'. Heroes of Land, Air & Sea also boasts two economic systems, one being the risky acquisition and careful management of the resources (food, ore and mana), while the other is a twist on worker placement that requires the leveraging of peons to construct buildings, peons that could otherwise be exploring, expanding, exploiting, and exterminating! Finding this balance is crucial to victory!
Heroes of Land, Air & Sea: Mercenaries Expansion Pack #11-4180 Min7.814+An expansion consisting of mercenary miniatures and their cards. The expansion was initially released as a KickStarter exclusive to backers of the 2017 campaign, but Gamelyn Games has stated that they may also be available for direct sale from their website or at conventions. The expansion contains: 4 Miniatures (Gamelyn the Warlord, Jowls the Minotaur, Gnocke the Hill Giant, and Betula the Treant) 4 Mercenary cards 1 Rule card
Heroes of Land, Air & Sea: Mercenaries Expansion Pack #21-4180 Min7.814+An expansion consisting of mercenary miniatures and their cards. The expansion was initially released as a KickStarter exclusive to backers of the 2017 campaign, but Gamelyn Games has stated that they may also be available for direct sale from their website or at conventions. The expansion contains: 2 Miniatures (Mechmaster Cyd the Harvester, Baaledor the Demon Lord) 2 Mercenary cards 1 Rule card
Heroes of Land, Air & Sea: Mercenaries Expansion Pack #31-40 Min7.90+An expansion consisting of mercenary miniatures and their cards. The expansion was initially released as a KickStarter exclusive to backers of the 2018 campaign. The expansion contains: 4 Miniatures (Hexeidonna, the Gorgon; Beelzehide, the Cultist; Daehorn, the Druid; Cthulyte, the Doppelganger) 4 Mercenary cards 1 Rule card
Heroes of Land, Air & Sea: Nomads Mini-Expansion1-4180 Min7.614+An expansion consisting of 'troll' nomad miniatures and their cards. The expansion was initially released as a KickStarter exclusive to backers of the 2017 campaign, but Gamelyn Games has stated that they may also be available for direct sale from their website or at conventions. The expansion contains: 10 Nomad miniatures 1 Nomad mercenary card 6 Nomad spell cards 1 Rulesheet
Heroes of Land, Air & Sea: Order and Chaos1-6180 Min8.314+Expands Heroes of Land, Air & Sea to support 5 and 6 players. Features a game board extension, components for the 5th and 6th player and 4 additional factions: the Undead, the Lionkin, the Lizardfolk and the Goblins.
Heroes of Land, Air & Sea: Pestilence1-7180 Min8.214+Expands Heroes of Land, Air & Sea to support 7 players. Features a floating continent, held above the board with clear plastic stands, and a sunken continent, achieved by laying a transparent blue sheet over an existing island. Includes 2 new factions: the Birdfolk and the Merfolk, 20 new spell cards, 24 new exploration tokens, and components for a 7th player. -description from designer
Heroes of Land, Air & Sea: Siege Engines Mini-Expansion1-4180 Min7.414+An expansion consisting of six siege engines and their cards. The expansion was initially released as a KickStarter exclusive to backers of the 2017 campaign, but Gamelyn Games has stated that they may also be available for direct sale from their website or at conventions. The expansion contains: 6 Siege engine constructs (3 types) 6 Siege engine cards
Heroes of Terrinoth1-460 Min7.514+Heroes of Terrinoth is a cooperative card game of questing and adventure that invites you and up to three allies to take on the role of unique heroes, choosing from twelve distinct and powerful heroes, split between four archetypes - healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows. Regardless of which archetype and class you embrace, you and your friends must combine your powers, leaning on one another's strengths to survive your journeys and defeat the enemies who stand against you. Over the course of eight thrilling quests, you will face villainous foes, battle deadly creatures, and save the realm!
High Risk2-420 Min6.18+In the press-your-luck game High Risk, you want to move your climbers up the mountain at the right pace without getting greedy and risking a fall...
Hive2-220 Min7.39+From the Publisher: Hive is a highly addictive strategic game for two players that is not restricted by a board and can be played anywhere on any flat surface. Hive is made up of twenty two pieces, eleven black and eleven white, resembling a variety of creatures each with a unique way of moving. With no setting up to do, the game begins when the first piece is placed down. As the subsequent pieces are placed this forms a pattern that becomes the playing surface (the pieces themselves become the board). Unlike other such games, the pieces are never eliminated and not all have to be played. The object of the game is to totally surround your opponent's queen, while at the same time trying to block your opponent from doing likewise to your queen. The player to totally surround his opponent's queen wins the game. Hive FAQ - please read before posting questions in the forum!
Hoax (second edition)3-620 Min614+When an unscrupulous business magnate meets an undignified end, a fierce competition for his estate begins. In Hoax, three to six players each take on the secret identity of a member of Vargas' family or household. No matter what your identity, your goal is to eliminate all your competitors by catching them in a lie - but making a false accusation will take you out of the game. If you want to make informed accusations, you must amass resources and spend them to investigate other players. To win, you have to both avoid accusations and judiciously make them, all the while making your opponents believe that all your lies are true. Whoever is devious enough to outlast all the other players wins!
Hokkaido2-540 Min7.28+After establishing themselves in Honshu, the Lords and Ladies head north to Hokkaido. Beholding Hokkaido's mountainous landscape, they see that expansion on this land will prove to be a greater challenge than before. Hokkaido is the second map-building card game in the Nippon series, bringing new ideas and mechanisms to the first design Honshu. A game of Hokkaido consists of twelve rounds, each divided into two separate phases. Each player must expand their personal map to maximize their scoring possibilities. -description from publisher
Holding On: The Troubled Life of Billy Kerr2-460 Min6.314+'All my life I've kept my mouth shut - out of loyalty, out of fear... out of shame. And look where it's got me, lying here with my rear-end hanging out of a blue gown, all you lot fussing around me. Sure, that's no way to live. No way to die.' Holding On: The Troubled Life of Billy Kerr is a co-operative game where players work as nursing staff tasked with providing care for the terminally ill. Your latest patient has been rushed in following a massive heart attack on a flight from Sydney to London. When the game begins, all you know is this - his name is Billy Kerr, he is sixty years old, and he has been given days to live. Players must work together to provide Billy with appropriate care, responding to medical emergencies while gaining his trust. Over ten fully replayable Scenarios, you will need to piece together a lifetime of memories while being drawn deeper into his troubled past. As you discover more about Billy, can you help him find the courage required to confront the three regrets that keep him holding on? Dealing with themes of dying and regret, Holding On: The Troubled Life of Billy Kerr invites players to experience the extraordinary life of an ordinary person in his final days.
HUE2-510 Min6.48+Secretly choose 3 colors and build the largest color sections in this fast-playing, tile-laying strategy game. Players build an area of color sections together. In the end, the winner is the player who chose the most valuable 3 colors. First in the Pack O Game series.
Illusion2-515 Min6.98+Can you trust your eyes? How much color do you really see? These questions are what drive gameplay in Illusion, with rules that allow for gameplay to start immediately. Who has the right perspective not to be fooled?
Impulse2-660 Min6.913+Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area. The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter. On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done. When you perform actions - whether from moving transports to them or using the Impulse - you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., 'Command [1] ship for one jump' or 'Build [1] cruiser at home'; when you boost an action, you increase that numeral. Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!
Incubation2-540 Min6.38+An incredible discovery has been made that will change the world forever. High in the snow-capped mountains, explorers have come across a number of large, colorful dragon eggs! Now the whole world is clamoring to get their hands on what's inside. It's a good time to get into the egg-hatching business! In Incubation, 2-5 players take on the role of entrepreneurial dragon breeders looking to make a fortune by collecting the required resources and feeding them into their special dragon egg incubators to hatch them. There are four different types of dragons, as well as hybrid and mystery eggs. As the dragons begin to emerge from their eggs, players can use them to fulfill objective cards, which earns them coins. The breeder who has earned the most coins through hatched dragon eggs, completed objectives, and collected tokens wins! Incubation features easy-to-learn rules and a fast playing time, making it a perfect fit for families and players new to the hobby.
Insider4-815 Min7.19+Do we really have free will? Who decides this? Are we controlled by what we hear and what we see, even while thinking we decide freely? Insider is a game that deals with these questions. While communicating to others, you have to find the right answers to a quiz or find the 'insider' who is manipulating the discussion. The insider will do everything to hide their identity while misleading the others. In more detail, players are assigned roles at random. One player is the 'master', and they secretly select a word from a set given in a deck of cards. (In a variant given in the rulebook, they can freely select and write down a word.) The 'insider' player, whose role is not known to the other players, will then secretly view the word. The rest of the players are known as 'commons'. The commons then have approximately five minutes in which to ask the master 'yes' or 'no'-type questions so that they can deduce the secret word. The insider attempts to secretly lead the commons towards the correct word. If the commons fail to guess the correct word, everyone loses. If, however, the word is correctly guessed in the allowable time, the master flips the sand timer, and the commons and master have until the sand runs out to discuss the game and deduce the identity of the insider. If they guess correctly, they win the game together; if they do not, the insider wins.
Insurgency2-2120 Min5.412+Insurgency is a game of political and military conflict set in a fictitious underdeveloped province in the second half of the 20th century. The object of the game is to use guerrilla tactics in order to gain control over the country side. Catalogue Description Guerilla warfare, people's armies, wars of 'liberation' . . . someplace in the world today, a campaign of Insurgency occurs. Set in a fictional province, somewhere, any¬where, this game lets the government and insurgents compete for local loyalties using companies and platoons of troops, cadres, bases, even economic improvement pro¬grams. You conduct a series of campaigns, simultaneously maneuvering forces and setting ambushes. Infiltration, control of key roads, pitched battles, even foreign sanctuaries and terrorist acts can play a role. Optional rules allow up to ten to play, introducing personality conflicts and obscure political motives. Insurgency comes handsomely boxed with a colorful 21.5 by 27.5> map, die-cut counters, and a rule book with basic and optional games, as well as comprehensive background notes on how this game simulates the truly universal rules of guerilla warfare. Retail Price $12.95
Iron Dragon2-6240 Min712+Description from the publisher: Iron Dragon takes railroading games where they have never gone before - to a land filled with elves, cat-people, trolls and magic. Genetically engineered dragons pull trains across dangerous and unexplored territory. Connect cities, fight off forest creatures, and explore the underground to build a railroad empire. Based on the Empire Builder system, this fantasy game puts classic building strategy and money management tools in a new venue. Players use erasable crayons on a special board and operate a rail empire. Perfect for an evening of fun and adventure with family and friends. In Iron Dragon, probably the most elaborate of the crayon rail games from Mayfair Games, players are set within a fantasy world attempting to create an extensive and profitable rail network. Players use crayons to draw their rail lines on the game board itself and use their existing rail lines to pick up and deliver commodities for payouts dictated by cards. In addition to the standard mechanisms of Empire Builder, Iron Dragon introduces Foremen, which reduce terrain building/river crossing costs depending on their race (elves get a discount in the forest, dwarves get a discount in the mountains, etc.) and Ships, which allow trains to cross the sea between continents, avoid bottlenecks on land, or jump between two unconnected rail networks. Resources are much more segregated by region, with each region specializing in a few resources based on their back story (which is written in the manual).
Ishtar: Gardens of Babylon2-445 Min7.214+From the award-winning designer Bruno Cathala, Ishtar is a game in which you play the role of a gardener aiming to transform the dry desert into the Lost Hanging Gardens of Babylon. To accomplish your mission, you will have to plant flowers, which, if you place them well, can help you gather precious gems and activate actions. Whether to buy Trees (which will block the link between two Flower spots, as well as earning you points) or to purchase upgrades (such as getting two more points per Tree card at the end of the game), collecting gems will be a crucial part of the game. Get them before your opponents, recruit apprentices, send them to earn points in the copses of flowers you have created, block others and think carefully of the upgrades to purchase if you want to become the best gardener at the end of the game! -description from the publisher
J'Accuse!3-660 Min5.714+Mon dieu! M. Harpagon Richard is most decidedly dead, though not nearly soon enough for YOUR tastes, the old miser. His passing has brought you all together, feigning tears and anticipating your inheritance, when a terribly bothersome police inspector calls upon you. Chief Inspector Francois Cleu is not convinced that Harpagon passed peacefully in his sleep, as was reported. In fact, he's discovered 'somewhat troubling evidence' that he was instead stabbed, poisoned, shot, strangled, bludgeoned and thrown out of a third story window. Worse, he seems to think YOU had something to do with it. Well, even if you did, which you didn't, there's no sense in all of you going to prison for it. That's why you've decided to 'help' the Chief Inspector figure out who did! After all, you're the old man's heir and you're finally going to get what's coming to you...one way or another. J'Accuse! is about implicating and accusing your friends and family of murder - and no one 'wins' the game so much as one of you will lose! The object is to avoid suspicion for as long as you can, while assuring that someone else ends up accused for the crime. The game ends, and the loser is 'Arrested', when one player gets stuck with at least one of each type of Evidence (Motive, Opportunity and Weapon, which solves the case) OR by having ANY five pieces of Hard Evidence against them (a Preponderance of Evidence).
Jaipur2-230 Min7.512+You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that's not enough for you because only the merchant with two 'seals of excellence' will have the privilege of being invited to the Maharaja's court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds. Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards. If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait! You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.
Jenga1-820 Min5.66+A tower building game. Jenga is played with 54 wooden blocks; each block is 3 times as long as it is wide, and slightly smaller in height than in width. The blocks are stacked in a tower formation; each story is three blocks placed adjacent to each other along their long side, and each story is placed perpendicular to the previous (so, for example, if the blocks in the first story are pointing north-south, the second story blocks will point east-west). There are therefore 18 stories to the Jenga tower. Since stacking the blocks neatly can be tedious, a plastic loading tray is included. Once the tower is built, the person who built the tower moves first. Moving in Jenga consists of taking one and only one block from any story except the completed top story of the tower at the time of the turn, and placing it on the topmost story in order to complete it. Only one hand at a time may be used to remove a block; both hands can be used, but only one hand may be on the tower at a time. Blocks may be bumped to find a loose block that will not disturb the rest of the tower. Any block that is moved out of place may be left out of place if it is determined that it will knock the tower over if it is removed. The turn ends when the next person to move touches the tower, although he or she can wait 10 seconds before moving for the previous turn to end if they believe the tower will fall in that time. The game ends when the tower falls in any significant way -- in other words, any piece falls from the tower, other than the piece being knocked out to move to the top. The loser is the person who made the tower fall (i.e. whose turn it was when the tower fell); the winner is the person who moved before the loser. The same game concept was published in 1984 by Fagus under the name 'Hoppla - eins zuviel!'
Junk Orbit2-540 Min7.110+Space - the final junkyard. Good thing one planet's trash is another planet's treasure! In Junk Orbit, you're captain of your own scavenger ship, picking up space junk and transporting it to any city that will take it. Launch your junk ... uh, *cargo* ... out of your airlock to propel your ship! Race to deliver your cargo as you navigate the orbits of nearby planets and moons! It's astrodynamics for fun and profit! On your turn, carry out these three steps: 1. Launch junk - Choose any one junk tile in your cargo hold and move it away from your ship (clockwise or counter-clockwise, your choice) a number of spaces equal to its numeric value. If it reaches its destination city this way, you have made a remote delivery. Otherwise, it simply comes to rest after moving its full distance. It is also possible to hit an enemy ship with launched junk, causing that opponent to discard one junk tile from their cargo. 2. Move ship - Your ship must now move the same distance that your launched junk did, but in the opposite direction. When your ship reaches a transfer point between location boards, you may choose to switch orbits. If you do, your ship changes direction (from clockwise to counter-clockwise, or vice versa) as it enters the new orbit. If the space your ship lands on is the destination of any junk in your cargo, you have made a direct delivery. 3. Pick up junk - After moving your ship, pick up all junk tiles present in your current city, adding them to your cargo hold. Then, refill your current city with one new junk tile from the corresponding stack (e.g., if at a Mars city, refill from the Mars stack). Each player has their own ship with a unique ship power that breaks the rules above in some way. The end of the game is triggered when a city cannot be refilled because its stack is empty. When this happens, every player gets one final turn, then players tally the values from all of their delivered junk tiles, and whoever has the highest total wins.
Just Desserts2-525 Min6.18+The guests are here, and they're hungry, so try to be the best waiter at this café by making sure that all the guests get their Just Desserts! In this card game, each player starts with a hand of three dessert cards while three guest cards are placed in the center of the table; each dessert card shows 1-3 tastes that it satisfies, such as chocolate, fruit, or pastry, while the guest cards show what they crave as well as what they refuse to eat. On a turn, you draw a dessert card, add a guest card to the table from the deck, then take one of three actions: Serve (and claim) one or two guests by discarding one or more dessert cards to give them what they want (while avoiding what they don't want); if you give a guest their favorite item, you get tipped with an extra dessert card. Draw one more dessert card. Dump as many dessert cards as you want, then drawing that many cards from the deck. At the end of your turn, discard guests from the table so that only one guest of each 'suit' is still waiting to be served - but the guest heading out the door (on top of the discard pile) can still be claimed by any waiter. If at any time you've served three guests of the same suit or five guests of different suits, then you win! Just Desserts includes game variants that allow you to steal guests from another waiter by sending more sweets their way, to force other waiters to each give up one guest, and to hold a surprise party to claim a guest out of turn.
Kaiju Crush2-445 Min6.510+Kaiju Crush is a light strategy game with limited grid movement, shared objectives, and intransitive combat on a modular board. In the game, players choose one of four giant monsters to play and proceed to crush buildings and fight other kaiju for victory points. On each player's turn, they choose to play either their own movement card or the shared movement card to land on and crush a city tile (a.k.a. a building). The player picks up the city tile and drops a territory marker in its place. City tiles score different points and territory markers can yield victory points based on objective cards that show goals like connected or unconnected territory markers, the number of city tile groups a player claims, and shapes created on the city grid. Points are also generated by fighting either a monster on an adjacent space or a monster occupying a territory marker. To fight, players draw five territory markers and look at the reverse side. There are five symbols that represent the blows in the fight: firebreath, claw, tail, kick, and spikes. These symbols are part of an intransitive combat system, in which some symbols beat others but are beaten by others in turn. Each monster also has their own unique fighting ability as well as special abilities that change every game. Winners of either type of battle gain a random combat victory token worth 1-3 points. Winners of territory battles also replace the current territory marker with their own, which may help meet objectives as well as thwart opponents. When no monster can move, the game is over, and the monster with the most victory points is supreme!
Karuba2-440 Min7.28+This is a tile-laying race game with players starting with boards that are identical, and one player drawing tiles that they all will use. They race to get their explorers to temples first and earn points. Along the way they can collect additional points by collecting items off the paths they create. The game ends when one player gets all of their explorers to their corresponding temples or whenever the last tile is drawn and placed. Most points wins. Description from the English Ruleset: Many moons have come and gone since your boats departed on the journey to Karuba. Once you arrive on the island, each player will lead an expedition team of four adventurers. Now you just have to navigate your way through the dense jungle to make it to the temples. „Just< may be something of an understatement; the ancient jungle trails have to be found and uncovered first! Hurry up and be the first to reach the temples to collect the most valuable treasures. Many paths have dead ends and you need to be patient to find the right/best way (through the jungle). Look! A gold nugget! You can pick it up and collect it, same applies to the shiny crystals along the paths.
KeyForge: Age of Ascension2-245 Min7.814+Journey deeper into the world of the Crucible in Age of Ascension, the second age of KeyForge! This continuation of the world's first Unique Deck Game contains 204 new cards seamlessly integrated into a card pool that contains a total of 370 different cards, creating an entirely new collection of Archon Decks for you to discover, explore, and master! The KeyForge: Age of Ascension two-player starter provides you with all the tools you need to either begin or expand your adventures on the Crucible, featuring two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two Poster Playmats, and all the keys, tokens, and chain trackers you and your chosen opponent need to start playing! In more detail, KeyForge is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy's forces, and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may play and use cards only from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare 'Sanctum' at the start of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed must wait. Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival's forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool. Notably, no card in KeyForge has a cost - choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins!
KeyForge: Call of the Archons2-245 Min7.514+From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen-a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day! Along with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet's hidden Vaults to gain ultimate knowledge and power. KeyForge: Call of the Archons is the world's first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge: Call of the Archons, there are more than 104 quadrillion possible decks! Every Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them-interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant! KeyForge: Call of the Archons is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy's forces, and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may play and use cards only from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare 'Sanctum' at the start of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed must wait. Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival's forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool. Notably, no card in KeyForge has a cost - choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins! -description from the publisher
KeyForge: Worlds Collide2-245 Min8.10+The Crucible is about to be shaken up in Worlds Collide, the third age of KeyForge! In this continuation of the world's first Unique Deck Game, two brand-new Houses enter the fray as 284 new cards are seamlessly integrated into the existing card pool. With new Houses come more new keyword abilities and new styles of play to create an entirely new collection of Archon Decks for you to discover, explore, and master! The KeyForge: Worlds Collide two-player starter set provides you with all the tools you need to either begin or expand your adventures on the Crucible, including two unique Worlds Collide archon decks, a quickstart rulebook, two poster playmats, and all the keys, tokens, and chain trackers you and your opponent need to start playing! -description from the publisher
King of Tokyo2-630 Min7.28+In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens-all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo. At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory. The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone! Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year! In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended. First Game in the King of Tokyo series
Kingdom Builder: Big Box2-545 Min7.68+In Kingdom Builder, the players create their own kingdoms by skillfully building their settlements, aiming to earn the most gold at the end of the game. Nine different kinds of terrain are on the variable game board, including locations and castles. During his turn, a player plays his terrain card and builds three settlements on three hexes of this kind. If possible, a new settlement must be built next to one of that player's existing settlements. When building next to a location, the player may seize an extra action tile that he may use from his next turn on. These extra actions allow extraordinary actions such as moving your settlements. By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board. Each game, players will use a random set of Kingdom Builder cards, special actions, and terrain sectors to build the map! Kingdom Builder: Big Box includes the first two expansions Kingdom Builder: Nomads, Kingdom Builder: Crossroads as well as two out of three Queenies (Kingdom Builder: Capitol and Kingdom Builder: Caves).
Kingdomino2-420 Min7.48+In Kingdomino, you are a lord seeking new lands in which to expand your kingdom. You must explore all the lands, including wheat fields, lakes, and mountains, in order to spot the best plots, while competing with other lords to acquire them first. The game uses tiles with two sections, similar to Dominoes. Each turn, each player will select a new domino to connect to their existing kingdom, making sure at least one of its sides connects to a matching terrain type already in play. The order of who picks first depends on which tile was previously chosen, with better tiles forcing players to pick later in the next round. The game ends when each player has completed a 5x5 grid (or failed to do so), and points are counted based on number of connecting tiles and valuable crown symbols.
Kingdomino Duel2-220 Min7.18+Roll the dice, choose the ones you want, and put them together in pairs to create your dominoes. Domino by domino, fill in your map while entrusting the territories of your kingdom to loyal dignitaries. Gather favors from wizards in order to cast powerful spells that will allow you to rule without having to share. Kingdomino Duel is a standalone game that preserves the essence of the acclaimed original Kingdomino. In this game, instead of adding dominoes to your kingdom, you will choose two dice to combine into a single 'domino' that must then be drawn into your kingdom. -description from the publisher
Kitty Bitty2-615 Min5.74+Whether published as Froggy Boogie or Kitty Bitty or some other name, the setting and gameplay of this design remain the same: It's nap time, but the baby critters just want to play. Your job is to make it happen, helping the critters move around without being seen by the adults. Players need to remember which adults are looking in which directions in order to avoid their stares and keep moving!
KLASK 44-410 Min7.58+KLASK 4 features the gameplay of KLASK, but within a round playing area with four goals so that four players can compete at the same time.
Kodama: The Tree Spirits2-530 Min6.814+The forest is growing fast! As caretakers for Kodama, the tree spirits, you must keep the forest a healthy and lush home for your little friends. Over three growing seasons, you must cultivate trees with the right mix of flowers, insects, and branch arrangements to make your Kodama as happy as possible. Whoever cares for their Kodama best will be remembered for generations! From the designer of the hit game Kigi, Kodama: The Tree Spirits branches out into a fun new way to play! Grow your tree by placing cards in clever arrangements, being careful to leave room for future growth. At the end of each season, one Kodama will award you points for how well your tree suits its needs. With beautiful art and innovative mechanics, Kodama is an inTREEguing game for the whole family.
Lagoon: Land of Druids1-460 Min6.414+Lagoon is a game in which 1-4 players (4 play as opposing teams of 2) each lead a circle of druids to shape the fantastical world of Lagoon by harnessing the power of its magical lands to bend destiny. The landscape bristles with three divine energies. Every player action alters the balance of power among those energies, and thus the players collectively determine Lagoon's destiny. One divine energy shall inherit Lagoon, and the player who best served it wins! The world is built using hexagonal tiles, and a new tile is drawn from a bag each time a druid explores a site. Site tiles are double-sided, and each side represents a different mystical site offering a unique magical power to the druids. Each site is also enchanted with one of three divine energies: Elemeen, Vowelon and Deonin. Since the two sides of a site tile are always linked to different energies, every site explored presents a choice of which energy to advance over the other two, as well as what magic will be put into the world for use by the druids. Players also strategically deploy their druids to unravel sites aligned with an energy they choose to oppose, removing such sites from the world and tipping the balance of power towards the other two energies. The energy with the most sites in play at the end of the game becomes Lagoon's destiny, and the player who most supported that dominant energy is the winner. Support is tracked in two ways. First, whenever exploring a site and expanding an energy's reach in Lagoon, the exploring player gains a divine seed token matching the explored site's energy. These seeds can be spent in various ways over the course of the game, but any seeds of the dominant energy remaining in a player's supply at the end of the game are worth 1 point each. Secondly, whenever a player unravels a site, it is removed from play and placed in front of that player. At the end of the game, unraveled sites not matching the dominant energy are worth 2 points each.
Lanterns: The Harvest Festival2-430 Min6.98+The harvest is in, and the artisans are hard at work preparing for the upcoming festival. Decorate the palace lake with floating lanterns and compete to become the most honored artisan when the festival begins. In Lanterns: The Harvest Festival, players have a hand of tiles depicting various color arrangements of floating lanterns, as well as an inventory of individual lantern cards of specific colors. When you place a tile, all players (you and your opponents) receive a lantern card corresponding to the color on the side of the tile facing them. Place carefully to earn cards and other bonuses for yourself, while also looking to deny your opponents. Players gain honor by dedicating sets of lantern cards - three pairs, for example, or all seven colors - and the player with the most honor at the end of the game wins.
Last Will2-575 Min7.214+In his last will, your rich uncle stated that all of his millions will go to the nephew who can enjoy money the most. How to find out which nephew should be rich? You will each be given a large amount of money and whoever can spend it first will be the rightful heir. Visit the most exclusive theatres or eat in the most expensive restaurants. Buy old properties for the price of new ones and sell them as ruins. Host a huge party in your mansion or on your private boat. Spend like your life would depend on it. Spend to become rich! If you're the first to run through the money on hand, you'll receive the rest of his inheritance - oh, and win the game. In Last Will, each player starts with a certain amount of money, an individual player board, two errand boys and two cards in some combination of properties and helpers. At the start of each round, lay out cards from the appropriate decks on the offering boards; the four regular decks are properties, companions, events, helpers and expenses, with special cards forming a deck of their own. The particular mix of cards varies by round and by the number of players. Each player then chooses a plan for the round, with each plan indicating the number of cards the player draws (drawn immediately from the four regular decks in any combination), how many errand boys he can use later (one or two), the number of actions available to him that round, and his spot in the playing order that round. In the playing order for that round, players then take turns choosing an action with their errand boy(s), with those actions being: Take a card on display and add it to your hand. Draw a card from any regular deck - This can be chosen only once by each player. Visit the opera and spend $2. Adjust the value modifiers in the property market. Take a player board extension, thereby giving you room to play more cards. Players then take actions in the playing order for that round, with each player having as many actions as indicated on his plan. Actions let you play one-time events (which have a cost, possibly variable); helpers and recurring expenses (which are placed on your individual player board); and properties (which cost money and may depreciate over time). You can often play companions with events or recurring expenses - of course you should bring a date to the opera or a horse on your yacht! - to increase their cost. You can also use actions to activate cards on your player board, possibly with one or more companions and always with the goal of spending money. Helpers and special cards can provide you with unique powers to further boost your profligacy. At the end of each round, you must discard down to two cards in hand, and properties that can depreciate do so; this is good as a player cannot go bankrupt if he owns properties, and the only way to get rid of properties is to sell them, which regretably puts money back in your hands unless the depreciation was intense or you manipulate the market. If a player has no money and no properties, he declares bankruptcy and the game ends at the conclusion of that round; otherwise the game ends after seven rounds. The player who has the least money (or even who is most in debt) wins.
The Legend of the Cherry Tree that Blossoms Every Ten Years2-420 Min6.58+Do you know the legend of the cherry tree that blossomed every ten years? The story goes that once every decade, the cherry tree would shroud itself in beautiful flowers during the first days of spring. Thousands of buds grew on its branches and stretched elegantly toward the sky before becoming magnificent flowers of inestimable quality. When the flowers on the cherry tree begin to fall softly to the ground, you rush to collect them before they wither: The one who can gather the most flowers will have their wish granted by the cherry tree. But if you are too greedy, the cherry tree will find you unworthy of its gift, and you will lose the chance to make your dream come true... The flowers on the cherry tree have begun their delicate fall and are ready to be collected. Each turn, draw one or more flowers from the bag and try to gather as many as possible without being too greedy. At the end of your turn, put your flowers either in front of your screen to gain victory points based on your sets of flowers, or behind your screen to gain victory points by having the largest groups of flowers. The player who has the most victory points at the end of The Legend of the Cherry Tree that Blossoms Every Ten Years wins.
Legend of the Five Rings: The Card Game2-290 Min7.614+Description from the publisher: Welcome to the realm of Rokugan: a land of samurai and mystics, mad dragons and divine beings - a land where honor is stronger than steel. Here, the clans serve the Emperor and engage in courtly deceptions and power plays, even as they wage war against each other and the evil forces that plague their realm. This is the world of Legend of the Five Rings! Legend of the Five Rings: The Card Game is a Living Card Game set in the world of Rokugan, the original setting for the Legend of the Five Rings collectible card game. To play a Living Card Game, players create individual decks of cards from a base game with a fixed set of cards; they can then add supplemental card packs to this game world, with each pack also having a fixed set of cards, in order to vary their game experience. While the connection of Legend of the Five Rings: The Card Game to Rokugan and the Colonies - as well as its pervasive themes of honor, nobility, magic, intrigue, duty, and warfare - should carry over from the original L5R CCG, Legend of the Five Rings: The Card Game is not compatible with that original game and will feature significant changes in the game mechanisms.
Legendary Forests2-520 Min6.98+8bit MockUp (8ビットモックアップ) is a multiplayer solitaire game akin to Take it Easy! or Karuba as each player has an identical set of tiles and plays the same tile at the same time to their own tableau - but where each player places each tile may differ... In more detail, each player creates their own world by connecting the landscapes on their tiles. Each player starts the game with the same starting tile in play. One player, the 'Leader', shuffles their tiles face down, then removes five tiles from play without looking at them. On a turn, the Leader reveals the next tile, calls out the number on it, then everyone places that same tile somewhere in their landscape, with the adjacent edges of each pair of tiles needing to match. When the Leader draws a tile with a red number, everyone places their piece, then starting with the player who holds the God piece (initially the Leader), everyone draws a monument tile from the center of the playing area and places it on an area in their landscape. Monuments come in three colors (while the landscapes have areas in four colors), and you use only two monuments of a color for each player in the game. After placing monuments, pass the God piece clockwise to the next player. The game ends after everyone has placed their twenty tiles, then players score points based on the areas where they have monuments. Each non-purple edge of a tile has a half-circle on it; when two such edges are placed together, the owner of those tiles has created a 'cookie' in that area. To score, you look at each area where you have a monument. If you have no half-circles in this area - that is, the area is completely enclosed - then you score 2 points for each cookie in that area. If you have any unconnected half-circles in this area, you instead score 1 point per cookie. Whoever has the most points wins! The first edition of 8bit MockUp included tiles for 2-4 players, while the second edition included tiles for 2-5 players. You can have any number of players compete in the same game as long as you have enough sets. ••• プレイヤーã¯ã€Œç¥žã•ã¾ã®è¦‹ç¿’ã„ã€ã¨ãªã‚Šã€ 神ã•ã¾ã‹ã‚‰æ示ã•ã‚Œã‚‹åœ°å½¢ã‚’上手ã«ç¹‹ã’ã¦ã€ç¥žã•ã¾ãŒæ°—ã«å…¥ã‚‹å›½ã‚’作りã¾ã™ã€‚ ã“ã®ã‚²ãƒ¼ãƒ ã¯ã‚¿ã‚¤ãƒ«é…置型ã®ãƒ‘ズルライクãªã‚²ãƒ¼ãƒ ã§ã™ã€‚ タイルã®è¾ºã¨è¾ºã®è‰²ãŒåˆè‡´ã™ã‚‹ã‚ˆã†ã«é…ç½®ã—ã¦ã„ãã€20æžšé…ç½®ã—ãŸã‚‰ã‚²ãƒ¼ãƒ çµ‚了ã§ã™ã€‚ ゲーム中ã«ä½•åº¦ã‹ãƒ¢ãƒ‹ãƒ¥ãƒ¡ãƒ³ãƒˆã‚’建築ã™ã‚‹ã‚¿ã‚¤ãƒŸãƒ³ã‚°ãŒç¾ã‚Œã¾ã™ã€‚ 建築ã—ã¦ã„ãŸå ´æ‰€ã«å¿œã˜ã¦ç‚¹æ•°ã‚’ç²å¾—ã—ã¦ã„ãã¾ã™ã€‚ 複数セットã®ã‚²ãƒ¼ãƒ ã‚’ã‚ã‚ã›ã‚‹ã“ã¨ã§æœ€å¤§ä½•äººã§ã‚‚éŠã¹ã¾ã™ã€‚
Legendary: A Marvel Deck Building Game1-560 Min7.614+Legendary: A Marvel Deck Building Game is set in the Marvel Comics universe. To set up the game, players choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.), stack that particular villain's attack cards underneath it, then modify the villain deck as needed based on that villain's particular scheme. Players then choose a number of hero decks - Spider-Man, Hulk, Cyclops, Wolverine, etc. - and shuffle them together; since players use only a handful of hero decks out of the fifteen included, the hero deck can vary widely in terms of what's available. Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers (to enlist more heroes) and their fighting ability (to combat the villains who keep popping up to cause trouble). Players recruit heroes from an array of five cards, with empty slots refilled as needed. At the start of a player's turn, he reveals a villain and adds it to the row of villains. This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander. The villain deck also contains 'master strike' cards, and whenever one of these shows up, the mastermind villain (controlled by the game) takes a bonus action. As players fight and defeat villains, they collect those cards, which will be worth points at game's end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins. If the mastermind completes his scheme, however - having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes - then the players all lose.
Legendary: A Marvel Deck Building Game - Dark City1-560 Min8.314+There is a darkness rising in the Marvel Universe! Legendary: Dark City, the first expansion to 'Legendary: A Marvel Deck Building Game,' brings an entirely new level of play to the critically-acclaimed card game. In Dark City, players use new heroes like Cable, Daredevil, Professor X, and Blade to face off against deadly, all-new Masterminds like Apocalypse, Mr. Sinister, and Kingpin! Legendary: Dark City features 350 all-new cards, including cards for seventeen new Heroes (including X-Force, X-Men, and the Marvel Knights), six new Villain Groups, two new Henchmen Groups, eight new Schemes, and five amped-up new Masterminds more powerful than ever before. Each Hero features four different all-new artworks. A new 'Unique Bystander' mechanic gives special rewards to players who rescue them. It is now up to you to survive the Dark City and become Legendary!
Letter Jam2-645 Min7.410+Letter Jam is a 2-6 player cooperative word game where players assist each other in composing meaningful words from letters around the table. The trick is holding the letter card so that it's only visible to other players and not to you. At the start of the game, each player receives a set of face-down letter cards that can be arranged to form an existing word. The setup can be prepared by using a special card scanning app, or by players selecting words for each other. Each player then puts their first card in their stand facing the other players without looking at it, and the game begins. The game is played in turns. Each turn, players simultaneously search other players' letters to see what words they can spell out (telling the others the length of the word they can make up). The player who offers the longest word can then be chosen as the clue giver. The clue giver spells out their clue by putting numbered tokens in front of the other players. Number one goes to the player whose letter comes first in the clue, number two to the second letter etc. They can always use a wild card which can be any letter, but they cannot tell others which letter it represents. Each player with a numbered token (or tokens) in front of them then tries to figure out what their letter is. If they do, they place the card face down before revealing the next letter. At the end of the game, players can then rearrange the cards to try to form an existing word. All players then reveal their cards to see if they were successful or not. The more players who have an existing word in front of them, the bigger their common success. -description from the publisher
Letters from Whitechapel2-660 Min7.414+Get ready to enter the poor and dreary Whitechapel district in London 1888 - the scene of the mysterious Jack the Ripper murders - with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes - called 'the wretched' - on every street corner. The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.
Lewis & Clark1-5120 Min7.514+On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers - Meriwether Lewis and William Clark - to discover this huge terra incognita. Lewis & Clark is a board game in which each player manages an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance. Lewis & Clark features dual use cards. To be activated, one card must be combined with another one, which becomes unavailable for a while. Thus, players are faced with a constant dilemma: play a card or sacrifice it. During the game, each player acquires character cards that enlarge his hand, building a crew that gives him more options but it needs to be optimized as he will recycle his cards more slowly. This new 'handbuilding' mechanism fits strongly with the historical background. Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players' positions are crucial.
LIE2-620 Min6.212+Players begin the game with 5 cards and they choose which number on each card they will use to bluff and win the round. During a round, each player must either make a bid of how many of a certain die they believe are shared amongst all players chosen dice -OR- call the previous player's bluff and say, 'LIE!' The loser of the round may only draw back up to 4 cards next round and play continues until just one player remains! There are several unique aspects to this 30-card mini micro game: 1. Players choose which dice they will bid and bluff with each round. 2. Each player holds extra hidden information based on which dice they DIDN'T use for the round. 3. The first player to bid in a round must choose which direction the bidding will proceed in. 4. 2 to 6 Players can play! 5. Several variants included. Number 6 in the Pack O Game series.
Little Town2-460 Min7.310+In Little Town, you lead a team of architects and must dispatch workers to the town, collect resources and money, build buildings, and develop this little town. In the game, which lasts four rounds, you can acquire resources such as wood, stones, fish, and wheat from the surrounding squares by putting workers on the board, with three workers being placed each round. When you place a worker, you acquire the resources available in all eight surrounding spaces. You can build buildings by using these resources, and you - or any other player - can gain the effect of the building when place a worker next to it; if you place next to a building owned by another, however, you must pay them a coin before you can collect those resources. Players collect victory points by using the powers of buildings, by constructing buildings, and by achieving goals dealt to them at the beginning of the game. After four rounds, whoever has the most victory points wins. -description from the publisher
Longhorn2-215 Min6.68+1870 - Somewhere deep in Texas, the rearing of Longhorn cattle from northern Mexico is booming. It has now become a major source of income for the Texan farmers, while at the same time attracting cattle thieves of all kinds. In Longhorn, the players assume the roles of two particularly feared outlaws: Eagle Perkins and Jessie Artist Byrd. The aim of the game is simple: to steal cattle (and a few gold nuggets, if possible) to see who can amass the most money by the end of the game - or who can get his opponent arrested by the sheriff! The game is set up by shuffling the 9 locations and setting them up in a 3x3 grid, selecting 9 tokens randomly and assigning one to each location (if the sheriff token is in play, it must be placed on Nugget Hill), and finally randomly distributing the coloured longhorn cattle meeples to each location, with the number required being shown on each location. The start player then chooses a location with 4 cattle and places the player piece in it. The game ends in one of three ways: - If a player takes the sheriff token, they lose immediately - If a player takes all 9 cattle of any one colour, they win immediately (if they did both in the same turn, they lose) - If no legal move can be made, the players score; gold nugget tokens are worth their face value and each colour of longhorn is worth $100 for each cow of the same colour still on the board. For example, if the Perkins player has 4 black cattle and 5 are left on the board, each of his 4 black longhorns are worth $500. If there are no black cattle (because the Byrd player has them, or through drought) then they are worth nothing. The player with the highet total wins. On a players turn, they choose a colour of longhorn present in their location and steal all of that colour. For each longhorn stolen, the player moves the player piece that many spaces and then flips it, to signify that it is now the other player's turn. If a location is cleared of longhorn cattle, the player who took the last longhorn must take the token present and activate it. Some are positive and some are negative. Once a space is cleared, it can not be moved to in a future turn, though it can be moved through.
The Lord of the Rings: Journeys in Middle-earth1-5120 Min8.114+Embark on your own adventures in J.R.R. Tolkien's iconic world with The Lord of the Rings: Journeys in Middle-earth, a fully co-operative, app-supported board game for one to five players! You'll battle villainous foes, make courageous choices, and strike a blow against the evil that threatens the land - all as part of a thrilling campaign that leads you across the storied hills and dales of Middle-earth. Each individual game of Journeys in Middle-earth is a single adventure in a larger campaign. You'll explore the vast and dynamic landscapes of Middle-earth, using your skills to survive the challenges that you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you, the game's companion app guides you to reveal the looming forests, quiet clearings, and ancient halls of Middle-earth, while also controlling the enemies you encounter. Whether you're venturing into the wild on your own or with close companions by your side, you can write your own legend in the history of Middle-earth. -description from the publisher
Lords of Hellas1-490 Min7.914+Enter the Dark Ages of Greece, ruled by mighty Gods wielding advanced technology. Control asymmetric heroes and choose your path to victory, either by strategic control or adventure style monster hunting and quests. Build majestic multi-part monuments of Gods on the board and unlock their mighty powers that will help you win and survive the raids of monsters, who travel through land and rain havoc. In Lords of Hellas, you control an asymmetric hero, developed by increasing his 3 basic statistics and gathering artifacts. The main statistics are: Leadership that will help you to move your armies Strength that will empower you to successfully hunt for monsters Speed that will make your hero move faster Through the game you can choose from various actions and influence the game thanks to the mighty monuments of base Gods: Zeus, Athena, and Hermes. You need to strategically move your armies and hero as well as manage your actions in order to win. Players can win in various ways: by controlling area, temples, or slaying monsters that are wandering through the map and interfere in various ways. Once any victory condition is met, the game ends (there is no point system). -description from the publisher
Lords of Waterdeep2-5120 Min7.812+Game description from the publisher: Waterdeep, the City of Splendors - the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder - or help - the other lords by playing Intrigue cards to enact your carefully laid plans. During the course of play, you may gain points or resources through completing quests, constructing buildings, playing intrigue cards or having other players utilize the buildings you have constructed. At the end of 8 rounds of play, the player who has accrued the most points wins the game.
Lords of Waterdeep: Scoundrels of Skullport2-660 Min8.212+Scoundrels of Skullport adds new content for Lords of Waterdeep. It's not one, but two, complete expansions: the sprawling dungeon of Undermountain and the criminal haven of Skullport. Each thrilling location has unique characteristics and offers new play options, including new Lords, Buildings, Intrigue, and Quest cards. Owners of Lords of Waterdeep can use one or both of these new subterranean locations to add depth to their game experience. There's also a new faction, the Gray Hands, so now a sixth player can join in the fun! The Undermountain Module Undermountain is a vast and multileveled dungeon beneath Mount Waterdeep that once served the crazed wizard Halaster as a site for magical experiments. Now it is a labyrinthine maze with few refuges for weary adventurers. The rumored wealth of Undermountain entices adventurers to brave the mysteries and monsters beneath the City of Splendors. The risks and the rewards are greater for undertaking Quests that require more Gold and Adventurers. The Skullport Module Skullport-also known as the Port of Shadow-is nestled in the heart of Undermountain, deep below the streets of Waterdeep. It is a haven for nefarious crimes, underhanded deals, and back-alley murders. Those who visit Skullport do so at their own peril, for around every corner are new ways to make people disappear. The Skullport module includes a new resource: Corruption. Unlike Adventurers and Gold, having Corruption in your tavern penalizes you at the end of the game. Each Corruption token in your Tavern at the end of the game is worth negative Victory Points. The exact negative value depends on how much Corruption has been collected throughout the game; the more corrupt you and your fellow Lords are, the more Corruption hurts your score.
Lorenzo il Magnifico2-4120 Min7.912+Lorenzo de' Medici, also known as 'Lorenzo il Magnifico' (Lorenzo the Magnificent), was one of the most powerful and enthusiastic patrons of the Italian Renaissance. In 'Lorenzo il Magnifico', each player takes the role of the head of a noble family in a city during the Italian Renaissance. You goal is accumulating prestige and fame to gain more victory points (VP) than the others. To do so, you send your family members to different areas of town, where they can obtain many achievements. In one location they get useful resources, in another development cards (which represent newly conquered territories, sponsored buildings, influenced characters, or encouraged ventures), somewhere else they activate the effects of their cards. Family members are not identical. At the beginning of each round, you roll three dice to determine their value. You must choose carefully where to send your most valuable family members... You can gain VP in several ways, and you must also pay attention to your relations with the Church. The game is divided into three periods, each formed by two rounds; at the end of each period, players must show their faith, and whoever hasn't prayed enough will suffer hard penalties. After six rounds, you calculate your final score, and the player with the most VP wins.
Lotus2-430 Min6.88+Lotus is a beautiful game that grows into a unique work of art every time you play. Clear your head and take in the quiet strength of the lotus garden. It takes skillful care and nurturing to grow these flowers to their full potential, but, once picked, they provide their owner with wisdom. Beware, for there are others who will do anything they can to get their hands on these mystical flowers. You'll need to enlist the help of creatures native to this land to take control of the lotus garden and achieve true enlightenment.
Love Letter: Batman2-420 Min7.310+Love Letter: Batman is a game of risk, deduction, and luck for 2-4 players based on the original Love Letter game by Seiji Kanai. The deck consists mostly of criminals, with Joker being the most valuable card at #8, Harley Quinn at #7, and so on, with Robin showing up at #4 and Batman as #1, which is the guard in the original Love Letter. Your goal is either to hold - that is, have captured - the highest valued card at the end of the round or to be the final player active in the round. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, using the power on that card to expose others and (possibly) knock them out of the round. If you use Batman's ability to KO someone (other than Robin), you score one point, with points being tracked via Batsignal tokens. If you're the final player active in the round or the player with the highest card when the deck runs out, then you score a point. The game ends following the round in which someone has seven or more points, and the player with the most points wins.
Lovecraft Letter2-615 Min7.210+It is the 1920s, and the world is in a state of confusion following WWI. During this time, you and your friends find yourselves amongst mysterious events. You are surrounded by strange figures, letters with unreadable texts, as well as sudden appearances of being unknown. By relying on your connections, you set out to investigate these incidents. Unknown to you are the frightful truths that lie in wait ahead of you... Lovecraft Letter is a card game that combines the Love Letter system with the world of H.P. Lovecraft. In addition to the standard sixteen cards in the Love Letter game are new versions of the cards that include special 'insanity' powers. If you have one of these cards in your discard pile, then you are insane (at least for the current round) and on future turns can play insanity cards for their regular power or their special power, giving you more options during play. The risk, however, is that you must undergo a sanity check at the start of each of your turns, drawing as many cards from the deck as the number of insanity cards in front of you; draw one or more insanity cards, and you're out for the round. If you win the game, whether by being the last person standing or the player with the highest single card after the deck runs out, you win a token colored to reflect whether you were sane or insane. Win enough tokens of the right type, and you win the game. Cthluhu can also help you win the game if you release it at the right time... Will you put an end to the evil schemes as an investigator, or will you help guide the world to destruction as one of insanity's disciples? It all depends on you. 1920年代ã€ä¸–ç•Œã¯ã„ã¾ã ç¬¬ä¸€æ¬¡å¤§æˆ¦å¾Œã®æ··è¿·ã®ä¸­ã«ã‚ã£ãŸã€‚ãã‚“ãªæŠ˜ã€ã‚ãªãŸã®èº«å†…ã€ã‚ã‚‹ã„ã¯å‹äººãŒã€ä¸å¯æ€è­°ãªå‡ºæ¥äº‹ã«é­é‡ã™ã‚‹ã€‚周囲ã«ç¾ã‚ŒãŸå¥‡å¦™ãªäººå½±ã€èª­ã‚ãªã„文字ã§ç¶´ã‚‰ã‚ŒãŸæ‰‹ç´™ã€ãã—ã¦ã€çªç„¶ã®å¤±è¸ªã€‚ ã‚ãªãŸã¯ä¼æ‰‹ã‚’頼りã«ã€ã“ã®äº‹ä»¶ã®èª¿æŸ»ã¸ã¨ä¹—り出ã—ãŸã€‚ãã®å…ˆã«ã©ã®ã‚ˆã†ãªæã‚ã—ã„事実ãŒå¾…ã£ã¦ã„ã‚‹ã‹ã‚‚知らãšã«......。 本ゲームã¯ã€ãƒ©ãƒ–レターã®ã‚²ãƒ¼ãƒ ã‚·ã‚¹ãƒ†ãƒ ã§ã‚¯ãƒˆã‚¥ãƒ«ãƒ•ã®ä¸–界観を表ç¾ã—ãŸã‚«ãƒ¼ãƒ‰ã‚²ãƒ¼ãƒ ã§ã™ã€‚通常ã®ã‚«ãƒ¼ãƒ‰ã‚»ãƒƒãƒˆã«åŠ ãˆã¦ã€æã‚‹ã¹ã力をæŒã¤ç‹‚気カードãŒæ–°ãŸã«å°Žå…¥ã•ã‚Œã€å…ƒã®ã‚²ãƒ¼ãƒ ã¨ã¯ç•°ãªã‚‹ã‚²ãƒ¼ãƒ å±•é–‹ã‚’楽ã—ã‚€ã“ã¨ãŒã§ãã¾ã™ã€‚ 探索者ã¨ã—ã¦é™°è¬€ã‚’未然ã«é˜²ãã®ã‹ã€ç‹‚æ°—ã®ä¿¡å¾’ã¨ãªã£ã¦ä¸–界を破滅ã«å°Žãã®ã‹ã€‚ãれらã¯å…¨ã¦ã‚ãªãŸã®é¸æŠžæ¬¡ç¬¬ã§ã™ã€‚
Lovelace & Babbage2-430 Min6.914+In Lovelace & Babbage, players adopt the roles of 19th-century computing pioneers including Ada Lovelace and Charles Babbage. Each player has their own unique abilities and subroutines, providing asymmetric gameplay and new challenges. Programming an early mechanical engine, players complete tasks for famous 19th-century patrons who award influence in areas such as art, science, and engineering. Turns take place in real-time with players competing over a mix of personal and shared goals as they all program the engine simultaneously. Speed and accuracy are both rewarded, so different play styles and levels of ability can all succeed.
Lucidity: Six-Sided Nightmares1-430 Min6.514+Lucidity: Six-sided Nightmares is a press-your-luck dice collection and manipulation game for 2-4 players. It takes less than a minute to learn and 20-30 minutes to play. Whenever you close your eyes, you fall into the dream realm: a world of vivid hallucinations and dark monsters. You must use your wits to draw power from the dream realm and break its hold on you, before the monsters can track you down and consume you! Each turn, you randomly draw a number of dice from a shared bag. This represents the dreams you will encounter this turn. Return two to the bag to represent your chosen path through the dream realm and roll the remainder. After you have suffered the effects of your roll, you must choose whether to rest (and clear your card of one or two dreams) or press on and try your luck on another turn - going deeper and rolling more dice every time you do so. You win by collecting 15 power symbols on your rolled dice - freeing yourself from the dream world's grasp. But if you collect too many of the wrong symbols, you may find yourself twisted and turned by the monsters, until you too become a dreaded Nightmare. Or something's dinner. Should you become a Nightmare, your game completely changes. You can still win, but only by consuming the dreams of the remaining Dreamers, or sending minions after them to prevent them from becoming more powerful than you. If nobody has escaped by the end of the game, the most powerful Nightmare is the victor. Without dreams, you cannot win. But without control, you risk becoming that which you fear most. Or maybe that was your plan all along. -description from the publisher
Machi Koro2-430 Min6.610+Welcome to the city of Machi Koro. You've just been elected Mayor. Congrats! Unfortunately the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die. Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you! Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your dice (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of their city on future turns. The first player to construct all of their landmarks wins!
Maharaja3-5240 Min6.18+Based on the highly successful Britannia, which dealt with the migrations of peoples into the British Isles from the Romans to the Normans, Maharaja employs much the same system, transferred to a different geography and time period. The map depicts the Indian sub-continent from the foothills of the Himalayas to the island of Sri Lanka (aka Ceylon, Serendib). The time period covered runs from the Aryan invasions of 1500 BC to the establishment of the British Raj in the mid-1800s. Re-published in French as Maharadjah by Descartes (with new box cover). Re-implements: Britannia
Maki Stack2-615 Min6.37+Order's up, so it's time for a sushi showdown! Balance and arrange the sushi, plates, and soy sauce bottles, and make sure to execute the order exactly as shown on the card. Be careful because one wrong move and everything might tumble over! Use your fingers as chopsticks to stack pieces, or play in team mode, with each teammate using only one hand and one finger. Maybe you'll play in blindfold mode, with you guiding your teammate as they blindly build the tower of sushi. Be the fastest solo chef or culinary team to master the art of sushi stacking and win Maki Stack, which is playable by two, four, or six players.
Mansions of Madness: Second Edition1-5180 Min8.114+Description from the publisher: Mansions of Madness: Second Edition is a fully cooperative, app-driven board game of horror and mystery for one to five players that takes place in the same universe as Eldritch Horror and Elder Sign. Let the immersive app guide you through the veiled streets of Innsmouth and the haunted corridors of Arkham's cursed mansions as you search for answers and respite. Eight brave investigators stand ready to confront four scenarios of fear and mystery, collecting weapons, tools, and information, solving complex puzzles, and fighting monsters, insanity, and death. Open the door and step inside these hair-raising Mansions of Madness: Second Edition. It will take more than just survival to conquer the evils terrorizing this town.
Mansions of Madness: Second Edition - Beyond the Threshold: Expansion1-5180 Min8.414+From the publisher: The frightening creatures of Mansions of Madness Second Edition have haunted your dreams for weeks now. Mysterious disappearances brought you to the Vanderbilt mansion, and your stay in Innsmouth was disturbed by darkness and despair. You've encountered devoted cultists and disgruntled spirits, bound to the mortal world by their evil task. Terror has overcome you and grievous injuries have put your mortality on display. Every choice you've made has led you somewhere, but even the strongest in mind or body will crack eventually. Even more horror awaits you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition. Introducing two new investigators, one unfamiliar creature, and a variety of additional components, this expansion will extend the possibilities of your journey through each and every unsettling scenario of uncertainty and anxiety. The new spaces to discover, people to encounter, and cards to experience all come together to bring additional scenarios as well, throwing you into the dim unknown of two new mysteries, each with their own unique additions to the world of Mansions of Madness.
Mansions of Madness: Second Edition - Horrific Journeys: Expansion1-5180 Min8.714+In the skies above the Atlantic, a dirigible's peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat. Horrific Journeys is a deluxe expansion for Mansions of Madness which unlocks three thrilling scenarios that take four new investigators far from Arkham, solving mysteries aboard a bustling transatlantic airship, a luxury ocean liner, and a scenic countryside train. With new map tiles, puzzles, monsters, and mythos events, these brave men and women must contend with hideous amphibian monstrocities and interdimensional creatures tearing holes in the fabric of reality all with the knowledge that one wrong move can destroy the very vessels they are trying to protect! In order to arrive at their destinations, the investigator of Arkham must first survive their journey! -description from the publisher
Mansions of Madness: Second Edition - Path of the Serpent1-5180 Min8.714+Now in Mansions of Madness, you take on the role of Arkham's bravest investigators who must step into the unexplored wilderness of the Amazon jungle and explore crumbling ruins, discover the secrets of lost civilizations, and stop a serpent's curse before the world descends into chaos. In three new scenarios, you will battle horrifying serpent creatures, face stone monstrosities that come to life, and beat the ever-present danger of being lost to the jungle forever. Four new characters, four new monsters. The scenarios: In The Jungle Awakens - a lavish Arkham garden party shows off the host's recent acquisitions from a South American expedition. Into the Dark - your team of investigators have been hired to assist a South American expedition. Lost Temple of Yig - takes your investigators to ancient stone halls where serpentine priests attempt to reforge their broken bonds with their god, Yig. The new characters: Leo Anderson - able to help his allies cut through the jungle underbrush and allows them to move one space when he performs a move action. Ursula Downs, the explorer. Once per round, she may listen to the call of the unknown and choose to move one space before or after exploring or interacting with a sight token. Daniela Reyes, the mechanic - whenever she or one of her comrades solves a puzzle during an adventure, she may either gain two clues or discard one horror. Norman Withers, Miskatonic Astronomer - May gain two clues or discard one horror once per round, provided he is in an outdoor space where he can read what is written in the stars.
Mansions of Madness: Second Edition - Recurring Nightmares: Figure and Tile Collection1-5180 Min8.214+From the publisher: The first of the two Figure and Tile Collections, Recurring Nightmares, includes all eight investigator figures, eighteen plastic monster miniatures, and fifteen double-sided map tiles from the Mansions of Madness First Edition core game. Take on the role Pete, the drifter, and make use of his loyal hound dog, Duke, or assume the attributes of Harvey Walters, the brilliant professor. With Recurring Nightmares in your collection, you may also encounter a host of long-forgotten monsters, such as the fearsome Chthonian or the unpredictable Maniac. When you include the First Edition core set or Recurring Nightmares pieces in your game, you will also gain access to a brand new scenario. Tasked with solving the mystery of missing bodies from Hangman's Hill Cemetery, you and your fellow investigators will need to explore the misty and sinister graveyard. You may find the corpses you seek, dead as they ever were, or perhaps some sinister reanimation of their bodies will find you first.
Mansions of Madness: Second Edition - Sanctum of Twilight: Expansion1-5180 Min8.514+Within the lavish rooms of the Silver Twilight Lodge, the most influential citizens of Arkham gather to forge business alliances, plan parades, and lobby politicians. In secret, they also meet to enact forbidden rituals with dark consequences. The poor souls who discover this truth often vanish, never to be seen again. Sanctum of Twilight is an expansion for Mansions of Madness Second Edition that unites two new investigators against the Order of the Silver Twilight in two thrilling scenarios. With new spells, items, mechanics, and a new monster, this expansion immerses players in the Arkham Files universe as they confront the dangers threatening Arkham from within. -description from the publisher
Mansions of Madness: Second Edition - Streets of Arkham: Expansion1-5180 Min8.614+Evil extends its reach and spills into the Streets of Arkham! This expansion for Mansions of Madness: Second Edition places four new investigators in three thrilling digital scenarios that incorporate new elements of gameplay, including elixirs and improvement tokens. Players get hours of exciting gameplay filled with horror and hardships that incorporate the core game and build upon the Arkham Horror canon. Streets of Arkham is an expansion for Mansions of Madness: Second Edition in which investigators must confront the horrific secrets behind Arkham's failing facade of normalcy. From the campus of Miskatonic University to the gang-run speakeasies and storefronts, investigators face threats on both the supernatural and worldly fronts. Only with their wits, grit, and the occasional opportunity to unlock hidden potential can they overcome the threats to the city- and their lives. This expansion unlocks three new digital scenarios, new digital mythos events, and a new digital puzzle. It introduces a new type of card, Elixirs, and a new type of token, Improvements. The expansion also includes new tiles, monsters, investigators, and new cards to further expand your investigations. -description from the publisher
Mansions of Madness: Second Edition - Suppressed Memories: Figure and Tile Collection1-5180 Min8.213+Description from the publisher: The second Figure and Tile Collection brings pieces to Second Edition from both first edition expansions, Forbidden Alchemy and Call of the Wild. Suppressed Memories includes eight investigators, fifteen plastic monster miniatures, and seventeen double-sided map tiles. You may choose to play as Bob Jenkins, the charismatic salesman from Call of the Wild, or the insightful psychologist Carolyn Fern from Forbidden Alchemy. Consider your investigators carefully, because it will take exceptional strength and will to escape a threatening Byakhee or an unsettling Nightgaunt. The Suppressed Memories scenario is based on the collection's Call of the Wild content, meaning those with the original Call of the Wild expansion will be able to play as well. Adding the Forbidden Alchemy expansion as well, however, will increase the number of scenario variants available to you. Fans of the original game may recognize this scenario as a reimagining of a First Edition scenario, featuring the return of Zebulon Whately and an attempt to interrupt a sinister happening in Dunwich. You won't know exactly when your time is nearly exhausted, though, so tensions are sure to run high as you race to stop your occult enemies from carrying out their task.
Marvel: Crisis Protocol2-245 Min8.314+Marvel: Crisis Protocol is a tabletop hobby miniatures game set in the Marvel Universe. Players assemble, paint, and collect an ever expanding line of highly detailed plastic miniatures representing iconic Marvel characters. Players choose characters from their collections to form their own Marvel inspired dream team and then pit their chosen forces against each other on an interactive tabletop where the very terrain itself can be thrown, crashed into, and destroyed during the super powered showdown. Box Contents: 10 hard plastic character miniatures: - Black Widow - Captain America - Captain Marvel - Iron Man - Spider-Man - Baron Zemo - Crossbones - Doctor Octopus - Red Skull - Ultron 10 bases of varied sized from 30mm-50mm 9 pieces of terrain -1 Daily Bugle stand -2 cars -2 dumpsters -2 traffic lights -2 lampposts 170 Tokens 20 team tactics cards 3 map cards 2 affiliation cards 10 character stat cards 6 crisis cards 3 movement tools 4 range tools 1 learn to play guide 10 dice Miniatures are supplied unpainted. Some assembly is be required and Includes very small parts.
Masque of the Red Death4-790 Min6.814+As nobles at a magnificent masquerade ball, you and your friends all vie to improve your social standing. Gossip flies, rumors swirl, and with each chime of the ebony clock, hearts fill with dread and despair. As midnight approaches, you begin to realize that something is amiss. Based on Edgar Allen Poe's sinister story, Masque of the Red Death pits you and up to six of your friends against each other as you hobnob with the Prince. But disaster strikes at midnight. You must balance your actions carefully between currying the Prince's favor and discovering which rooms the Red Death will visit. After all, having the highest social standing matters only if you survive...
Master of the Galaxy2-4120 Min6.810+The Galaxy is vast, rich and open to any species who discovers space flight... but nine Elder Races are expanding through space, ready to assimilate or exterminate anybody who stands in their way. We are proud to announce Master of the Galaxy, a fast playing 4Ð¥ board game - eXplore, eXpand, eXploit, eXterminate - using a unique and innovative blend of bag-building, card-drafting and tech-tree development mechanisms. Drawing inspiration from classic science-fiction, movies, and computer games, Master of the Galaxy merges all these inspirations into a unique and colorful setting. At the start of your conquest of the Galaxy, you have one star system, one Race card and a modest supply of resources. During the game, you will fill your bag with new resources that may lead you to victory depending on your chosen strategy. Moreover, you can use Progress and Political cards to help you to victory! You choose which way you will dominate the Galaxy - try to quickly spread your people all across the Galaxy, develop your science to a level unreachable by your opponents, embark on a methodical extermination of your rivals, it is up to you to decide. All means are good if you are the winner! You can win this bag building game in different ways - by annihilating your opponents, by building 9 space bases, or by achieving dominance in diplomacy, economics, or science. (Español) La galaxia es vasta, rica y abierta a cualquier especie que descubra el vuelo espacial. Nueve razas ancestrales se expanden a través del espacio, listas para asimilar o exterminar a cualquiera que se ponga en su camino. Master of Galaxy es un juego del tipo 4X (eXplorar, eXpandir, eXplotar y eXterminar) que utiliza una combinación única e innovadora de mecanismos de juego de azar con bolsas, draft y árbol tecnológico. Inspirado en clásicos de la ciencia ficción, películas y juegos de ordenador, Master of the Galaxy fusiona todas sus musas en un entorno único y colorido. Master of the Galaxy combina la gestión de recursos con el uso de cartas. Con la creación de una reserva de recursos que obtendremos de nuestra bolsa al azar, tendremos que decidir invertir en tecnología, desarrollo, ofensiva o en los planes secretos de nuestra raza. Pueden jugar de 2 a 4 jugadores, con una media de 30 a 45 minutos por jugador.
Masters Gallery2-530 Min6.68+In Masters Gallery, players are art critics and gallery owners at the same time, trying to pump up the value of certain artists before cashing in their works. The works of five artists - Vermeer, Degas, Renoir, Monet and Van Gogh - are in play. Each player starts with a hand of masterpiece cards, and on a turn you play one on the table to show a stake in the fate of that artist; some masterpiece cards include special actions that allow you to play a second card, draw an extra card, increase the value of a certain artist, or have everyone play a masterpiece card at once. When a certain number of works from one artist are on the table, the round ends, and each work from the most well-represented artists are sold for $1-3. Masters Gallery lasts four rounds, with players receiving additional masterpiece cards prior to new rounds and the value of an artist's work increasing based on past performance. The player with the most money after four rounds wins. Masters Gallery depicts classic works of art on its cards; Modern Art: The Card Game, which features identical game play, uses 'modern art' along the lines used in designer Reiner Knizia's Modern Art board game.
Meeple Circus2-545 Min7.18+Let the show begin! You have only one goal in Meeple Circus: Entertain the audience. The competition is tough, but you can create the most amazing circus by proposing incredible acts! Acrobats, horses, and many accessories are at your disposal. Be sure to undertake a good rehearsal, then with your remarkable dexterity, you can give them the show of their lifetime. Once the circus music starts, all eyes will be upon you! In short, Meeple Circus is a dexterity game in which you do what all gamers do when setting up a game: Pile up your meeples!
MegaCity: Oceania2-460 Min7.18+WELCOME TO THE FUTURE OF CITY BUILDING! GOLD COAST, AUSTRALIA, 2100. Construction of the first oceanic MegaCity begins. Tackling overpopulation and rising sea levels has become the planet's number one priority. Advances in technology enable us to build towering superstructures on immense floating platforms. You are the next generation of architects called upon to design and build these marvels of structural engineering. Race to collect contracts, construct beautiful buildings and vie for awards as a unique MegaCity emerges each time you play. It's a competitive business where prestige points are everything! A combination of dexterity and light strategy, MegaCity: Oceania is the city building game in which you actually build a unique city every time. Players create a brand new MegaCity by collecting Building Tiles, Building Pieces and Contracts. However, this is not a co-operative game - you are battling to score Prestige points based upon the contracts you complete. Players can also gain bonus Prestige points by creating tallest buildings, using a single material, and placing monuments in Parks. At the end of the game, Awards are handed out that contribute to the final score, and points are lost if players have any pieces left over in their personal supplies. Whoever has the highest total is declared the winner, and the finest architect in your new MegaCity. Players build when it's not their turn, meaning this is a game with little downtime. A combination of dexterity, light strategy and creativity make MegaCity a truly unique experience - a city building game where you actually build a brand new city every time you play!
Memoir '442-860 Min7.68+Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes. Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units -- infantry, paratrooper, tank, artillery, and even resistance fighters -- to their greatest strength. 'By design, the game is not overly complex', says Memoir '44 designer, Richard Borg. 'The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory.' In addition to the large, double-sided gameboard, Memoir '44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice. Memoir '44 is designed for 2 players but easily accommodates team play. And with Memoir '44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other. The Memoir '44 series consists of the base game and a number of expansions. This game is based upon Richard Borg's Command and Colors system.
Memoir '44: Air Pack2-260 Min7.68+This expansion for Memoir '44 includes eight painted airplanes and the air rules needed to fly them from the Battle of Britain to the Battle of Midway, from the frigid air of Kursk to the balmy skies of Malta, and deep into Nazi territory. Also included in the pack is a complete compilation of all 64 official Memoir '44 scenarios published to date, including revisions to many of them - taking advantage of the numerous expansions now available for the game system. The Air Pack is further rounded off with a complete 120 card deck describing every single terrain, special rules, troop type and nation introduced since the game's launch at the 60-year anniversary of D-Day. Part of the Memoir '44 series.
Mental Blocks2-920 Min7.110+Mental Blocks is a game of puzzling perspectives, with players trying to complete a puzzle using oversized foam blocks, despite seeing only one perspective of the design. You have to co-operate to complete the puzzle as a team, but you have a time limit, so don't just sit around staring at the pieces. In addition to the time pressure, players have other challenges, such as not being able to talk or to touch certain color blocks. Mental Blocks features sixty puzzles: thirty 'family mode' puzzles and thirty 'challenge mode' puzzles that ramp in difficulty. For an even wilder game, you can add a traitor to the table to block your block-building...
Mesozooic2-620 Min6.58+The age of the dinosaurs is back - this time safely behind glass! Build the best dino zoo and impress your guests in a frantic, real-time puzzle game. Dinosaurs are back and the world is clamoring to see them! In Mesozooic, it's your job as the director to plan and construct a zoo that will surpass any others. Fill your zoo with a variety of crowd-pleasing features: wow your visitors with towering dinosaur enclosures, entertain them with prehistoric attractions, and let them travel around the zoo in style on a network of monorails. Over the course of three rounds, players draft the most desirable features into their hand, piece their zoo together in real-time, and score each layout to see who has created the best zoo. After drafting your favorite features, you'll have to organize them in your zoo-but things won't always go as planned! Race against time by frantically sliding the cards one at a time to match up features and optimize your zoo's layout. Complete dinosaur enclosures, connect monorail tracks, and maintain your attractions to score points. The zoo with the best layout will score the most points! When drafting cards, you can choose to customize your zoo however you like. Choose from attractions, monorails, dinosaur enclosures, or topiary. Guests will be dazzled by the larger-than-life attractions at your zoo. Pterodactyls soar through the aviary, dinosaur eggs hatch in the nursery, and underwater creatures swim through the bright blue waters of the aquarium. Your zoo can include any or all of these attractions! To keep things running smoothly, attractions need to be regularly maintained. In order to score attractions in your zoo, you must keep a maintenance truck next to the attraction. While visiting your zoo, guests will need to get around. Hopping on the monorail will quickly transport your guests to other corners of the park. In order to be effective, the monorail's route must be connected. If you can continue the track, each connection will score points for your zoo. The highlight of the zoo is, of course, the dinosaurs themselves! Let guests come face to face with these creatures from another age. Create the perfect environment for gentle herbivores or powerful carnivores, each in their own enclosure. Each completed enclosure will score points. Careful planning and quick thinking can give you the edge. Astonish guests with the amazing creatures from a land before time. Will guests flock to your dinosaur zoo? -description by the publisher
Miaui3-620 Min6.68+Each round in Miaui, players choose one of the cards in their hand - and everyone starts the game with the same cards numbered 1-12 - to show how deep they dive in the hope of catching the best fish. All kinds of fish are served at the feast but beware the gooey jellyfish and the thieving seagulls. In more detail, three cards are laid out from the catch deck from the surface of the water to the depths. Each players chooses a card and plays them simultaneously. Whoever plays the highest card dives deepest and grabs the card at the bottom of the lake, while the next highest card grabs the card just above this. Whoever played the lowest card collects what's at the surface. Sometimes this isn't good since jellyfish cost you points and seagulls steal your most recent catch. May the best diver win!
The Mind2-415 Min78+The Mind is more than just a game. It's an experiment, a journey, a team experience in which you can't exchange information, yet will become one to defeat all the levels of the game. In more detail, the deck contains cards numbered 1-100, and during the game you try to complete 12, 10, or 8 levels of play with 2, 3, or 4 players. In a level, each player receives a hand of cards equal to the number of the level: one card in level 1, two cards in level 2, etc. Collectively you must play these cards into the center of the table on a single discard pile in ascending order but you cannot communicate with one another in any way as to which cards you hold. You simply stare into one another's eyes, and when you feel the time is right, you play your lowest card. If no one holds a card lower than what you played, great, the game continues! If someone did, all players discard face up all cards lower than what you played, and you lose one life. You start the game with a number of lives equal to the number of players. Lose all your lives, and you lose the game. You start with one shuriken as well, and if everyone wants to use a shuriken, each player discards their lowest card face up, giving everyone information and getting you closer to completing the level. As you complete levels, you might receive a reward of a shuriken or an extra life. Complete all the levels, and you win! For an extra challenge, play The Mind in extreme mode with all played cards going onto the stack face down. You don't look at the cards played until the end of a level, losing lives at that time for cards played out of order.
Mission: Red Planet (Second Edition)2-690 Min7.514+With technology rapidly developing and the human population growing, Victorian-era Earth is in dire need of fuel, land, and other natural resources. Fortunately, automated probes sent to Mars have discovered celerium, an ore that can be combusted to produce ten thousand times more power than a steam engine, and sylvanite, the densest substance ever found. More incredibly, the probes found ice that could be used in terraforming the planet, bringing the idea of colonizing Mars even closer to becoming a reality. As the head of a mining corporation, these minerals and ice found on Mars could make you unfathomably wealthy - if you can reach them before your competitors. You have ten rounds to send your astronauts into space, occupy the planet's most resource-rich zones, and harvest as much celerium, sylvanite, and ice as possible. At your command is a team of nine professionals. Each has a unique skill set, from helping your astronauts traverse the Red Planet to blowing up spaceships before they launch. In each round in Mission: Red Planet, players start by secretly deploying one of their character cards, with this card determining both when they place astronauts on the spaceships awaiting launch to Mars and which special action they take during the round. Each spaceship has a specified destination, and until an astronaut sets foot in a region, no one knows which resource they'll find. Players collect resources (worth points) three times during the game, and they each have a secret mission card that might grant them additional points at game's end. During the game, players might acquire an additional mission or a research card that changes the value of what awaits on Mars. The 2015 edition of Mission: Red Planet features the same gameplay as the original 2005 edition, but it includes: Components for up to six players instead of five Special two-player variant rules New action cards and revised mission and discovery cards Mars' moon Phobos as a new zone that astronauts can explore before possibly returning to the planet itself
Modern Art3-545 Min7.410+Buying and selling paintings can be a very lucrative business. Five different artists have produced a bunch of paintings, and it's the player's task to be both the buyer and the seller, hopefully making a profit in both roles. He does this by putting a painting from his hand up for auction each turn. He gets the money if some other player buys it, but must pay the bank if he buys it for himself. After each round, paintings are valued by the number of paintings of that type that were sold. The broker with the most cash after four rounds is the winner. Part of the Knizia auction trilogy.
Monopoly2-8180 Min4.48+Theme Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes. Gameplay On his turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, he has the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a color group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail. Goal The goal of the game is to be the last player remaining with any money. Cultural impact on rules Monopoly is unusual in that the game has official, printed rules, but most players learn how to play from others, never actually learning the correct way to play. This has led to the canonization of a number of house rules that make the game more palatable to children (and sore losers) but harm the gameplay by preventing players from going bankrupt or slowing down the rate of property acquisition. One common house rule has players put any money paid to the bank in the center of the board, which jackpot a player may earn by landing on Free Parking. This prevents the game from removing money from play, and since players collect $200 each time they pass Go, this results in ever-increasing bankrolls and players surviving rents that should have bankrupted them. Another house rule allows players to take 'loans' from the bank instead of going bankrupt, which means the game will never end. Some house rules arise out of ignorance rather than attempts to improve the game. For instance, many players don't know that properties landed on but left unbought go up for auction, and even some that know to auction don't know that the bidding starts at $1, meaning a player may pay well below the listed price for an auctioned property. Background In the USA in 1933, Charles Darrow devised Monopoly based on an earlier game by Elizabeth J. Magie. The patent was filed 31st August 1935 while the game was on sale in America. Based on an earlier game, The Landlord's Game, it was at first rejected by Parker Bros., as being too complicated to be a success. How wrong could they be! It came to the UK in 1936, made under licence by Waddingtons. Darrow died in 1967 having realised he had developed one of the most successful board games of all times. It was awarded as Game of the Century by the TRA (Toy Retailers Association). Monopoly was patented in 1935 by Charles Darrow and released by Parker Brothers. The game was actually one of a number of variants in existence at the time, all of which date back to an earlier, 1904 game by Elizabeth J. Magie called The Landlord's Game. Magie was a proponent of the Single Tax put forth by famous author Henry George. The game was designed to show the evils of earning money from renting land (as it leads to the destitution of all but one player) and the virtues of the proposed Single Tax - players could choose to play under regular rules or alternate 'Single Tax' rules. The game didn't really go anywhere and Magie lost interest in it. Variations of the game evolved, however, and homemade versions traveled up and down the Atlantic coast and even as far west as Michigan and Texas, being developed all along the way. Eventually the game was noticed by Charles Darrow, who introduced it to the world in its current form. Re-implements: The Landlord's Game Expanded by: Official Monopoly Stock Exchange Add-on Monopoly Free Parking Mini Game Monopoly Get Out of Jail Mini Game Unofficial Super Add-ons: Monopoly Entrepreneur's Accessory to Monopoly Game Spice: Monopoly Expansion Mafiopoly Monopoly: Mob Rule Expansion Deck Final Fantasy Monopoly
Monopoly: Deluxe Edition2-10180 Min5.38+Released in 1995 for the 60th anniversary of Monopoly, Deluxe Edition has a variety of visual improvements over the original game, as well as some additional pawns. The box, board, and pieces are more detailed and colorful. There is a rotating holder for deed cards. Money is held in a fancier holder. It is all just fancier pieces. Gameplay is the same as the original Monopoly.
Monopoly: The Lord of the Rings Trilogy Edition2-660 Min5.48+Make the journey with the Fellowship and claim the territories of Middle-earth in this special edition of the classic MONOPOLY Game. Gather power as you move in and out of these territories, building strongholds and fortresses to secure your holdings. You may even acquire relics such as the staffs of the wizards. Become the most powerful player throughout middle-earth to be the winner. Includes 6 collectible The Lord of the Rings tokens.
Monsieur Carrousel1-615 Min7.54+Monsieur Carrousel is a cooperative game. Work together to help all of the kids get on the carousel before the rain starts to fall! On your turn, roll the die. Choose a kid token that is not yet on the carousel and place it on an empty seat that matches the colour rolled on the die. Make sure to remember the seat type of the kids! Then spin the carousel. What's the weather like when the carousel stops? If your kid ends up in the sun zone of the game board, you pick up a yellow stick - representing a ray of sunshine - and place it in a trough on the board; the troughs need two sticks to fill, and if the stick doesn't fit the space exactly, then you place it back in the reserve, so pick carefully! If your kid ends up in the rain zone, add a raindrop to the board. You roll a colour that has kid tokens in both spaces on the wheel? Spin the carousel and when it stops, look at the seat Monsieur Carrousel is now pointing at with his finger. If he points to a seat with a kid on it, then guess which seat the kid is sitting on. If your guess is correct, place a sun stick; otherwise place a raindrop. The game ends when either all of the kids are on the carousel or all of the raindrops have been placed on the game board. Monsieur Carrousel includes multiple image wheels for variety in gameplay.
Monster Lands1-4120 Min7.412+Monster Lands is a competitive dice-placement game that combines resource management, worker placement, and fun combat. You will take on the role of the leader of a small clan of brave warriors, competing to win the crown of the Lands of the Discord. You will visit buildings within the Citadel, the last bastion against the monsters that have overrun the kingdom, and also travel to the outside, the areas surrounding the Citadel, where you will battle monsters and reclaim the lands for the Queen. At the end of the game, the crown is handed to the clan with most victory points, which are gained by amassing glory, reputation, gold, and trophies from defeating monsters. The most important factor is glory; to gain it you must leave the safety of the Citadel and undertake missions, defeat or capture monsters, and conquer lands. Your mercenaries provide you with dice, which you will use to take actions using a mechanic. In the Citadel, your dice allow you to improve your clan, acquiring hunting tools, shields, potions, venoms, mercenaries, and more. The timing of your dice placement and the type of dice you use affects both yourself and other players. In the Outside, your dice become battle tools. You roll them in missions and battles to try and defeat monsters or reconquer the land. If you plan well, you will have many ways to manipulate your dice results and increase your chance of success. You cannot simply hope for lucky rolls to snatch the crown, you will need to carefully manage your resources and do some proper planning to be successful. Do you have what it takes to go for the crown?
Moonshot the Game1-445 Min6.110+MOONSHOT The Game brings to life the fascinating story of mankind's greatest adventure-the Apollo voyages to the moon. MOONSHOT is not a trivia game, it's a fast-paced game of strategy based on card-play. NASA projects Mercury, Gemini and Apollo provide the backdrop as players are put in command of the Space Race. Each landmark event, pioneering mission, heart-pounding crisis and incredible machine is represented by a playing card. Players use these cards and a supply of fuel cards to complete the historic NASA space missions in a race to be the first to land on the Moon. To complete each mission, you must use your fuel supply to assemble the correct equipment, launch the mission and move your playing piece to the corresponding mission patch on the game board. This completes the mission, you receive a replica mission patch and gain a fuel bonus. During the game you can take advantage of special cards called alarms, events and instants. These represent historic events in space history and can be played to speed you progress or hinder your opponents. After completing the required number of missions, be the first to land on the Moon and win the game. MOONSHOT has a wealth of detail and flavor for the space enthusiast. If you're big on space travel or really enjoy space history, this game is a must. And it's collectible, too! MOONSHOT The Game was awarded in the GAMES Magazine Buyer's Guide 2000 and called by Inquest Magazine. The expanded second edition was released in 2006 and has been renamed Tranquility Base™.
Mouse Trap2-430 Min4.16+Mouse Trap pits 2-4 players against each other as mice trying to navigate through a complex mousetrap. They build the Rube Goldberg inspired mousetrap as they move their mice across the board. They also try to collect cheese cards, which allow them to move other mice to cheese wheel which is the bait for the trap. Once the mousetrap has been completely constructed, players can attempt to capture each others' mice in it by turning the crank, which activates the mousetrap. If the mousetrap doesn't malfunction, the mouse is captured and out of the game. The winner is the last mouse who avoids being trapped. The main appeal of Mouse Trap is the ridiculously complex contraption that is the mousetrap. Somehow even young children can figure out how to assemble it from the blueprints on the board, and everyone enjoys watching it do its magic.
Munchkin3-6120 Min5.910+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Publisher's Description Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run. Admit it. You love it. This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon... And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Other Part of the Munchkin series. Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play. There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in 'bad stuff' which usually involves losing levels and treasure. In May 2010, Steve Jackson Games made the 'big announcement.' Many rules and cards were changed. See The Great 2010 Munchkin Changeover for details. Of note to Munchkin fans, the Kneepads of Allure card, which had been removed in the 14th printing, was added back to the game but modified to be less powerful. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Sequels: The Good, the Bad, and the Munchkin Munchkin Apocalypse Munchkin Axe Cop Munchkin Bites! Munchkin Booty Munchkin Conan Munchkin Cthulhu Munchkin Fu Munchkin Impossible Munchkin Legends Munchkin Pathfinder Munchkin Zombies Star Munchkin Super Munchkin &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Related Board Games Munchkin Quest &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Online play Vassal does not support Munchkin anymore. Former link: Vassal Module &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Pegasus Expansions Munchkin Sammlerbox Munchkin Sammlerkoffer Munchkin Promotional Bookmarks Munchkin Weihnachtsedition - The same as Munchkin, but with a promotional button that grants the wearer extra treasure (when worn in December). &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Online Playthrough There's a great YouTube playthrough with Will Wheaton and Steve Jackson (yes, the Steve Jackson) found here LINK
Munchkin Pathfinder3-690 Min6.312+Munchkin Pathfinder, which includes 168 cards and uses the setting of the Pathfinder role-playing game from Paizo Publishing, can be played as a standalone game or combined with any other core Munchkin game. That said, while Munchkin Pathfinder includes Classes and something new for this set - Factions - the game does not use Races. As for what you'll find in the set, you can try out new classes like Alchemist and Witch; join a faction to become an Eagle Knight or a Red Mantis Assassin; or arm yourself with the T-Bone Stake and the Armor of Insults. You'll need those latter items to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you'll have to fight your way through all those goblins...and kill them and take their stuff! Munchkin Pathfinder Deluxe contains the same cards, die and rules as Munchkin Pathfinder, but also includes a game board, pawns and plastic stands. Munchkin Pathfinder Deluxe also features a brand-new mechanism - 'Factions' - and a new D6 for the iconic Pathfinder Goblin.
Mysterium2-742 Min7.410+In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery. Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit. In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium. Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses. After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points. If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit. Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards - one for the suspect, one for the location, and one for the weapon - then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote. If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
Mystic Vale2-445 Min7.314+A curse has been placed on the Valley of Life. Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits. It will require courage and also caution, as the curse can overwhelm the careless who wield too much power. In Mystic Vale, 2 to 4 players take on the role of druidic clans trying to cleanse the curse upon the land. Each turn, you play cards into your field to gain powerful advancements and useful vale cards. Use your power wisely, or decay will end your turn prematurely. Score the most victory points to win the game! Mystic Vale uses the innovative 'Card Crafting System', which lets you not only build your deck, but build the individual cards in your deck, customizing each card's abilities to exactly the strategy you want to follow.
Nacho Loco2-620 Min5.58+Challengers will outwit, out score and out match opponents to be crowned champion of this spicy new strategy game. The object of the game is to acquire points by getting rid of all your unique triangular (tortilla chip!) cards while blocking opponents from doing the same. Each player is dealt six cards, and a card from the deck is flipped to create a playfield. Opponents place their three-sided cards in the playfield by matching colors. There are three segments on a card, which may include colors, actions, or an unmatchable Black X. Action cards including , , and
Near and Far2-4120 Min7.913+Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined-- these are the fires that fuel the wanderers' journeys, but can they overcome their own greed and inner demons on the way? In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you'll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play. Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures. Answer the call of the ruins and begin your journey. Errata
Nemesis1-5180 Min8.512+Playing Nemesis will take you into the heart of Sci-Fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you will control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. Soldier on the other hand... Nemesis is a semi-cooperative game where you and your crew-mates must survive on a ship infested with hostile organisms. To win the game, you will have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, the other players that will have their own agendas and, sometimes, just cruel fate. The gameplay of Nemesis is designed to be full of climatic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.
Nemesis: Aftermath & Void Seeders1-5180 Min8.812+Nemesis: Aftermath & Void Seeders is an expansion for Nemesis. It contains all of the stretch goals from the Kickstarter campaign: the Aftermath expansion, the Void Seeders expansion and the Medic. -user summary 'Every spaceship has a voice; a melody of machinery and subsystems its crew learns intimately during long travels. The problem is, ever since the last mission our ship sounds WRONG. There's something foul in the way it's speaking to us. Barely audible murmurs. Strange whispers no machine could make. The dark corridors and vast halls almost seem to SING. Some of us have tried to locate sources of this interferences, but they always seemed two steps ahead. Stalked by their never-ending presence, we soon started cracking. Our engineer has cut some words on his flesh. When we asked why, he replied:‘Incandescent secrets need to be written in blood'. Then, our navigator took a spacewalk without her suit. When we pulled her in, her entire face frozen and cracked, she grinned in a way I will never forget. Now, it got even worse. Noises turned into voices, sharing tales of slaughter and terror. They do not run from us anymore. They encircle us and herd us through the ship to some dark purpose. I need to UNDERSTAND them before it's too late. I put my hand on the pistol grip, looking at the backs of my last two crewmembers. I see dark mysteries swirling under their skulls. It would only take two bullet holes to release them...' Rules: Overlook: Voidseeders are a race that can interact with the minds of crew members. They will have few nests instead of one, but only one strong fighting presence at given moment. Once killed, new one will be awakened from the most developed nest. This race will focus on whispering and controlling minds - people that will be near them, will start to listen voices commanding them to do different destructive things. Nests: On the board there is normally 1 Nest as a room token, but there are additionally 2-3 smaller nests. Those are places, where new Voidseeders will born. At the moment of discovering main Nest you should put Stalker miniature in it (this is the model that is on the ship from the beginning. He is very dangerous, especially when faced by people with high Insanity level). Other Nests will start showing up on the board together with discovering certain Exploration tokens. Those nests will be especially dangerous. They will not move, but if crew member will happen to end the turn at the tile with nest, he will get a serious wound. Voidlurkers They will spawn in nests and they objective will be to spread insanity and trying to move players to Nests. Whispersers They will work very similar to Voidlurkers, but with a difference, that they will have the main goal of defending main nest. Stalker He is a main guardian. He takes advantage from fear / insanity of the crew members and will focus on them. Despoiler Equivalent of the Queen. Actually, it is hard to say if she is real or if it is a mass hallucination. One way or the other, she will only emerge when all Insanity tokens will be on players (number of tokens will be specific for different numbers of players). She is extremely strong. Contamination card Here it will change a little bit - players will normally get contamination card every time they will get insanity token. They will be easier to discard (you don't need to check if it was infected or not). Effect of the card will only take place at the very end of the game and it will be the same as in the normal version - if it will turn out it was indeed 'infected' it will mean that your character, even if escaped wend mad and lost the game either way. Whispers mechanic This mechanism will change the noise mechanic. Whenever you move (or event card will tell you to), you will need to roll for whispers. If you will get a corridor with an whisper token already in it (you hear something more) - you need to draw a Card from Insanity deck. Those cards will apply to you or not based on the numbers of insanity tokens your character have. Effects might be very different - from one time action to permanent disabilities. Combat In combat Voidlukers will only try to add insanity tokens to you and then run away to the closes nest. Whisperers will be harder to kill as well as present some portion of actual physical danger, but their main weapon will be still giving you insanity tokens. Things will change with Stalker and Despoiler - those two will be huge opponents who will give you real wounds, so you will not want to be near them. Event phase In event phase, one additional step that will be added is checking your insanity tokens and numbers of Voidlurkers and Whisperer in all rooms next to yours. If number of them is higher then the number of insanity tokens - you add one insanity token and draw one contamination card. But whenever you will be in a room with other people, this effect will be less harmful. (they can help you calm down) Overall feel Overall feel we will be going for will be way different from what you will have in base Core Box. We have a lot of cool ideas how to get Insanity cards in a way, that it will be an additional layer of you not trusting your friends - not only because their objective but perhaps because of the Insanity cards. Additionally, interaction with Voidseeders will be way different, you will need to think very carefully where to move or place your hero not to go insane. -description from the publisher
Nemesis: Untold Stories #11-5180 Min8.812+Not to be confused with the comic included in the base game. (This should actually be Untold Stories #2). The comic in the base game is #1. 80+ A5 pages 10 script 'triggering' cards Art by Patryk Jedraszek and Piotr Foksowicz Scenario by Krzysztof Piskorski and Michal Oracz A lot of additional gameplay.
Newton1-490 Min7.614+The middle of the 17th century was a period of great changes; with the advent of the scientific method came what we now call the Scientific Revolution. Many great scientists, with their theories and ideas, changed and shaped our perception of the universe: Galileo Galilei, Copernicus, Kepler, Bacon and, above all, Sir Isaac Newton. In Newton, the players take the role of a young scientist who wants to become one of the great geniuses of this era. To reach their ultimate goal, they travel around Europe, visit universities and cities, study to discover new theories, build new tools and work to earn money. The game is played over six rounds. Each round, every player plays five cards from their hand, and each played card allows the player to perform one of the many actions of the game. An action can have a variety of effects, which depend on the symbols on the board. At the end of the round, a player can take back all the cards except for one. One card has to remain on the board, which means that you give up one possibility of doing that action, but also that that very action will be carried out with greater strength. Fortunately, you can acquire new cards with additional powers to perform more actions. After six rounds, you calculate your final score, and the player with the most VP wins. -description from the publisher
Ninja Taisen2-220 Min6.48+Ninja Taisen is a two-player, dice-driven open information abstract game with a random set-up. Both players have identical sets of ten fighters, with three fighters in each of three colors with values 1-3 along with a tri-colored boss valued at 4; these fighters are placed in small stacks of varying size onto a line that's eleven steps long. On a player's turn, he rolls the three colored dice and can make up to three moves accordingly, with the blue die moving a blue fighter, etc. Moving a fighter that has other fighters on top of him moves these other fighters as well. If, as a result of movement, his fighter (or stack of fighters) encounters an enemy, a fight between the two top cards in each stack occurs, the result of which is decided primarily by the color (via a rock-paper-scissors mechanism) and secondarily by the number (highest wins). If the boss wins a fight, its power is reduced by the enemy's power for the remainder of the current fight; if two fighters draw, they both retreat one step toward their own village, possibly precipitating other fights on the same turn. The fight continues until either pile is depleted. The first player to either defeat all of the opposing fighters or reach the end of the line (and clear out the opponent's fighters in his village) wins.
Not Alone2-745 Min7.110+It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are NOT ALONE! Will you survive the dangers of Artemia? NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the stranded explorers (the Hunted). If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives. If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever. NOT ALONE is a immersive, thematic card game, where you use guessing, bluffing, hand management, and just a pinch of deck-building to achieve your goal, which is survival for the Hunted... or total assimilation for the Creature!
Not Alone: Exploration2-760 Min7.510+NOT ALONE: Exploration is the first expansion for NOT ALONE. It includes new Hunt cards for the Creature, new Survival cards for the Hunted, and new Location cards for the planet. These 10 new Locations can be played together, or they can be mixed with Locations from the base game, giving NOT ALONE an almost infinite combination of places to explore. Come visit the planet Artemia again, if you dare, in NOT ALONE: Exploration.
Nyctophobia3-545 Min6.39+Welcome to the experiential table top game that is going to redefine what it means to play a game. Nyctophobia, which means 'fear of the dark', is a cooperative game of survival in which up to four players must work together to escape a maniacal predator chasing them in a pitch-black forest. But there's a wrinkle: Would-be survivors play the game with blackout glasses. Players cannot see the board and have to rely on touch to navigate their way to safety. So, are you afraid of the dark? In more detail, Nyctophobia is a cooperative tactile maze game for 3 to 5 players. All but one of the players play the game completely unable to see the board. The blinded players make up the Hunted team. They are tasked with finding the car space on the board and surviving until the police arrive to rescue them. The sighted player is the Hunter, who is tasked with chasing down the Hunted and reducing one of the Hunted to zero health before the police arrive. Nyctophobia includes two versions of the Hunter that you can use: the axe murderer and the mage. The axe murderer is stalking you and your friends in the forest, plodding forward without care or thought, chopping down the trees that separate you to get to you all the quicker; this is the most basic and carnal of all of the experiences you can encounter in Nyctophobia. The mage, by contrast, is a trickster. It's not enough for the mage to hunt her victims. Messing with their mind, manipulating the forest around them, and leaving the blind opponents more lost than when she found them is her aim. The mage can rotate the map, move trees around the forest, and generally confuse the players.
Nyet!2-530 Min6.810+In each opening round of the trick-taking card game Nyet!, players take turns crossing out possible choices for starting player, trump, super trump, the number of cards you discard, and the value of tricks taken on a grid, leaving only one option in each category. Once the starting player is determined, that player chooses a partner, then the teams play out the round based on the conditions they collectively chose.
Okey Dokey1-532 Min6.56+In the cooperative card game Okey Dokey, the players work as a team to put on a music festival including several different performers. You need to be able to place all fifty of the cards in the game within ten columns, but players' hands are kept secret from one another and only slight suggestions can be made.
Once Upon a Time: The Storytelling Card Game2-630 Min6.48+Once Upon A Time is a game in which the players create a story together, using cards that show typical elements from fairy tales. One player is the Storyteller and creates a story using the ingredients on their cards. They try to guide the plot towards their own ending. The other players try to use cards to interrupt the Storyteller and become the new Storyteller. The winner is the first player to play out all their cards and end with their Happy Ever After card. The second edition, published in 1995, features an expanded card set. The third edition, published in 2012, features multiple changes, including new artwork by Omar Rayyan, a new card set, and a simplified rulesheet. See Also Dark Cults The Old Hellfire Club
One Deck Dungeon1-245 Min7.214+One Deck Dungeon is a card game 'roguelike' - a dungeon delve that is different every time, difficult to survive, with a character you build up from scratch. The deck consists of various foes to combat and other perils from the dungeon. Each card, though, depicts both the obstacle to overcome and the potential rewards for doing so. When you defeat a card, you claim it as either experience, an item, or a skill, tucking it under the appropriate side of your character card to show its benefits. The longer you take exploring the dungeon, the deeper you'll delve, and the difficulty will scale up quickly! If you make it far enough, you'll have to fight the dungeon boss. Survive, and you'll be a legend! One Deck Dungeon is designed for 1-2 players. With multiple sets, you can add more players.
One Deck Dungeon: Forest of Shadows1-245 Min7.314+One Deck Dungeon is a card game 'roguelike' - a dungeon delve that is different every time, difficult to survive, with a character you build up from scratch. The deck consists of various foes to combat and other perils from the dungeon. Each card depicts both the obstacle to overcome and the potential rewards for doing so. When you defeat a card, you claim it as either experience, an item, or a skill, tucking it under the appropriate side of your character card to show its benefits. The longer you take exploring the dungeon, the deeper you'll delve, and the difficulty will scale up quickly! If you make it far enough, you'll have to fight the dungeon boss. Survive, and you'll be a legend! One Deck Dungeon: Forest of Shadows is a standalone expansion for One Deck Dungeon that contains new heroes, new dungeons, new perils, new foes, and new mechanisms: Poison and event Perils! It can be combined with the original game for a hybrid dungeon experience, with the heroes and dungeons being compatible with the original, or played on its own.
One Week Ultimate Werewolf3-760 Min68+One Week Ultimate Werewolf takes the gameplay of One Night Ultimate Werewolf and twists it up in a knot, with ever-increasing tension as you venture into the special rooms of Ludwig Castle. Each room provides a special power, and those powers are the key to figuring out the mystery of who among you is a werewolf. Roles can be viewed and switched several times before all is said and done, then the final vote takes place. As in One Night Ultimate Werewolf, your goal is to figure out the secret roles of your opponents as well as your own role by the end of the game. Each day, you enter a different room with a unique ability, and each night you interact with the other players in that room. In addition to the 3-7 players, three staff members roam the castle, and each of them also has a secret role. After a week's investigation (which should take about 45 minutes), it all comes down to a vote. If you're a werewolf, you're trying to remain undiscovered. If you're a villager, you're trying to find those sneaky werewolves. And if you're a Tanner, well, you're trying to get caught! One Week Ultimate Werewolf comes with more than a dozen unique rooms. You play with just a few each game, making each game different.
Onitama2-220 Min7.48+Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle. Each player has two open cards that each display a possible move for any of his pieces. There is a fifth card that cannot be used by either player. On a player's turn, he chooses one of his cards, moves one of his pieces according to the chosen card, then replaces the card he used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card - which is, of course, the card the first player just used. Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game.
Operation1-610 Min4.16+Operation is a dexterity game in which you must extract silly body parts from a hapless patient. In the course of the game you acquire cards which dictate that you must remove a certain piece from the body of the patient. To do this you use a set of tweezers that are attached by wire to the game board. If you are sloppy and touch the metal sides of the hole where the item is located, the patient's pain is indicated by a sudden buzzer and light-up nose. Successful extractions net cash, and the player with the most cash at the end of the game is the winner. Various editions change the patient and the items to be removed, but the game stays the same in its essence: Shrek -- just like the classic version, but with Shrek. Simpsons -- Remove Homer's Bowler's Thumb, Pot Belly, Foot in Mouth, Rubber Neck, Trick Knee, etc. T-Rex -- excavating bones of a T. Rex Spiderman 3 -- healing all of Spiderman's ailments Pit Stop -- manipulating various car parts instead of people-parts Star Wars -- just like classic version, but with R2D2 and C3PO
Orbis2-445 Min6.810+Orbis is a tactical game of world development and strategic resource management, in which players take on the roles of gods creating their best universes. Utilizing lands lost in the aether, players accumulate worshippers to spend on even more fruitful lands - some of which grant game-changing bonuses. The key to victory lies in having the most creation points (CPs) at the end of the game! On your turn, you must take a tile from either the nine region tiles in the center of the table or the available God tiles. (A player may take only one God tile throughout the game.) Every time you take a region tile, worshippers of the same color as the tile taken are placed on adjacent tiles, making the tiles left behind more enticing for the next player. Restrictions apply to region tile placement, making each decision tougher than the last! After fifteen rounds, the game ends when all players have created their universe, at which point CPs are calculated, bonus tiles awarded, and a winner is crowned. Beautifully simple yet rich in strategy, Orbis is a different game each and every time you play it. Become the best god and craft your most prosperous universe!
ORC2-210 Min6.68+Hook: A 2 player battle of hand management and timing. ORC is a short game consisting of 6 battles. On your turn, you must perform the following actions in order: 1. Deploy Orcs: Play 1 card from your hand to a Territory that has not yet been conquered. 2. Draw Weapons: Choose ANY Stockpile(s). Draw card(s) as follows: A. Draw 1 card into your hand if you deployed 2 Orcs. B. Draw 2 cards into your hand if you deployed 1 Orc. A Territory battle occurs immediately after the Stockpile next to a Territory is exhausted. Then, players total their deployed Orcs at that Territory, and a victor will be declared. Orcs that fight in battle will not score points, they only help conquer Territories. Scoring occurs at the end of the game, when all Stockpiles have been exhausted. The player who conquers the most valuable Territories and holds native Orcs in their hand (matching those lands), is the winner! From The Box: Players use Orc clans to dominate territories and earn the most victory points in this strategy game for 2 players. You'll need to carefully plan your attacks and balance your clans in order to win the game! Number 9 in the Pack O Game series.
Orc-lympics2-520 Min6.78+Poison brewing? Stubborn donkey pushing? Table flipping? Let the Orc-lympics begin! In Orc-lympics, players draft a team of orcs, elves, halflings and other fantasy Olympians, each with their own strengths and weaknesses. They then enter these Olympians into a series of seven events. To claim a medal, a player's Olympians must have the highest or second highest total in the appropriate skill. The player who claims the most valuable collection of medals across the seven events wins! -description from the publisher
The Oregon Trail Card Game2-645 Min4.312+Description from the publisher: '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.
The Others2-590 Min7.414+Description from the publisher: In The Others, the world stands on the brink of apocalypse, as the fanatics of the Hell Club have summoned the 7 Deadly Sins to lay waste to our reality. Slowly the Others have creeped into our lives, corrupting society from within. The city of Haven is the key to their invasion, but it will not go down without a fight, thanks to the actions of the paranormal organization known as F.A.I.T.H. (Federal Authority for the Interdiction of Transdimensional Horrors). Each session of The Others is played with one player controlling the forces of a single Sin, against the other players who control a team of 7 FAITH heroes. The heroes cooperate to survive the Sin's attacks and accomplish the missions set before them, while the Sin attempts to thwart the heroes in all ways (preferably by destroying them). The heroes are divided into different classes, each specialized in a different aspect of the game. Leaders are good at helping the other members of the team. Bruisers are excellent melee fighters. Snipers are experts at using guns to put down monsters from a distance. And Fixers have the resourcefulness and knowledge of the occult necessary to resolve supernatural crises that spread through the city. Each hero also has their own stats and unique abilities that set them apart from all others. Knowing when to bring in the right reinforcement can be key to FAITH's victory. Corruption is one of the main mechanics of the game. It is both a way for the Sin to consume heroes, and a way for heroes to accomplish amazing feats they wouldn't be capable of normally. Taking corruption grants heroes powerful bonuses (as long as they keep taking corruption), but when they become fully corrupted, their darkest secrets may come back to haunt them and tear the team from within, or their flesh might simply succumb to the sinful influences. The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect. For example, Pride punishes prideful heroes that venture into the streets on their own, while Sloth punishes heroes who try to move quickly across the board. Heroes will need to learn to deal with the different influence of each Sin, which will always stand between them and their mission. The Sins are also aided by Acolytes, with each session using a different type. These lowly corrupted servants of darkness can fight and stand in the way of heroes, but they also have a once per round special ability that reflects their previous lives. For example, corrupted hobos take equipment from heroes, corrupted nuns corrupt the city districts, and corrupted doctors keep heroes from healing. There are 7 different stories that players can embark on for each session of The Others. Each of them brings different special rules, different dynamics, and a unique system of branching missions the heroes need to accomplish in order to be victorious. There are Terror stories, which are more straightforward, focusing on action and combat; Corruption stories revolve around the Corruption spreading through the city and the heroes themselves; and Redemption stories rely on saving the city and the few innocents that remain. Each story can be played on a different map setup, which further makes the dynamic of each session unique. The board used in The Others is made up of several tiles, each depicting a different city district and different configurations of streets. As the city of Haven still belongs to humanity, and it's the Sins that are attempting to take it over, the heroes can use it to get different benefits each district offers them. For example, they can go to the hospital to heal wounds, to the museum to get rid of corruption, to the RavenCorp tower to get new equipment, or to the police station to call in an orbital strike. What districts are available on each map, and their location, can greatly change the dynamic of the game. As the game progresses, and depending on how badly the heroes fare against storyline plot twists and developments, the Apocalypse Track will advance, making the Sins gradually stronger and more terrifying. Apocalypse cards, tied to the type of story being played (Terror, Corruption, or Redemption) introduce new twists and challenges to the game, even bringing in the members of the Hell Club themselves! Heroes will die. Either in noble sacrifice, torn apart by claws and tentacles, or consumed by the corruption welling up in their souls. The question is whether the FAITH team will manage to fulfill their final mission in time, or whether the Sins will reign supreme over humanity.
The Others: 7 Sins - Apocalypse Expansion2-50 Min7.914+The Others can be played by 2 to 5 players. One player must pick the role of the Sins Player, while the rest are Hero Players. The Hero Players all cooperate with each other, with the Sins Player playing against them all. The Apocalypse expansion offers players a whole new play mode, only for the very brave (or very crazy), including the huge and frighteningly detailed figures of War, Pestilence, Famine, Death, and Apocalypse itself. This expansion introduces a brand new Apocalypse Track to the game. On this track, instead of drawing new Apocalypse cards as the track advances, new Avatars of the Apocalypse are brought onto the board, eventually culminating with the appearance of Apocalypse itself.
The Others: 7 Sins - Beta Team Expansion2-50 Min7.714+The Beta Team Expansion box will include the stretch goals NOT exclusive of the Kickstarter campaign. The full contents of the Beta Team box are: - 5 Heroes, featuring Freder, Elle, Kanga, Polly, and Will; - 12 Upgrade Cards, featuring 6 new cards; - 3 Hero Dice; - 5 Old Town Tiles, including a Maps Leaflet; - 6 Corrupted Police Acolyte Miniatures, featuring 3 different sculpts and their Acolyte Board; - 6 Corrupted Fireman Acolyte Miniatures, featuring 3 different sculpts and their Acolyte Board.
The Others: 7 Sins - Envy Expansion2-50 Min7.714+The Envy Expansion box comes with Avatar, Controller, 6 Abominations, Sin board and 12 sin cards. The Others: 7 Sins is a horror board game for 2 to 5 players. One player controls one of the 7 Deadly Sins, employing monstrous incarnations of these corruptive forces in an attempt to consume the world and bring about the apocalypse. The rest of the players cooperate as heroes of the F.A.I.T.H. organization who will attempt to fight back the invasion! The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect.
The Others: 7 Sins - Gluttony Expansion2-50 Min7.714+The Gluttony Expansion box comes with Avatar, Controller, 6 Abominations, Sin board and 12 sin cards. The Others: 7 Sins is a horror board game for 2 to 5 players. One player controls one of the 7 Deadly Sins, employing monstrous incarnations of these corruptive forces in an attempt to consume the world and bring about the apocalypse. The rest of the players cooperate as heroes of the F.A.I.T.H. organization who will attempt to fight back the invasion! The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect.
The Others: 7 Sins - Greed Expansion2-50 Min7.714+The Greed Expansion box comes with Avatar, Controller, 6 Abominations, Sin board and 12 sin cards. The Others: 7 Sins is a horror board game for 2 to 5 players. One player controls one of the 7 Deadly Sins, employing monstrous incarnations of these corruptive forces in an attempt to consume the world and bring about the apocalypse. The rest of the players cooperate as heroes of the F.A.I.T.H. organization who will attempt to fight back the invasion! The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect.
The Others: 7 Sins - Lust Expansion2-50 Min7.714+The Lust Expansion box comes with Avatar, Controller, 6 Abominations, Sin board and 12 sin cards. The Others: 7 Sins is a horror board game for 2 to 5 players. One player controls one of the 7 Deadly Sins, employing monstrous incarnations of these corruptive forces in an attempt to consume the world and bring about the apocalypse. The rest of the players cooperate as heroes of the F.A.I.T.H. organization who will attempt to fight back the invasion! The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect.
The Others: 7 Sins - Omega Team Expansion2-50 Min7.60+The Omega Team Expansion box includes the Kickstarter Exclusive Stretch Goals: - Nicolas (Monster) - The Mayor (Monster): a monster in the service of Sin, and also 3 new Apocalypse cards to bring him into the game. - Calavera (Leader) - Adrian (Fixer Hero) - Baldur (Fixer Hero) - Rosario (Fixer Hero) - Nichole (Sniper Hero) - PHD (Sniper Hero) - 6 New City Tiles - Faith Dice Bag - 7 Sins Dice Bag
The Others: 7 Sins - Sons of Ragnarok Expansion2-50 Min7.814+The Sons of Ragnarok are a notorious outlaw biker gang, that could very nearly have become Acolytes of Sin themselves. However, their total rejection for following orders made any approach to try and conscript them to aid the sins result in a very dead servant of sin. This biker gang is obsessed with Viking mythology, with members assuming nicknames in reference to the Norse Gods. The realization that the Apocalypse (or Ragnarok, as they prefer to call it) was upon them stirred the gang into a battle frenzy! However, their contempt for authority also means they would never agree to join FAITH. Though that doesn't stop them from carrying on the fight against the Others on their own terms! The Sons of Ragnarok Expansion box contains a full team of 7 heroes, including a Leader, 2 Fixers, 2 Snipers, and 2 Bruisers. These rebels tend to operate outside of FAITH, but they can be mixed and matched with any FAITH team as your group may choose. This team follows the same rules as any FAITH group, though they were designed with special synergy among themselves.
The Others: 7 Sins - Wrath Expansion2-50 Min7.814+The Wrath Expansion box comes with Avatar, Controller, 6 Abominations, Sin board and 12 sin cards. The Others: 7 Sins is a horror board game for 2 to 5 players. One player controls one of the 7 Deadly Sins, employing monstrous incarnations of these corruptive forces in an attempt to consume the world and bring about the apocalypse. The rest of the players cooperate as heroes of the F.A.I.T.H. organization who will attempt to fight back the invasion! The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect.
Pairs2-815 Min6.40+Pairs is the name of the game, and pairs of cards are what players want to avoid. The game uses a 55-card deck that contains one 1, two 2s, three 3s, and so on up to ten 10s. At the start of the game, shuffle the deck, then remove five cards from play unseen. Deal one card face-up to each player. Whoever has the lowest card is the first active player. She decides whether to 'hit' - that is, be dealt another card - or forfeit the round. If she hits and is dealt a card that doesn't match a card she already has in front of her, then the next player clockwise becomes the active player; if the card does match, then the round ends, she keeps one of these matching cards as penalty points, then everyone else discards their cards and a new round begins with each player being dealt a card. If the active player forfeits, the round ends and she takes the lowest-valued card visible on the table as penalty points, then a new round begins. Penalty cards remain set aside, even if the deck is shuffled to continue play. If a player acquires more penalty points than the predetermined threshold, then the game ends and this player loses. (Alternatively, players can use coins to track scores between games, with the loser paying everyone one coin, paying her score in coins to the player with the lowest score, etc.) There are many versions of Pairs from Cheapass Games. The base game play is identical, but the artwork (and artist) vary across the versions. Some include special game rules relevant to the theme of the deck. In general, you can find new/experimental/user-submitted rules at the Cheapass website, and many non-English versions of Pairs also include rules for additional games to play with this deck.
Pandemic2-445 Min7.68+In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand. The game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the 'normal' spread of the infections. Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five-but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win! The 2013 edition of Pandemic includes two new characters-the Contingency Planner and the Quarantine Specialist-not available in earlier editions of the game. Pandemic is the first game in the Pandemic series.
Pandemic Legacy: Season 12-460 Min8.613+Pandemic Legacy is a co-operative campaign game, with an overarching story-arc played through 12-24 sessions, depending on how well your group does at the game. At the beginning, the game starts very similar to basic Pandemic, in which your team of disease-fighting specialists races against the clock to travel around the world, treating disease hotspots while researching cures for each of four plagues before they get out of hand. During a player's turn, they have four actions available, with which they may travel around in the world in various ways (sometimes needing to discard a card), build structures like research stations, treat diseases (removing one cube from the board; if all cubes of a color have been removed, the disease has been eradicated), trade cards with other players, or find a cure for a disease (requiring five cards of the same color to be discarded while at a research station). Each player has a unique role with special abilities to help them at these actions. After a player has taken their actions, they draw two cards. These cards can include epidemic cards, which will place new disease cubes on the board, and can lead to an outbreak, spreading disease cubes even further. Outbreaks additionally increase the panic level of a city, making that city more expensive to travel to. Each month in the game, you have two chances to achieve that month's objectives. If you succeed, you win and immediately move on to the next month. If you fail, you have a second chance, with more funding for beneficial event cards. During the campaign, new rules and components will be introduced. These will sometimes require you to permanently alter the components of the game; this includes writing on cards, ripping up cards, and placing permanent stickers on components. Your characters can gain new skills, or detrimental effects. A character can even be lost entirely, at which point it's no longer available for play. Part of the Pandemic series
Pandemic: Fall of Rome1-560 Min7.88+At the height of its power, the Roman Empire held more than two million square miles of territory containing over a hundred million people. Throughout the centuries of its existence, the Empire brought major advancements in engineering, architecture, science, art, and literature. By the beginning of the 5th Century, decades of political corruption, economic crisis, and an overburdened military had exacted a severe toll on the stability of the Empire. This paved the way for severe incursions from aggressive barbarian tribes, leading to a decline from which Rome would not recover. Now citizens, soldiers, and allies of Rome must unite to protect the Empire. Combining the cooperative gameplay of Pandemic with innovative new mechanisms, Pandemic: Fall of Rome takes players back in history to the time of the world's greatest empire: Rome. A weakened military has left the borders open to invasion from countless tribes such as the Anglo-Saxons, Goths, Vandals, and Huns. As you march through the Roman Empire, you must recruit armies, fortify cities, forge alliances, and face off against the invading hordes in battle. Simply defending Rome is not enough; players must find a way to stop the incursions and find peace with their neighboring peoples. Players collect sets of matching-colored cards to forge an alliance with the different tribes. In doing so, they gain the ability to use cards matching the tribe to convert other members of that tribe into Roman soldiers, furthering their ability to hold the line against other invaders. Take on unique roles with special abilities to improve your team's chances to protect against the invaders. Work together, use your skills wisely, and stop the fall of Rome! Pandemic: Fall of Rome includes a solitaire mode in which the player takes on the burden of being the Emperor and commands three different roles to try to protect the city from the invading hordes. Players who want a more difficult game can try the 'Roma Caput Mundi' challenge by adding more Revolt cards to the deck; they must also respect the law in Rome that Roman legions are not allowed in the city. -description from the publisher
Pandemic: In the Lab1-660 Min7.98+In Pandemic: In the Lab, the second expansion for Pandemic, you will use a new game board that allows you to move the pawns in a laboratory. The goal of this activity is the same as in the base game - finding cures for diseases - but this time in a new way. Behind sealed bio-hazard doors, scientists race against time to sequence diseases, take samples, and test cures. Pandemic: In the Lab includes four new roles, new Virulent Strain events, and a Worldwide Panic Mutation scenario. Players can compete individually or on rival teams (when playing with four or six players). Can your team work together in the lab to save humanity? Pandemic: In the Lab requires the base game. Two of the 3 scenarios also require Pandemic: On the Brink to play. Part of the Pandemic series.
Pappy Winchester3-540 Min78+Pappy Winchester has kicked the bucket! Poor thing, he was the king of swindlers and everyone knows he was filthy rich! His final wish was that his descendants would share his fortune and the plots of his ranch, with the richest becoming the new head of the family. After all, for him the most important thing was that his money stayed in the family! Pappy thought of everything and left an outline of his belongings. In Pappy Winchester, you and the other heirs are now assembled around this map to divvy up Pappy's possessions... The game board features 19 plots of land, divided into seven desert plots, six prairie plots, and six forest plots, with train tracks and a river running crossways through the land, and a saloon set apart from everything else. To set up play, give each player $8,000 and two secret objective cards, then place a bonus token face down on each plot of land. On a turn, the active player draws a plot token at random, then players hold an auction for that plot, with the winner marking it with one of their tokens, then revealing the bonus token and carrying out its effects. This token might let you look at the face-down mine or ranch cards to determine the value of those plots; move the train or boat along the tracks or river, with players owning properties adjacent to this vehicle's location earning money; or collect funds from the saloon. The winner of the auction then divides their bid as equally as possible among all other players, with any remainder being placed on the saloon. Each player starts the game with a duel token, and when a player is involved in an auction that's down to them and someone else, they can decide to sped that token. If they do, a third player shuffles two duel cards - one showing a gun being fired, and the other not - then each bidder takes one of them, with the player holding the firing gun winning the auction. Five piles of banknotes are laid out at the start of play, with a different shared objective card placed on each pile. If the completion of an auction allows a player to meet one or more of the objectives, such as owning one of each type of land or having three plots that don't touch the river, then that player claims the banknotes under that card. After the 19th auction, players reveal their secret objectives, earning money for how well they've met those goals, and whoever owns the most plots of land receives $5,000. Whoever now holds the most money wins! -description from the publisher
Parade2-645 Min6.912+The characters of Alice's Adventures in Wonderland are having a Parade! All players are producers of this parade. Characters from Lewis Carroll's books such as Alice, The White Rabbit, and The Hatter are steadily invited to join this weird procession. On your turn, you play a card (from your hand of five) to the end of the parade. Unfortunately, that card might cause other cards to walk off the parade. These cards count as negative points in the end. The length of the parade line is important. If the number of the card you just played is less than the line length, you may receive the excess cards (counting from last played to the first of the line). But you don't take all the relevant cards, only the cards that meet one of these requirements: 1. the color is the same as color of the card just played, or 2. the number is the same or lower than the card just played The game ends when the draw deck is exhausted or when one player has collected all six colors in their point piles. Then everyone plays one last card. From the four cards remaining in their hand, players choose two cards to add to his or her point piles. The player who has the least negative points after this is the winner. Scoring: Normally, negative points are same the number on the card. But if you have the most cards in a certain color, each of your cards of that color counts as only 1 negative point! Thus, play your cards well!
PARKS1-560 Min7.910+PARKS is a celebration of the US National Parks featuring illustrious art from Fifty-Nine Parks. In PARKS, players will take on the role of two hikers as they trek through different trails across four seasons of the year. While on the trail, these hikers will take actions and collect memories of the places your hikers visit. These memories are represented by various resource tokens like mountains and forests. Collecting these memories in sets will allow players to trade them in to visit a National Park at the end of each hike. Each trail represents one season of the year, and each season, the trails will change and grow steadily longer. The trails, represented by tiles, get shuffled in between each season and laid out anew for the next round. Resources can be tough to come by especially when someone is at the place you're trying to reach! Campfires allow you to share a space and time with other hikers. Canteens and Gear can also be used to improve your access to resources through the game. It'll be tough to manage building up your engine versus spending resources on parks, but we bet you're up to the challenge. Welcome to PARKS! -description from the publisher
Passing Through Petra2-460 Min6.814+At the intersection of the most well-traveled trade routes in the old world lies a city within rose-colored cliffs. A place where caravans miles long enter the city, through a narrow canyon called Inside, traders from faraway lands find shelter and a place to trade their wares among the stunning buildings carved into towering red rocks. This is Petra, and never before or since has there been a city quite like it. In Passing Through Petra, you are a powerful citizen growing your settlement and your reputation. As caravans pass through the canyons, you'll welcome traders into your market and facilitate trade with those looking to get their hands on valuable wares. Use these transactions to spread your influence and gain unique benefits to grow your economic engine. Spread your influence the quickest to become the most powerful leader in Petra! -description from the publisher
Patchwork2-230 Min7.78+In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons - the currency/points in the game - and someone is chosen as the start player. On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved. In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn 'button income': sum the number of buttons depicted on your personal game board, then take this many buttons from the bank. What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board. Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.) When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.
Pathfinder Adventure Card Game: Core Set1-490 Min813+Your Adventure Begins Here! Belhaim's tower has just collapsed, its wizard is missing, and local kobolds are whispering the name of a long dead draconic nemesis. And that's just your first day in town... This complete cooperative strategy game pits 1 to 4 players against monsters, perils, and traps as you become the heroes of Belhaim. As the town's new champions, an unending world of adventure awaits. Choose your character's class; build a deck of equipment, magic, and allies; and explore lethal locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add remarkable gear and breathtaking magic to their decks as they gain incredible powers, all of which they'll need to challenge more and more powerful threats. This set includes the storybook and cards for The Dragon's Demand Adventure Path as well as a modular core for infinite scenarios that allows you to control the difficulty and speed of play. The Pathfinder Adventure Card Game Core Set includes: 440 cards featuring a wide array of powerful weapons, magical spells, protective armors, versatile items, helpful allies, and divine blessings to help you face a host of vicious monsters, dangerous barriers, vile scourges, and perilous wildcards 12 character pawns representing Pathfinder's iconic character classes from the classic human cleric Kyra to the new goblin alchemist Fumbus A complete set of 5 polyhedral dice 63 colorful tokens for tracking scourges and secondary objectives 1 4-page quick-start guide 1 32-page rulebook 1 24-page storybook featuring The Dragon's Demand Adventure Path
Pathfinder Adventure Card Game: Rise of the Runelords - Base Set1-490 Min7.213+A forgotten evil stirs in the ancient land of Varisia. Dark magic once more thrums amid crumbling ruins, giants gather in titanic armies, cultists murder in the name of foul deities, and maniacal goblins plot a fiery end for the peaceful town of Sandpoint. Launch a campaign to strike back against the evils plaguing Varisia with the Pathfinder Adventure Card Game: Rise of the Runelords - Base Set. This complete cooperative strategy card game pits 1 to 4 heroes against the traps, monsters, deadly magic, and despicable foes of the Pathfinder Roleplaying Game's award-winning Rise of the Runelords Adventure Path. In this game players take the part of a fantasy character such as a rogue or wizard, each with varying skills and proficiencies that are represented by the cards in their deck. The classic ability scores (Strength, Dexterity, etc.) are assigned with different sized dice. Players can acquire allies, spells, weapons, and other items. The goal is to find and defeat a villain before a certain number of turns pass, with the villain being represented by its own deck of cards complete with challenges and foes that must be overcome. Characters grow stronger after each game, adding unique gear and awesome magic to their decks, and gaining incredible powers, all of which they'll need to challenge greater threats in a complete Pathfinder Adventure Card Game Adventure Path. The Pathfinder Adventure Card Game is an expandable game, with the first set containing nearly 500 cards. The Rise of the Runelords - Base Set supports 1 to 4 players; a 110-card Character Add-On Deck expands the possible number of players to 5 or 6 and adds more character options for any number of players. The game will be expanded with bimonthly 110-card adventure decks. Errata: Early printings had the Loot card 'Sihedron Medallion' listed as belonging to 'B' (for Base Set). It is instead supposed to read '1' (for Burnt Offerings ). (It is unknown if this has been fixed in later printings)
Pathfinder Adventure Card Game: Wrath of the Righteous - Base Set1-4120 Min7.513+Game description from the publisher: The Abyss awaits! When the city of Kenabres is destroyed by a horde of demons, only you can save the world! In Wrath of the Righteous, the epic new Adventure Path for the Pathfinder Adventure Card Game, you will travel to the Abyss to battle the malevolent minions of the demon lord Deskari. Along the way, you'll become mythic heroes that rival the greatest legends the world of Golarion has ever known. The saga begins in the Pathfinder Adventure Card Game: Wrath of the Righteous Base Set. This cooperative strategy card game lets 1-4 players enter the hellish Worldwound. Choose from seven characters, each with a different style of play. Build a deck of powerful boons which will grow according to your desires as you advance in power by conquering challenges. Eventually, you'll gain a mythic card, which will allow you to warp the rules of the game and use the first-ever 20-sided die to appear in a Pathfinder Adventure Card Game release. The Pathfinder Adventure Card Game: Wrath of the Righteous Base Set contains: More than 500 cards featuring a new set of boons for your characters to collect, and never before seen monsters and barriers of a decidedly abyssal nature. Seven character classes, including the all-new arcanist, cavalier, inquisitor, and summoner. The Worldwound Incursion Adventure Deck, a 110-card deck that begins the Wrath of the Righteous Adventure Path. A complete set of six polyhedral dice, including the first d20 in the Pathfinder Adventure Card Game.
Pathogenesis (Second Edition)1-460 Min7.514+Pathogenesis is a deck building game in which players take the role of bacterial pathogens attacking the human body. The game was developed in partnership with scientific illustrator somersault1824. The game is based on 100% real science and the mechanics were created to mimic how real biology works. Avid deck builder players will feel at home playing the game as the mechanic foundation was based on several popular deck builders. The mechanics have evolved and mutated during the creation into a game that is quite its own. The game offers several modes of play including solo play, cooperative, competitive, and team play. No knowledge of science is required to play but it was developed to enhance the learning of the immune system at the college level. Second Edition: The immune system for the 2nd edition of Pathogenesis has been updated. These updates include 4 immune system cards (4 copies of each) that are more consistently damaging than before as well as updated antibody tokens that have an attack value of their own. The adaptive immune system response is now less volatile and even more dangerous than before!
Pathogenesis: STD Expansion1-460 Min7.414+Pathogenesis STD adds the fourth tract to the body, the Genitourinary tract, introducing pathogens, traits, and virulence factors appropriate for this area of the body. Further, keeping to the science, the Genitourinary tract has no toxin cards but instead a new mechanic has been introduced, Collateral Damage cards! Collateral Damage cards add the damage from the immune system's attack against your pathogens to the damage your pathogens deal to the body if your pathogens survive the immune system's attack.
Phase 102-645 Min5.18+A rummy-type card game where players compete to be the first to finish completing all ten phases. Phases include collecting runs of numbers, collecting certain number of a given color cards, etc. The first player to finish completing the 10th phase wins. In case of ties, the player with the fewest number of points wins.
Pictureka!2-730 Min5.46+From the designer & publisher: Pictureka! is a new kind of game, both in mechanic as in artwork. The mechanic is invigorating with its large square gaming tiles. The game board is composed of 3 by 3 game tiles, so the game board on which is played is a huge square of 63 cm x 63 cm. This is large enough for several players to be able to play the game at the same time. The game board is , it is not a static board as the tiles are flipped over, turned and moved. So it is not possible to memory map the board. The mechanic of an ever changing board makes it not only fun; also the challenge is kept into the game all the time. A game turn Players will have to throw a color dice at the beginning of their turn. According to the color thrown (3 possibilities) they must draw a mission card of the same color. There are 3 kinds of missions. How to win the game? Be the first one to have successfully accomplished 10 missions. Each successful mission gives 1 point, so be the first one to get 10 points. The artwork is something not to be found in ‘standard' games. The personal drawing style of the artist Eugene makes this a kind of playing artwork.
Pie Town2-490 Min6.514+Welcome to Pie Town, a community built on apples and butter. Business here is no cake walk, so manage your operation well and keep your secret recipe secret. Pie Town is a worker-dice placement game with hidden information. You need to manage your constantly changing workforce to harvest, bake, and sell pies while deducing other players' secret recipes! Now is your chance to become the best pie shop in town!
Pinnacle2-615 Min6.98+Strategic stacking leads to precarious peaks! In Pinnacle, players take turns stacking wooden blocks of various shapes to create a perilous pile of laughter and risk-taking fun. If the shapes fall, the game ends! Ideal for players of any age who love a tactile and fun experience. -description from the publisher
Pixel Glory2-425 Min6.714+Team up with fellow wizards to vanquish the sinister monsters that lurk in the dungeon, and save the nearby village. This is a noble and honorable quest, and... oh, who are we kidding? In reality, you're a greedy wizard who is all about fame and personal gain, and your fellow wizards are cut from the same cloth! Prevail over your opponents by learning the best spells and using that knowledge to outmaneuver and kill-steal in the dungeon, so you can gain admiration of the townsfolk, fame across the realm, and achieve Pixel Glory. In the first phase, the town phase, players will be drafting spells using an auction mechanic. Players will then take their decks into the second phase, the dungeon phase, where they will work together to defeat monsters; however, only the player that deals the lethal blow will get the fame for it. There is a lot of interaction and engagement due to players fighting over learning the same spells as well as fighting over fame.
Pixel Glory: Light & Shadow1-430 Min7.513+Description from the publisher: Stand alone sequel & expansion to Pixel Glory! New features include: Two new elements! Light and Shadow. Fully revamped dungeon phase New player health system Cooperative, hidden traitor, and solo game modes. Team up with fellow wizards to vanquish the sinister monsters that lurk in the dungeon, and save the nearby village. This is a noble and honorable quest, and... oh, who are we kidding? In reality, you're a greedy wizard who is all about fame and personal gain, and your fellow wizards are cut from the same cloth! Prevail over your opponents by learning the best spells and using that knowledge to outmaneuver and kill-steal in the dungeon, so you can gain admiration of the townsfolk, fame across the realm, and achieve Pixel Glory. In the first phase, the town phase, players will be drafting spells using an auction mechanic. Players will then take their decks into the second phase, the dungeon phase, where they will work together to defeat monsters; however, only the player that deals the lethal blow will get the fame for it. There is a lot of interaction and engagement due to players fighting over learning the same spells as well as fighting over fame.
Play Me: Alice in Wonderdice2-610 Min5.68+Players in Play Me: Alice au pays Dés-Merveilles take the role of one of six characters from Wonderland, and everyone wants to get their hands on the White Rabbit before anyone else. To do this, you need to line up your set of six dice in ascending order first. Each character card is double-sided, with an advantageous power on one side and a disabling power on the other, and the dice you roll can be used to block opponents, release you from traps, move, and so on. As might be expected in Wonderland, the Jabberwocky awaits players and can wake at any time to force the players to pick up the pace...
Point Salad2-630 Min7.314+Point Salad is a fast and fun card drafting game for the whole family. There are over 100 ways to score points. Players may use a variety of strategies and every game of Point Salad is unique! Cards come in six different types of veggies, and the back of each card has a different scoring method. So for instance, one scoring method may award 2 points for every carrot you have, but deduct a point for every onion. By drafting combinations of veggies and point cards that work for your strategy, you can amass the most points and win. -description from the publisher
Pool Party2-410 Min5.46+Summer is here, it's hot, and the pool is calling your name. You decide to join in on the cannonball contest...but watch out! Too many swimmers and this wacky pool can easily spill over, tossing you and everyone else out. Make big splashes in Pool Party by propelling your teammates into the unsteady pool, and be the first to successfully land three divers in to win. -description from the publisher
Portal of Heroes2-545 Min6.810+The portals of Molthar have opened! The players travel through the portal into a world of a type that you know only through folklore and fairy tales. By collecting magic pearls and trading them in a timely fashion for fantastic and powerful character cards, you draw ever closer to victory - but only the one who first manages to gather twelve insignias of power will save Molthar and win the game. At the start of Portal of Heroes, four pearl cards and two character cards lie face up in the middle of the table. The rest of the character and pearl cards are set nearby in separate decks. Each player receives their own player portal and places it face up in front of them. Each turn, you can take three actions from a menu of four options: Take a pearl card into your hand, replace all of the pearl cards in the display, place a character card on your portal, or activate a character. You can perform any of the four possible actions multiple times, and in any order. To activate a character, you must play a specific combination of pearl cards from your hand onto the character card. Activated characters grant you power points, diamonds, or special abilities. Once you have activated characters this way with twelve or more power points then that round becomes the penultimate one. Whoever has the most power points at the end of the game wins with diamonds acting as a tie breaker.
Power Rangers: Heroes of the Grid2-560 Min8.314+Power Rangers: Heroes of the Grid gives each player the chance to take the role of a Power Ranger, the heroes of Angel Grove who defend the earth against the evil Rita Repulsa and her nefarious minions. Each Ranger comes with a unique combat deck representing their special skills and fighting style. From the Red Ranger's leadership karate skills, to the Yellow Ranger's Sabertooth ferocity, to the Blue Ranger's tactical mind, each ranger brings a unique set of skills to the table. You need to use your powers well if you intend to save Angel Grove! In each game, you need to protect four combat zones that are being targeted by the evil Rita Repulsa. Each round, enemy forces deploy onto these zones and cause chaos among the populace. Who knows what sort of strange monsters Rita has cooked up for the Rangers this time? During play, Rangers must manage their actions and coordinate their defenses, moving to the locations under the most threat and doing battle with enemies. Finding time to rest and recover between engagements as they prepare to defeat the mastermind behind this plot. During battle, each Ranger and each enemy in the location participate in the combat sequence. Enemy cards represent enemy actions and health. Rangers can attack these cards to disrupt their attacks. Each minion card the rangers defeat removes one minion figure from that location. Monsters are much deadlier foes with a variety of special attacks that you'll need to deal with and defeat before you send them packing! A Ranger's combat deck represents their health, with each card played and blow sustained slowly whittling away at their options. They'll need to find time to rest or power-up at the Command Center if they want to stay fresh for the next fight! As the Rangers defeat enemies and progress through the game, they'll unlock Zord cards which provide them unique abilities and special actions they can perform. Eventually they'll be able to unleash the full power of the mighty Megazord! Each game reaches its climax with a confrontation with the enemy Master, a devastatingly powerful foe who must be thwarted if the Rangers wish to save the city! Do you have what it takes? -description from publisher
The Prodigals Club2-5100 Min7.314+Welcome to The Prodigals Club! You and your fellows are proper Victorian gentlemen who have realized that the lower classes have more fun. Now you are in a friendly competition to see which of you can destroy his own social standing most thoroughly. In The Prodigals Club, you compete in three separate competitions: trying to lose an election, trying to get rid of all your possessions, or trying to offend the most influential people in high society. You can play any two competitions in combination or play all three simultaneously. Each competition interacts with the other two. To win, you need to balance your strategy and play all the competitions well. The Prodigals Club is thematically related to Vladimír Suchý's Last Will. You do not need Last Will to play as Prodigals stands alone; that said, the rulebook also explains how to combine the two games together should you desire to do so.
Professor Evil and The Citadel of Time2-445 Min6.78+Professor Evil owns a time machine, and he's been ripping off all the best historical items from times both past and future. Your team has been charged with confiscating these items and returning them to their proper locations in time, so you now need to infiltrate the mansion and abscond with four items before Prof. Evil can secrete four of them in locations inaccessible to you. Thankfully the old soul is a bit daft and won't evaporate you should he catch you lurking through the mansion, but simply scoot you out the front door where he'll forget about you immediately. On a turn, you first draw and reveal two cards from your tiny deck, then keep one of the cards based on what you think will help you this turn. You then take three actions, such as open a door in the room you're in, move from a room (or outside) to another room (assuming the door is open), disable a trap, or grab a treasure; using a card isn't an action unless it says otherwise. You can repeat actions as desired or needed, but you can't enter a room with Prof. Evil and you can't exit the house on your own (in order to run across the grounds to another window) once you enter. You're now committed to grabbing those treasures! After you finish your turn, Prof. Evil now moves, but again he's not all there, so he doesn't necessarily move in a logical manner. To move him, you roll three dice: One die advances the secondary Prof. Evil figure on the clock on the board either five or ten minutes; the other two determine where Prof. Evil moves and how far. What's more, as he walks through rooms, he closes the doors through which he travels and reactivates any inactive traps he encounters. If you roll a blue and a 1, for example, he moves through the blue doorway into the next adjacent room; a red and a 3 will move him through three rooms, walking through the red doorway each time. A color and a particular signal will teleport him immediately to the treasure bearing the same colored marker. Let's look at these treasures in more detail: Each treasure shows a time value and one or more traps on it. Three treasures are placed on the board, then a blue, red and green token are placed on the treasures, with a matching blue, red and green token placed on the game board clock on the time matching what's on the treasure. The Magna Carta might say 45 minutes, for example, and after placing a blue token on the Magna Carta, you place a blue token on the clock 45 minutes away from where the Prof. Evil figure is located. If Prof. Evil moves onto this token on the clock, then that treasure is lost - and if you lose four treasures, then you've lost the game. Remove it from play and replace it with a new treasure, marking the proper time on the clock. Note that you can't just grab a treasure, however. Professor Evil can't be in the same room (of course), but you also must ensure that all the traps shown on the treasure are currently deactivated. The game board starts with eight traps on it - half active, half not - and you'll play tug-of-war with Professor Evil over keeping them in this status. Collect a treasure, and a new one will be added to the game board; collect four treasures before Prof. Evil does, and you all win Professor Evil and The Citadel of Time.
Prowler's Passage2-225 Min6.912+In the heart of the sleeping city, there lies incredible wealth. The city gates are well guarded, but no one is watching what's under their feet. The dead of night provides just enough cover for you to tunnel your way to untold riches and plunder the city from within. But you must act quickly, because a rival thief has the same plan. In Prowler's Passage, you and your rival burrow into the city through a network of underground passages to grab valuable items while attempting to gain control of key districts. Steal the best items, create the longest passages, and control districts to become the premier prowler! On your turn, you must (1) place a passage, then (2) collect the tile where you placed your passage, and (3) move control markers for the districts adjacent to that passage. The tile you collect will either be an item tile, which are scored in sets during each scoring phase, or a shovel tile, which allows you to move control markers further. You might also steal statues and/or complete achievements on your turn. Scoring occurs twice during the game. In each scoring phase, players gain wealth in these 5 categories: PASSAGES: Gain 2 wealth for each section in your longest continuous passage. STATUES: Gain 1 wealth for each statue you have stolen. ITEMS: For each set of items of the same type that you have, you gain wealth. The bigger the set, the more wealth. DISTRICTS: For each district you control (i.e., for which the control marker is on your side of the control track), you gain that district reward. ACHIEVEMENTS: Gain wealth for the achievements you have claimed. (Final scoring phase only.)
Puerto Rico3-5150 Min812+In Puerto Rico players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings. Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons. The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists. During each round, players take turns selecting a role card from those on the table (such as 'Trader' or 'Builder'). When a role is chosen, every player gets to take the action appropriate to that role. The player that selected the role also receives a small privilege for doing so - for example, choosing the 'Builder' role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, so the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game. Puerto Rico uses a variable phase order mechanic, where a 'governor' token is passed clockwise to the next player at the conclusion of a turn. The player with the token begins the round by choosing a role and taking the first action. Players earn victory points for owning buildings, for shipping goods, and for manned 'large buildings.' Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game. In 2011 and mostly afterwards, Puerto Rico was published to include both Puerto Rico: Expansion I - New Buildings and Puerto Rico: Expansion II - The Nobles. These versions are included in the other game entry Puerto Rico (with two expansions), not this regular game entry for Puerto Rico.
PUSH2-625 Min6.98+Push your luck...But not too far! Rack up points by playing cards to the stacks - but watch out! You can't repeat a color or number. Choose when to stop and score the best stack or push your luck and go for more! Card Distribution: 5 colors - red, blue, yellow, green, purple (90 total) Each color has numbers from 1 to 6 with 3 of each number (total of 18 cards per color) 18 roll cards 12 switch cards Total cards: 120 (90 colored + 18 roll + 12 switch) Card Size: 2-1/2' x 3-1/2' (63mm x 89mm) - Magic the Gathering/Pokemon sized
The Pyramid's Deadline2-620 Min6.18+In ancient Egypt, the king has ordered architects to his side. 'Construct a glorious tomb for this eagle, and I will give a reward to whoever has created the largest tomb. Fail to complete the tomb by the time that the eagle dies, however, and it's the death penalty for you on the spot.' Your challenge in The Pyramid's Deadline is to create a tomb larger than any other player's without getting so greedy that you'll be rewarded with death instead. This game combines puzzles, bargaining, and pieces rolled on die that you'll use to build pyramids.
Quantum2-460 Min7.313+Send out the scouts! Position the Flagship in tactical orbit! And reconfigure that Battlestation into something new! Your fleet of loyal ships, powered by the might of quantum probability itself, carries your empire to the far-flung stars. How will history remember you? As a ravenous destroyer? A clever tactician? A dauntless explorer? Command your armada, construct world-shattering technologies, and rally the remnants of humanity for a final confrontation. In Quantum, each player is a fleet commander from one of the four factions of humanity, struggling to conquer a sector of space. Every die is a starship, with the value of the die determining the movement of the ship, but also its combat power - with low numbers more powerful. So a [ 6 ] is a quick but fragile Scout and a [ 1 ] is a slow but mighty Battlestation. Each type of ship also has a special power that can be used once per turn: Destroyers can warp space to swap places with other dice and Flagships can transport other ships. These powers can be used in combination for devastating effects. You're not stuck with your starting ships, however: using Quantum technology, you can spend actions to transform (re-roll) your ships. Randomness plays a role in the game, but only when you want: Quantum is very much a strategy game. You win by constructing Quantum Cubes - massive planetary energy extractors. Each time you build a new one, you can expand your fleet, earn a new permanent ability, or take a one-time special move. The board itself is made out of modular tiles, and you can play on one of the 30 layouts that come with the game or design your own. The ship powers, player abilities, and board designs combine to create a limitless set of possibilities for how to play and strategies for how to win. With elegant mechanics, an infinity of scenarios, and easy-to-learn rules that lead to deep gameplay, Quantum is a one-of-a-kind game of space combat, strategy and colonization that will satisfy both hard-core and casual players. Quantum won the 2012 Game Design Award at the IndieCade Festival of Independent Games, as a prototype game with the title Armada d6.
Quiddler1-830 Min6.18+Quiddler challenges players to create words from an ever-increasing number of letter cards in their hand. The game lasts eight rounds, with three cards being dealt to each player in the first round, four cards in the second, five in the third, and so on. Each card has one or two letters on it as well as a point value. On a turn, a player draws the top card from the deck or discard pile, then discards a card. When a player is able to use all of the cards in his hand (with one left for discarding) to spell words - each of which must contain at least two cards - he may go out by placing the words on the table. Each other player takes one final turn, then plays as many cards as they can in words. Each player now scores, adding the point value for cards used in words, then subtracting points for any cards remaining in hand. In addition, the player with the most words and the player with the longest word each receive 10 bonus points; in case of a tie, no one receives the bonus. Whoever has the highest score after eight rounds wins! Quiddler also includes rules for a solo variant.
Qwirkle2-445 Min6.86+The abstract game of Qwirkle consists of 108 wooden blocks with six different shapes in six different colors. There is no board, players simply use an available flat surface. Players begin the game with six blocks. The start player places blocks of a single matching attribute (color or shape but not both) on the table. Thereafter, a player adds blocks adjacent to at least one previously played block. The blocks must all be played in a line and match, without duplicates, either the color or shape of the previous block. Players score one point for each block played plus all blocks adjacent. It is possible for a block to score in more than one direction. If a player completes a line containing all six shapes or colors, an additional six points are scored. The player then refills his hand to six blocks. The game ends when the draw bag is depleted and one player plays all of his remaining blocks, earning a six point bonus. The player with the high score wins.
Raiders of the North Sea2-480 Min7.812+Raiders of the North Sea is set in the central years of the Viking Age. As Viking warriors, players seek to impress the Chieftain by raiding unsuspecting settlements. Players will need to assemble a crew, collect provisions and journey north to plunder gold, iron and livestock. There is glory to be found in battle, even at the hands of the Valkyrie. So gather your warriors, it's raiding season! &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Aim of the Game The aim of Raiders of the North Sea is to impress the Chieftain by having the most Victory Points (VP) at the game's end. Victory Points are gained primarily by raiding Settlements, taking Plunder and making Offerings to the Chieftain. How players use their Plunder is also vital to their success. The game ends when either only 1 Fortress raid remains, all Valkyrie are removed, or all Offerings have been made. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Gameplay Overview Proceeding clockwise from the starting player, each player takes his turn in full. On his turn, a player may choose to Work or Raid. Players continue to take turns until 1 of the 3 end-game conditions has been met. Regardless of choices, each turn follows the same pattern: 1. Place Worker and resolve its action 2. Pick up a different Worker and resolve its action Working Having a good Crew and enough provisions are vital to successful raiding. So before making any raids, players will need to do some work to prepare their Crew and collect supplies. This is all done in the Village, at the bottom of the board. There are 8 different buildings, with various actions. Players must first place their one and only Worker in an available building (where there is no Worker present), before picking up a different Worker from a different building (where there is a Worker present). Raiding Once players have hired enough Crew and collected Provisions, they may choose to raid on their turn. To raid a Settlement (Harbour, Outpost, Monastery or Fortress), players need to meet 3 requirements. They must have: 1. A large enough Crew. 2. Enough Provisions (and Gold for Monasteries/Fortresses). 3. The required Worker colour. Raiding offers various ways of scoring (Military Strength, Plunder, Valkyrie, etc.). This is also how Grey and White Workers enter the game. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;End of the Game There are 3 ways the game can end: 1. There is only 1 set of Plunder left in the Fortresses (1 of the 6 Fortress raids remains). 2. The Offering Draw Pile has been emptied. 3. There are no Valkyrie left on the board.
Raiders of the North Sea: Fields of Fame2-580 Min812+Description from the publisher: In Raiders of the North Sea: Fields of Fame, enemy jarls have joined forces to help defend against the onslaught of raids on their settlements. But despite their threats, there is fame awaiting those who seek to kill or subdue them. Encountering a jarl is sure to bring injury, but now is no time for the faint-hearted. Onwards to the battlefield! In addition to including components for an extra player, Fields of Fame also includes the new township board, enemy jarl tokens and cards, fame, damage and a variety of new townsfolk.
Raiders of the North Sea: Hall of Heroes2-580 Min8.212+In Raiders of the North Sea: Hall of Heroes, a mead hall has been constructed, attracting a new breed of adventurers. Each raid brings new quests for the daring to endure. But with mead in abundance, there is little room for the wary, so sharpen your axe and ready your shield as new adventures await! In addition to including components for an extra player, Hall of Heroes has the new mead hall board, large player boards, mead, quests, reputation, and a variety of new townsfolk. -description from the publisher
Raids2-440 Min6.810+In Raids, players sail from island to island to collect vikings and viking-related paraphernalia, using them fight one another for good spaces and fight monsters for points. In more detail, the game lasts four rounds, and at the start of each round tiles are laid out at the various locations on the path that all players must follow. On a turn, a player moves to either an empty spot on the path to claim one of the tiles located there or to an occupied spot. In the latter case, the attacking player must sacrifice a viking, then the defending player must sacrifice two vikings or vacate the space; if they sac two vikings, then the attacker must remove three or leave. Eventually, someone must leave. You can collect runes with an eye toward having lots of the same type or collect goods to sell at the end of the round. You might gather axes to give you better odds against monsters. You can collect more vikings for your crew. At the end of each round, players score majority bonuses depending on the tiles that were revealed before the round started. After four rounds, whoever has the most points wins!
Ravnica: Inquisition5-1030 Min5.814+Join the Gatewatch or pledge your loyalty to Nicol Bolas in Ravnica: Inquisition, a social-deduction game set on the Magic: The Gathering plane of Ravnica. Each player takes on the role of a representative of a Ravnican guild that is either loyal to the Gatewatch or an Agent of Bolas. The Gatewatch loyalists are tasked with discovering who the Agents of Bolas are, while the Agents simply need to survive in order to further the schemes of Nicol Bolas. Players will elect leaders for each of the five colors, but only players whose guilds' color pairs contains the color may be voted for. Each color leader has a special power they can use to further their goals, and players must be careful when voting, as Nicol Bolas's influence may grow. Once all the color leaders have been elected, a vote is held to eliminate one player. Once the dust has settled, players will reveal their roles, and if the Agents of Bolas were eliminated, the Gatewatch wins. -description from the publisher
Raxxon1-460 Min6.814+Raxxon is a 1-4 player cooperative card game set in the Dead of Winter universe at the start of the zombie apocalypse. Players each choose one of six different specialists assisting Raxxon with the evacuation of healthy citizens from among the sick. Citizens take the form of face-down square cards in a grid. Through game actions, these can be flipped to reveal whether they are sick or healthy. There are various types of sick and healthy cards, each triggering different effects when flipped or killed. Flip too many Chaotic sick and you'll add more citizens to the crowd, or even end the round prematurely. Killing off the healthy can have similar negative effects. Each round begins by creating a crowd - a grid of citizens from the citizen deck. Players take turns performing one action at a time after resolving any consequences marked on their character sheet. Character actions are powerful effects (kill, quarantine, evacuate, etc) that interact spatially with the crowd (killing a row or column, evacuating one card and adjacent cards of your choice) and have stacking consequences. At the start of each turn, a player must resolve all their consequences from previous turns (flip citizens, add citizens, infect citizens, lose evacuated citizens, etc) before performing another action - and adding another consequence. Some consequences require players to draw Raxxon cards. Much like Crossroads cards from Dead of Winter, Raxxon cards feature stories relating to characters in play. Many have multiple parts with different outcomes depending on the choices players make. Often, the choices that make the game easier also grants power to the Raxxon corporation which can lead to defeat. Consequences don't clear until that player passes for the round. Once all players have passed, the citizen deck is rebuilt using remaining cards in the deck, the discard, new sick citizens, loosely quarantined citizens, and any cards still in the grid. The deck is shuffled and used to create a new crowd at the start of the next round. Players win when all healthy citizens are evacuated. Players lose if the infection deck runs out (the deck of only sick people added to the citizen deck each round) or Raxxon maxes out on power and takes over the city. Part of the Dead of Winter series.
Realm of Sand1-460 Min710+The Realm of Sand, the mirror of the material world and the source of magic in Ragusa, has started dying. After thousands of years of overuse, the magic has begun to dissipate. With the realm in peril, time bends and reality shifts uncontrollably in the physical world. The Queen of Ragusa has embarked on a journey to the Realm of Sand to save her home. While she travels the plane awaking the power of the glyphs, you as a royal magician must act quickly to assemble those glyphs and stabilize the magic to reconstruct the realm of sands. Who will help the queen save Ragusa and become hero of the Realm of Sand?
The Red Dragon Inn2-445 Min6.613+In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game. The four characters are Deirdre the Priestess, Fiona the Volatile, Gerki the Sneak, and Zot the Wizard.
The Red Dragon Inn: Allies - Halden the Unhinged2-50 Min7.813+Halden is a totem-summoning shaman with an undying amount of work to do - his ghostly clientele provides him with plenty of unusual quests. Adventuring for the dead will take its toll on anyone. After all, wouldn't you be a little off-kilter if you had to listen to restless spirits with unfinished business? The Good: Halden can draw on the wisdom and power of countless lifetimes. The Bad: His totems would like to remind you that he isn't making up the voices in his head. The Red Dragon Inn: Allies - Halden the Unhinged brings a totem shaman to The Red Dragon Inn. Will you be able to master chaining his totems to maximum effect, or will your totem combos whimper? Take this off-kilter adventurer for a spin and find out! The Red Dragon Inn: Allies is a series of expansions for any standalone The Red Dragon Inn game. Each Allies set includes a single Character Deck, plus components to add a brand new character to your game.
Rent a Hero3-530 Min6.48+The card deck in Seventh Hero consists of 77 cards, with each card representing one of seven different heroes. Players each start with two random heroes, and each hero has a special power that can be activated once. Each turn, a player sends a card from his hand face down to the next player, who can choose to take it or pass it on. If he takes it, he adds it to his group of heroes, but if it's a hero he already has, both hero cards are sent to the discard pile. Before sending a hero away, the player must obey the current round's limitations, such as the card must be odd or must be below or above a certain number. The first player to collect six of the seven heroes wins.
The Resistance5-1030 Min7.313+The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance! The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination. Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players' identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game. Rule Correction: For first printing (2010 purchases), the expansion rules should read: 'Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards.' and '...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)' - This has been corrected in the subsequent printings.
The Resistance: Avalon5-1030 Min7.613+The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost. The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.
Rewordable2-830 Min6.38+Description from the designers: Rewordable is a game for 2-8 players that uses a custom-designed 120-card deck of one-, two- and three-letter sequences. The goal of the game is to have the biggest lexicon of words at the end of the round. Players take turns making words, using at least one card from their hand. Players may also add onto their own already constructed words, or steal words from other players, optionally using cards from a common pool. Sixteen 'Rewardable' tokens also rotate into play during the game, giving players a changing set of goals, potential strategies, and bonuses every turn. Each round uses a random subset of 60 cards from the deck, ensuring a fresh linguistic experience from one game to the next.
Reykholt1-460 Min6.812+Growing tomatoes, lettuce, or carrots on Iceland? What an absurd idea! But still, whoever had that idea was a genius! Geothermal energy on the island allows you to cultivate the most unexpected fruits and vegetables - an oddity that no tourist would want to miss. You are not the only farmer in Reykholt who is looking to make a fortune out of this, however, so you better be quick! The tourist season in Reykholt is short, and there are more people coming every year. Making use of the right people and having the right vegetables at the right time in Reykholt will give you the advantage you need to win the race!
Richard the Lionheart2-690 Min714+Description from the publisher: The Crusades have summoned Richard the Lionheart to the Middle East. Back home in England, John Lackland is trying to consolidate his power, recruiting the Sheriff of Nottingham to his side. Opposing them is Robin Hood and his band of Merry Men. What will be left of Richard's Kingdom when the Crusades are over? In Richard the Lionheart, players ally themselves either with Robin Hood or John Lackland. They travel across England, trying to earn prestige points and influence the Crusades from afar. At the end of the game, Richard will return to what's left of his kingdom...if he returns at all. At this time, the player who has earned the most prestige wins.
Rick and Morty: Look Who's Purging Now Card Game2-430 Min5.90+Get ready to unleash your purging instincts with Rick and Morty as you fight to survive the annual purge festival on an alien planet. Play your cards right and you'll make it out alive! Based on the popular episode of the TV show, Rick and Morty: The Look Who's Purging Now Card Game uses Cryptozoic's 'Gryphon' card game engine to deliver simultaneous, easy-to-learn gameplay. Each player has a ten-card deck, and everyone plays at the same time to rack up kills during the festival, using either found items or Rick's inventions as weapon cards with all sorts of game-changing effects.
Rick and Morty: Total Rickall Card Game2-530 Min6.315+Rick and Morty: Total Rickall Card Game is based on the Rick and Morty episode of the same name. If you haven't seen it, don't worry. You can still play this wild and wacky game and have plenty of fun - but you really should see it at some point. Seriously. Don't be a Jerry. Rick has locked the family inside their house. Why? Because the family has grown. Parasites masquerading as family and close friends have infiltrated and have inserted pleasant memories into everyone's minds to make them think they're real - and more keep coming! You must figure out which of these new, zany characters are real and which ones are parasites that need to be exterminated. Think you've got what it takes to save the world? The game features a basic fully cooperative mode and an advanced mode, where there are two teams. In the advanced mode, players will be dealt a hidden role as either Real or a Parasite. The Parasite players must try to keep at least one parasite alive in the end (keeping yourself alive is the easiest way to do this). The Real players must root out the Parasites to win. Now you can shoot the other players! But if you accidentally shoot a Real player, there are consequences... There is no player elimination, however. A player's secret identity might change, though.
Riff Raff2-430 Min78+A dexterity game where players take turning loading wooden 'stuff' onto a swaying wooden ship. Bottles, sailors, rats and other cargo are placed on the body of the ship and three yardarms that protrude from the mast. Each player has the same set of objects and a hand of cards numbered 1-10. Choose one card, then reveal it simultaneously with the other players. On your turn you place any piece you want onto the numbered space you chose. If the cargo is not balanced, the ship will sway to and fro, and one or more items may fall off the ship. If you tip pieces off the ship, you can save them by catching them, but whatever you don't catch is added to the pieces you need to get rid of. The first player to get rid of all his objects wins the game.
Rise of Augustus2-630 Min6.88+In Augustus, you vie with your fellow players to complete 'objective' cards for special powers and ultimately for victory points. Each card has 2-6 symbols which you must populate with legionnaire meeples in order to complete the card. These symbols are drawn one at a time from a bag, with all players gaining the benefit equally, but interestingly, the bag contains more of some symbols than others. So the pivotal skill you'll deploy is in making your choice of which three objectives you'll start the game with (you're dealt six) - balancing potential difficulty of completion against value of the reward - and then which of five available objectives you'll add to your plate each time you complete one of your three. The game ends when someone completes seven objectives.
Rise of Tribes2-460 Min7.310+In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply GROW and conquer. In Rise of Tribes, players control a tribal faction in prehistoric times looking to GROW, MOVE, GATHER, and LEAD their people. The board is modular, composed of hexes in various terrain types. Each hex has a population limit. Players manage the number of tribe members they place on any one hex to either trigger or avoid conflict. Each turn the active player rolls two dice, then selects two of the four actions to take - GROW, MOVE, GATHER, and/or LEAD. Each action is resolved one action at a time. The power of each action taken depends on the die roll plus the last couple of dice placed onto the action board on the selected action by other players. Once both actions are taken, the active player resolves any Conflicts. The final step of each turn is the time to build villages and complete goal cards. Victory is possible in a couple ways: gathering resources to build villages and/or completing development and achievement goal cards for your civilization. Villages (limited to 1 per hex) score 1 point for the tribe that built them at the start of that tribe's turn. Goal cards will score points immediately when completed. Every tribe's ambition is to score 15 points. The tribe to score 15 points first wins the game. Rise of Tribes - Microbadges Rise of Tribes fan Rise of Tribes fan
Rising Sun3-5120 Min7.914+Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. As the Kami descend from the heavens to reshape the land in their image, it is up to each player to lead their clan to victory. Use politics to further your cause, negotiate to seek the most profitable alliances, worship the Kami to gain their favor, recruit monsters out of legend to bolster your forces, and use your resources wisely to be victorious in battle. Created by acclaimed designer Eric M. Lang, Rising Sun reunites the same creative forces responsible for the smash hit Blood Rage, with stunning artwork by Adrian Smith and intricate miniatures sculpted under the direction of Mike McVey. - From the publisher's website
Rising Sun: Daimyo Box3-6120 Min8.513+This set contains all the exclusive stretch goals unlocked during the Kickstarter including a box to store them all in. These items include an extra set of season cards, the plastic strongholds and alliance tokens for the base game clans, plastic mandate cards, plastic ronin tokens, the Fox Clan, and 10 monsters (Koneko, Kotahi, Phoenix, Nure-Onna, Sunakake Baba, Sacred Warrior, Kitsune, Jikininki, Daikaiju, and Earth Dragon)
Rising Sun: Dynasty Invasion3-6120 Min8.314+Sailing across the ocean from another land, the Dynasty Invasion brings two full new Clans, who will count on their own Seven Lucky Gods and introduce an extra Set of Season cards! This expansion brings a lot of extra variety to Rising Sun, featuring two Clans that forego the allegiance of Japanese Monsters, relying on their own Seven Lucky Gods instead. The Dynasty Invasion expansion box contains: 27 Miniatures 1 Moon Clan Daimyo 3 Moon Clan Shinto 3 Moon Clan Bushi A 3 Moon Clan Bushi B 1 Sun Clan Daimyo 3 Sun Clan Shinto 3 Sun Clan Bushi A 3 Sun Clan Bushi B 7 Lucky Gods 4 Plastic Clan Markers 2 Clan Screens 1 Political/War Tile 8 Stronghold Tokens 15 Season Cards 7 Lucky God Monster Cards 20 Counter Bases
Rising Sun: Kami Unbound3-5120 Min8.114+Description from the publisher: Kami Unbound is a new ruleset which makes the presence of the Kami even more potent and vital in Rising Sun! Normally, the influence of the Kami is restricted to the bonuses each of them grant during the Kami turn, granted to the Clan who has the most Shinto worshiping them. With Kami Unbound, the Kami will get their own figure, which starts the game in a specific Province. While no Clan worships that Kami, the figure just stands there, watching over the mortals' actions. However, as soon as one of the Clans sends one of their Shinto to worship that Kami, they take its Kami power card (an all new component), placing it next to their Clan Screen to mark that they have the favor of that god. While you have the favor of a Kami, its figure basically counts as one of your figures. It can be moved when you Marshal and counts as 1 Force to your Clan when deciding Harvests and Battles. Also, being the powerful forces they are, Kami can never be Taken Hostage, targeted with Betrayal, or even killed! More than that, the Kami card lists a special power the player can choose to activate. In order to use the Kami power, the player must Consume one of the Shinto they have worshiping that Kami. In an overwhelming demonstration of faith, the Shinto is removed from the Temple tile and returned to your reserve (though not technically killed). When this is done the power on the Kami card is activated, granting its controller its power! Players may lose the favor of a Kami, however, either by Consuming one of their Shinto to activate the Kami power, or because another player recruited more Shinto than them to that Kami (or is tied for Shinto but has more Honor than them). If that happens, the Kami card, and control of the Kami, immediately passes to the new player who now gains all the benefits of having the favor of that Kami (including being able to activate the Kami's power!).
Rising Sun: Monster Pack3-5120 Min8.214+A set of four extra monsters to be added to Rising Sun that the clans can purchase and use. The monsters include: Oni of Plagues Fire Dragon Jinmenju Jorogumo
Risk2-6120 Min5.610+Possibly the most popular, mass market war game. The goal is conquest of the world. Each player's turn consists of: - gaining reinforcements through number of territories held, control of every territory on each continent, and turning sets of bonus cards. - Attacking other players using a simple combat rule of comparing the highest dice rolled for each side. Players may attack as often as desired. If one enemy territory is successfully taken, the player is awarded with a bonus card. - Moving a group of armies to another adjacent territory.
Risk: The Lord of the Rings Trilogy Edition2-4180 Min6.59+From the publisher: In this expanded edition of RISK The Lord of the Rings Trilogy edition you will find: The detailed gameboard reflects a complete map of Middle-Earth including the Gondor, Mordor, and Haradwaith territories. Includes materials from the entire Lord of the Rings film trilogy. Additional Territory cards. Additional Battalions. Additional Adventure Cards. Alternate ways to play including special rules for alliance team play. From BGG: This game is essentially the regular Risk: LotR Edition with an additional board on the bottom and some new cards and revised rules.
The River2-445 Min6.68+In The River, you and the other mayoral players each struggle to create the best pioneer settlement by developing land along a river bed in your town, collecting resources from the area, and constructing buildings. As you explore and build up the untouched frontier, your workers will settle down along the way, meaning that your other workers will shoulder more of the burden to do what you want to do, which includes making nicely organized landscapes to please the aestheticians in town. Every decision counts in this fast and streamlined tile-placement game, and in the end the player with the most impressive settlement will win!
Robinson Crusoe: Adventures on the Cursed Island1-4120 Min7.914+Robinson Crusoe: Adventures on the Cursed Island is a game created by Ignacy Trzewiczek, the author of Stronghold. This time Trzewiczek takes the players to a deserted island, where they'll play the parts of shipwreck survivors confronted by an extraordinary adventure. They'll be faced with the challenges of building a shelter, finding food, fighting wild beasts, and protecting themselves from weather changes. Building walls around their homes, animal domestication, constructing weapons and tools from what they find and much more awaits them on the island. The players decide in which direction the game will unfold and - after several in-game weeks of hard work - how their settlement will look. Will they manage to discover the secret of the island in the meantime? Will they find a pirate treasure, or an abandoned village? Will they discover an underground city or a cursed temple at the bottom of a volcano? Answers to these questions lie in hundreds of event cards and hundreds of object and structure cards that can be used during the game... Robinson Crusoe: Adventures on the Cursed Island is an epic game from Portal. You will build a shelter, palisade, weapons, you will create tools like axes, knives, sacks, you will do everything you can to... to survive. You will have to find food, fight wild beasts, protect yourself from weather changes... Take the role of one of four characters from the ship crew (cook, carpenter, explorer or soldier) and face the adventure. Use your determination skills to help your team mates, discuss with them your plan and put it into practice. Debate, discuss, and work on the best plan you all can make. Search for treasures. Discover mysteries. Follow goals of six different, engaging scenarios. Start by building a big pile of wood and setting it on fire to call for help, and then start new adventures. Become an exorcist on cursed Island. Become a treasure hunter on Volcano Island. Become a rescue team for a young lady who's stuck on rock island... Let the adventure live!
Rocket Squad2-620 Min5.76+From the publisher: Race to space from your own backyard! It's time for some backyard fun! Build the tallest, most awesome cardboard rocket ships and race them to space! Use your family members, pets, and toys to help you build faster or mess with your friends. Rocket Squad is perfect for family game night...quick & simple to learn, easy to take with you, and is sure to bring smiles and laughter to your table! Contents: 108 cards 15 tokens 1 rulebook How to Play: Setup Give each player 4 launchpads, shuffle all the cards, and deal 4 to each player. On Your Turn You may play as many cards as you like to: Place a Booster on an empty Launchpad Build a box on top of a Booster Use an Action card to help yourself or mess with others Launch a Rocket if it meets its requirements (and grab a Moon Rock!) Discard or keep cards in hand and redraw back to 4 cards Game End & Scoring The first player to launch a Rocket of each color triggers the game end, with each other player getting one more turn. The player with the highest total of launched Rockets and Moon Rocks is the winner!
Roll For It!2-430 Min6.18+Roll For It! is a casual, family-friendly dice and card game. Each player starts the game with six dice of a single color, and three target cards are laid face-up on the table. Players take turns doing the following: On a turn, a player rolls all of her dice not already on cards, then places any dice that match the targets on the corresponding cards. (Alternatively, before taking her turn, a player can first choose to reclaim all of her dice from all cards.) If the player now fulfills the target with her dice - e.g., a pair of 3s, a quartet of 6s, or a specific combination of numbers - she claims the card, takes back her dice (and returns any other dice on the card to their owner), then places a new card on the table. Each card is worth a certain number of points. The first player to earn forty or more points wins! There are two sets of Roll For It! available -- the red set comes with translucent dice and the purple set comes with pearl dice. There are no duplicate cards between the sets. Each set allows play for 2-4 players, but when they are combined, up to eight players can compete in the same game of Roll For It!
Roll for the Galaxy2-545 Min7.713+Game description from the publisher: Roll for the Galaxy is a dice game of building space empires for 2-5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins! This dice version of Race for the Galaxy takes players on a new journey through the Galaxy, but with the feel of the original game.
ROLL for Your Life, Candyman!2-430 Min5.98+ROLL for Your Life, Candyman! is a frantic, real-time dice fest of gingerbread cookie combat in which 2-4 players face off in arena-style, free-for-all battles, rolling their dice like crazy. When a player gets all four of their dice to match, they grab the plastic candy cane at the center of the table, stopping the action and claiming an opponent's limb that matches the die result. Losing all of your 'puzzle-board' limbs eliminates your from the round - but fear not, it is the player at the end of three rounds who has collected the most cookie parts that wins the day! Let's get ready to CRUMBLE!!! -description from the publisher
Roll Player1-490 Min7.510+Mighty heroes don't just appear out of thin air -- you must create them! Race, class, alignment, skills, traits, and equipment are all elements of the perfect hero, who is ready to take on all opposition in the quest for glory and riches. In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character's attributes. Purchase weapons and armor to outfit your hero. Train to gain skills and discover your hero's traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character. The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!
Rome At War I: Hannibal at Bay2-2120 Min5.512+First game in the Rome at War series. Tactical wargame of moderate complexity that focuses on Hannibal (Carthage) versus Rome. Units are rated for combat strength and morale. Rules cover cavalry, elephants, facing, assaults, missile fire, legion/phalanx movement, and recovery. Activation system for leaders. Generally need a 6 roll to score hits. Small map (which is mounted) is not hex based, but divided into numbered areas. Five scenarios (historical commentary included) are provided; all can be completed in an hour or less. Excellent graphics.
Rome at War II: Fading Legions2-2120 Min612+Second game in the Rome at War series. The last true Roman armies try to stave off invasions by Germans, Persians and Gauls between 357 and 378 AD. Includes the battles of Strasbourg (357 AD), Tigris (May, 363), Ctesiphon (May, 363), Megara (June, 363), Phrygia (June, 363), Sumere (June, 363), Nacolia (366), Argentum (376), Ad Salices (377), Dibaltum (377) and Adrianople (378).
Root2-490 Min8.110+Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness. The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance's hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods. Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root. Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts. The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling. The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check. Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal. In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root! -description from the publisher
RUM2-420 Min6.410+Hook: Lighting fast, , Set Collecting with stealing. RUM is played in quick turns, over many rounds. The game ends when a player reaches a set amount of points OR the Castaway Clock is rotated to the Pirate Ship (8th position). During the game, sets of bottles are played in order to gain Captain Cards and earn points. However, Captain Cards may change controllers if an opponent plays a larger set. And watch out for that pesky Parrot as it's lurking near by and ready to steal Rum at any time. From The Box: Argh! Players are pirates rummaging through a shipwreck. Collect sets of rum and press your luck to earn the majority. But watch out for the parrot, who will steal your booty! The pirate with most points is the winner! Number 11 in the Pack O Game series.
Rum & Bones: Second Tide2-660 Min7.814+Avast ye pirates! Gather your crews and set sail for adventure on the high seas in Rum & Bones: Second Tide! Based on online MOBA (Multiplayer Online Battle Arena) style games, Rum & Bones has 2-6 players taking control of legendary pirate heroes, each with unique powers and abilities, as their crews fight over Davy Jones' legendary treasure! Players each control up to five heroes at any time, moving them across the game board in an attempt to destroy various key features on their opponents' ship. Victory is obtained by destroying enough of these features. Your heroes are not alone, however, as your crew also consists of deckhands and bosuns who, while not controlled by the player, will work on a simple AI to wreak havoc on the enemy! Of course, what would pirates be without plunder? And in Rum & Bones the most sought after treasure are Davy Jones' mythical pieces of eight! Players amass these powerful coins during gameplay to unleash devastating abilities and attacks from their Heroes, crushing all enemies before them until only they remain! This game is both a stand-alone and compatible as an expansion to Rum & Bones. In Rum & Bones: Second Tide, 2 to 6 players will take control of one of two deadly pirate crews: The mysterious and monstrous Deep Lords, who seek to claim Davy Jones' treasure in an effort to flood the world and reshape it to their liking, or the Marea de la Muerte¸ a crew of ruthless gold-seeking Spanish cutthroats who will stop at nothing to claim the treasure for their own greed! Players control teams of three to five heroes, depending on the number of players, each with various and unique powers and abilities. These Heroes are drawn from five different classes, each with their own strengths and weaknesses: Captains: Jack-of-all-Trade Heroes who specialize in buffing other Heroes. Brutes: The toughest of the tough, Brutes can take a ton of punishment and only get stronger for doing so! Gunner: Ranged damage dealers, Gunners have the lowest HP of all classes, but can also dish out the most hurt. Swashbucklers: Like Gunners, Swashbucklers specialize in dealing damage, but prefer the up-close-and-personal approach. Quartermaster: While they don't deal the most damage, Quartermasters make up for it in raw utility: specializing in healing and buffing Heroes, and also enhancing your Deckhands and Bosuns! The most notable change to gameplay is their new 'dynamic Leveling System'. Now each Hero begins the game with their Basic Attack skill card. As they gain Coins, which are obtained from KO'ing enemies and Objectives, they can use those Coins to buy new skills, as well as level up existing skills! Also, they've introduced a new 'Alternating Activation' method of play where players will take turns activating 1 Hero (or their Crew), and then their opponent will do the same, continuing back and forth until everyone has gone.
Rummikub2-460 Min6.38+The game is based on the traditional middle-eastern game of Okey. First created in the 1930s and sold in hand-produced versions until the late 1970s. Similar to the Rummy that you play with cards - you try to get rid of all your tiles by forming numbers into runs of 3 tiles or more, or 3 to 4 of a kind. The colors of the numbers on the tiles are like card suits. This game may start rather uneventfully, but when the players start putting more and more tiles in play, the options for your upcoming turns can become more complex, challenging, and exciting (from areyougame.com).
Salem 16924-1235 Min712+Accuse and defend your fellow townsfolk as you hunt down the witches of Salem. Act fast, before conspiracy turns you against your own. The year is 1692, and it is a perilous time to live in the town of Salem, Massachusetts. One wrong step, or one misplaced accusation, and you could be the next witch to hang. 'Salem' takes players into this perilous world and lets them re-live the tension, politics, and religious extremism that still has people talking about it 300 years later. The game is packaged in a faux book box that closes magnetically. The game, disguised as a worn out leather book, can easily hide on your bookshelf and masquerade as an antique. Players can play as prominent villagers from the old Salem town, and even read their bios in the instruction manual. The servant girl Mary Warren, pastor Samuel Parris, farmer John Proctor, storyteller Tituba, and beggar Sarah Good are some of the 12 characters featured in the game. Players, each acting as one of these unique characters, are given 3-5 Tryal cards (depending on the number of players). These Tryal cards reveal the true identity of each player, 'Witch' or 'Not a Witch.' During gameplay, players gather cards that they use to accuse, or defend, other players. Deciding who to trust is key to survival, since you can never play a card on yourself. When you suspect someone to be a witch, you can begin accusing them with red accusation cards. When enough accusations have been placed on one of the players, the player who lays the final accusation chooses one of that player's Tryal cards to reveal. Once all 'Witch' Tryal cards have been found, the villagers of Salem win. Players can also use green and blue cards such as 'Alibi', 'Stocks', 'Matchmaker', 'Asylum', and 'Scapegoat' to help or hurt their allies or enemies. As players draw cards, they will eventually draw black cards that take immediate effect. One black card, 'Night', forces all players to close their eyes while the Witches choose someone to eliminate and the Constable chooses someone to potentially save. The other black card, 'Conspiracy,' forces all players to take a face-down Tryal card from the player to their left. Killing witches quickly is essential, otherwise 'Conspiracy' may soon have the whole town turned evil. Before long, accusations will be flying, and screams of 'She's a WITCH!' will wake the neighbours. Will you be the hero who purges your town of witches, or will you be wrongly accused and hung for witchcraft? Or perhaps you will be a witch yourself, escape conviction, and bring Salem to the ground. Volume 1 in the Dark Cities Series by Facade Games.
Santo Domingo2-630 Min6.78+Description from the publisher: In Santo Domingo, all players have the same set of eight action cards. Each round, they choose one or two (depending on the number of players), reveal them at the same time, then execute the actions in a fixed order. This allows the players to collect goods, exchange them for victory points, or even receive victory points directly. However, with a limited supply of goods and points in each round, the strength of a card depends on which cards the others have played.
Santorini2-420 Min7.68+Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton. Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps: 1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels. 2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play. Winning the game - If either of your builders reaches the third level, you win. Variable player powers - Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.
Scarabya1-420 Min6.78+As the head of an international archaeological team, it is your job to establish camps across the four corners of the globe and uncover the long-lost golden scarabs of Scarabya. Scarabya is a tile-laying puzzle game, in which your goal is to score scarabs by positioning your tiles such that they create enclosed zones of 1 to 4 squares. Each scarab in an enclosed zone is worth a number of points equal to the number of squares in its zone. Players all play the same tiles, in order. Each turn, a new tile is drawn and all players simultaneously place their copy of the tile on their individual boards. The game is over after all 12 tiles have been drawn (and either placed or discarded). The player with the most points wins.
Scattergories2-630 Min6.212+'The Game of Scattergories,' published in 1988 by Milton Bradley, is a great game for any group to play. In the game each player fills out a category list 'with answers that begin with the same letter.' If no other player matches your answers, you score points. The game is played in rounds. After 3 rounds a winner is declared, and a new game can be begun. Scattergories is a commercial version of an old parlour game known as Categories or Guggenheim. Similar to: Facts in Five
Schotten Totten2-220 Min7.38+In Schotten Totten, nine boundary stones lie between you and your opponent. In front of each, you build poker-like formations of three cards on a side. Whoever plays the higher-ranking formation wins the stone. And in a unique twist, you may use your powers of logic to claim a stone even before your opponent has played all three of his cards, by demonstrating that the stone is impossible for him to win. Successfully claim five stones, or any three adjacent stones, and you win the game. In 2000 GMT published a rethemed version as Battle Line which includes an extra 10 'tactics' cards that modify the standard game play, and with cards that run from 1 to 10 (instead of 1 to 9). The 2004 Edition of Schottentotten has these 'tactics' cards too. Schotten-Totten FAQ.
Scrabble2-490 Min6.310+In this classic word game, players use their seven drawn letter-tiles to form words on the gameboard. Each word laid out earns points based on the commonality of the letters used, with certain board spaces giving bonuses. But a word can only be played if it uses at least one already-played tile or adds to an already-played word. This leads to slightly tactical play, as potential words are rejected because they would give an opponent too much access to the better bonus spaces. Skip-a-cross was licensed by Selchow & Righter and manufactured by Cadaco. Both games have identical rules but Skip-a-cross has tiles and racks made of cardboard instead of wood. The game was also published because not enough Scrabble games were manufactured to meet the demand.
Scythe1-5115 Min8.314+It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as , which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries. Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction's uniqueness and the asymmetrical nature of the game (each faction always starts in the same place). Scythe gives players almost complete control over their fate. Other than each player's individual hidden objective card, the only elements of luck or variability are cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness. Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination. Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.
Scythe: Invaders from Afar1-7140 Min8.414+While empires rise and fall in Eastern Europa, the rest of the world takes notice. Two distant factions, Albion and Togawa, send emissaries to scout the land and employ their own distinct styles of conquering. Scythe: Invaders from Afar, an expansion for Scythe, adds two new factions: 10 miniatures, 62 custom wooden tokens, and 2 faction mats. It also includes some new cardboard tokens, two new player mats, six Automa cards, and a custom plastic insert designed to fit into the expansion box or the original Scythe box.
Scythe: The Rise of Fenris1-5150 Min8.812+Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era. The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless. Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar): Campaign (8 games): The story of Scythe continues and concludes with an eight-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable. Modular (11 modules): Instead of-or after-the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module. While the exact nature of the episodes and modules will remain a mystery (most of these components are in 5 secret tuckboxes and on 6 punchboards), the components in this expansion include a detailed episodic guidebook, 13 plastic miniatures, 62 wooden tokens, 2 custom dice, 25 tiles, and 100+ cardboard tokens. -description from the publisher
Scythe: The Wind Gambit1-7140 Min814+Description from the publisher: Mankind has long been confined to travel by land and sea, but a new technology has emerged from the greatest minds in Eastern Europa: airships. These steam-driven behemoths sail freely across the sky, aiding their empire's expansion through innovation and confrontation. As the years pass, the world has come to understand that no single faction will rise above the rest for any span of time. In the hope of decreasing the conflict and increasing the peace, leaders of Europa begin to gather each year to declare a new way for the factions to resolve their differences. Scythe: The Wind Gambit, an expansion for Scythe, adds two new modules that can be played together or separately at any player count and with either the base game on its own or with other Scythe expansions: • Airships: (1 miniature per faction; 16 tiles) An airship is a new type of unit that is distinctly different from characters, mechs, and workers. Unlike those units, airships never control territories. Airships are moved via a Move action, and rivers and lakes do not constrain their movement. Each airship has two randomly combined abilities (1 aggressive and 1 passive ability; same combo for all players). • Resolutions: (8 tiles) The resolution module changes the way a game of Scythe ends. If you play with this module, ignore the standard end-game trigger (when a player places their sixth star, everything stops and the game ends). Instead, the resolution tile for the current game will determine when and how the game ends. Scythe: The Wind Gambit is now available from retailers worldwide.
SEAL Team Flix1-4120 Min7.614+SEAL Team Flix is a fully co-operative or solo tactical dexterity game that pits 1-4 players against the forces of terrorism. Taking inspiration from several military-themed first-person shooter video games, SEAL Team Flix incorporates flicking, dice rolling, and character standees into an exciting, unique combination that will have the whole table standing up. The game has two modes: campaign and skirmish. In campaign mode, players embark on an eight-mission non-linear adventure. Individual SEALs will get promoted several times over the course of the campaign...if they live. In skirmish mode, simply play one of the 17 missions as a standalone set-piece. SEAL Team Flix is an objective-based game, with primary and secondary objectives which need to be resolved to successfully complete each mission. For example, in some missions, you must locate and acquire intelligence against the terrorist organization Gaia's Hope. In others, you must disarm time bombs or rescue hostages. While you are given intelligence at the beginning of each mission as to the number and nature of the objectives that need to be completed, every game will be different because you will never know where on the map they are until you physically locate them with your SEALs. The game's difficulty scales both with the number of SEALs playing as well as with three optional difficulty levels. IMPORTANT ERRATA: Somehow the Sentry positions were left off the printed boards included in the game. You can see images of the correct Sentry Position placement on pages 6 and 10 in the rulebook, but you can also download the Sentry Errata PDFin the files section, which contains enlarged images of the maps and their sentry positions.
Secret Hitler5-1045 Min7.613+Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority. At the beginning of the game, players close their eyes, and the fascists reveal themselves to one another. Secret Hitler keeps his eyes closed, but puts his thumb up so the fascists can see who he is. The fascists learn who Hitler is, but Hitler doesn't know who his fellow fascists are, and the liberals don't know who anyone is. Each round, players elect a President and a Chancellor who will work together to enact a law from a random deck. If the government passes a fascist law, players must try to figure out if they were betrayed or simply unlucky. Secret Hitler also features government powers that come into play as fascism advances. The fascists will use those powers to create chaos unless liberals can pull the nation back from the brink of war. The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.
Sentinels of the Multiverse2-560 Min7.38+A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse! Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments. Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which 'play themselves', requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.
Sentinels of the Multiverse: Void Guard2-560 Min8.18+The team known as the Southwest Sentinels were in trouble. Chokepoint had blindsided them in their headquarters in Fort Adamant. It was a rough fight. The fact that the heroes were getting no military support in this fight, and that no alarms had been set off by Chokepoint's entirely unstealthy arrival was not immediately concerning to them, but the Southwest Sentinels began to realize things were not quite what they had assumed. They fled through the military installation, narrowly dodging the attacks from Chokepoint. As they entered the lower levels, Chokepoint tore through a wall before them, and then was incapacitated by a blast of power. The wall she had just destroyed housed a secret room the heroes had never seen before. In that room were four large glowing crystals, each radiating a different spectrum of energy. Behind them, Chokepoint groaned and began struggling to her feet. She would be back at full power in no time - the heroes had a choice to make. And they choose survival. Now, Doctor Medico, Mainstay, The Idealist, and Writhe harness the power of Oblivion Shards and fight against the end of all things. They hold back the Void when no one else can. Sentinels of the Multiverse: Void Guard is a box set of four hero characters, complete with their own hero character cards and decks.
SET1-2030 Min6.56+In SET, each card contains 1-3 objects, with all of the objects on a card having the same color, shape and shading, e.g., two purple shaded ovals. Colors, shapes, and shadings come in three different types: green, purple and red; oval, diamond and squiggle; and solid, shaded and outlined. All players compete simultaneously and try to claim sets of cards in a single pass through the deck. A set consists of three cards that are either all alike or all different in each attribute. For example, if all three cards have the same number of objects, but three different shapes, shadings, and colors, then those cards are a set; if two of the cards have a common attribute that is not shared by the third, they are not a set. To play, one person takes the deck and lays out twelve cards face up. The first person to spot a set collects those three cards; if the player was mistaken, then this player cannot claim a set until after another player has done so. After someone has claimed a set, the cardholder lays out three more cards. (If all players agree that no sets can be claimed, then the cardholder lays out three more cards. These cards aren't replaced after someone claims a set.) Whoever claims the most sets wins!
Set Cubed2-430 Min5.30+Game description from the publisher: Set Cubed is a curious game of clever connections, challenging a player's ability to identify SETs between the dice in their hand and those already on the board. Players can play up to 3 dice per turn making as many SETs as possible. Create SETs up, down and across the board, the more SETs you create, the higher your score. As the number of dice on the board increase so do the possible SET combinations. Rack up points by using BONUS SQUARES! Roll a WILD dice and unleash the possible number of SETs that can be made during your turn! How many SETs can you make?! The player with the most points wins!
Shadows: Amsterdam2-820 Min6.710+Amsterdam, present day. A crime has been committed, but the police investigation is going nowhere. An anonymous client has called your detective agency to investigate. However, your rivals are on the case as well, so there's no time to waste. Your Intelligence Officer will guide your Detectives through the city, by sending pictures to communicate. Each image contains location intel ... for those who can understand. But you need to decode the messages faster than your rivals while avoiding the police! Explore the city to find three pieces of evidence, and deliver them to your client before the other team in order to receive payment - and win the game! The police don't want you on the case, so you'd best stay out of their way! If they spot you sniffing around, they'll put you behind bars, giving your rivals an easy victory. Shadows - Amsterdam is a real-time simultaneous competition between detective agencies, using pictures that contain intel to communicate within your own team. Player roles are asymmetrical: each Intelligence Officer tries to guide their own team around the board, and the Detectives try to understand their Intelligence Officer's clues in a fast-paced race to victory.
Shaky Manor2-420 Min6.16+Description from the publisher: The mansion up the hill has always had a reputation...of being cursed. After dark, villagers keep seeing strange things moving behind the windows as the house seems to be 'tilting' and 'rocking'. It is said that the only way to break the mansion's curse would be to gather in one specific room some of the ghoulish ghosts, wandering eyes, slithering snakes, crawling spiders, and other objects that have been inhabiting its dusty walls. Will you be the first to break the curse...and flee the mansion? To win Panic Mansion, you must be the first to complete five challenges by gently tilting and shaking the box to place the correct objects into one room, following the information on the cards.
Shards of Infinity2-430 Min7.510+One-hundred years ago, The Infinity Engine was shattered and its reality-bending shards have destroyed most of the world. Now, it falls upon you to gather your forces, defeat your adversaries, and rebuild the Infinity Engine! Will you survive? Shards of Infinity combines an unprecedented level of strategy and customization into one small box. Rather than competing for points, players must outlast their opponents and reduce their health to zero, which can be done in a number of ways. Each player starts the game with a basic deck of cards, and they can acquire new cards from a central display of six cards (as in Ascension) and add these new cards to their deck or use them immediately, depending on what they are. Every character starts with fifty health and zero mastery. On each turn, you can spend one gem (a.k.a., money) to gain a mastery point. The more mastery you have, the more powerful your cards become. This lets even the weak cards in your starting deck become more powerful as the game progresses. If you reach a total of thirty mastery, you can activate your Infinity Shard, which instantly defeats your opponent. As you acquire new cards, you can employ allies and champions to craft your strategy. Mercenary cards can be added to your deck as in other deck-building games or they can be played immediately from the center row for their ability; this adds even more drama to each player's turn as a key mercenary flip can alter the very outcome of the game! Will you neutralize your opponents before they can fully master the Infinity Shard? With careful planning and aggressive gameplay, only one player can emerge the winner!
Sherlock2-520 Min6.35+Sherlock is a children's memory style card game, with one card showing Sherlock and 49 cards showing an image, an arrow, and a number from 1-4. Players lay eight of the 49 cards face-up in a circle, with the draw pile in the middle. Before beginning the game, players take some time to memorize the images on the cards in the circle, after which all the clue cards are turned over. At the beginning of a player's turn, s/he places the Sherlock card next to a card, then names the object on the card Sherlock is next to and turns the card over to check. If s/he is correct, s/he moves around the circle, in the direction of the arrow, the number of spaces specified by the number on the card. S/he then guesses the object on that next card; if s/he is incorrect, all the cards are turned over again for the next player. If s/he is correct, however, s/he continues moving the Sherlock card around the circle in the same fashion. If the Sherlock card lands at a card that is already face up, the player takes that card and her/his turn is over. A new card is turned over from the draw pile, everyone takes a moment to memorize it, all cards in the circle are turned over, and play resumes with the next player beginning their turn. The first player to collect 6 cards wins.
Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures1-8120 Min7.810+Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics that features ten more cases to be solved in Sherlock Holmes' Victorian-era London, England. A 'London Directory', map, and newspaper archives are included with the cases. Included are six independent 'West End Adventures' cases (redesigned and updated from the 1995 expansion), and a series of four new cases based on the Jack the Ripper murders. Jack the Ripper Cases: Mary Ann Nichols Annie Chapman Elizabeth Stride, Catherine Eddowes Mary Jane Kelly West End Adventures: The Strange Case of Dr. Goldfire The Murder of Sherlock Holmes A Case of Identity The Death of a Transylvanian Count A Royal Huggermugger at the Savage Club A Simple Case of Murder
Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases1-8120 Min7.813+Have you ever had the desire to walk the streets of Victorian London with Sherlock Holmes in search of Professor Moriarty? To search the docks for the giant rat of Sumatra? To walk up Baker Street as the fog is rolling in and hear Holmes cry out, 'Come, Watson, come! The game is afoot!'? Now you can! You can enter the opium den beneath the Bar of Gold, but beware, that may be Colonel Sebastian Moran lurking around the corner. You can capture the mystery and excitement of Holmes' London in this challenging and informative game. You, the player, will match your deductive abilities against your opponents and the master sleuth himself, Sherlock Holmes. In Sherlock Holmes Consulting Detective, you are presented with a mystery to solve, and it is then up to you to trace the threads of evidence through the byways and mansions of nineteenth century London. You will interview suspects, search the newspapers for clues, and put together the facts to reach a solution. Why were two lions murdered in Hyde Park? Who is responsible for the missing paintings from the National Gallery? Who murdered Oswald Mason and why? These are just a few of the cases that will challenge your ingenuity and deductive abilities. This is not a board game: No dice, no luck, but a challenge to your mental ability. The game has been thoroughly researched for Holmesian and Victorian accuracy so as to capture a feeling of that bygone era.
Shipwrights of the North Sea2-560 Min6.510+Shipwrights of the North Sea is set in the early years of the Viking Age, circa 900 AD. As Viking shipwrights, players compete to build the greatest fleet on the North Sea. Players must collect oak, wool and iron, as well as getting other craftsmen on board to help. Gold is a precious commodity, and must be spent wisely. As you would expect, the township is filled with an array of characters, bad and worse. Better hope they're on your side! &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Aim of the Game The aim of Shipwrights of the North Sea is to be the player with the most Victory Points at the game's end. Points are gained by constructing various Ships and Buildings. The game ends after the round where 1 or more players constructs their 4th ship. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Gameplay Overview The game is played over a series of days (rounds). Each day follows the same pattern: Morning Phase - Planning (Each player receives 3 cards) Afternoon Phase - Working (Players take actions and play or discard their 3 cards) Evening Phase - Resting (Players receive Gold and Workers for the next day) &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Printed Components 128 Cards - Featuring 46 unique and stunning illustrations 5 Beautifully Illustrated Player Boards 5 Player Reference Boards 1 Illustrated Rulebook 1 Pioneer Token 5 VP Markers &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Wooden Components 5 Gold Ships 25 Oak 25 Wool 25 Iron 50 Workers
Shogun Big Box3-5150 Min7.912+Shogun Big Box includes the base game of Shogun, Tenno's Court Expansion 1, Samurai Expansion Module 2, Military Leaders Expansion Module 3 and Chambers Expansion Module 4, with the latter three items being unique to this release. With Samurai, at the beginning of each round when you control provinces in at least four regions, you reveal a better card and pick a bonus from it. For this reason, the first card is de facto unused, and the rest provide you with either gold (2,4,6), rice (0,1,2), armies on the tray (1,2,3) or victory points (0,0,1). With Military Leaders, every player is given one military leader figure to place on one of their controlled counties. While performing actions in this county, they get extra benefits, such as costs of buildings are reduced by 1 or they earn one extra grain. At the end of a player's turn, they then move the leader to an adjacent county under their control, leaving a marker at the old location. If a player cannot place the leader adjacent to their county, they have to move it to any of their controlled counties, not leaving a marker behind. The more markers you have on the board at the end of the game, the more points will be awarded! For Chambers, many offices have to be taken in order to rule the land. For each region there are several positions to be filled by the players. At the beginning of each round, six chamber markers are revealed and placed on the corresponding spaces on the chamber tableau. These six positions are available to be filled in each region by the players. Whoever has the most counties under their control in that region will fill the position and exchange the camber marker on the tableau with one of their own player markers. At the end of the game, players are awarded extra points for majorities in horizontal and vertical lines on the chamber tableau.
Shogunate3-625 Min6.514+The six great clans each strive to have their leader be first in line to succeed the Shogun. Of course, you'll do so in a manner most, shall we say, honorable. In Shogunate, each player is loyal to two clans. Your goal is to use your actions to manipulate the line of succession such that the leaders of your clans earn the most honor!
Silk2-445 Min6.510+The Imomushi silkworms can live only in the cold peaks of the Akaishi Mountains, and they produce the most delicate and expensive silk in the world. Very few people can withstand the hardships of the lonesome life a shepherd of giant silkworms leads. It is a solitary existence that requires great dedication and strength of character to bear the pressures that stem from competing with the few other shepherds who fight over the scarce but desirable feeding grounds, while keeping the fearsome ookamy at bay. Silk is a gateway game into area control and worker placement systems. Players have to move their silkworms to the optimal spaces so they can feed on the best grass available, while pushing the other players' pieces into less desirable feeding grounds. In this game, players roll dice in order to determine which actions they are allowed to perform during their turn. There are six types of actions available: breeding more silkworms, moving the shepherd or their mastiff, building fences or farms, moving the ookami monster around the board, and - most importantly - getting your silkworms to feed. When silkworms feed, they generate a number of silk points, depending on the type of terrain they are standing on at that moment. These points can be used to modify the outcome of a dice roll, all while keeping in mind that the player with the most silk points at the end of the game wins! -description from publisher
Simon's Cat Card Game3-625 Min6.16+The fast-paced Simon's Cat Card Game features adorable art taken directly from animator and illustrator Simon Tofield's YouTube series, Simon's Cat, which has hundreds of millions of views. In the game, players go around the table playing cards to escape Simon's attention. Get caught and you get Blame; get too much Blame and you get fed last. No one wants that.
Skip-Bo2-620 Min5.48+Each player is dealt a stockpile of 30 cards. The winner will be whoever manages to empty their stockpile first. Cards are played onto four shared building piles in numerical sequence from 1 to 12. On each turn, a player draws until they have five cards in their hand, and then plays cards from: their hand, a top card of their discard piles, or their stockpile. At the end of their turn, a player must discard onto one of their four personal discard piles. Strategy involves the organizing of cards into the discard piles, care in not setting up the next players for good plays, knowing when to play from which option, and especially the timing of playing a valuable 'Skip-bo' wildcard. Skip-bo is based on Traditional Card Games: Spite and Malice.
Skulk Hollow2-240 Min7.78+THE GREAT RETURN ​Over generations and generations the ancient woodland of Børe prospered and grew. The world was bestowed with great spirit, which lifted the animals of the land to new heights. Unfortunately, over the years these clans lost touch with the spirit of the land and faction warring developed. The Foxen Kingdom of Skulk Hollow in the South, The spiritual Red Pandas of Cupboard in the North, the Mischievous Mice of Multon in the West, and the colony of Blackheart Bunnies in the East. As skirmishes started breaking out across the continent, lives lost, there was a monstrous shake and then The Great Return. No one quite knows why, but the Guardians have risen - but not the kind, life-giving Guardians of spiritual legend. Dark, ferocious, versions that are now attacking all the kingdoms of the land. OBJECTIVE In Skulk Hollow, two players take the roles of either a towering behemoth of a Guardian trying to eliminate the clans of foxes who have been causing havoc on the countryside, or a band of foxen heroes out to vanquish the evil beast that has been terrorizing the land and reunite the four kingdoms of Børe. The Guardian wins the game by either eliminating the Foxen King, or by gaining enough Tribute. The Foxen Heroes wins the game by eliminating the Guardian. GAMEPLAY Skulk Hollow is a 2-player, asymetric, tactical combat game. Player use action cards to move their units, summon, and use special abilities. Taking down a guardian requires the Foxen player to leap onto the Guardian player board and take out different parts of the character.
Slap It!2-810 Min6.46+A portal to another dimension has opened, and monsters are pouring out. What do you do when you encounter a monster? Slap it! In Slap It!, players race to be the first to slap the correct monster, but that's not always as easy as it seems. With new monsters coming out of the portal, and the dice changing the rules, you need to stay on your toes and be lightning fast - and if you see a monster coming, slap it! The player with the dice rolls them within view of all players. The dice will refer to one of the face-up cards on the table. The first person to slap the correct card takes it, and a new card is turned face-up from the deck to replace it. The dice are then passed to the next player in clockwise order, and the same process is repeated. When only two monster cards remain on the table, the game ends. Players count up the monster cards that they have taken, and the player with the most cards wins. In the event of a tie, the tied player with the single highest monster card wins. -description from publisher
Small World2-580 Min7.38+In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory! On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go 'into decline'. A race in decline is designated by flipping the tiles over to their black-and-white side. At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depending on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins. Clarifications: available in a pinned forum post.
Small World Underground2-590 Min7.38+'This world's not big enough for all of us, so it's time you step aside to make room for me.' That's the spirit of Philippe Keyaerts' award-winning Small World, and the 2011 release Small World Underground is a standalone game that keeps that spirit intact, while putting a new spin on the game play. Small World Underground includes 15 fantasy-themed races of creatures along with 21 special powers. Each player will control several creature/power combinations over the course of the game - spending points to draft these combinations - and will use those creatures to claim control of various subterranean locations. Some locations hold relics or are designated as 'places of power', and monsters must first be conquered before a player can claim these special benefits. At the end of each turn, a player scores points for the regions he holds, and the player with the most points at game end wins. Small World Underground is playable on its own, but can be combined with other Small World releases. The publisher recommends that players be familiar with Small World before playing Small World Underground.
Small World: Sky Islands3-680 Min7.88+Small World: Sky Islands introduces seven new races and powers to the Small World base game, but it also gives those races - and all the previously released races - new territory in which to fight for control. At the start of play, place the Sky Islands game board so that it shows either two or three islands in the sky (your choice), then use the Small World game board as if you were playing with one fewer player, i.e., use the four-player board when playing with five players. Next, place access points to the Sky Islands - the beanstalk and the stairway - on different regions on the game board. Whenever a race stands on one of these access points, they can try to conquer the space on the sky islands that shows the matching symbol. Races can't start their conquests in the Sky Islands unless their power specifically allows them to do so. At the end of a turn, if you control all of the regions on a Sky Island, you gain one additional coin.
Small World: Tales and Legends2-580 Min7.28+Will you end up drinking the Philter of Forgetfulness, be flung from the Great Catapult, or even have a chance to seduce the White Queen? Thanks to this new expansion for Small World, the wise veterans of the game now have a chance to re-write History... Tales & Legends introduces 54 new Event cards that change the storyline of each turn during the game. Some events may have small consequences, while others are nearly cataclysmic in their impact. At the start of each turn (except the first) a new event card is drawn and put into play. The next Upcoming Event is also visible, so players know what faces them on the next turn. This expansion was created by Laurent Verrier, Special Prize Winner of the Small World Design Contest. Philippe Keyaerts, the original game's author, provided additional development assistance.
Smash Up2-445 Min6.812+The 'shufflebuilding' game Smash Up begins with a simple premise: take the 20-card decks of two factions, shuffle them into a deck of forty cards, then compete to crush more Bases than your opponents! Each faction involves a different gaming mechanism - the pirates move the cards, the zombies bring back the cards from the discard pile, the dinosaurs have enormous power - and each combination of factions brings a different gaming experience. During the game, basic cards (each with their own difficulties and abilities) are at stake. You try to have the most power on the basis of your minions when the base is broken. Sounds easy? Is it easy when an opponent's Alien-Ninja decides to tie your minions to other Bases - flat Murder them? What happens when the Pirate-Dinosaur Full Sails player and frees King Rex to trample your minions in the ground, or when wizard-zombies use their mystic power to create an outbreak, suddenly flooding minions on the base of the discard pile? Or if you were facing a Zombie-Dinosaur player instead and he created an epidemic of massive beasts at the same time?!? When a base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, brother, next time. With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different Ninja-Aliens, for example. Which one will you use to crush your opponents? And did we mention dinosaurs have laser beams? Integrates with: Smash Up: Munchkin Smash Up: Pretty Pretty Smash Up Smash Up: The Big Geeky Box Smash Up: Science Fiction Double Feature Smash Up: Monster Smash Smash Up: The Obligatory Cthulhu Set Smash Up: Awesome Level 9000 Smash Up: It's Your Fault! Smash Up: Cease and Desist
Smash Up: All Stars0-00 Min7.40+Smash Up: All Stars is a single faction that consists of previously released minions and actions from other Smash Up sets. This deck is included in the Smash Up: All-Stars Event Kit as a prize for players who participate in games and tournaments run by retail outlets that use this kit. Smash Up: All Stars (as well as Geek and Sundry Geeks ('The Geeks')) faction will also be included in Smash Up: The Bigger Geekier Box, slated to be released August 20, 2018.
Smash Up: Awesome Level 90002-245 Min7.312+Featuring four new factions and eight new bases, Smash Up: Awesome Level 9000 - a.k.a. Smash Up II - integrates into the Smash Up base game, bringing exponential new combinations of factions and playstyles! Smash Up: Awesome Level 9000 includes: Killer Plants - Better deal with these guys fast because if you leave them alone, they'll grow all over the place...like weeds! *rimshot* Ghosts - Unlike in just about every card game in history, Ghosts benefit from having fewer cards in your hand. Can you be immaterial? Steampunks - Can't leave a good base alone? The Steampunks will add new abilities to bases to help your strategies. Bear Cavalry - What's scary? A bear. What's really scary? A cossack riding a bear! Bear Cavalry will use fear to drive opposing minions to other bases.
Smash Up: Big in Japan2-245 Min7.514+Smash Up: Big in Japan brings the most kawaii base-bashing you've seen to Smash Up, with four factions born from Japanese pop culture: anime fighting girls, cute collectible critters that are totally not Pokémon, colorful fighters that are in no way Power Rangers, and Godzilla. NOTE: The box says that there are 4 dividers and 4 Titan cards in the expansion. However, something truly MAGICAL happened at the factory! Like a group of smaller robots forming into a larger one, the Titan cards became the divider cards! So you aren't missing anything. Quit emailing us. - AEG Customer Service
Smash Up: Cease and Desist2-245 Min7.512+Smash Up: Cease and Desist can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete for control of bases at the same time. Smash Up: Cease and Desist includes four factions - Astroknights, Changerbots, Star Roamers, and Ignobles - with 22 cards for each faction. To play, you shuffle together any two factions, whether from this set or any other Smash Up title, then start playing.
Smash Up: It's Your Fault!2-260 Min7.614+Smash Up turns over the wheel to all of you! Through a huge nomination and run-off process, players from all over the world helped choose four of the factions that take part in Smash Up: It's Your Fault!. The winning four factions were Sharks, Superheroes, Mythic Greeks, and Dragons - with the 'Shark Delivery System' Tornado faction thrown in as a bonus!
Smash Up: Monster Smash2-245 Min7.312+Smash Up: Monster Smash consists of four new factions for Smash Up: vampires, mad scientists, werewolves and giant ants. Tremble before the power of the ants! Vampires gain power as they destroy your opponents' minions Mad Scientists have released death in the form of powerful creations and can empower various minions Werewolves have explosive power to beat down opponents Giant Ants work as a great hive mind, spreading their power around as necessary to ensure their atomic-age victory Smash Up: Monster Smash can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time. Integrates with: Smash Up
Smash Up: Munchkin2-445 Min6.712+The 'shufflebuilding' game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents! Each faction brings a different powers and sometimes different game mechanisms into play, so every combination of factions brings a unique play experience. During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed because when that happens each player in first, second and third place scores points. Smash Up: Munchkin is a Munchkin-themed version of Smash Up. There are eight factions; Clerics, Halflings, Orcs, Warriors, Elves, Thieves, Dwarves and Mages.
Smash Up: Oops, You Did It Again2-245 Min7.514+Smash Up: Oops, You Did It Again is a standalone two-player-only game that can also be used as an expansion for other Smash Up titles. The four factions to be included in this set are Vikings, Cowboys, Samurai, and Egyptians. -description from the publisher
Smash Up: Pretty Pretty Smash Up2-245 Min7.314+Think only pirates, time travelers, vampires and bears can smash bases? Well, get ready to be taught a lesson - in the nicest way possible! Pretty Pretty Smash Up brings the sweetest factions ever to the vicious fight for victory! Kitty Cats use their incredible cuteness to take control of enemy minions. Princesses ply their royalty, beauty and even their love to get their way. Fairies' fickle tricks give you options like never before, while the herds of Mythic Horses work together for dominance. Get ready - your opponents will never know what hit them! Pretty Pretty Smash Up can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time. Integrates with: Smash Up
Smash Up: Science Fiction Double Feature2-245 Min7.312+Smash Up is back with even more wild factions in the mix! Science Fiction Double Feature brings four new decks to the base-smashing business with abilities unlike those seen before! Time Travelers allow you to reuse your cards time and time again Cyborg Apes take actions that attach to your minions and take them to a whole new level Super Spies use their mojo in espionage to plot out the future of you and your opponents Shapeshifters could be anyone! Smash Up: Science Fiction Double Feature can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time. Integrates with: Smash Up
Smash Up: Smash Up Titans2-445 Min7.712+This is a promotional pack of cards (plastic card dividers) included in the Smash Up: Titan Event Kit. These cards copy the Titan card mechanic, introduced in Smash Up: Big In Japan, for other factions. (The winner was given a playmat, markers, and tokens) Included Faction Titans: Innsmouth Time Traveler Ghosts Minion of Cthulhu Pirates Bear Cavalry Wizards Tricksters Ignobles Explorers Changerbots Fairies Giant Ants Super Spies Vampires Werewolves
Smash Up: That '70s Expansion2-245 Min7.614+Smash Up: That '70s Expansion is a standalone two-player-only game that can also be used as an expansion for other Smash Up titles. The four factions to be included in this set are truckers, vigilantes, disco dancers, and kung fu fighters.
Smash Up: The Big Geeky Box2-40 Min7.312+Smash Up: The Big Geeky Box is a storage case for Smash Up cards that also contains a single faction deck for the game: 'The Geeks', based on the characters and shows on the online Geek and Sundry channel, including TableTop. 'The Geeks' faction (as well as Smash Up: All Stars) will also be included in Smash Up: The Bigger Geekier Box, slated to be released August 20, 2018.
Smash Up: The Bigger Geekier Box2-460 Min7.712+The box of the original Core Set could only accommodate the first 3 sets (up through The Obligatory Cthulhu Set), so The Big Geeky Box was created to accommodate more sets. But The Big Geeky Box will eventually run out of space, especially when you sleeve all the cards. Now The Bigger Geekier Box was designed to hold even more sets than The Big Geeky Box. It has four long troughs that can hold dozens of decks each and a closeable token holder, the previously-released Geeks and Smash Up All Stars factions with their corresponding bases. Also, unlike the Big Geeky Box, this set contains a comprehensive rule book compiling all the rules and card clarifications from all the sets created so far. The set also comes with dividers that name every faction made thus far and for Oops, You Did It Again. To accommodate partly full troughs, the box includes foam bricks that can be positioned anywhere along the troughs and will remain in place. -description from the publisher
Smash Up: The Obligatory Cthulhu Set2-245 Min6.812+Game description from the publisher: Just when you thought Smash Up might escape, the International Gaming Authority reminded us at AEG that we were honor-bound to include Cthulhu in one of our products, so we set on to make the most Cthulhu-est product ever. Smash Up: The Obligatory Cthulhu Set features crazy Cthulhu cultists, fishy Innsmouth locals, horrifying Elder Things, and good old Miskatonic University members (the Fightin' Cephalopods). To be certain we got it right, this set also includes a new card type fittingly known as 'Madness' that each of these groups can use to various effects. Just remember that Madness brings you power but at a price (joking!). If you're ready to embrace the creatures beyond the understanding of mortal men, then shuffle up these guys with your pirates, bear cavalry, and others for the most awesome fit of crazed insanity you've had in a long time!
Smash Up: What Were We Thinking?2-245 Min7.514+Description from the publisher: Never let a cute face fool you, there's a beatin' awaiting you behind those cuddly smiles (didn't Pretty Pretty Smash Up teach you anything?!?!) But it doesn't end there, if you survive the onslaught of the teddy bears, you have rock stars, grannies, and explorers awaiting... seriously, what were we thinking? Smash Up: What Were We Thinking returns to the wild randomness of the early days of Smash Up. By combining this expansion with your Smash Up sets, will you take Zombie Rock Stars against Explorer Dinosaurs? What about Time Travelling Grannies versus Teddy Bear Vampires? It's all possible now! All your dreams can finally come true!
Smash Up: World Tour - International Incident2-245 Min7.614+Come along on the Smash Up World Tour! International Incident is the start of a year-long trip around the four corners of the world to visit some of the coolest heroes that different cultures have to offer! From the cold of Canada to the heat of Mexico and beyond, this first World Tour set adds awesome factions to your fight for the bases. The Luchadores bring their high-flying, death-defying wrestling combinations to the fight, and the Mounties are at their strongest while they get their man and keep the Great White North safe! The Musketeers use their explosive action chains to gallantly defeat enemies, and the Sumo Wrestlers bulk up and throw their weight around, knocking their enemies away from the base. World Tour: International Incident is compatible with all other Smash Up expansions!
Sorcerer2-490 Min7.814+Sorcerer: A Strategy Card Game is set in what the company describes as a grim, gaslamp lit world full of fantastic, mythical creatures and sorcery. Designed for two to four players, the game pits two ancient beings of great power against one another to determine which of their lineage are strongest. The players use sorcery to conjure minions, cast minions, and wield enchanted items to reach the game's goal of conquering three battlefields. The game uses a simple resource system of 'energy' that is determined randomly by a dice-roll at the beginning of each round, to make sure no round is the same. However, the outcome being the same for both players, the game balance stays even. This energy is then used in the Action Phase for conjuring minions from your hand on any of three battlefields, casting possessions that can improve your minion's traits and abilities; or sorcery cards with various direct effects. Also as an action you can add more energy to your Energy Pool, draw more cards, move minions to another battlefield etc. The choice is yours, it is just about your pure skill to handle the battle preparation! In the Battle Phase players roll amount of custom dice equal to each minion's attack trait with possible outcome of miss, hit, double hit or critical hit for each die, and place damage counters on the respective minions or directly to the Battlefield. A unique system of Omen tokens then allows to adjust this outcome by re-rolling the dice, before distributing the damage among opponent's minions and battlefield. The combination of usual mechanics like story driven deck building, push your luck or dice-rolling; and a unique system of influencing the outcome of the battle, provides a perfect balance between strategy and random elements (even you still have the possibility to influence the outcome). Dividing the round to the Action Phase and Battle Phase then creates a very pleasant and natural flow of the hardcore game play. Sorcerer was first developed in 2012, and in 2014, Peter Scholtz consulted with Czech and Slovak board gaming communities intensively to fine tune the mechanics of the game. In August 2014, the first demo version of Sorcerer was published, responding to all the remarks and feedback Peter Scholtz received, allowing him to create both his upgraded, native language demo and finally the, English language version of Sorcerer. The Sorcerer prototype was available for the wide audience as a free to play testing material over the year 2014. After another year of intense work and listening to the game community, Peter Scholtz went to Essen Spiel to meet some of the greatest board game publishers and show them the game. After a meeting with Rob Dougherty, CEO of the White Wizard Games, game designer (Star Realms, Hero Realms, and Epic card game), and last but not least, MTG Hall of Fame player, the dice was finally rolled. In 2016, Peter Scholtz become a White Wizard Games team member and together they prepared the game for its KS campaign launch in November 2017.
SOS Dino1-425 Min6.87+You need to react, anticipate, and work together as a team to save the four dinosaurs in SOS Dino! Draw a tile, place it on the board, then move one of the dinosaurs closer to the safety of the mountains. Pay attention to lava and meteor showers! -description from the publisher
Space Alert1-530 Min7.512+Space Alert is a cooperative team survival game. Players become crew members of a small spaceship scanning dangerous sectors of the galaxy. The missions last just 10 real-time minutes (hyperspace jump, sector scan, hyperspace jump back) and the only task the players have is to protect their ship. During play, the central computer will announce the presence of various threats on one the supplied 10 minute soundtracks that also acts as a game timer. The threats vary from space battleships and interceptors to different interstellar monsters and abominations, asteroids or even intruders and malfunctions on the spaceship. Players have to agree who will take care of which task and coordinate their actions (moving around the ship, firing weapons, distributing energy, using battlebots to deal with intruders, launching guided missiles, etc.) in real time to defend the ship. Only a well-working team can survive 10 minutes and make the jump back to safety. The game offers several difficulty levels, huge variability and a unique experience for one to five player teams. One mission lasts only about 30 minutes, including setup and evaluation. (Based on a description from Czech Games Edition)
Space Base2-560 Min7.514+In Space Base, players assume the roles of Commodores of a small fleet of ships. Ships begin docked at their stations and are then deployed to sectors as new ships are commissioned under your command. Use cargo vessels to engage in trade and commerce; mining vessels to build reoccurring base income; and carriers to spread your influence. Establish new colonies for a new Commodore in a sector to gain even more influence. Gain enough influence and you can be promoted to Admiral! Space Base is a quick-to-learn, quick-to-play dice game using the core 'I roll, everyone gets stuff' mechanism seen in other games. It's also a strategic engine builder using a player board (your space base) and tableaus of ship cards you can buy and add to your board. The cards you buy and the order you buy them in have interesting implications on your engine beyond just the ability on the card you buy, making for a different type of engine construction than seen in similar games. Players can take their engine in a number of directions: long odds and explosive gains, low luck and steady income, big end-game combos to launch from last to first, or a mix-and-match approach. Ultimately, Space Base is a game you can just start playing and teach everyone how to play in the first round or two and has a satisfying blend of dice-chucking luck and challenging strategic choices.
Space Park1-430 Min7.314+Ride a rocket to extraordinary destinations across our galaxy. During your travels you will gather exotic crystals that further our understanding of what's out there. Use these crystals to complete exploration badges and turn them in at the mysterious Outpost 13 to prove yourself as the galaxy's next great space explorer! Space Park features a modular board where seven destinations are randomly arranged to form a circle between players. During a player's turn, rockets will be on three of the board's seven destinations. These rockets symbolize what destinations are available for a player to travel to. Once a player travels to a destination by performing its action, that rocket moves to the next open destination clockwise. Destinations feature actions such as gaining a certain type of crystal, acquiring a new badge to work toward, turning in your crystals for Explorer Points, or using your trusty explorer-bot Scout to help out. The player with the most Explorer Points at the end of the game wins. -description from the publisher
Spaceteam3-65 Min6.710+Spaceteam is a fast-paced, cooperative shouting card game in which you race to repair your malfunctioning spaceship. Your goal is to ensure that all ship systems are functioning properly before time runs out. Each player must deal with the various malfunctions in their sector by flipping cards from the malfunction deck in front of them, and fixing the ship's systems. You'll have an arsenal of disorganized space tools spread among all players' hands, but finding the right tools can be harder than you think, especially when your Spaceteam is franticly worrying about malfunctions in their own sector. If that wasn't hard enough, you'll also have to deal with complications such as wormholes and asteroid fields, which require the coordination of the entire Spaceteam. There are no turns; everyone plays and shouts at the same time. Victory is achieved if enough malfunctions are corrected to reveal the 6 hidden System-Go Cards before time is up.
Specter Ops2-5120 Min7.313+A secret agent of A.R.K. has infiltrated a top secret Raxxon facility, attempting to complete three mission objectives before they escape - but they are hunted by genetically modified Raxxon Hunters. Players can choose which side they wish to join. Specter Ops is a sci-fi, stealth ops game of hidden movement that's similar to Scotland Yard. Players are trying to locate/capture a mysterious agent, who keeps track of their sneaking via a private map. The other players take control of unique characters who must use their wits, abilities and technology to help them hunt down this infiltrator. Items like flash grenades, scanners, and the like are at the disposal of this covert agent.
Spell Smashers1-560 Min6.912+Harness the power of your vocabulary in this exciting, monster-battling, loot-collecting word game. In Spell Smashers, you combine your letter cards to spell words, smashing fearsome monsters and their even more fearsome adjectives! When you deal damage to a monster, you gain precious coins. When you defeat a monster, you collect that monster as a trophy...and gain a new letter to use later on! But beware - as you battle these dangerous creatures, you receive wounds, which are difficult letter combinations that could ruin your day. Between battles, visit the local town and spend your hard-earned loot to outfit yourself with powerful gear, take on new quests, buy devious potions, or grab an ale at the tavern as you boast about your battle scars. Set your sights on fame and glory as you smash monsters with your spelling skills and rid the world of evil!
Spirit Island1-4120 Min8.313+In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight. The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history. At game start, winning requires destroying every last settlement and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory. The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.
Splendor2-430 Min7.510+Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops-all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige. On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card-in order to make sure you get it, or, why not, your opponents don't get it-you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem. All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.
Spy Club2-445 Min7.210+'We could start a Spy Club,' suggested Beatrice. 'You know - search for clues and try to find mysteries to solve!' In Spy Club, players work together as young detectives to solve neighborhood mysteries. It includes a replayable campaign format, with variable unlocking content, for playing a series of 5 games connected together to tell a larger story. Throughout the campaign, you'll unlock new modules with additional rules and story elements. With 40 new modules and 174 cards in the campaign deck, you can reset everything and play multiple campaigns - with a different story and gameplay experience emerging each time. In the standard game, each player has double-sided clue cards in front of them. On your turn, you use actions to flip, draw, and trade clue cards, gain ideas, and confirm clue cards as evidence. Confirm 5 clues of the same type to solve part of the case. As you discover more and more of the solution, a story starts to emerge: your Neighbor stole something from the ice cream shop, but what? And why? To crack the case, you must find the solution to all 5 parts before the suspect escapes or you run out of clues. You can always play a single, standalone game of Spy Club, but the campaign mode is the recommended way to play: Each game plays in 45 minutes, and each campaign consists of 5 games. Some elements from each game carry forward and affect future games, with new rules and story elements are unlocked each play. The sequence of content isn't scripted, so each campaign will unfold differently. Everything can be fully reset and replayed. You only unlock a small portion of the total content in one campaign (just 4 of the 40 modules), so you can play multiple campaigns and continue unlocking new content each time!
Spyfall3-815 Min6.913+Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what's going on around you. It's really simple! Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location - a casino, a traveling circus, a pirate ship, or even a space station - except that one player receives a card that says 'Spy' instead of the location. Players then start asking each other questions - 'Why are you dressed so strangely?' or 'When was the last time we got a payday?' or anything else you can come up with - trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story! At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points. After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!
Star Fluxx2-640 Min6.48+Fluxx gets the Science Fiction treatment. From the publisher: 'Just when you thought that Fluxx had gone as far as it could go - it blasts off for the Stars! Explore the vastness of space-themed humor with your valiant Captain, Engineer, and, of course, your Expendable Crewman. Go check out that Small Moon - or is it really a Space Station? You may be swayed by Unseen Forces, held hostage by Evil Computers, or find your ship infested with Cute Fuzzy Aliens.' Like its brethren, Star Fluxx is the game of ever changing rules. It starts out as Draw 1, Play 1, but even that can change. When a Goal card is played, you can win by meeting the Goal, usually by having the correct Keeper cards in front of you. Action and Surprise cards help you to meet the Goal, or stop your opponent. Creeper cards usually prevent you from winning, but are sometimes necessary to meet the Goal.
Star Realms2-220 Min7.612+Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer). Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent's score (called Authority) to zero, you win! Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Factions Each of the cards in the 80 card Trade Deck is a Ship or a Base belonging to one of four factions: The Trade Federation, The Blobs, The Star Empire or The Machine Cult. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Trade Federation In the far future, the more traditional governing bodies of the human race have been replaced with corporate leadership. The earth and its surrounding colonies are ruled by a group of corporations called the Trade Federation. The Federation's policies are focused around trade and growth, but especially in profit and prosperity for those at the top of the corporate ladder. While they prefer to deal with other star realms using trade and diplomacy, they have a large defense branch dedicated to protecting the Federation's trade and other interests. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;The Blobs These mysterious creatures are the first alien life forms encountered by the human race. Most of the initial encounters consisted of human colonies being completely obliterated. On the few occasions that a Blob ship has been recovered somewhat intact, the only biological remains found inside have consisted of a gelatinous mass, thus leading to the moniker, . While for several years all encounters between humanity and the Blobs have been extremely violent, there is currently some limited trade between various Blob factions and some of the more daring human traders.The Blobs are best at generating massive amounts of Combat and at removing undesirable cards from the Trade Row. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Star Empire The Star Empire consists primarily of former colonies of the Trade Federation. These colonies were on the outer edges of the Federation. Not only did they feel used by the corporations, but they felt the Federation failed to give them adequate protection from the Blobs. As a result, one ambitious colonial governor was able to unite several colonies into an independent empire under his control, one with a strong military, both for warding off the Blobs and for discouraging the Federation from trying to reclaim their lost colonies. The Star Empire is a combat oriented faction that draws lots of cards and makes the opponent discard cards. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Machine Cult A cluster of industrial mining worlds were completely cut off from the Trade Federation by the Blobs. With the threat of annihilation by the Blobs always looming and no contact with the rest of human space, these worlds were forced to take drastic measures. Soon a cult of technology arose, focused on using advanced technology, robotics and computerization to create strong defenses and a powerful military that belied their relatively small population. Since their leaders believed their salvation lay in technology, technology soon became their god and their religion. The Machine Cult gains most of its power from being able to remove undesirable cards from your deck and from having a large number of Bases designed to defend your Authority from attack. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Playing Star Realms ​When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however. As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent's Authority to zero and win the game, it's also useful for destroying your opponent's Bases. Some Bases are designated as Outposts. Your opponent's Outposts must be destroyed before you can use Combat to attack your opponent's Authority directly. Star Realms is easy to learn, especially if you're familiar with deck-building games, but it's a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent's Base or their Authority? These are just some of the many choices you'll be faced with. New players needn't agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.
Star Realms: Colony Wars2-220 Min7.912+Colony Wars is a deckbuilding game in the Star Realms series which is both a standalone box set for two players (featuring an 80-card trade deck, as in the original) and an expansion for the base Star Realms set that allows it to be played as a four-player game. In Colony Wars, as in Star Realms, players will start with a fleet (deck) of 10 basic ships, and can spend Trade to acquire more powerful ships and bases from a central trade row of 5 cards. This row is continuously replenished by random draws from the trade deck. Many ships and bases deal Combat damage which you can use to attack your opponent and/or destroy their bases. When you reduce your opponent's Authority to zero, you win.
Star Realms: Command Deck - Lost Fleet2-40 Min7.812+Lost Fleet Command Deck Kickstarter exclusive Allows you to play as the Legendary Commander of the infamous Lost Fleet who works well with all factions! For use with Frontiers or any other Star Realms set. A Legendary Commander card, which shows your Commander's hand size and starting Authority! 2 new, easy-to-use score cards. 2 Gambit cards, unique to your Commander! A mighty 8-cost mega-ship. Your Commander's custom 14-card starting deck! With this powerful deck you will be able to battle against other commanders, or play as a raid boss taking on multiple opponents playing standard decks!
Star Realms: Command Deck - The Alignment2-40 Min7.712+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Commander decks In addition to Star Realms: Frontiers additional command decks were introduced named The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity. Features of each of these 18 card packs: Allows you to play as a Legendary Commander in the Star Realms universe. For use with Frontiers or any other Star Realms set. A Legendary Commander card which shows your Commander's hand size and starting Authority. 2 new, easy to use score cards. 2 Gambit cards, unique to your Commander. A mighty 8-cost mega-ship. Your Commander's custom 12-card starting deck, that includes new cards from your Commander's two favored factions. With this powerful deck you will be able to battle against other commanders, or play as raid boss taking on multiple opponents playing standard decks.
Star Realms: Command Deck - The Alliance2-40 Min7.812+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Commander decks In addition to Star Realms: Frontiers additional command decks were introduced named The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity. Features of each of these 18 card packs: Allows you to play as a Legendary Commander in the Star Realms universe. For use with Frontiers or any other Star Realms set. A Legendary Commander card which shows your Commander's hand size and starting Authority. 2 new, easy to use score cards. 2 Gambit cards, unique to your Commander. A mighty 8-cost mega-ship. Your Commander's custom 12-card starting deck, that includes new cards from your Commander's two favored factions. With this powerful deck you will be able to battle against other commanders, or play as raid boss taking on multiple opponents playing standard decks.
Star Realms: Command Deck - The Coalition2-40 Min7.912+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Commander decks In addition to Star Realms: Frontiers additional command decks were introduced named The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity. Features of each of these 18 card packs: Allows you to play as a Legendary Commander in the Star Realms universe. For use with Frontiers or any other Star Realms set. A Legendary Commander card which shows your Commander's hand size and starting Authority. 2 new, easy to use score cards. 2 Gambit cards, unique to your Commander. A mighty 8-cost mega-ship. Your Commander's custom 12-card starting deck, that includes new cards from your Commander's two favored factions. With this powerful deck you will be able to battle against other commanders, or play as raid boss taking on multiple opponents playing standard decks.
Star Realms: Command Deck - The Pact2-40 Min7.912+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Commander decks In addition to Star Realms: Frontiers additional command decks were introduced named The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity. Features of each of these 18 card packs: Allows you to play as a Legendary Commander in the Star Realms universe. For use with Frontiers or any other Star Realms set. A Legendary Commander card which shows your Commander's hand size and starting Authority. 2 new, easy to use score cards. 2 Gambit cards, unique to your Commander. A mighty 8-cost mega-ship. Your Commander's custom 12-card starting deck, that includes new cards from your Commander's two favored factions. With this powerful deck you will be able to battle against other commanders, or play as raid boss taking on multiple opponents playing standard decks.
Star Realms: Command Deck - The Union2-40 Min7.912+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Commander decks In addition to Star Realms: Frontiers additional command decks were introduced named The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity. Features of each of these 18 card packs: Allows you to play as a Legendary Commander in the Star Realms universe. For use with Frontiers or any other Star Realms set. A Legendary Commander card which shows your Commander's hand size and starting Authority. 2 new, easy to use score cards. 2 Gambit cards, unique to your Commander. A mighty 8-cost mega-ship. Your Commander's custom 12-card starting deck, that includes new cards from your Commander's two favored factions. With this powerful deck you will be able to battle against other commanders, or play as raid boss taking on multiple opponents playing standard decks.
Star Realms: Command Deck - The Unity2-40 Min7.912+&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Commander decks In addition to Star Realms: Frontiers additional command decks were introduced named The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity. Features of each of these 18 card packs: Allows you to play as a Legendary Commander in the Star Realms universe. For use with Frontiers or any other Star Realms set. A Legendary Commander card which shows your Commander's hand size and starting Authority. 2 new, easy to use score cards. 2 Gambit cards, unique to your Commander. A mighty 8-cost mega-ship. Your Commander's custom 12-card starting deck, that includes new cards from your Commander's two favored factions. With this powerful deck you will be able to battle against other commanders, or play as raid boss taking on multiple opponents playing standard decks.
Star Realms: Cosmic Gambit Set2-60 Min7.312+Includes 15 new cards: 1 Rules Card, 13 Gambits, 1 Base. The gambits in this set function differently than the original Gambits, including entering play hidden. Some actions / bonuses trigger when revealing the Gambit, most have an additional function when scrapping. Gambits are dealt face down to players at the beginning of the game. You can choose a number of Gambit cards each player will get, or you can give some players less Gambit cards as a handicap. The extra (unclaimed) Gambit cards are set aside in a face down pile. Secret Outpost is kept separate and not shuffled in with the Gambit Cards or the Trade Deck. Players keep Gambit cards face down in front of them until they choose to reveal them. Gambit cards never go to the trade deck, your hand or personal deck. They have silver borders to make it easier to keep them separate from your other cards. Players may reveal Gambits at the start of the or during their Main Phase. This pack contains: 1 Rules Card 1 Secret Outpost Base Card 13 Gambit Cards: 1 Acceptable Losses 2 Asteroid Mining 1 Black Market 2 Exploration 1 Hidden Base 2 Rapid Deployment 1 Triumphant Return 1 Two-Pronged Attack 1 Veteran Pilots 1 Wild Gambit
Star Realms: Crisis - Bases & Battleships2-60 Min7.812+Star Realms: Crisis - Bases & Battleships, an expansion pack for Star Realms, includes a powerful new ship for each faction, along with eight additional ships and bases to add even more variation to your trade deck. CARDS INCLUDED 1x MC: Mega Mech 2x MC: Defense Bot 2x SE: Fighter Base 1x SE: Imperial Trader 2x BL: Trade Wheel 1x BL: Obliterator 1x TF: Construction Hauler 2x TF: Trade Raft MC: Machine Cult SE: Star Empire BL: The Blobs TF: Trade Federation
Star Realms: Crisis - Events2-60 Min7.112+Star Realms: Crisis - Events, an expansion pack for Star Realms, adds a new card type to the game: events. When an event enters the trade row, it immediately shakes up the game, destroying bases, letting players draw extra cards, and more! This expansion contains 12 cards: 1 Black Hole 1 Bombardment 2 Comets 1 Galactic Summit 2 Quasar 1 Supernova 2 Trade Missions 2 Warp Jumps
Star Realms: Crisis - Fleets & Fortresses2-60 Min7.712+Star Realms: Crisis - Fleets & Fortresses, an expansion pack for Star Realms, is for those players who like to stock their side of the board with behemoth bases. This expansion pack is loaded with a powerful new base for each faction, as well as eight new ships with a variety of cool abilities. This expansion contains 12 cards: 1 Border Fort 1 Capitol World 2 Cargo Launches 2 Customs Frigates 1 Death World 2 Patrol Bots 2 Spike Pods 1 Star Fortress
Star Realms: Crisis - Heroes2-60 Min712+Star Realms: Crisis - Heroes, an expansion pack for Star Realms, adds a new card type to the game: heroes. Unlike other Star Realms cards, heroes enter play as soon as they're purchased! Each hero has a scrap ability that provides both a specific effect, as well as turning on ally abilities for the turn. This expansion contains 12 cards: 2 Cunning Captain 1 Admiral Rasmussen 2 Ram Pilot 1 Blob Overlord 2 War Elder 1 High Priest Lyle 2 Special Ops Director 1 CEO Torres
Star Realms: Frontiers1-445 Min8.112+Star Realms: Frontiers is a new standalone Star Realms series game with an 80-card trade deck and new scorecards that's suitable for play with up to four players. It can be combined with Star Realms and/or Star Realms: Colony Wars. &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;About Star Realms Star Realms is a fast-paced game of space battles that combines the fun of a deckbuilding game with the interactivity of Trading Card Game-style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row. You use the Ships and Bases you acquire to either generate more Trade, or to generate Combat to attack your opponent and their Bases. When you reduce your opponent's score (called Authority) to zero, you win! Battle your friends or team up to play cooperatively against the game! &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Features The default Star Realms: Frontiers box is listed with the following as its features: Gameplay for 1-4 players Solitaire and Cooperative mode Plays on its own, or combined with any other Star Realms set. An all-new 80-card trade deck featuring some new mechanics like the double ally ability which really rewards you for focusing on a single faction! Starting decks for four players. Four sets of new, easy-to-use score cards. Plenty of Explorer cards. Full color rulebook for two player PVP games, and awesome multiplayer formats like Free-For-All, Hunter, and Hydra! A sturdy, attractive, 4' x 6' x 2' game box
Star Realms: Gambit Set1-620 Min7.212+This Star Realms expansion contains 18 new cards! 2 Solo Challenge cards allowing for solitaire play. 2 Cooperative Challenge cards, team up with your friends to defeat the Pirates of the Dark Star or the deadly Nemesis Beast! 2 Merc Cruiser Ship cards that can act as an ally for any faction. 12 Gambit cards that give players special abilities they can unleash during the game! •1 Nemesis Beast (co-op) •1 Nemesis Beast (solo) •1 Pirates of the Dark Star (co-op) •1 Pirates of the Dark Star (solo) •2 Merc Cruiser •1 Bold Raid •2 Energy Shield •2 Frontier Fleet •1 Political Maneuver •2 Rise to Power •1 Salvage Operation •1 Smuggling Run •1 Surprise Assault •1 Unlikely Alliance The latest (2014 Gen Con) Gambit Set adds a further 2 cards. •1 Merc Cruiser •1 Wild Gambit The Star Realms: Gambit Set is a combination of Promo Set 1 and Promo Set 2 and breaks down as follows: 1 Nemesis Beast (co-op) (set 2) 1 Nemesis Beast (solo) (set 2) 1 Pirates of the Dark Star (co-op) (set 1) 1 Pirates of the Dark Star (solo) (set 1) 2 Merc Cruiser (sets 1 & 2) 1 Bold Raid (set 2) 2 Energy Shield (set 2) 2 Frontier Fleet (set 1) 1 Political Maneuver (set 1) 2 Rise to Power (set 1) 1 Salvage Operation (set 1) 1 Smuggling Run (set 2) 1 Surprise Assault (set 1) 1 Unlikely Alliance (set 2)
Star Realms: Scenarios2-40 Min7.812+Star Realms: Scenarios is a supplemental Star Realms item that consists of twenty scenario cards. Before the start of a game, shuffle the deck of cards, then reveal one of the scenarios, which changes one or more rules - or introduces new rules - for that particular game.
Star Realms: Stellar Allies Pack2-40 Min812+Stellar Allies Pack Kickstarter exclusive 12 new multi-faction cards for the trade deck For use with Frontiers or any other Star Realms set. Contains the two faction pairs not included in Star Realms United: Blob/Trade Federation and Machine Cult/Star Empire.
Star Realms: United - Assault2-20 Min7.912+Star Realms: United is an expansion for Star Realms that's packaged in four non-random booster packs (Assault, Command, Missions and Heroes), with each booster pack containing twelve new game cards and a rules card. This pack includes the following cards: Trade Star x2 Union Stronghold Alliance Transport x2 Embassy Base Coalition Messenger x2 Lookout Post Blob Bot x2 Exchange Point 'Faction Pairs' rules card.
Star Realms: United - Command2-20 Min7.912+Star Realms: United is an expansion for Star Realms that's packaged in four non-random booster packs (Assault, Command, Missions and Heroes), with each booster pack containing twelve new game cards and a rules card. This pack includes the following cards: Coalition Freighter x2 Coalition Fortress Alliance Frigate x2 Alliance Landing Assault Pod x2 Unity Station Unity Fighter x2 Union Cluster 'Faction Pairs' rules card.
Star Realms: United - Heroes2-20 Min7.412+Star Realms: United is an expansion for Star Realms that's packaged in four non-random booster packs (Assault, Command, Missions and Heroes), with each booster pack containing twelve new game cards and a rules card. This pack includes the following cards: CEO Shaner Commodore Zhang Confessor Morris Hive Lord Chairman Haygan x2 Chancellor Hartman x2 Commander Klik x2 Screecher x2 'Heroes' rules card.
Star Realms: United - Missions2-20 Min7.312+Star Realms: United is an expansion for Star Realms that's packaged in four non-random booster packs (Assault, Command, Missions and Heroes), with each booster pack containing twelve new game cards and a rules card. This pack includes the following cards: Ally Armada Colonize Defend Diversify Dominate Exterminate Influence Monopolize Rule Unite Convert 'Missions' rules card.
Star Realms: Universal Storage Box2-220 Min812+This box will hold your entire Star Realms collection, with or without sleeves, with room to spare for future sets and even a playmat! Use the included foam blocks to hold your cards firmly in place. The high quality plastic dividers included will allow you to separate your cards by set, and/or have a deck ready to play with dividers for Trade Deck, Explorers, Personal Decks and Score Cards. Contents: 15-Card promo & Token Card Set of the following cards: - 1x Young Queen (Blob Ship) - 1x Mutant Drone (Blob Ship) - 2x Worker Drone (Blob Ship) - 3x Warrior Drone (Blob Ship) - 2x Brooder (Blob Ship) - 2x Recovery Mech (Machine Cult Ship) - 2x Orbital Crane (Star Empire Ship) - 2x Embassey Transport (Trade Federation Ship) 30 Plastic Dividers 6 Foam Blocks
Star Trek Fluxx2-640 Min6.88+Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available. Now you can set a course for the final frontier with Star Trek Fluxx! Featuring Kirk, Spock, McCoy, and the rest of the original series crew, in this game you take command of the Enterprise, and face Creepers like Klingons, Romulans, and the terrifying Doomsday Machine. You might even find yourself playing 'Fizzbin' or 'Venting the Warp Core' to explore new worlds and collect the Keepers needed for victory! Star Trek Fluxx will take you where no card game has gone before!
Star Wars: Imperial Assault2-5120 Min814+Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe! Imperial Assault puts you in the midst of the Galactic Civil War between the Rebel Alliance and the Galactic Empire after the destruction of the Death Star over Yavin 4. In this game, you and your friends can participate in two separate games. The campaign game pits the limitless troops and resources of the Galactic Empire against a crack team of elite Rebel operatives as they strive to break the Empire's hold on the galaxy, while the skirmish game invites you and a friend to muster strike teams and battle head-to-head over conflicting objectives. In the campaign game, Imperial Assault invites you to play through a cinematic tale set in the Star Wars universe. One player commands the seemingly limitless armies of the Galactic Empire, threatening to extinguish the flame of the Rebellion forever. Up to four other players become heroes of the Rebel Alliance, engaging in covert operations to undermine the Empire's schemes. Over the course of the campaign, both the Imperial player and the Rebel heroes gain new experience and skills, allowing characters to evolve as the story unfolds. Imperial Assault offers a different game experience in the skirmish game. In skirmish missions, you and a friend compete in head-to-head, tactical combat. You'll gather your own strike force of Imperials, Rebels, and Mercenaries and build a deck of command cards to gain an unexpected advantage in the heat of battle. Whether you recover lost holocrons or battle to defeat a raiding party, you'll find danger and tactical choices in every skirmish. As an additional benefit, the Luke Skywalker Ally Pack and the Darth Vader Villain Pack are included within the Imperial Assault Core Set. These figure packs offer sculpted plastic figures alongside additional campaign and skirmish missions that highlight both Luke Skywalker and Darth Vader within Imperial Assault. With these Imperial Assault and other Figure Packs, you'll find even more missions that allow your heroes to fight alongside iconic characters from the Star Wars saga. Boxed expansions add more heroes, imperial and mercenary groups, and totally new campaigns (see IA Community Wiki for a list), and the free Star Wars: Imperial Assault – Legends of the Alliance app provides you with additional content to play in solo or co-op mode.
Star Wars: Imperial Assault - Luke Skywalker Jedi Knight Ally Pack2-50 Min8.112+For centuries, the Jedi Order endured as a symbol of truth and justice in the galaxy, with hundreds of Jedi Knights working to protect the innocent and safeguard the galaxy. The Galactic Empire gutted the Jedi Order, however, and by the events of Return of the Jedi, Luke Skywalker may be all that remains of that once legendary order. With the Luke Skywalker, Jedi Knight Ally Pack, you can bring a new version of Luke Skywalker into your Imperial Assault campaigns and skirmishes. A Jedi Knight with the skills of Luke Skywalker would be an undeniable boon to any Rebel strike team. You might end up using Luke's knowledge of his homeworld to infiltrate an Imperial base on Tatooine, or you may bring him into one of your other missions as an ally. With his fully developed Force powers, Luke Skywalker can fight for the Rebel Alliance whether you're playing the new full-length campaign in Jabba's Realm, skirmishing against a hostile strike team, or playing any of your other adventures across the Star Wars galaxy. This is not a standalone product. A copy of the Imperial Assault Core Set is required to play. Includes missions that require the Jabba's Realm expansion.
Star Wars: Imperial Assault - Obi-Wan Kenobi Ally Pack2-560 Min8.210+From the publisher: One of the only Jedi Knights to survive the destruction of the Jedi Order at the end of the Clone Wars, Obi-Wan Kenobi has been in hiding on Tatooine for nearly eighteen years. In that time, he guarded Luke Skywalker, keeping him safe from the servants of the Empire, but Luke has now left Tatooine to play a greater part in the galactic drama. Now, with the Obi-Wan Kenobi Ally Pack, you can bring Obi-Wan out of the shadows to aid the Rebel Alliance. Obi-Wan Kenobi is a powerful Jedi Knight, and his mastery of the Force can be quite the boon for your Imperial Assault campaigns and skirmishes. With a new campaign side mission, two new skirmish missions, and new Deployment cards, Item cards, and Command cards, it's plain to see that Obi-Wan Kenobi has a power that any dark side player would fear to oppose.
Star Wars: Imperial Assault - Return to Hoth2-5120 Min8.514+Description from the publisher: -Echo Base Officer, Star Wars: The Empire Strikes Back The Rebels' base on Hoth has been discovered by the Empire! As Imperial walkers descend to the surface and the last transports flee, a few heroes of the Rebellion step forward to protect a colony of refugees. Little do they know that their heroic actions will eventually lead them back to the very place from which they fled: Hoth! Return to Hoth is a new expansion for Imperial Assault, offering plenty of new content for the campaign and skirmish games. A new full-length campaign allows the Rebel heroes to take up a new story in the aftermath of the Battle of Hoth, while new rules for four-player skirmish games invite you to play a massive, multi-fronted battle. With thirty-seven double-sided terrain tiles depicting the icy wastes of Hoth, sixteen sculpted plastic figures to swell your forces, and a host of cards for both campaigns and skirmishes, Return to Hoth changes your games of Imperial Assault forever!
Star Wars: Imperial Assault - Twin Shadows2-5120 Min8.214+Investigate a growing Imperial presence in Twin Shadows, a new expansion for Imperial Assault! New dangers lurk in every shadow and darkened alley on Tatooine, home of bounty hunters and galactic scum. To make matters worse, Han Solo has disappeared while on assignment in Mos Eisley. Now, a crack team of elite Rebel operatives launches their investigation to uncover the truth behind the Imperial plot. This expansion offers new content for both the campaign game and the skirmish game. You can play a fully formed mini-campaign that challenges your Rebel heroes to rush to Han Solo's aid or battle through a Mos Eisley cantina in the skirmish game. Two new heroes join the forces of the Rebel Alliance, but Heavy Stormtroopers and Tusken Raiders fight for the forces of the Empire. With ten sculpted plastic figures, twelve double-sided map tiles, and over sixty new cards, Twin Shadows brings new levels of danger and skulduggery to every Imperial Assault game.
Star Wars: Outer Rim1-4180 Min7.814+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.
Star Wars: Rebellion2-4240 Min8.414+From the publisher: Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players. Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you'll need to adjust your play style depending on who you represent: As the Imperial player, you can command legions of Stormtroopers, swarms of TIEs, Star Destroyers, and even the Death Star. You rule the galaxy by fear, relying on the power of your massive military to enforce your will. To win the game, you need to snuff out the budding Rebel Alliance by finding its base and obliterating it. Along the way, you can subjugate worlds or even destroy them. As the Rebel player, you can command dozens of troopers, T-47 airspeeders, Corellian corvettes, and fighter squadrons. However, these forces are no match for the Imperial military. In terms of raw strength, you'll find yourself clearly overmatched from the very outset, so you'll need to rally the planets to join your cause and execute targeted military strikes to sabotage Imperial build yards and steal valuable intelligence. To win the Galactic Civil War, you'll need to sway the galaxy's citizens to your cause. If you survive long enough and strengthen your reputation, you inspire the galaxy to a full-scale revolt, and you win. Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy's most notable systems, Rebellion features a scope that is as large and sweeping as any Star Wars game before it. Yet for all its grandiosity, Rebellion remains intensely personal, cinematic, and heroic. As much as your success depends upon the strength of your starships, vehicles, and troops, it depends upon the individual efforts of such notable characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!
Star Wars: X-Wing Miniatures Game2-245 Min7.714+Game description from the publisher: Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission! Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you'll be in total control throughout all the tense dogfighting action. Star Wars: X-Wing features (three) unique missions, and each has its own set of victory conditions and special rules; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What's more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains, you'll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged... The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What's more, Star Wars: X-Wing's quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe. Reimplemented by Star Wars: X-Wing (Second Edition)
Startups3-720 Min710+Description from the publisher: There are six companies that will change the world as we know it! You can be part of their success and be a investor. Try to become rich by making the right decisions! Only the one biggest investor can get money out of each company. You must try to read the next steps of your rivals and use your capital and your three hidden cards to win against them and become the biggest shareholder! You have to be lucky in this game but you must also think about your moves and analyze your rivals! You can play this card game with only a few players but also with many!
Strange Defeat: The Fall of France, 19402-260 Min5.112+From the publisher: Strange Defeat is a sequel to Defiant Russia and Red Vengeance. Like those games, it's designed as an easy to learn, fun game. The map portrays the Netherlands, Belgium, western Germany and northern France. Players control the actual units that fought in this campaign; most of them represent army corps with a handful of divisions. The typical Allied unit is as good as the typical German unit, and many of them are better. The German player must play to his or her advantages: an air force designed for tactical support, parachute regiments to assault key points, and concentration of force. Like Defiant Russia and Red Vengeance, Strange Defeat isn't a very large game. The map is 34 x 22 inches, divided into very large hexes for ease of play. There are 140 playing pieces, and it comes in a small box that's easy to store. The game plays very quickly, concluding in about 90 minutes, with a minimum of charts and tables to consult. The game uses the same system as Defiant Russia. Game Scale: Game Turn: 1 day Hex: 15 miles / 24.1 kilometers Units: Regiment to Corps Game Inventory: One 22 x 34' five color map One dual-side printed countersheet (140 1/2' counters) One 16-page Strange Defeat One Player Aid/Errata Card Two 6-sided dice Solitaire Playability: Medium Complexity Level: Low Players: 2 or more Playing Time: 1-2 Hours
Strife: Shadows & Steam2-260 Min6.613+The original Champions of Aerim have long since faded from memory. Technology has begun its slow and steady rise within civilization, while many still cling desperately to the magic of old. Astaria itself has grown into a vast, sprawling empire, yet rebellion is carried on whispers from deep within the shadows. The strength of steam could spark a revolution. But for the Eternals, the cycle continues as it always has. For them, there is only... strife. Strife: Shadows and Steam is a stand-alone sequel to Strife: Legacy of the Eternals. Using the same core mechanics, Strife: SaS introduces new characters, abilities and a unique twist or two that will be sure to add a fresh take on this exciting game. This sequel is also fully compatible with the original game, so you can face off with champions of Aerim from different ages! Strife, a two-player strategy card game that plays in around an hour, is a game where you always know your opponent's options. Aside from mastering the unique combo-creating gameplay of your champions, figuring out how to outmaneuver your opponent is where the true challenge lies. Each player has the same hand of ten champions and will simultaneously play them as they fight over key locations throughout Aerim worth varying victory points. Each champion has a battle ability that's triggered during battles and a legacy ability that can be used only while on top of the legacy pile. This creates an intricate latticework of strategy for the players as each champion must be considered for not only what he can do in the current battle, but for which ability he will add to the next. Further impacting the critical decisions within the game is the Fatestone tie-breaking system. The Fatestone starts at a value of one, and whoever holds the Fatestone die loses all ties; that player may instead pass the stone to his opponent to claim a victory in that tie, but doing so raises the value of the Fatestone by one each time it is passed. At the end of the game, the player holding the Fatestone adds its final value to his victory point tally. Whichever player has the most victory points at the end of the game wins!
Stuffed Fables2-490 Min7.77+Stuffed Fables is an unusual adventure game in which players take on the roles of brave stuffies seeking to save the child they love from a scheming, evil mastermind. Make daring melee attacks, leap across conveyor belts, or even steer a racing wagon down a peril-filled hill. The game delivers a thrilling narrative driven by player choices. Players explore a world of wonder and danger, unlocking curious discoveries. The chapters of Stuffed Fables explore the many milestones of a child's life, creating a memorable tale ideal for families, as well as groups of adults who haven't forgotten their childlike sense of wonder. Stuffed Fables is the first 'AdventureBook Game', a new product line from Plaid Hat Games in which all of the action takes place in the unique storybook - a book that acts as your rules reference, story guide, and game board, all in one! Each adventure in the game takes place over several pages of the immersive AdventureBook. The book opens flat onto the table to reveal a colorful map or other illustration central to playing the game, with choices, story, and special rules on the opposite page. On their turn, a player draws five dice from the bag. The colors of the dice drawn determine the types of actions and options available to the player. White dice can re-stuff stuffies injured in battle. Red dice perform melee attacks while green dice perform ranged attacks. Yellow dice search while blue dice are used for special actions and purple dice can be used as any color. Most dice can always find a strategic use, including moving, using items, or contributing to group tasks. Players can store dice for later, combine dice for stronger actions, or use them one-at-a-time for multiple activations. As turns go by, black dice are also drawn, and after enough appear, minions emerge or attack, and the dice bag is reset! Players can encourage each other by sharing dice or their precious stuffing. In addition to fighting minions, each page of the storybook offers numerous points of interest, charming characters to interact or trade with, as well as many unusual challenges. And each page is but one chapter that folds into a branching, overarching story with a multitude of items and a special discovery deck full of surprises.
Super Kitty Bug Slap3-520 Min5.56+The fastest paws win! Grab the coolest cats you can find for some bug-slappin' action in this a speedy card game of swift thinking and quick paws! Super Kitty Bug Slap is a fast-paced game that lets 3 to 5 players see who has the most skills. When the game ends, the quickest kitty with the most cards wins!
SUPERHOT: The Card Game1-340 Min6.512+A bullet misses you by millimeters. A dozen more come from every direction. Armed red guys are everywhere. You take a breath, check your options...and play a card. Part strategy, part shooter, and undeniably stylish, SUPERHOT is the bestselling independent FPS in which time moves only when you move. After its Steam and Xbox One releases, SUPERHOT is taking its unique game mechanisms to the world of tabletop games. In the micro deck-building SUPERHOT Card Game, based on Agent Decker, you use abilities and items to deal with increasing threats. Threats you eliminate are added to your hand, giving you improved abilities and more options while bringing you closer to victory - but you need to be careful because the more cards you use, the faster you move through time (represented by a line of obstacles moving in your direction). In more detail, you need to interact with obstacles - whether killing them or knocking them out - to increase your future possibilities for interaction or to give you more time before bullets appear! The cards that you use are discarded to the obstacle pile while cards you pass by are placed in your personal discard pile, creating a mini-deck of cards. The game has three types of obstacle cards: enemy, scenery, and objects, with each type giving you different abilities when they're in your deck. SUPERHOT Card Game has four play modes: Solitaire: You play against the system. Cooperative: Two players play against the system. Competitive: You face off against another player, with this player representing the system. Cooperative against another: Two players team up against a system player.
Sushi Go!2-515 Min7.18+In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you! Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of 'draft and pass' are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!
Suspicion2-660 Min6.210+You are a jewel thief, and you've been invited to the mansion of someone who doesn't know that you engage in such nefarious doings. While at that mansion, you're going to try to nick as many jewels as possible, but *gadzooks* the mansion turns out to be filled with jewel thieves who are all trying to do the same thing. Can you out them publicly, while staying unknown yourself and bagging a nice collection of gems? In Suspicion, ten characters start on the perimeter of the game board, and each player is secretly one of these characters. On a turn, you roll two dice, then move the two characters shown (or characters of your choice if you roll a joker). After this, you play one of the two action cards in your hand, and carry out one of the actions on that card: stealing a type of gem in the space where your character is located, moving any character, asking someone else whether their character can be seen by someone on the board, and so on. Gems come in three types, and when one of the piles is empty, the game ends. Everyone guesses who is which character, then all identities are revealed. For each player you've guessed correctly, you score 7 points; for each set of three different gems, you score 6 points; and for each individual gem aside from the sets, you score 1 point. Whoever has the most points wins!
T.I.M.E Stories2-490 Min7.712+Description from the publisher: The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required. T.I.M.E Stories is a narrative game, a game of 'decksploration'. Each player is free to give their character as deep a 'role' as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization. At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the number of players. Each attempt is called a 'run'; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario's obstacles. The base box contains the entirety of the T.I.M.E Stories system and allows players to play all of the scenarios, the first of which - Asylum - is included. During a scenario, which consists of a deck of 120+ cards, each player explores cards, presented most often in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues, and other dangers. You usually take possession of local hosts to navigate in a given environment, but who knows what you'll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding? Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time... In the box, an insert allows players to 'save' the game at any point, to play over multiple sessions, just like in a video game. This way, it's possible to pause your ongoing game by preserving the state of the receptacles, the remaining TU, the discovered clues, etc. T.I.M.E Stories is a decksploring game in which each deck makes anything possible! &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Official FAQ &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;Expansions were published in this order: Asylum (base game) (2015) T.I.M.E Stories: The Marcy Case (2015) T.I.M.E Stories: A Prophecy of Dragons (2016) T.I.M.E Stories: Under the Mask (2016) T.I.M.E Stories: Expedition – Endurance (2017) T.I.M.E Stories: Lumen Fidei (2017) T.I.M.E Stories: Estrella Drive (2017) T.I.M.E Stories: Brotherhood of the Coast (2018) T.I.M.E Stories: Madame (2019) The Expansions link below also includes many fan-made expansions.
T.I.M.E Stories: A Prophecy of Dragons2-4180 Min7.712+7553 AT (Alternative Timeline): Forget all you know about the Middle Ages, and explore a new reality in which magic changes everything. T.I.M.E Stories: A Prophecy of Dragons is the second official expansion for T.I.M.E Stories.
T.I.M.E Stories: Expedition - Endurance2-490 Min7.512+Description from the publisher: Prepare yourself for a horrifying journey to the frozen wastes of Antarctica! In Expedition Endurance, the fourth expansion (and fifth scenario) for T.I.M.E Stories, a temporal anomaly of the worst sort has opened up in 1914 in Antarctica. This is the year that the crew of the Endurance attempted to cross the continent and failed, and your efforts to unravel the mysteries of this temporal anomaly will carry you into a realm where temperatures drop below -40 and, as Bob warns you, there may be supernatural forces at work.
T.I.M.E Stories: The Marcy Case2-490 Min7.612+The Marcy Case is a thrilling scenario for T.I.M.E Stories that brings you to the United States in 1992. It is the first official expansion for T.I.M.E Stories.
T.I.M.E Stories: Under the Mask2-40 Min7.412+Description from the publisher: Enter the Valley of the Kings and unravel a pharaoh's secret. Under the Mask is the third expansion for T.I.M.E Stories, the cooperative game of time travel, alternate realities, and unlimited discovery. This time, you and your fellow temporal agents must travel back to ancient Egypt to solve a crime that threatens to destabilize the future. With its 142 new cards, Under the Mask immerses you in an age of wonder and intrigue, and for the first time as you explore this historical world, you'll be able to take advantage of the instantaneous transfers permitted by your team's Instantaneous Transfer Device!
Takenoko2-445 Min7.38+A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden. In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.
Talisman (Revised 4th Edition)2-690 Min6.513+Theme: Talisman is an adventure board game set in a high fantasy medieval world. Players have 14 characters to choose from all based on role playing archetypes, such as heroes, wizards, villains, thieves, monsters, etc. The game makes players feel they are traveling the world to find equipment, weapons, ancient relics, and companions that will help them on their quest to acquire the Crown of Command. Along the way they visit various locales in the worlds, battle each other and fantastic creatures to make their way to the top. Goal: Each player is trying to move from the outer world and ultimately to the inner world. Players wander the outer, middle, and inner worlds trying to acquire equipment, weapons, and companions. They will also improve statistics with equipment, companions, and encounters and battles with fantasy creatures and each other. Once they complete a Talisman quest, players will enter the inner world and face its challenges to finally reach the Portal of Power to claim the Crown of Command. Then the other players must race to stop this player before he eventually kills them all with the Command spell. Gameplay: To begin, players select a character card from among the 14 provided. Characters have basic statistics to start. These are Life [hit points], Strength [physical prowess], and Craft [Magic and Intelligence]. Some characters are naturally more gifted in combat and others in magic, while others are mix of the two. Additionally characters are often differentiated with unique abilities, starting equipment, and starting spells. This all makes the players actually feel different during play. In addition items and companions players acquire during play also add to statistics, increasing Strength, Craft, Life or adding new abilities, etc. Actual game play is relatively simple, making the game easy to pick up with novices. On a player's turn they throw a die for movement. Player then chooses which direction, left or right, or if meeting qualifications may be able to move from outer to middle world, or middle to inner world. Once on space, player follows instructions on space, or encounters face up cards already in space, or other player if in space. Most spaces have a player draw a number of cards to encounter. These can be creatures, companions, weapons, equipment, treasure, or relics. Players must fight creatures and win before acquiring any other items or companions. If another player is in the space, players may attack with either Craft or Strength but are not required to do so. The defender defends with same statistic attacked with. If the defender loses, he loses a life and an item or companion of attackers choice. If the attacker loses, he loses a life. Players start in the outer world, and build up their character's statistics and items to try and move to the middle world. There are two ways to move up to the middle world, one requiring a test of strength and the other a boat man's ride for a price. Once in the middle world, play proceeds in the same manner, but the challenge generally is increased with more threats such as the desert and temple. However, there is more potential for encounters and items as most spaces now draw more than one card. In the middle world, players may also acquire a Talisman quest, that once completed, will grant them a Talisman. The Talisman is required to unlock the Crown of Command and pass through the Portal of Power in the Inner World. Once players have a Talisman and have enough Strength or Craft to enter the Portal of Power, they will try to enter the Inner World. There they must face and survive the guardians there, like the Vampire's Tower and Werewolf before claiming the Crown of Command. Once a player claims the Crown of Command, they can cast the Command Spell, automatically forcing a player to lose a life. It then becomes a race for the Crown as the other players try to take the player with the Crown down before he finishes them all off. Revised using: Talisman: Upgrade Pack
The Tea Dragon Society Card Game2-460 Min6.310+Discover the ancient art form of Tea Dragon care-taking within The Tea Dragon Society Card Game, based on the graphic novel The Tea Dragon Society. Create a bond between yourself and your Tea Dragon that grows as you progress through the seasons, creating memories to share forever. Each player's deck represents their own Tea Dragon. From turn to turn, players choose to draw a card - triggering effects and strengthening their position - or buy a card, improving their deck or scoring points. The game takes place over four seasons, starting in spring and ending in winter. At the end of winter, the player who has the most points wins.
Telestrations4-830 Min7.412+From the publisher's press release: 'Each player begins by sketching a TELESTRATIONS word dictated by the roll of a die. The old fashioned sand timer may limit the amount of time they get to execute their sketch, but it certainly doesn't limit creativity! Time's up! All players, all at the same time, pass their sketch to the next player, who must guess what's been drawn. Players then simultaneously pass their guess -- which hopefully matches the original word (or does it??) -- to the next player who must try to draw the word they see -- and so on.' 'Telestrations contains eight erasable sketchbooks and markers, a die, a 90 second sand-timer and 2,400 words to choose from.' Inspired from the public domain game, Eat Poop You Cat
Telestrations After Dark4-830 Min7.117+This is an adult version of the award winning Telestrations. Gameplay is the same, but the word content has changed to more adult fare. Some of the word cards now include stuff such as 'Anaconda', 'Jackhammer', 'Doggie Style', and 'Human Centipede'.
Telestrations: 12 Player Party Pack4-1230 Min7.812+Are you ready to party with a bigger group? With the all new Telestrations Party Pack, you can have a LOL, side-splitting time with up to 12 people! Prepare for more players, more laughs, and more unpredictable results! The silly sketchin' & guessin' possibilities are endless! Combining the schoolyard favorite ‘telephone game' with a drawing game, Telestrations has players draw what they see then guess what they saw. The result? The Big Reveal, where players get to share how became The outcomes are unpredictable and sure to create a slide-splitting time!
Tem-Purr-A3-1015 Min6.18+The theme of the game is an eating contest in a Taiwanese Snackbar. 'In this competition you will eat more than you can imagine as your competitors continually challenge you to shove even more in. Play your cards cleverly or the servers will serve you food until you fall from your seat. Let the competitors be the ones to fill up until they drop and the snack bar throne will be yours!' The players add 'dish'-cards or special cards to a common 'order'-pile until one of them can´t (or won´t) add any more cards. Then that player has to 'eat' the whole order by drawing the appropriate amount of cards from a draw pile. If he draws one (or more) of the 'No More!'-cards, he accrues negative points and the round ends. The played cards are then set aside and new 'No More'-cards are shuffled into the (now smaller) draw pile, making for an ever more tense experience as the contest goes into the later stages. When one player has collected 3 negative points the game ends and the player with the smallest amount of negative points wins the game.
Terra Mystica2-5150 Min8.212+In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups. Terra Mystica is a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities. Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are: Desert (Fakirs, Nomads) Plains (Halflings, Cultists) Swamp (Alchemists, Darklings) Lake (Mermaids, Swarmlings) Forest (Witches, Auren) Mountain (Dwarves, Engineers) Wasteland (Giants, Chaos Magicians) Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...
Terraforming Mars1-5120 Min8.412+In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things. The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards. Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources. Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases: 1) Player order shifts clockwise. 2) Research phase: All players buy cards from four privately drawn. 3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed. 4) Production phase: Players get resources according to their terraform rating and production parameters. When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!
Terror Below1-560 Min710+Terror Below is a game of government experiments gone wild in the Nevada desert. The faster you move, the more vibrations you make, attracting the attention of the vicious worms underground. Navigate the difficult terrain to collect valuable worm eggs and deliver them to locations around town to claim bounties. If you're feeling lucky, collect items and weapons to go hunt 'em. The goal of Terror Below is to be the first player to score 20 victory points (VP) by collecting worm eggs and delivering them to locations around town - or alternatively, by hunting down and killing those vicious worms. During the game, your squad of unlikely heroes will visit locations around the small desert town to find bounties, scavenge for weapons, and try to survive as you distract the worms. Eventually, those worms will attack. If you are in their path of destruction, you better be prepared for a fight! -description from the publisher
Tesla vs. Edison: War of Currents2-590 Min6.714+Tesla vs. Edison: War of Currents is a fast-playing, route building, economic and worker placement game focused on invention and industry in the roaring 1880's. It is easy-to-learn and appropriate for all gamers aged 14 and up. Nikola Tesla, Thomas Edison, and three other important inventors of the time struggle to determine who will be most remembered as the man who brought light to the masses. Contributing innovations in power generation, delivery, and illumination, you also choose to invest in Direct Current (DC) technology or the superior but later developing AC technology. Players control a small group of legendary figures from the War of Currents, each rated in Invention, Engineering, Finance and Public Relations. Each turn these legends are allocated to help research, commercialize or patent technology; influence the public's perception about the inventors and AC or DC technology; bid on and hopefully secure either residential, exhibition or power generation projects in cities around the 1880's United States. Money is tight and players may need to sell shares of their company in order to do everything they need to succeed. But be careful: other companies can buy stock you release, and the winner is the player whose company's stock is worth the most at the end of the game!
This War of Mine: The Board Game1-6120 Min7.918+This War Of Mine: The Board Game is the tabletop adaptation of the award-winning video game that pictures the drama of civilians trapped in a war-torn city. You will enter this experience as a group of civilians trapped in a besieged and conflict-ridden city, enduring many hardships that often test the essence of humanity. During day time you will take shelter in a ruined tenement house, which you will care about and manage by: removing rubble, searching through various rooms (often behind barricaded doors), you will build beds, improvised workshops, stoves, tools, water filters, small animal traps, you will cultivate an improvised vegetable garden, fix the tenements' shelled facilities, reinforce the security of your shelter and should winter come, you'll try to keep it warm. Upon nightfall your main duties will consist of guarding your shelter and what little possessions you can accumulate against bandits and raiders. Those in your group fit for such a task will use the cover of the night to carefully explore dozens of the ever-changing locations scattered throughout the dangerous city in search of all the things that a person needs to survive (materials, food, meds, equipment, etc.). On your way you will meet tens of characters, each with a unique story (residents of the locations you visit, thieves, bandits, soldiers, war victims, refugees, neighbors, traders and members of local communities), each encounter is a potential, unique adventure. To guide you through all these events you will have the special SCRIPTS mechanism, responsible for implementing the deep and complex story and a coherent plot (each game will be unique and different than the previous). Your goal is to SURVIVE until the cessation of war hostilities. During your struggle as the survivors, you will experience dramas connected with making extremely difficult decisions and choices (you will have to face the consequences of your actions sooner or later in the playthrough). Survival itself will often prove not to be enough. The price each of you will decide to pay, might be too high in the final outcome. So the goal is really to survive in a way that will let you live on with the decisions you made. The EPILOGUES mechanism will kick in here. TWOM: The Board Game features a multiplayer experience for up to 6 players, as well as a solo variant. You will be able to personify one of the well-known characters from the electronic version of the game and face hundreds of new challenges and difficult choices. The boardgame significantly broadens the original game's universe and emphasises the depth of plot, yet its main focus will be on human interactions driven by survival instinct and group decision-making. The project aims to omit the usual boardgame threshold - TWOM: The Board Game is an INSTANT PLAY game, with no need for reading the manual before starting the adventure. Experience the simulation of a struggle for survival as a group of civilians facing a blind and merciless war. In war, not everyone is a soldier.
Through the Ages: A New Story of Civilization2-4120 Min8.514+Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works. Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age. One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one. Victory is achieved by the player whose nation has the most culture at the end of the modern age.
Ticket to Ride2-560 Min7.48+With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets - goal cards that connect distant cities; and to the player who builds the longest continuous route. 'The rules are simple enough to write on a train ticket - each turn you either draw more cards, claim a route, or get additional Destination Tickets,' says Ticket to Ride author, Alan R. Moon. 'The tension comes from being forced to balance greed - adding more cards to your hand, and fear - losing a critical route to a competitor.' Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers. Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a 'gateway game' -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration. Part of the Ticket to Ride series.
Ticket to Ride: Europe2-560 Min7.68+Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version. More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces. The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins. Copyright 2002-2014 Days of Wonder, inc. Part of the Ticket to Ride series.
Tiny Epic Defenders1-430 Min6.313+GENERAL INFO: Cooperative, 1-4 players, 30 minutes. THEME: Fantasy, set in the world of Tiny Epic Kingdoms. HOOK: Fast paced, portable co-op, with a unique turn-deck mechanic. WIN: Defeat the Epic Foe! LOSE: Let the Capital City get destroyed! STORY: After the Great War (Tiny Epic Kingdoms), many of the factions, shattered and defeated, looked for something to cling to. One final hope before the last of their race would flow like the river into the ocean of history, gone and forgotten. It was the sages of the Order of Gamelyn who answered their prayers. They provided a new perspective on unity, and a way of life that would welcome peaceful members of any faction. A utopia for all. With very few options and a will to survive, this world alliance became an inevitable truth in the eyes of many of the factions' leaders. Even factions who hated one another had nothing left but each other. Under the guidance of the Order of Gamelyn, a Capital City was chosen and factions from all over the world came to call this city their new home. At last, the world was at peace... but not for long. A great storm is coming and in the darkness of the mist, there be demons. You have fought hard and established your Kingdom, but peace never lasts. Your scouts report that hordes of treacherous monsters is approaching the outskirts of your Capital City. If your Capital City falls you will lose everything, along with your Kingdom. Gather your friends and defend against the onslaught in this exciting and unpredictable cooperative micro-game! In Tiny Epic Defenders, players must select their classes and work together to defend against the evil horde and slay the Epic Foe. Will you take on the role of the Barbarian, the Sorcerer, the Cleric or the Warrior? Each class has a unique player power that you will need to use. In this fast-paced game, players will scramble between various regions outside their Capital City fighting off enemy hordes! Each region will offers unique properties that players must account for in their strategies. If your group is fortunate enough to defeat the wave of monsters, you may live long enough to face the Epic Foe! Which Epic Foe will it be? Will you be prepared!? Does your group have what it takes to survive? Will you have the skill to be crowned the Tiny Epic Defenders!?
Tiny Epic Kingdoms2-545 Min6.613+You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed... In Tiny Epic Kingdoms, a 4x fantasy game in a pocket-size package, each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game, players collect resources, explore other territories, battle each other, research magic, and work to build a great tower to protect their realm.
Tiny Epic Zombies1-545 Min7.114+GENERAL INFO: 1-5 players, 30 minutes, 5 play modes including competitive and cooperative play. Cooperative team-play with game controlled Zombies. Cooperative team-play with Zombies controlled by a non-team player. Competitive free-for-all with game controlled Zombies. Competitive free-for-all with Zombies controlled by a player. Solo. THEME: Modern day Zombie outbreak at the Echo Ridge Mall. HOOK: Fast paced, portable, and tons of replayability. Play as the survivors or the Zombies. Plus ITEMeeples! WIN: Survivors must complete 3 objectives - Zombies must kill all the Survivors or gain control of the Mall's Courtyard. OVERVIEW: In Tiny Epic Zombies, survivors are always on the run, collecting weapons, killing Zombies and working toward completing objectives. Completing 3 objectives can win you the game but if you're too focused on the objectives, the Zombies will overrun the mall and that will be the end of you. Based on the mode of play, you will either play as one of the Survivors or as the Zombies. As a Survivor, your turn will consist of moving 3 times. Then based on where you move, you'll be able to do additional things. For instance, if you move into a room with a Zombie, you'll have to fight it by rolling the Zombie die. Or if you move into a room adjacent to a Zombie, you can spend ammo to shoot it. Killing a Zombie is actually pretty easy... but they just keep coming. Keeping them from overrunning the entire mall, while trying to accomplish your objectives, that is hard! After you've taken your 3 moves, you'll search the room. This is done by revealing the Search Card you are holding. Most of the time, you find something useful, like awesome items you can later pickup and equip to your ITEMeeples. Sometimes though, you may find a Zombie lurking in the corner. So be prepared. After you search the room, more Zombies flood into the Mall. Then it's the next player's turn. Simple as that. Note: If your ammo and wound tokens ever meet, you're dead meat! So, keep your wounds low and your ammo high. If you die, that character will turn into a Zombie and you'll have to draw a new character to play. If that happens too many times, you lose the game. As a Zombie player, not only will you control unique Zombies with special abilities, you will control ALL the Zombies! With your help, the Zombies will have a brain in addition to eating brains. Your game will be to overwhelm the players with clever placement and movement of the Zombies. Smother them with your Zombie horde and prevent them from completing their objectives. If you kill enough players or overrun the mall courtyard, you win.
Tiny Towns1-660 Min7.414+You are the mayor of a tiny town in the forest in which the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce, so you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don't let it fill up with wasted resources! Whoever builds the most prosperous tiny town wins! In Tiny Towns, your town is represented by a 4x4 grid on which you will place resource cubes in specific layouts to construct buildings. Each building scores victory points (VPs) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 VP. The player with the most VP wins! -description from publisher
TKO2-25 Min4.98+In this boxing game, players simultaneously choose a punch or a block to gain points. Compete for the TKO Belt as you maneuver around the ring in this clever boxing game. You'll need more than brute strength to get inside your opponent's head. Choose from 8 different fighters and keep it clean out there! Fight! Number 2 in the Pack O Game series.
Tofu Kingdom3-830 Min6.310+Tofu Kingdom, a.k.a. Princess Legend, is a deduction game involving seven characters. The player assuming the role of Prince Mochi asks each of the other players one question, then guesses which player plays the role of Princess Tofu, the love of Prince Mochi. When answering Prince Mochi's questions, the other players must either lie or tell the truth based on the cards they hold. The player who Prince Mochi chooses to be Princess Tofu (whether rightly or wrongly) wins the round and receives the number of points specified on their role card. The player who first accumulates 7 points wins.
Tokyo Highway2-250 Min6.98+In Tokyo Highway, players compete to place all of their cars on the road - but to do that they will first have to build the roadways! Over the course of the game, players construct columns of varying heights by using the 66 squat cylinders in the box, then connect those columns with sticks that serve as roadways, with the columns not necessarily being the same height when connected. If a stretch of highway is placed well, you can place one or more cars on it to score. Description: Goal of the Game You must construct a highway and place all your cars on the highway by crossing your opponent's roads. The first player to place all 10 cars is the winner. Playing the Game You have three things to do during your turn. â‘  Constructing a pillar Pick a location to construct a pillar. You may freely choose the construction point as long as your pillar is reachable from the base point. A base point is the location of a pillar or junction constructed in previous turn. The height of the pillar must be 1 above or 1 below the base point. You may not construct a pillar of the same height, 2 stories above or below the height of a base point (following is an exception - 6. Constructing a Junction). â‘¡ Constructing a road A new road must rest between the base point and the pillar constructed in phase â‘ . You may adjust the position of the pillar when placing a road. Roads may not cross over previously placed pillars. â‘¢ Placing cars on highway When conditions are met, you may place a car on the road (Refer to - 5. Conditions for Car Placement). Your turn ends with your opponent's judge. If there is a problem, it must be sorted out on the spot. Game goes on repeating â‘  to â‘¢ alternately. You may no longer adjust the position of your pillar, road or car once your opponent constructs a new pillar. Conditions for Car Placement The chance to place a car on the highway occurs only to the newest road you construct. To place a car, your newest road must cross your opponent's road. There are two ways to cross your opponent's road: crossing over or crossing under it. When crossing over : there exist no other roads over opponent's road When crossing under : there exist no other roads under opponent's road When either of the conditions is met, you may place a car on the highway. If not, you may not place a car but may still connect the road to the next pillar. If the road crosses multiple roads, you may place multiple cars depending on the number of roads crossed. crossing over two roads at the same time crossing over and crossing under two roads at the same time ã€Caution】 ・ You may not place a car when crossing over/under your own road. ・ You may not place a car on already constructed roads later on in the game. Keep the traffic rules and enjoy driving! Constructing a Junction The yellow pillar is called the junction. Using a junction, you may do the following. â‘  Increase or decrease the height of the pillar by any number You may increase or decrease the height of your pillar regardless of the height of the pillar at the base point. However, you need to have at least one gray pillar under the junction. You may only construct a pillar of one more or less stories as usual in the following turn. Be careful, if the road angle is too steep you'll have trouble placing cars! â‘¡ Branching out to two-ways You may branch out your highway from a junction anytime during the game. Constructing Exit to Highway If you can ground a road safely to the table from a height of 1 pillar, you have created an exit to your highway. You may place an additional car as a bonus point on the exit road. If the road crosses your opponent's road(s) while grounding, you may place multiple cars on the road. You cannot start a new road from the exit. Penalty If you drop your opponent's car or road during construction, you must hand over your pillars to your opponent as penalty. You must offer a number of pieces equivalent to the materials you dropped. Game proceeds only after the parts are fixed by the player responsible. There is no penalty for dropping your own pieces. End of the Game 1. When all 10 cars are placed on the highway The first player to finish all 10 cars is the winner. 2. When construction materials run out If you are out of construction materials, you must wait for your opponent to finish the next turn. If the opponent finishes the turn with no penalty, the player with no more construction materials is the loser.
TOKYO WASHI GAME CATS2-630 Min5.88+TOKYO WASHI GAME CATS is the first in a line of games played using Japanese Washi Tape. Cats is a modular experience adaptable for 2-6 players in which you play a cat in search of a fish in the city of Tokyo! Using only a writing instrument for each player, the map is created, then players take turns strategically placing fish and their cat(s). Next, alternating back and forth, you move one of your cats on your turn in an attempt to grab a fish on the opposite side of the map and return home with it. There are two special moves in the game, allowing your cat to make a Super Amazing Jump, or to disappear into a sewer and pop out again at a new location!
Top Trumps2-620 Min4.26+Top Trumps has been a very popular card game in the United Kingdom since the seventies. There are many different card decks with various subject matter, i.e. Cars, Planes, Films, Military Jets, famous TV shows, etc... Top Trumps are now also available in the USA, based on the classic card game War, it's played by choosing your best stat, trumping (beating) your opponent's card, and winning the entire deck. Each pack of Top Trumps consists of a number of cards (usually 30 or 32), each of which features in-game characters based on related subject matter which are full of stats, pictures and educational and interesting facts. The game is multiplayer and fits handily in the pocket so it can be played anywhere. 2-6 people can play. Deal out all the cards face down to the players. Each player holds their cards face up but may ONLY look at their top card. The player to go first chooses the ‘best' statistic (usually the highest) from their top card, e.g. . All other players read out the SAME statistic. Whoever has the best or highest value wins and places all the top cards including their own to the bottom of their pile. They then choose the statistic for the next round. During a round, if 2 or more cards ‘tie' or no data is available for that particular statistic then all the cards are placed to one side and the same player chooses again from their next card. The winner of the hand also takes the cards that were placed to one side. The first player to win all the cards is the winner of the game! Latest Packs available in the USA include - Royal Wedding Top Trumps, Moshi Monsters, Harry Potter and the Deathly Hallows, US Presidents, US States, New York City, Marvel Ultimate Heroes, Soccer Stars and Soccer Stadiums, Greek Mythology, US Army, G.I. Joe, Ice Age, Transformers 2, Bugs, Baby Animals, Horses & Ponies, Star Wars, Clone Wars, Indiana Jones, James Bond, The Simpsons, Doctor Who, NBA 2010, Bugs, Dinosaurs 2010, Predators 2010, The Dog, Wildlife and Sealife In Danger, Military Jets, Ancient Egypt, and DC Super Heroes 1 and 2. As well as Star Wars and Marvel Top Trumps Tournament games. The more familiar you are with the deck the better since you will gain from knowing what particular cards have a superior statistic compared to other cards. This adds a memory factor to the game. The cards have pictures of the subject matter and are packed with statistics and facts, and can also help improve on reading, math, and social skills. This game is sometimes paired in the same deck with The Game of Authors a.k.a. Quartets.
Topiary2-430 Min6.810+In Topiary, players try to position their visitors on the outer edge of a beautiful topiary garden in order to give them the best view possible. Visitors can see the closest topiary sculpture to them and any behind that, in the same sight line, that are larger. You can score bonus points for visitors who see multiple topiary sculptures of the same type. Players slowly fill in the garden by adding tiles until everyone has placed all their visitors.
Tortuga 16672-940 Min712+The year is 1667 and you are a pirate sailing the waters of the Caribbean. A Spanish Galleon floats nearby, and you've talked your crewmates into working together to steal all of its treasure. What you haven't told your fellow pirates is that you have no intentions on sharing the treasure once you have it. Your crewmates have told you that they share your loyalty and that they'll help you maroon the greedy pirates on your ship to the rocky island of Tortuga. But you've seen your friends' loaded pistols and heard their whisperings of a mutiny. You know that nobody can be trusted. Tortuga is all about the interactions you have with the other players. In some cases, such as when you and your shipmates are attacking the Spanish Galleon, you need to rely on your enemies in order to succeed. In the very next turn, however, your shipmates might stab you in the back with a mutiny in order to keep all the treasure for themselves. Since nobody holds a 'hand' of cards, this game is also about knowledge and communication regarding the community Event cards. Unless you are in desperation mode, it is not wise to reveal Event cards at random. Almost half of the Event cards can hurt your team drastically. It's often in your best interest to use an action to view the cards first, or to rely on the knowledge of a trusted ally. Knowing where harmful Event cards are located allows you to force an enemy to reveal those cards and suffer the consequences. The most successful players are the ones who are able to discern who is on their team and then share vital information with them at opportune moments. Vote cards also play a key role in the game. Each Vote card has three sections - one each for Attacks, Mutinies, and Brawls. Players must put themselves in the best position to use their Vote cards, since their hand of Vote cards may not always be ideal based on their pawn location. For example, sometimes it may be worth putting in Water, causing an attack to fail, in order to save a Crossbones card for when you want to Mutiny against your captain. For 2-9 Players. 20-40 minutes. Ages 12+. Volume 2 in the Dark Cities Series by Facade Games.
Transylvania: Curses & Traitors3-645 Min612+In the late 19th Century the land of Transylvania fell under a terrible curse allowing Vampires, Werewolves, and Zombies to terrorize the citizens. The Governor issued a desperate plea for help. You play one of the best and bravest Adventurers in the world called to Transylvania to break the curse. Your goal is to find the Knowledge to break the curse over Transylvania but beware, the Knowledge you seek may just turn you into one of the terrible Monsters you have come to destroy. Transylvania: Curses & Traitors is a heavily themed adventure and exploration game utilizing a modular board, variable player powers, hand management, and dice rolling. Paths to victory include: 1. Solving the curse of Transylvania by finding the right combination of Knowledge cards and returning your pawn to the Church Tile. 2. Becoming a Monster (vampire, werewolf, or zombie) by collecting Transformation cards and then killing half the other players. 3. Killing a Monster as an Adventurer. Game play: The board consists of sixteen 6' x 6' tiles representing places in Transylvania such as the Church, Graveyard, and Castle. Adventurers start on the Church Tile and explore uncovering new tiles. Each tile contains token spaces which are opportunities to perform challenges of strength, mental acuity, and spiritual fortitude. A successful challenge results in the reward of a Quest card. The Quest deck contains the Knowledge cards needed to break the curse. While exploring Adventurers will also encounter Events. Failure of Events leads to injury and/or death while success leads to additional rewards. If Adventurers collect Transformation cards plus a card that activates the Transformation card, they become a Vampire, Werewolf, or Zombie. The goal of the game immediately changes from seeking Knowledge to eliminating the other players by attacking them.
Treasure Island2-545 Min7.310+Long John Silver's crew has committed mutiny and has him cornered and tied up! Round after round, they question him about the location of his treasure and explore the island following his directions - or perhaps his misdirections? Who knows... The old sea dog is surely planning an escape, after all, after which he will definitely try to get his treasure back. Treasure Island is a game of bluffing and adventure in which one player embodies Long John, trying to mislead the others in their search for his treasure. The hunt reaches its climax with Long John's escape, when he will make a final run to get the booty for himself!
Troika2-520 Min6.47+Not far into the future, a stone was found in a star - then more stones were found, and it turns out that if you combine three of these stones in the right way, you create a very valuable jewel. What's more, you can combine them in a different way to create fuel. In Troika, you are an adventurer who has dreamed of making a fortune, so you've travelled to this star along with other wanderers. Unfortunately, your spacecraft has no more fuel, so while you'd like to create jewels, if you don't also create fuel, you'll die as the richest person at the end of the universe! In the game, you place all the heptagonal tiles face down on the table, and on a turn you either draw a face-down tile or take a face-up tile that someone returned to the table. You have a hand limit of seven tiles, and within that limit you're trying to collect both three tiles of the same number (to serve as fuel) and three tiles in numerical order (to transform into a gem). If you have no fuel, you can't win the game; of those who do have fuel, the player with the most valuable jewel wins.
Troll & Dragon2-520 Min6.57+You are Adventurers whose daring reputation was well-known across the land. The King recruited you to bring him as many Diamonds and Gold Nuggets as possible. Watch out for the Troll who wants to eat you and the Dragon who is guarding his hoard!
Tsuro2-815 Min6.78+From the publisher: A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else's, but as the board fills up this becomes harder because there are fewer empty spaces left... and another player's tile may also extend your own path in a direction you'd rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8. Theme: Tsuro has an Asian spiritual theme - the lines representing the 'many roads that lead to divine wisdom', and the game as a whole representing 'the classic quest for enlightenment'. This theme is very light and the game essentially plays as an abstract. Gameplay: The game consists of tiles with twisting lines on them, a 6x6 grid on which to lay these tiles and a token for each player. Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on, until it is stopped by an empty space with no tile in (yet), the edge of the board or colliding with another player's token. If your token reaches the edge of the board or collides with another player's token, you are out of the game. The aim of the game is to be the last player left with a token on the board. Strategy therefore consists of trying to drive your opponents either into each other or off the board whilst extending your own route in directions that will make it difficult for your opponents to do the same. Other notes: Tsuro was originally patented by McMurchie in 1979 under the name Squiggle Game, but was apparently not published at that time. Somewhat similar to Metro and Spaghetti Junction.
Tsuro of the Seas2-830 Min6.68+The basic game play of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail - that is, keep on the game board - as long as possible. Whoever stays on the board the longest wins the game. Each turn players add 'wake' tiles to the 7×7 game board; each tile has two 'wake connections' on each edge, and as the tiles are placed on the board, they create a connected network of paths. If a wake is placed in front of a ship, that ship then sails to the end of the wake. If the ship goes off the board, that player is out of the game. What's new in Tsuro of the Seas are daikaiju tiles, representing sea monsters and other creatures of the deep. Notably, daikaiju can move: each tile has five arrows, four for moving in each of the cardinal directions and another one for rotation. On the active player's turn, he rolls two six-sided dice; on a sum of 6, 7, or 8, the daikaiju will move, while on any other sum they'll stay in place. To determine which direction the daikaiju tiles move, the player then makes a second roll, this time with a single die. On 1-5 in the second roll, each daikaiju moves according to its matching arrow. On a 6 in the second roll, a new daikaiju tile is added to the board. If a daikaiju tile hits a wake tile, a ship, or another daikaiju tile, the object hit is removed from the game. Another way to be ousted! The more daikaiju tiles on the game board, the faster players will find themselves trying to breathe water...
Twilight Imperium (Fourth Edition)3-6480 Min8.714+Twilight Imperium (Fourth Edition) is a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races are offered many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy. No two games of Twilight Imperium are ever identical. At the start of each galactic age, the game board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate. A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways. After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points. -description from the publisher Re-implements: Twilight Imperium (Third Edition)
Twilight Imperium (Third Edition)3-6240 Min7.914+Twilight Imperium Third Edition is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With geomorphic board tiles, exquisite plastic miniatures, hundreds of cards, and introducing a rich set of strategic dimensions that allows each player to refocus their game-plan, the original designer (Christian T. Petersen) has seamlessly incorporated the better qualities of other recently popular games to improve on the game-play of the original TI, making it at once perfectly well-rounded and pleasantly familiar to experienced gamers. TI3 is played by at least three players who belong to ten possible alien races, each with their own advantages and quirks. The 'designer notes' in the rulebook candidly and humbly acknowledge the inspiration for some of the improvements to the original game. The strategic game-play borrows the governing element from Puerto Rico to involve players in an iteratively complex and yet fast-paced game experience with very little downtime. The game map, basic player progress and overall victory are dynamically determined in almost exactly the same way as they are by imaginative players of Catan, while the 'Command' system cleverly improves on the 'oil' logistical mechanism of Attack! to both manage turn-based activity and limit the size of armies, uniquely enabling weakened players to bounce back if they play their cards right. Part of the Twilight Imperium Series. Re-implements: Twilight Imperium (Second Edition) Expanded by: Twilight Imperium (Third Edition): Shattered Empire Twilight Imperium (Third Edition): Shards of the Throne Re-implemented in: Twilight Imperium (Fourth Edition)
Twilight Struggle2-2180 Min8.313+'Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are - but a call to bear the burden of a long twilight struggle...' - John F. Kennedy In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new 'superpowers' scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing. Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources? Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war. Components (original edition): 228 full colour counters 22'x34' full colour map 103 event cards 2 six-sided dice 1 24-page rulebook 2 full colour player aid cards Components (2009 Deluxe edition and after) 260 full colour counters 22'x34' mounted map with revised graphics 110 event cards 2 six-sided dice 1 24-page rulebook 2 full colour player aid cards TIME SCALE: approx. 3-5 years per turn MAP SCALE: Point-to-point system UNIT SCALE: Influence markers NUMBER OF PLAYERS: 2 DESIGNER: Ananda Gupta & Jason Matthews MAP, CARD, & COUNTER ART: Mark Simonitch A deluxe edition, published in 2009 includes the following changes from the basic game: Mounted map with revised graphics Two double-thick counter sheets with 260 counters Deck of 110 event cards (increased from 103) Revised rules and player aid cards Revised at start setup and text change for card #98 Aldrich Ames Upgrade kit for the owners of the previous version includes the following: Mounted Map with revised graphics New card decks Updated Rules & Charts
Twisted Farkel2-615 Min5.18+Publisher Blurb: Twisted Farkel is sure to excite all Farkel fans and draw even more newcomers to the game. In this exciting version the points one player rolls are not his/hers to keep. The Determinator Die passes the final score for a given turn to players on your left or right. Additionally, unlike regular Farkel, players go out of the game once they reach 10,000 points. The winner is the remaining player with less than 10,000 points. With TWISTED Farkel, passing HIGH scores to your neighbor is the object of the game. When a player FARKELS, (i.e. score no points) their fellow players benefit.
Tyrants of the Underdark2-460 Min7.914+Tyrants of the Underdark is a territory control game with a deck-building element. Each player leads a house of Drow in a section of the Underdark below the Sword Coast. The Drow house is represented by a deck of cards, with each card being a minion in that player's deck. Each minion belongs to one of five aspects of Drow society, and those aspects correspond to different strategies in the game, e.g., malice minions excel at assassinating opponents' troops, while ambition minions are best at recruiting additional minions and promoting minions to your 'inner circle', which is a special zone that increases their value at the end of the game. When you set up the game, you create an 80-card deck by shuffling two 40-card half-decks together, with the half-decks being Drow, Dragons, Demons, and Elementals. A central marketplace has new minions that can be recruited through influence, one of two resources in the game; purchased cards are placed in your discard pile, then shuffled together with other cards in your deck when needed. The other resource is power, which allows you to place troops on the game board, expand your forces across the map of the Underdark, manipulate happenings in the city, and assassinate enemy troops. Players gain points by controlling sites, recruiting valuable minions, promoting minions to your inner circle, and assassinating troops, and whoever ends the game with the most points wins.
Tzolk'in: The Mayan Calendar2-490 Min7.913+Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots. During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located 'later' on the gears are more valuable, so it's wise to let the time work for you - but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.  The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...
Ultimate Werewolf Legacy8-1660 Min7.213+Ultimate Werewolf is an interactive game of deduction for two teams: villagers and werewolves. The villagers don't know who the werewolves are, and the werewolves are trying to remain undiscovered while they slowly eliminate the villagers one at a time. A moderator (who isn't on a team) runs the game. The game takes place over a series of days and nights. Each day, the players discuss who among them is a werewolf and vote out a player. Each night, the werewolves choose a player to eliminate, while the Seer learns if one player is a werewolf or not. The game is over when either all the villagers or all the werewolves are eliminated. Ultimate Werewolf Legacy uses gameplay similar to Ultimate Werewolf, but you no longer have single standalone games as players and the village itself have attributes that are retained between games, with events that take place in the first games having effects that ripple through remaining games. Make a bad decision early on, and it can haunt the village for years to come! Players can earn titles, which provides them with special abilities in future games, regardless of their role. Players are each given a public family card in addition to their secret role card, and they team up with the other members of their family to work together...unless one or more of their family members is secretly working against them. As for the village, there are multiple paths that the game may take, and as a result the experience you have playing through the entire game will differ from someone else who is playing with another set of people. This also allows players to play through the campaign multiple times, with a different set of roles, rules, and environments each time. At the center of Ultimate Werewolf Legacy is an oversized, 80+ page diary, that walks the game moderator through every session. The diary has been designed so that players with no previous Werewolf playing experience can both play and moderate. The diary is structured into five distinct chapters with three game sessions in each chapter, as well as an introductory preface game session. Players can jump in and out for individual sessions, but ideally they'll play all the sessions in a chapter. Each chapter can be played in a single evening. At the end of the sixteen-game session campaign, the diary will be a record of exactly what happened in your village, and who was ultimately responsible for what it became over time. Replay packs that contain a new diary and an additional set of family cards will be sold separately, allowing players to play through the entire campaign again.
Ultimate Werewolf: Deluxe Edition5-7530 Min7.18+Ultimate Werewolf is an interactive game of deduction for two teams: Villagers and Werewolves. The Villagers don't know who the Werewolves are, and the Werewolves are trying to remain undiscovered while they slowly eliminate the Villagers one at a time. A Moderator (who isn't on a team) runs the game. Ultimate Werewolf takes place over a series of game days and nights. Each day, the players discuss who among them is a Werewolf and vote out a player. Each night, the Werewolves choose a player to eliminate, while the Seer learns whether one player is a Werewolf or not. The game is over when either all the Villagers or all the Werewolves are eliminated. Ultimate Werewolf: Deluxe Edition features all new artwork, a great new design, totally rewritten and more comprehensive rules, and an even better moderator scorepad. What's more, it supports more players than ever: 75 of your closest friends can converge on one or more villages using the components in this box.
Unbroken1-130 Min5.413+Description from the publisher: Not all adventures end well. Some groups meet their untimely demise at the hands of monsters all too soon, and Unbroken is a story of one such ill-advised expedition. You, the player, take on the role of the sole survivor of that failed adventure. Finding yourself in hostile territory, weak and wounded, you will need to gather your wits and strength, craft weapons from scraps found around you, and attempt to tackle progressively more challenging monsters on your way out of this forsaken place. Unbroken is a solo card game that is quick to set up and play but one that will produce a tense challenging experience. You will collect resources representing your character's abilities and will need to ensure that you invest in a right mix of resources to both keep yourself alive during your travels and also prepare for the gruesome monsters that wait in the dark. There are several options at your disposal - brute force, trickery, clever use of skills. Customize your character and use your limited resources wisely - only the craftiest and the most resilient survivors will make it out alive.
Unlock! Scheherazade's Last Tale1-660 Min6.710+Scheherazade is in grave danger! She only has one hour to tell one last story to the Sultan, but she's out of ideas. The scribe she asked to help her come up with a story has gone missing, and she is begging you to find him and bring him back as soon as possible with a tale to please the Sultan. The princess' life may end in the hands of the executioner, so act fast! Scheherazade's Last Tale is an Unlock! adventure for up to six players. With just one hour on the clock, players must work through a deck of sixty cards as a team, searching for clues, combining objects, and figuring out puzzles to solve the mystery and escape the countdown timer. The free Unlock! app runs the timer while providing clues, giving hints, and helping players succeed. Once the team has reached the solution and entered the correct code, they've escaped, and the game has been won!
Unlock! The House on the Hill1-660 Min7.110+At the beginning of The House on the Hill, strange, paranormal activities have surrounded an abandoned house for the past three days. When an investigation uncovers that these occult occurrences center on an excerpt read from The Book of the Dead, you and your companions are tasked to enter the house, find the book, and stop the curse... Unlock! is a series of escape adventures for up to six players. With one hour on the clock, players work through a deck of sixty cards as a team, searching for clues, combining objects, and solving puzzles. The free Unlock! companion app runs the timer while also providing clues, offering hints, and confirming successes. Once the team has reached a solution and entered the correct code into the app, they will escape and win the game.
Unlock! The Nautilus' Traps1-660 Min610+The Nautilus' Traps brings you to the bottom of the sea. When a sea monster attacks your submarine at the outset of the adventure, it's up to you to make your way through the depths and back to the surface if you're going to escape...before your oxygen runs out. Unlock! is a series of escape adventures for up to six players. With one hour on the clock, players work through a deck of sixty cards as a team, searching for clues, combining objects, and solving puzzles. The free Unlock! companion app runs the timer while also providing clues, offering hints, and confirming successes. Once the team has reached a solution and entered the correct code into the app, they will escape and win the game!
Unlock! Tombstone Express1-660 Min6.910+The train you're escorting through the Wild West contains some precious cargo. It's up to you to survive the adventure and escort it home safely. Tombstone Express is a brand new Unlock! adventure for up to six players. Unlock! is a series of escape adventures for up to six players. With one hour on the clock, players work through a deck of sixty cards as a team, searching for clues, combining objects, and solving puzzles. The free Unlock! companion app runs the timer while also providing clues, offering hints, and confirming successes. Once the team has reached a solution and entered the correct code into the app, they will escape and win the game!
UNO2-1030 Min5.46+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. This entry includes all themed versions of UNO that do not include new cards.
Valley of the Kings2-445 Min7.114+When you die, you can take it with you! Take on the role of Egyptian nobles at the time of the pharaohs, preparing for death and burial in the Valley of the Kings. Players want to fill their tombs with food, canopic jars, statues, amulets and other treasures, and to do so they acquire cards that are laid out in the shape of a pyramid; purchase cards at the base of the pyramid, and it 'crumbles' to bring cards higher in the pyramid to the base where they can be bought. The pyramid resets each round with new offerings. You score only for cards that you remove from your deck and stash in your tomb, so if you keep using valuable cards for their effects and don't entomb them before the game ends, you could lose out on big points! Whoever collects the most valuable artifacts in her tomb wins.
Vast: Haunted Hallways1-50 Min7.70+Vex your opponents with the Shadow Paladin, a damned monster shackled by misfortune, who works to contort the rooms of the Manor into a labyrinth of his own design. Follow the adventures of the Armored Knight as she ventures once again to fight new foes. The Haunted Hallways introduces two new roles: the Shadow Paladin and Armored Knight. New skeletons with unique powers and gear appear, nearly doubling their strategic options. Gain over forty detailed plastic miniatures, including force walls, treasures, eggs, and webs. Add replayability with Cross-Compatibility rules for using each role in Vast: The Crystal Caverns.
Vast: The Crystal Caverns1-575 Min7.210+The dragon has been asleep for many long years. In that time, the cave under which it slumbered has changed greatly...Goblins and strange monsters have filled its gloomy depths and there are whispers that the cave itself has begun thinking, shifting, and growing evermore dangerous. Still, stories of peril rarely overshadow the rumors of riches. And riches there may be... For where a dragon slumbers, there also lies a fiercely guarded treasure. Fortunately for the slumbering beast, malevolent crystals fill the cave's rooms with spectral light, hiding the entrance to the immeasurable treasure trove. Many have given their lives to the search and over the years the rumors have faded to legend. But the most courageous adventurers will not be discouraged by bloodshed. On this day, a knight steps into the darkness, her gloved hand gripping the hilt of her sword. Her years of quests--all of the victories and defeats--have led to this one final adventure. Knowing the kingdom can never truly be at peace with the dragon beneath the cave, she has come to make a final stand. Little does she know that she will awake everything that slumbers in the shadows... and begin the final battle in the darkness. Enter the world of Vast: The Crystal Caverns! Vast takes you and your friends into the torch light of a classic cave-crawling adventure, built on the concept of total asymmetry. Gone are days of the merry band of travelers fighting off evil. In Vast, you will become part of a new legend... Any part you wish! Play as the classic, daring Knight, the chaotic Goblin horde, the colossal, greedy Dragon, or even the Cave itself - powerful, brooding, and intent on crushing the living things that dare to disturb its gloomy depths. Each role has its own powers, pieces, and paths to victory...and there can be only one winner. As the ultimate asymmetric board game, Vast: The Crystal Caverns provides a limitless adventure, playable again and again as you and your friends explore the four different roles in different combinations. Play one-on-one in a race to the death between the Knight and the Goblins, or add in the Dragon and the Cave for deeper and more epic experiences, different every time.
Vast: The Crystal Caverns - Bonus Cards1-70 Min7.610+A set of bonus cards for Vast: The Crystal Caverns, originally included as free extras for backers of the Kickstarter for the second printing and miniatures. This set includes the Silver Gauntlet and Treasure Trove promo cards from the first printing, plus a variety of other cards, including new Sidequests, Treasures, Events, Secrets, Schemes (a new type of Secrets card), and Upgrades for the Thief. Full Card List: Sidequests Noble Failure Prepared Treasures Silver Gauntlet (Original Promo, with revised text to include the Fearsome Foes characters.) Treasure Trove (Original Promo) Rune Staff Cursed Amulet Heroic Boots (Revised) Javelin (Revised) Events Quake Cave Bread (Revised) Secrets Slingshot Meat! Cave Mushrooms Monsters Ground Kraken Schemes Armory War Banner Underboss Press Gangs Ancient Ritual Mercenaries Eye of Rage Cave Oil Dragon Scales Golden Scale Silver Scale Platinum Scale Thief Upgrades Charm Warlock's Wand Disappearing Cloak Terrain Cards Canyon Lake Magma Mushroom Forest Pits River
Vast: The Fearsome Foes1-790 Min7.610+Description from the publisher: Introducing The Fearsome Foes, an expansion pack for Vast: The Crystal Caverns. This pack provides three new, interesting roles for all play styles, whether you want to deepen your solo experience or expand your game to play with up to seven players! Three new roles: GHOST: Reclaim the remnants of your mortal life using your spectral powers, manipulating your opponents with telekinesis or possessing them to do your bidding. GHOUL: Stalk and terrorize your opponents, growing stronger with each battle. Corrupted and evil, you live only to hunt. UNICORN: Gallop on magic winds and use your fearsome horn to punish your opponents. Regain your former radiance and escape this dark place forever. Each role comes with its own rulebook, detailed miniature, wooden meeple, set of cards, and two player boards.
Vast: The Mysterious Manor1-5120 Min7.713+The manor has sat in the shady part of the valley abandoned for generations. The spider having escaped her abyssal prison is now seeking to return to her terrible glory, while the skeletal guards of this estate continue to stir in the darkness. The paladin has come to the manor, seeking atonement from the gods he must destroy the spider. Return to the world of Vast in a whole new adventure Vast: The Mysterious Manor. Vast takes you and your friends on an adventure in a haunted house, built on total asymmetry. There is no merry band of travelers here fighting evil. In Vast you take control of any part of the story. Play as the pious Paladin, the murderous Skeletons, the awesome Spider, or the Manor itself. In addition there is the Enchanter, come to this world to rule the minds of the others. Each role has its own powers, pieces, and paths to victory...and there can be only one winner. As the ultimate asymmetric board game, Vast: The Mysterious Manor provides a limitless adventure, playable again and again as you and your friends explore the five different roles in different combinations. Leder Games will present the entire game with solo modes, many combinations of characters, and full games. For the first time Vast will come with a board, to hold the tiles that form the Manor. In addition Vast: The Mysterious Manor will be compatible with Vast: The Crystal Caverns and Vast: The Fearsome Foes.' -description from the publisher
Victorian Masterminds2-460 Min714+Sherlock Holmes is dead! And with London's greatest detective out of the way, those with villainous minds decide to wreak as much terror as possible on the populace - and you are one of those dastardly no-goodniks! While Europe sits unprotected in Victorian Masterminds, you and other players send your henchmen to different cities to use their varied abilities, collect material for your steampunk-inspired contraptions, destroy buildings, and complete missions. At the same time, the Secret Service follows your path of destruction. Every contraption is unique and allows you to take different actions, leading to highly strategic, asymmetric gameplay. In more detail, during the game, players take turns placing one of their five agent tokens - Henchman, Machine, Saboteur, Pilot, Number 2 - face down on one of the five action spaces. As soon as three tokens are on a space, those tokens are flipped and activated, first in first out, with each agent carrying out its individual action in addition to whatever takes place in that space. When an evil mastermind completes their contraption or the Secret Service brings this villainy to a halt, the game ends, and whoever has generated the most victory points wins.
Vikings on Board2-460 Min6.18+Vikings on Board is a family-strategy/worker-placement game in which your objective is to set sail with your clan of Vikings on board the ships best supplied for a successful voyage, while simultaneously placing bets on which clan you think will control each ship as they set sail. Ships are divided into three sections: the front (bow), the middle (body), and the end (stern). During the course of the game, you will place supplies on the ships' bows, while moving around their body pieces so that your clan has majority control of a ship when it sets sail. Stern pieces are used to show which ships have already set sail. Each turn, the active player will perform one of the remaining available actions. Actions include: taking first pick of actions next round, rearranging ships' pieces (x4), placing bets on ships (x2), adding supplies to a ship (x2), increasing the value of supplies in the market, or setting sail. When a ship sets sail, players will share its supplies in order of how many times their clan's shield appears on the body pieces of that ship. Starting with the player with the most shields, players will claim a supply token of their choice from the bow of the ship and place it facedown on their scoring circle. These supply tokens will score points based on their value in the market at the end of the game. Additionally, if a player placed a bet on the clan that had majority control of the ship, then they take their winning bet and place it facedown on their scoring circle. The game ends after seven ships have set sail. Players calculate their final scores by adding together the value of their supply tokens with the value of their winning bets. The player with the most points wins.
Walking in Burano1-440 Min7.310+Burano is a beautiful island of Venice in Italy, known for its colorful houses. Walking through the island, you will see these vibrant houses on both sides of the canal, as well as the personal décor placed by the inhabitants of these houses and shops. Tourists always linger on the street to appreciate and enjoy the view. The colorful houses of Burano need a fresh coat of paint in order to stay beautiful and vivid. Use your creativity to refurbish and decorate the houses and amaze the tourists and local people with your masterpiece! Walking in Burano is a family game. Players place the Floor Cards in order to receive a visit from different characters. They will score points based on the various symbols on the houses. To be the player with the most points at the end of the game. ••• Burano ist eine hübsche Insel in Venedig, die für ihre bunten Häuser bekannt ist. Wenn man auf der Insel spazieren geht, sieht man diese strahlenden Häuser auf beiden Seiten des Kanals, außerdem die Verzierungen, die die Einheimischen an ihren Häusern und Läden angebracht haben. Immer wieder verweilen Touristen hier auf den Straßen, um den Anblick zu genießen. Die bunten Häuser von Burano brauchen neue Farbe, um hübsch und strahlend zu bleiben. Nutzt eure Kreativität, um die Häuser zu renovieren und zu schmücken, und versetzt Touristen wie Einheimische mit euren Werken ins Staunen! Legt Etagenkarten aus, um Besuch von verschiedenen Leuten zu erhalten. Dafür erhaltet ihr Punkte, die von verschiedenen Symbolen auf den Häusern abhängen. Wer am Ende des Spiels die meisten Punkte hat, gewinnt. -description from the publisher ... In Walking in Burano, players draft up to three cards to complete the five houses in their section of Burano. The more cards drafted, the less money earned to build floors of the houses. The player then pays to play up to three of their cards. When a three-story house is complete, a scoring card is added underneath the completed house. Tourist cards score points for things like the number of cats visible on the house, the number of potted plants, or other similar conditions. The resident cards will score points for larger areas, like for the number of pedestrians walking up and down the street; for the number of different shops along the canal; or other horizontal sections of the player's tableau. There are point penalties if houses are mismatched colors, if two neighboring houses are the same color, or if there are boarded up windows on a card. When a player completes all five houses in their section of Burano, the game ends after all players have had an equal number of turns. The player with the most points wins.
War Chest2-430 Min814+War Chest is an all-new bag-building war game! At the start of the game, raise your banner call (drafting) several various units into your army, which you then use to capture key points on the board. To succeed in War Chest, you must successfully manage not only your armies on the battlefield, but those that are waiting to be deployed. Each round you draw three unit coins from your bag, then take turns using them to perform actions. Each coin shows a military unit on one side and can be used for one of several actions. The game ends when one player - or one team in the case of a four-player game - has placed all of their control markers. That player or team wins! -description from the publisher
Warhammer Age of Sigmar: Warcry Starter Set2-460 Min8.512+This is Warcry - a new skirmish game from the makers of Kill Team and Warhammer Underworlds that allows you to experience the visceral carnage of battle in the Mortal Realms in a whole new way. This is more than just a skirmish version of Warhammer Age of Sigmar - it's hyper-kinetic, it's tactical and it's very, very bloody, featuring bold new game mechanics. Warcry is perfect for narrative players looking to forge character-driven campaigns where warbands grow and develop through their own journey. Meanwhile, gamers looking for a close-matched, fast and exciting experience will find a game that fits both their coffee table and coffee break. In the game, you'll follow the myriad tribes of Chaos - reavers and despoilers from every corner of the realms - as they make their dark pilgrimage to the Varanspire. Warcry explores a never-before-seen side of life (and death!) in the Age of Sigmar. Every model for this game is brand new, reflecting on the dizzying diversity of Chaos on a scale never attempted before and rooted in rich lore that realises the servants of the Dark Gods as deep and varied cultures. -description from the publisher
Warhammer Quest: Blackstone Fortress1-5180 Min8.112+As vast and dark as a sunless void, the Blackstone Fortress is a creation far beyond the ken of any race in the galaxy. In this age of darkness, in a galaxy riven with strife and horror, the desperate and intrepid alike search this Fortress for long-lost technologies that may be used to turn the tide of war. In Warhammer Quest Blackstone Fortress, you and your friends take on the role of a group of disparate explorers delving into the labyrinthine halls of a vast and ancient space station. Only by working together and balancing your strength and skills can you hope to survive. With each expedition, you will discover powerful archeotech and learn more of the Blackstone Fortress' closely guarded secrets, including, perhaps, the location of its greatest treasure. The game can be played solo, or with up to 4 friends, with the fifth player controlling the hostiles. At the end of each expedition, the players return to the nearby port city of Precipice to rest, recuperate, and trade their loot for resources that will aid in their next adventure. Included in the box: Miniatures 44 push-fit Citadel miniatures are included in Blackstone Fortress, each supplied on pre-coloured plastic sprues: - 9 Explorers in red plastic: Janus Draik, Rogue Trader; Taddeus the Purifier, Ministorum Priest; Espern Locarno, Imperial Navigator; Pious Vorne, Missionary Zealot; UR-025, Imperial Robot; Dahyak Grekh, Kroot Tracker; Amallyn Shadowguide, Asuryani Ranger and the Ratling Twins, Rein and Raus; - 35 Hostiles in grey plastic: Obsidius Mallex, Chaos Lord; 2 Chaos Space Marines; 4 Chaos Beastmen; 4 Ur-Ghuls; 4 Negavolt Cultists; 2 Rogue Psykers; 4 Spindle Drones and 14 Traitor Guardsmen. Books The box contains 5 booklets full of rules, background and construction guides for the miniatures: - A 16-page Rules booklet: this walks the player through games of Blackstone Fortress from setup to exploration, with explanations of special rules and a quick reference guide; - A 16-page Combat booklet: this contains all the rules for resolving combat during games, with easy to follow annotated examples and a quick reference guide; - A 24-page Precipice booklet: this details the actions that occur between expeditions, with your explorers resting and rejuvenating; - A 24-page Background booklet: this provides details on the Fortress, the explorers and the hostile forces they face; - A 16-page booklet of datasheets for using the included miniatures in games of Warhammer 40,000. Gaming Content The box also contains everything you need to set up and play a game of Blackstone Fortress, including: - 40 double-sided board tiles to create the internal labyrinths of the Blackstone Fortress; - 234 gaming cards; - 9 Stasis Chambers - safe places for characters to rest between explorations; - A Databank and a Hidden Vault; - 70 markers; - 28 dice. -description from publisher
Warhammer Underworlds: Shadespire2-230 Min7.912+Warhammer Underworlds is a tactical arena combat game. This is a system designed for balanced, small-scale tactical games that can be played quickly and easily by anyone, but which even experienced players will find challenging to master. The game rules are designed with competitive play in mind; matches can be played in under 45 minutes, on a smaller surface than our larger-scale games, and will be ideal for club or tournament play. And not only that, we'll be fully supporting an organized play system for this game, right from day one. The forces you can use in this game will be drawn from races across the Mortal Realms, including some for factions that have not received any new miniatures since we first ventured into the Age of Sigmar. Each of these sets will be composed of a small band of easy-to-assemble, push-fit miniatures in the style of our single-pose heroes to represent a specific band of warriors from that faction. These are provided in coloured plastic, and clip together, so you can quite literally be playing with them within minutes of opening the box with no glue or paint needed! (Though they do look great painted, and your dice will roll better - probably.) The game is played using unique dice and card decks, and these will, to an extent, be unique to each faction. Both decks of cards used in the game are fully customisable - meaning you can choose to create all manner of combinations of overlapping abilities to use and objectives to achieve. This can be a really rewarding part of the game - and means that even the same faction can be played in wildly different ways. We're expecting to see all sorts of combinations tried out at game stores, clubs and in tournaments. -description from the publisher
Wasteland Express Delivery Service2-5120 Min7.513+Wasteland Express Delivery Service is the depraved brainchild of a superstar team of acclaimed game designers: Jon Gilmour (Dead of Winter), Matt Riddle (Fleet, Morocco), and Ben Pinchback (Fleet, Morocco), brought to technicolor life by award-winning comic artist Riccardo Burchielli (DMZ, Batman Black and White) to create the perfect marriage of emergent thematic gameplay and balanced strategy. Take on the role of the half-insane drivers for the last delivery company left of earth: the Wasteland Express Delivery Service. In order to scratch out a living in this deranged universe, drivers will deliver goods and guns between the handful of settlements pockmarked throughout the hellscape that you call home and take on missions from the handful of factions still trying to hold onto the last dregs of civilization. Course, none of this is easy. Inhabiting the post-apocalyptic wasteland are unhinged characters set on unleashing mayhem at every turn. If you want to survive, you'll have to battle through the psycho raiders who occupy the void between cities. Maybe the world can be saved, maybe you can bring humanity back from the brink. Band the world back together to fight back against the void. Then again, what the f*&% do you care? You're here to get paid and live another day free. Outfit your truck, get loaded for bear, hire some allies, get paid, and just keep on truckin'.
Way of the Panda2-490 Min714+Way of the Panda is a worker-placement game in which players control three different figures - monk, merchant, and warrior - on a board. With a worker-placement mechanism, the players choose their action to move around the board, build buildings, train their character in fighting, and gain wisdom (which nets victory points at game's end and serves as a multiplier), but they also have to pay action points to choose these actions. If they choose stronger actions, they must pay more and cannot go back on the action board (as in Egizia). The players train their characters and fight against the evil guys on each street on the map. Also, they construct buildings to try to connect north and south with their own streets.
We're Doomed!4-1015 Min6.813+We're doomed! The world is coming to an end! We must act now to survive!!! Players are the most powerful leaders in the world working alongside up to nine others to build a starship. Time is short! The goal? Build and be on a starship that escapes a dying world - or betray everyone to ensure your own survival. No seats on the starship are guaranteed. We're Doomed! is a quick, timed, panic-inducing game of international collaboration, retaliation, diplomacy, conspiracy, and blowing each other up for fun! It is not the 11th hour. It is the final hour. Do we have time? How many seats will be available? Who will get a seat? Will the ship even get completed? During the Action Phase, players take one action in turn order to produce or steal either Resource or Influence tokens. Resource tokens are used to build the escape ship. The bigger the ship, the more players can escape to victory at the end of the game. Influence tokens determine who boards the ship first at the end of the game. Each civilization is better at one of the standard actions. During the Contribution Phase, there is no turn structure. Players can negotiate as they pledge their Resources to building the escape ship by contributing Resource tokens. The player who contributes the most Resources is awarded 1 Influence and gets to draw the event card for that round. Each card is one of one hundred unique and ruthless event cards that change the game drastically - introducing new restrictions, secret missions, ethical dilemmas, physical challenges, robots, aliens, lizard-people and more. The player who drew the event card then takes an action, starting the next Action Phase. The game continues in this fashion (actions, contributions, event) until time is out! After 15 minutes, play stops. Time to board the starship. Who gets in first? The players with the most Influence board the ship first. Once full, the ship launches and the remaining players are left behind to die. Beware! Resources can also be used to nuke a player, completely eliminating them from the game, so watch the other players' Resource token stockpiles! Witness humanity at its worst and finally come to terms with the truth you have known all along - we're doomed!
What The Heck?2-520 Min6.57+Rarely is a game broken down to its barest elements like this one. Players are given an equal deck of bidding cards from one to fifteen. Each turn, a prize tile is randomly selected from a pool. A prize tile is worth either positive or negative points (from -5 to +10). Each player is attempting to gather the most positive points from these prizes. Players secretly select one of their remaining bidding cards and reveal them simultaneously. For positive prizes, the highest card gets the prize; For negative prizes, the lowest card is stuck with the prize. However, if two people play the highest (or lowest) card, they cancel each other out and the prize goes to the next in line. The highest total score after all fifteen prizes are awarded wins.
What? What!3-710 Min6.47+What? What!, a.k.a. C'est pas faux: Patates & ninjas, is a family version of Think Again, which was released in French as C'est pas faux. The basic idea of the new game is the same as the original, but with a few twists. One player reads a question to everyone. The answer is on the image on the back of the card. Be the first to answer it correctly. When the reader finishes his question, they roll the die. Your answer must respect what the die asks: a right or a wrong answer. You can give only one answer each time. The winner takes the question card as a point, draws the next card and is the reader for the next question. The first player to five points wins. -description from publisher
When I Dream4-1040 Min7.18+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.
Whistle Stop2-575 Min7.213+Description from the publisher: With the driving of the golden spike in 1869, the first transcontinental railroad was completed in the United States - but really it was only the beginning of a rapid expansion of railways that would crisscross the entire country. In Whistle Stop, you make your way west across the country, using your fledgling railroad company to build routes, pick up valuable cargo, and deliver needed goods to growing towns, creating a network of whistle stops that you and your competitors can leverage as you continue to expand your networks. Along the way, you gain shares in other railroads and watch your reputation soar with each successful delivery before making a final push to complete long hauls to the boom towns of the West. This design is a new twist on pick-up-and-deliver games. As players move their trains west and pick up goods, they can deliver those goods to small towns to gain shares in railroads, or hold on to them for a bigger payout when they reach the west coast. At the same time, they try to optimize their actions (and gain extra ones), lay down new track tiles, block the other players, gather and use valuable whistles for special moves and abilities, and carefully manage their coal resources.
Who Should We Eat?4-1030 Min6.514+Description from the publisher: Following a mysterious plane crash, you are part of a group of survivors who have washed up on the shores of a desert island. You must pool your resources and build a raft big enough for everyone to escape, but the food supply is low and your mental resolve is waning. The more you struggle to survive, the more the other survivors begin to look delicious to you... Who Should We Eat? is a semi-cooperative game of desert island survival and resorting to cannibalism way too quickly. You know that not all of you will make it off the island, which means that only the strong will survive, but deep down you also feel something supernatural about this place - that the veil between the spirit world and this mortal existence is pa­per thin. If you succumb to the hunger and are forced to eat another survivor, you will be driven deeper into madness and awake to find a new, vengeful, ghostly presence intent on ensuring that you never, ever leave the island.
Wildlands2-460 Min7.414+The great evil has fallen, and has taken the capital with it. Where once there was a kingdom, there is now only the Wildlands. In a lawless fantasy world, you must band together for survival, treasure, or maybe even glory. Players control rival factions, each with a unique deck of cards dictating their abilities across the battlefield. Some focus on ranged prowess, some on raw strength, and others on the bond between characters, offering a wide range of playstyles to explore. Created by award-winning game designer Martin Wallace, this miniatures board game contains everything you need to dive straight into the dynamic fantasy world of Wildlands. Simple enough to pick up and play, but packed with tactical nuances that will keep you coming back for more, it is the perfect approachable skirmish game with endless replayability. -description from the publisher
Wing It2-660 Min58+Wing It - The overland, underhand birdwatching challenge. Race around the British countryside to be the first to spot unusual birds and at the same time hamper other players to prevent them from getting there first. A Chough has just landed at the RSPB reserve on Ramsey Island and as you jump in your boat to be the first to get there you discover one of your opponents has hidden your paddles. However, don't worry, they can't get there either, because you've just punctured the tyres on their bike. Wing It is a great fun family board game, requiring a little cunning, some guile and the employment of underhand tactics in order to win. Utilising official RSPB illustrations, calling on the experience of RSPB wardens and using actual RSPB reserves, Wing It combines an authentic birdwatching game with family entertainment. You might ruffle a few feathers but remember the early bird wins.
Winter Tales3-790 Min5.914+Following the victory in the Conflict of Autumn, The Regime of Winter has clutched the Land of Fairy Tales in its cold grasp. Fuelled by hate and fear, Winter aims at extinguishing the flame of Love and the light of Hope under a blanket of snow and the never-ending chill of a winter night. In the winding alleys and the small houses desperately clinging to the hillside of Wintertown, frightened Tales move in the shadows, knowing they cannot allow all Hope for the future to be snuffed out by the cold and ready to fight to drive Winter away and let Spring come again. In Winter Tales, a storytelling board game, players tell the tale of the conflict between the characters of fairy tales, who represent all that is good and hopeful, and the Soldiers of Winter, who incarnate evil and the fierce cold of Winter. Players will ally themselves with one of the warring Factions, controlling characters and fighting for the comeback of Spring or the suffocation of all hope, bringing on an endless Winter. Winter Tales is an ever-changing game as each time the players will tell a completely different story, creating a shared plot.
Wits & Wagers3-725 Min6.910+Not a trivia buff? It doesn't matter! In Wits & Wagers, each player writes a guess to a question such as or and places it face-up on the betting mat. Think you know the answer? Bet on your guess. Think you know who the experts are? Bet on their guess. The closest answer - without going over - pays out according to the odds on the betting mat. Strike it big and you'll be cheering like you just hit the jackpot! Wits & Wagers is a trivia game that lets you bet on anyone's answer. So you can win by making educated guesses, by playing the odds, or by knowing the interests of your friends. It can be taught in 2 minutes, played in 25 minutes, and accommodates up to 20 people in teams.
Wizards Wanted2-460 Min6.810+Enter the magical workforce as a nomadic wizard, wandering the fields and valleys to complete spell jobs. What is the ultimate goal? The greatest reward of all: fame. As one of these enterprising wizards in Wizards Wanted, you must gather magical experience and coins for your work. Resourcefulness is essential as you pick up helpful mushrooms, buy magical dust from tricky pixies, and navigate the twisted paths and teleportation stones. But don't meander too much. You need to be in good standing with the Royal Palace and earn your Spell License by the end of the game, so get to work!
Yahtzee2-1030 Min5.46+Yahtzee is a classic dice game played with 5 dice. Each player's turn consists of rolling the dice up to 3 times in hope of making 1 of 13 categories. Examples of categories are 3 of a kind, 4 of a kind, straight, full house, etc. Each player tries to fill in a score for each category, but this is not always possible. When all players have entered a score or a zero for all 13 categories, the game ends and total scores are compared. The traditional (public domain) game Yacht predates the trademarked game, and has slightly different scoring. There are four basic scoring difference between the tradition game Yacht and Yahtzee. They are: 1) Yacht has no Three of a Kind category, 2) there are no bonuses in Yacht, 3) there are no Joker rules in Yacht, and 4) the Full House category is scored as the sum of the dice. The other scoring rules are identical between the two games. Travel versions of the game use a device that keeps the dice captured within compartments of a plastic box and allows players to 'lock' a particular die between rolls.
Yamataï2-480 Min7.213+In Yamatai, 2-4 players compete to build palaces, torii, and their own buildings in the land of Yamatai. The game includes ten numbered action tiles, each showing one or more colored ships and with most showing a special action. You shuffle these tiles, place them in a row, then reveal one more than the number of players. On a turn, each player chooses a tile, collects the depicted ships from the reserve, optionally buys or sells one ship, then places the ships on the board. The land has five entryways, and you must start from these points or place adjacent to ships already on the board. You can't branch the ships being placed, and if you place your first ship adjacent to another, then that first ship must be the same color as the adjacent one; otherwise you can place ships without regard to color. After placing ships, you can either claim colored resources from land that you've touched with new ships this turn or build on one vacant space. To build, the space must have colored ships around it that match the ships depicted on one of the available building tiles. If you build a personal building that's connected to others you own, you receive money equal to the number of buildings. You can bank one ship before the end of your turn, then you can use any three resources or a pair of matching resources to purchase a specialist, each of whom has a unique power. After all players go, you shuffle the action tiles, place them face down in the row, then reveal enough tiles at the front of the line to set up for the next turn, with the turn order being determined by the numbers on the tiles that players chose the previous turn. Once you trigger one of the game-ending conditions - e.g., no ships of one color or no more specialists - you finish the round, then count points for buildings built, specialists hired, and money on hand.
Yggdrasil Chronicles1-590 Min7.314+In Yggdrasil Chronicles, each player takes the role of a Norse god and attempts to keep evil forces from devastating the nine worlds, destroying the world tree Yggdrasil, and surviving the onset of Ragnarök. To set up, each player takes one of the seven Norse gods, 5-9 life points (depending on the player count), and a set of cards showing the six enemies who are attacking the nine worlds; you shuffle these enemy cards and place them next to you. These nine worlds are represented on a three-level, 3D game board, with the board having locations for artifact cards, creature cards, hero pawns, elf pawns, anonymous pawns, and more. Each level of the board depicts three worlds on it, and the middle board rotates. At the start of a round, each player places the top card of their enemy deck on the 'Wheel of Enemies'. Players can take turns in any order. On a player's turn, they first reveal their enemy card. If this is the first appearance of this enemy this round, the player continues their turn; if not, then the enemy is activated, typically moving to a different world, then taking some action. If the enemy can't move, e.g., Surt is supposed to move up a level, but is already on the top level, you lose the game. If the enemy can't take its action, e.g., Loki needs to place an Iotunn pawn, but none remain in Iotunheim, you lose the game. While normally you hope to avoid duplicating an enemy, you want to double up on Nidhögg as that enemy starts on the leftmost space in your saga book, and if Nidhögg moves all the way to the tree icon, you win the game. (Nidhögg might also trigger effects when moving to a new location.) If an enemy moves to where another enemy is located, that world is devastated and no action is possible there except for healing the world tree. Whether or not an enemy is activated, you can then move - either to a different world on the same level or a different level above or below your current location - then act, either performing the action of the world in which you're now located or fighting. Powerful god that you are, you always win a fight, but you suffer 'risks' equal to the strength of the enemy. You can sacrifice heroes in Valhalla to remove risks or make saving throws on dice, possibly with an elf assist, but each risk you don't prevent costs you 1 life point - and if any god runs out of life points, you lose the game. As for performing world actions, you can collect elves, heroes, artifact cards; remove Hel's anonymous minions or Surt's fire giants; or receive help from worldly creatures. If another god stands in this world, your action is improved; if an enemy stands in that world, then your action is penalized. In addition to that base game, you can play Yggdrasil Chronicles on the hard mode, which increases the challenge of gameplay while giving each god unique powers. The game also includes a six-saga 'Ragnarök campaign' that begins with Baldr's murder, then carries on from there.
Zangle!1-645 Min6.16+In Zangle!, players must twist, flip, or spi