Shopping for board games? Here are some deals on board games that are worth checking out.
Board Games on sale that cover various genres and we recommend that you play with your family and friends. It’s a great time to add new tabletop titles to your board game shelf.
There are trapdoors, a dungeon, and a cemetery in the Addams Mansion that appears on the Game Board.
Amuse yourself with Charles Addams’ cartoons, reproduced on the character challenge cards.
Choose from three different levels of play: Frightful, Dreadful, or Grotesque!
When you play together, you stay together-but in the Addams Family, that doesn’t always work out. The Addams Family members must perform household tasks, from testing torture racks to reading bedtime (horror) stories. While working towards ghoulish goals, you will compete against other players in Roll-offs. The first person to finish their chores and make it to the swamp wins. However, beware: your fellow players may send you first to the Dungeon (or, at least, a few spaces back). May the smartest Addams win!
Get to know the betta! Beautiful and colorful, but their displays need to stand out.
In this game, players are pet shop employees who are responsible for displaying their betta fish.
In order to fill up the displays with as many fish of their assigned color as possible, players place their betta cards in simple and complex patterns.
You can play as Betty, the owner of the pet shop. Betty plays by her own rules, and the employees have to adapt to them!
The Solo Mode will test your sales skills!
Each display must have as many bettas of the same color as possible and you must place your betta cards to create as many patterns as you can
|Synapses Games: Betta, A Constantly Evolving Puzzle Game, Dynamic Gameplay, Arragne the Bettas in...||$17.99 $15.99||Buy on Amazon|
Pacific War is a strategic wargame covering the events beyond Pearl Harbor, including the attack on China, Burma, Guadalcanal, and the fighting for the Japanese Islands.
Combined with sharp action and historical accuracy, this game is the first Pacific Theater game that combines size, subtlety, and ease of play.
After familiarizing themselves with the layered systems of the Pacific War in solitaire engagement scenarios, players can progress to two player and multi-player Battle, Campaign, and Strategic scenarios. As they learn the game’s basic maneuvers and combat systems, they will learn more advanced systems for Strategic bombing, submarine attacks on merchant ships, search and detection, and amphibious assaults, as well as extensive Operations.
If you’ve ever been fascinated by the fury and vastness of the Pacific War, then the Pacific War is a source of endless challenges and excitement.
The game is known for its monster game reputation due to its large number of counters (over 2000) which represent individual capital ships, cruiser divisions, destroyer squadrons, aircraft groups, and land units ranging from battalions to divisions to corps, with all units rated individually based on their past performance.
The social card game that’s going to turn your game night upside down is back with new characters and rules! You’ll get out of your seat laughing as you race your friends in this hand slapping, laugh-out-loud version of Taco Cat Goat Cheese Pizza. With its crazy reversed twist, you can easily be fooled! You’ll have a blast playing this game…
An actual tongue-twister. The game combines a word relay with a matching game, and then throws in physical humor. Despite the levels, the game is still simple enough for kids to understand and cutthroat enough for adults.
A deck of cards is divided between 2-8 players, who place their individual stacks of cards face-down on the table. People take turns flipping cards face-up in the middle while uttering the words “Tacos,” “Cats,” “Goats,” “Cheese,” “Pizza” – in that order. Each player races to slap their hands down on top of all the cards if the middle card matches the word being spoken. If you are the last player, you must add the entire stack to your own deck. First to get rid of all their cards wins.
A Hybrid Fantasy Civilization RPG that plays 1-10 players. This game bridges the legacy board games with Table Top Role Playing Games. Using magnetic pieces on a globe that acts as a new form of game board; Verrago is the first of it’s kind. You play on the planet Vaeya, as any kind of political unit(character, family, kingdom, empire, global civilization)on a world where everything hangs in a Veridian Balance. Should this balance be disrupted by you and your fellow players(and it surely will), the planet will try to end your evil ways by uniquely trying to exterminate everyone, starting with the worst perpetrators. This is a world where nothing stays the same, mysteries deepen as you explore the Veridian and attempt to master it and you can choose to band together to fight the apocalypse or become it.
With 5 main paths to victory(Epic Story, Strongest Lineage, Veridian Imprint, Strategic Survivor and Richest Delve) you choose how and where your victories can occur over your opponents. Victories, over many plays of Verrago, create a historical record of your globe that becomes unique to your gaming group. The globe itself acts as your “save file” so that your playthrough’s matter, your time playing the game works more for you. This allows you to create a long term dialogue with your board game group and weave ever more elaborate stories that add value to your group and add additional meaning to your friendships
Dungeon Masters, this game will help you relieve your creative burdens and allow you to get immediate player investment into your game when doing your session zero game! Verrago uses a co-created history mechanic for telling epic, memorable stories that can also be used for your Table Top Role Playing Games(TTRPG)! Vaeya, the planet of our setting, is an INTERACTIVE SETTING, the cards allow for a dynamic storytelling experience that also gives you(and your characters) direct control over a range of theme/lore heavy game mechanics. Verrago also has an event system that helps you generate a world spanning, geopolitical and Veridian situation EACH GAME, with care to minimize the burdens of recording the history during the game. A more detailed record is possible, yet this will be at your own discretion. Verrago also has a Campaign Book that works with the card generation system so that you get the best of both worlds, the strength of linear storytelling AND the strength of the “choose your own adventure” style of storytelling. There is nothing that approaches the scope and scale of Verrago on the board game market. There’s something special about creating a world with others…
The game has 3 main parts, of which the first is optional and the third won’t always occur. Here is a rough overview of how it will play(subject to change as the game is currently in development):
1. The Pre-Game(Optional): You play with your friends to set the precise magical conditions you want to play and feel out and fine tune the game so that you aren’t limited to randomization. This pre-game is about generating the world you will play next and takes about 30-60min. There are 25 preset scenarios that allow you to skip this pre-game and are recommended for your first few times playing the game.
2. Verrago: You will Explore, Expand, Exploit, Experiment and Exterminate your opponents, sometimes needing to create temporary/permanent alliances to survive the more dangerous events that occur randomly(or by player action). As you acquire power in the world, the planet fights back as you are disrupting the careful magical balance of the world.
Once you’ve disrupted the balance enough, through your own actions or that of the planetary response, the apocalypse will begin.
3. Sudden Death Apocalypse: Featuring 125 different ways to destroy the world, each apocalypse will demonstrate something new about Veridian and the world. The Apocalypse has 5 randomly drawn event cards at the beginning of the game that slowly get turned over revealing the apocalypse code that players look up in the event book. Players take their most empowered character(s), their Verrago, and attempt to maneuver them so that the apocalypse affects other players more than themselves. Whatever remains is yours to keep for the next game. At the end of the apocalypse, the game will be recorded using pen and paper and you can choose to continue your play and build upon the remains of the previous age. You win when you survive and no one else does, or you survive better than everyone else. You can also win by creating the strongest legacy and other forms of victory. Victory is more of a long term goal, with challenges like “survive the 25 preset scenarios in different configurations”.
Verrago is a multi-layered game, with 5 expansions already designed to work with the existing game, so that you will only ever need to purchase 1 globe to play it. Each expansion will provide the scope of a full game, using cards and add an in depth focus to the game, changing it into many different forms of popular game mechanics like: Warfare, Trade, Technology, More Veridian(Magic), Culture, and Survival/CO-OP. The game is designed to fundamentally change into your preferred style of game by purchasing an expansion. Or play all expansions together, they are interchangeable and don’t have dependencies on each other. Future expansions WILL have dependencies on the core expansions. Bring whichever expansion you like to the table to try to shift the focus of the game “your” way as you unlock the option to play your expansion by your in game actions.
About this project and the designer:
This unique Role Playing Game(RPG) setting has undergone rigorous craft, research and extreme care in it’s composition as a passion project beginning in 2003. S.A. Heinichen was trained at Navy Nuclear Power Training Command and then at Submarine Base Groton in the U.S. Navy, in addition to having held a Top Secret security clearance. S.A. Heinichen’s extensive training in multiple applied engineering fields has allowed him to incorporate many scientific disciplines into the magic system, represented simply by the rune system. The Cloak and Dagger excitement of the intelligence community is a theme throughout Verrago. Verrago strikes a balance between science fiction and high fantasy and you can actively change this balance during the course of the game as part of your strategic storytelling goals.
—description from the designer
Silver Coin: Age of Monster Hunters is a solo, cooperative, or competitive game for 1-5 players who will travel the map in search of missions to slay the monsters that are troubling the people of six kingdoms. The game is set in the fantasy realm of Atosia, a great continent that spans across the known world. It is divided into six big kingdoms, each carrying its own history, culture, and mysteries. The world has survived a great calamity that struck the land eighty years ago. Ever since things have changed and the continent has seen a sudden spike of creatures old and new that plague the land and are troubling the local populace. Amongst all of that, individuals have appeared who took advantage of this situation and will do anything, including slaying these so-called monsters, if it means they get a bag of coins in return. In Silver Coin: Age of Monster Hunters, you are playing as one of these monster hunters. You travel the land in search of missions that will, if successfully completed, grant you rewards in the form of coins. But to successfully tackle all the challenges thrown your way, you will need to learn some magic, gather the knowledge about the very things you need to kill and equip yourself with items and skills that will help you on your journey. Each turn players will draft cards, play cards, and buy special action cards or dice, then they will use their tokens to choose the actions they will take each turn in an attempt to optimize their way through the game. Be resourceful, be strong, take the long path or the quick, the easy way or the hard, but most of all, make sure that when the game comes to an end, you are the one with the biggest bag of those silver coins…
TROSS is Viking chess/checkers. Unlike usual checkers, you want to humiliate your opponent by capturing their throne, not eliminate their pieces. It’s about the throne, not the pawns. Dishonor them and send them home cowering! TROSS is Norwegian for “to spite”. You must outwit the opponent without killing all their pieces completely. To accomplish this, you may have to spite your own pieces.
This is a handmade game that also includes a canvas scroll game board and a red-stained, wooden box with screen printing of the TROSS logo. Hand-stained, the 20 wooden cube pieces are packaged in a burlap drawstring bag.
Using the attachment on the back of the upper wooden end of the board, you can also wall hang the board and display it as the piece of art it is. It is available with red-stained wood ends. Both the game storage box and the wood ends are stained red.
This game concept was created by Aaron Stimpson and produced by Jon Dyer of Twice Alive Games.
Tross resembles chess and checkers, but there is a distinct difference: the goal is to leave as many of your opponent’s pieces on the board as possible. As with chess or checkers, you are capable of jumping your opponent’s pieces to advance your own, but to do so would defeat the purpose of the game. In this game, players are encouraged to make what they refer to as the “Tross Move” in which they sacrifice their own pieces to spite their opponents, which is appropriate since the word “Tross” itself is the Norse word for “spite.”
Tross is a brilliant strategy game that’s incredibly simple and can be played anywhere with ease. In contrast to traditional chess and checker, leaving pieces on the board is a refreshing change.
Yokai Quest involves players leading a group of heroes facing many enemies and dangers.
A mythical Japanese creature called Yokai is the main enemy of the heroes folklore. There are many Yokai, from the evil Oni to the funny Tengu to the prankster Tanuki. There are many hidden dangers in the world of Yokai, in addition to the heroes’ enemies.
In the campaign, players will follow a storyline that will take them through different scenarios, where they will face a variety of challenges. After each scenario, win or lose, the plot will continue until the story is complete.
With its simple and intuitive design, Yokai quest is easy to play regardless of one’s age or knowledge. Anyone can play it after just one reading of the rulebook.
Many events in American history have been labeled “trials of the century”, but for a young nation, it would have been impossible to top United States v. Aaron Burr. Unlike Washington, Jefferson, Madison or Hamilton, Aaron Burr came from American royalty — a founding father descended from the original puritanical stock that arrived in Plymouth. His father was the second president of Princeton. His grandfather was Jonathan Edwards, the philosopher-theologian who wrote “Sinners in the Hands of an Angry God,” perhaps the most important American literary work of its time.
So in 1776, if you were going to identify any of the Founders who would later stand trial for treason to his country, Aaron Burr would be the least likely — yet Burr’s journey as an enormous talent born under a dark star is now well known. Less well understood is that when he shot Alexander Hamilton in the early morning hours of July 11, 1804, it would set in motion a chain of events much more bizarre than anything depicted on Broadway.
Aaron Burr never stood trial for killing Alexander Hamilton in a duel. His trial was for treason, three years later, at the insistence of the Thomas Jefferson, the man Burr had narrowly lost to in the contested election of 1800. An embittered and politically ruined Burr seemed to have developed a scheme to separate the new Louisiana Purchase territories from the United States and declare himself king over the new entity. When Jefferson learned of the plot, he ordered Burr’s arrest and publicly declared him guilty of treason.
United States v. Aaron Burr: The Treason Trial of America’s Third Vice President, a card-driven game for two players, recreates the treason trial of Aaron Burr in Richmond in 1807. But by accident of recent judicial reforms, Thomas Jefferson’s detested cousin, Chief Justice John Marshall, would be riding circuit and would preside over the case. The resulting legal contest would read like a list of who’s who of America’s Founding Fathers.
United States vs. Aaron Burr is a fast-playing card-driven game in which players seek to use events, evidence, and witnesses of Burr’s activities to convince a jury to return a guilty verdict — or if playing for the defense, persuade at least one juror to find Aaron Burr not guilty. Each round, players have the opportunity to question witnesses, persuade jurors, and make points of law to the Chief Justice which will aid them in their cause. The game highlights all the events and participants surrounding one of the most important trials in American Constitutional Law — setting the precedent that the President of the United States is NOT immune from legal court orders, a precedent very much cited by the Supreme Court today.
So try your hand as a great litigator in a great trial. Perhaps you will even find yourself smiling more and talking less!
It began 3 years ago. This Awakening transformed these people. The world was divided into three great clans, each claiming supremacy: the brutal Warriors, who practised no mercy; the Mages, who mastered a magic beyond imagination; and the brilliant Engineers. Inevitably, the clans’ lust for power led to a fateful war because their philosophies became increasingly self-centered.
All sides have suffered horrific losses. Each clan leader seeks to find the legendary city of Dimara and enter it in order to win the war. A powerful ancient force within those sacred walls may vanquish rivals and end the bloody conflict.
Get close to Dimara by leading Lost Souls, mining valuable Crystals, finding unique Relics, and increasing your Glory in battles.
To attain the ultimate prize and defeat your enemies, conquer tactical fortifications and castles, take over villages, and overcome magical barriers.
The Basic game mode is a symmetric, competitive strategy game. There are other game variants such as the Clan mode and Shadow mode offers a more complex, asymmetric gaming experience with semi-coop elements.
Discover the US National Parks with the award-winning, immersive board game PARKS. Discover our parks in a whole new way by hiking along a new trail every season.
Visit as many uniquely illustrated parks as you can while also taking photos of your journey in this unique collaboration with the Fifty-Nine Parks Print Series.
Discover a wide variety of scenic trails and national parks as you hike your way through them. Whenever you play the trail, new opportunities and challenges arise.
Along the way, you’ll see mountains, forests, sunlight, water, and wildlife. You can use these tokens to fill canteens, purchase gear, take photos, and visit parks. Keep an eye out! As you compete with other players for space at each site, it can be difficult to acquire resources.
A resource game that is easy to learn and has great artwork
This game is awesome. I found it to be very pretty and fairly simple to learn. Resources are the focus of the game. Visit parks and gain victory points by gathering resources. I enjoyed the art and quality of the game for a half hour!
|Parks Board Game - a Family and Strategy Game About National Parks by Keymaster Games||1,338 Reviews||$50.00 $45.00||Buy on Amazon|
Inspired by tabletop classics like Dungeons & Dragons and Magic: The Gathering, Veil of Ruin is a progressive deckbuilding RPG.
Veil of Ruin is an immersive gaming experience designed to give you hours of unique and ever-changing enjoyment. Thanks to Veil of Ruin’s quick setup and simple, yet intricate combat and dungeon crawling systems, you and your friends can go from opening the box to slaying monters within minutes. Venture into the dangerous, dying jungles of Orman, taking on the persona of one of our six unique Heroes as they fight their way through a myriad of Enemies.
Veil of Ruin features three modes, Skirmish, Into the Jungle and PVP.
Skirmish games are a cooperative one time experience for 1-4 players that take between 45 minutes and 2 hours. Select the difficulty, pick the monsters you are fighting, draft your deck, get some equipment and then fight!
A more intense experience is our Into the Jungle mode, a roguelike adventure designed with replayability in mind. Each cooperative session for between 1-4 players takes between 2 and 5 hours, players draft cards, gain items and other loot as they progress through the jungles of Orman.
PVP is best played once you have a good understanding of the flow of gameplay. With a few tweaks of the rules 2-4 players can battle one another to determine who is the champion of the jungle.
—description from the designer
Earth’s biosphere collapsed after a nuclear war, and each nation sent their last survivors to the only system with Earth-like planets. An unknown system filled with dark matter captured the fleet by gravity. The nebula all around means we have no other option than to colonize this system without scanning.
You control a fleet. You can form alliances or claim whole worlds. Your choices will affect everyone. Take good care when mining deep, something horrifying lies beneath…
Your decision in this game will be how much scout and colony ships you spend to discover new planets, when you will start colonising them, as well as how you will connect them and mine them. Mining deep into the earth’s crust may uncover large amounts of resources. It may also reveal terrible things. You’ll have to make a lot of thrilling decisions about risking everything to win the game or at least to barely survive. Game experience may appear simple and minimalistic, but it is deep and intense.
Offshore rig, DeepWell•4, has blown out and the rupture is spilling crude oil into the ocean at an alarming rate! Your response team must work together, using your individual talents to avert an ecological disaster, one which threatens to contaminate marine life and devastate the ecosystem. The situation is dire and escalating by the minute, so there is no time to waste.
Contain the oil flowing from the rig
Remove what oil you can from the waters
Rescue the marine animals
The world is watching. The fate of the coast is in your hands!
This fully cooperative game, for 1-4 players, features a 4-way dice tower as the oil rig, which randomly drops oil dice onto the four quadrants of the game board. In this respect, the game is a reverse tower defense game, as players sail the perimeter trying to push back and contain the oil, remove dice from the water and save the sea life.
Communal resource cards are chosen by the team before the game begins and are then powered for use by either removing 3 oil dice from the game or saving a full set of 6 marine creatures.
Weather dice complicate matters adding new challenges for the round that restrict movement, drop more dice or increase the cost of operations.
It takes coordination and teamwork to win, as new oil dice are dropped at the beginning of every turn and the number of oil dice dropped increases over the course of the game.
If the team can accomplish all three objectives on their WIN Condition card and remedy any potential losing conditions on the board by the end of a given turn – they win. Otherwise the game will end when the 60 dice from the bag are exhausted or they are unable to correct one of the three losing conditions.
Contain the Oil. Save the Sea Life.
—description from the publisher
Mythic Mischief pits you against other factions of Mythic Manor students to get as many students caught by the Tomekeeper as possible. Different factions have unique abilities.
You can move around the Library board, place other Factions in the Tomekeeper’s path, and even move Bookshelves to change his path.
Throughout the game, players can upgrade their Faction’s abilities by collecting powerful Tomes from the library.
As soon as the Tomekeeper returns all of the Tomes after lunch, the team with the most Mischief Points wins!
Either you are the bomber or you are the police trying to catch him. Bombers must do one of the following to win:
• Kill civilians with a bomb.
• Escape the city.
• Restrict the actions of citizens and disrupt the economy.
Police want to stop this from happening, but the bomber’s identity is hidden.
From Grimoire Games:
Years of tutelage under the late Archmage Andor have culminated in this moment; his two protégés must now become rivals and battle to determine who will become the next Keeper of the Grimoire. As protection from your rival, you have only your magical gifts, your mastery of the Grimoire, and a select few spell pages ripped from its binding. Pick carefully; the spells you choose will allow you to counter your opponent, twist the fabric of time, and deal devastating damage, but only if you’re able to find synergies between spells and manage your mana reserves carefully.
In this two player strategy card game, you must fulfill your destiny and become the Keeper of the Grimoire. Defeat your opponent by drafting new spells from the magical Grimoire, casting them, managing your cooldowns, and dealing massive damage.
Each turn, draft one new spell to be added to your spell repertoire. But be warned! Your opponent has access to the same spells as you do, so choose the spells you want before your opponent does! Continue updating your spell repertoire throughout the game to optimize your deck and counter your opponent.
Cast spells. Deal devastating damage or confuse and trip up your opponent. More expensive spells will have a larger impact on the game, but be careful, they’ll cost you more mana and will have a longer cool down. You can cast as many spells as you like on your turn so long as you have enough mana and the spells aren’t in cooldown. Find spell combinations that work together and time them correctly, to increase your damage or counter your opponent.
Be the first wizard apprentice to eliminate your opponent’s life points to become Keeper of the Grimoire.
—description from publisher
Drinking Game and Tabletop RPG!
You must chug the rest of your drink in real life when your hero dies. The stakes are high!
There are six Drinking Quest games in this boxed set, plus extra content.
At the end of your adventure, you will fight one of twelve FINAL BOSSES. In TEAM BATTLES, the player who lands the killing blow wins the loot.
Contains the main four quests of:
Drinking Quest: The Original Drinking RPG
Drinking Quest: The Yeti Egg Adventure (Formerly Yeddy Vedder’s Yeti Adventure)
Drinking Quest: Nectar of the Gods
Drinking Quest: Journey into Draught
Drinking Quest: Liquor Before Honor
Drinking Quest: Old Habits
Trickerion – Legends of Illusion is a thematic, medium-heavy Euro-style game of rival stage illusionists. In this game, you are a Victorian-era magician, with a team of apprentices and specialists you can assign to various tasks using worker placement and simultaneous action selection.
These tasks include collecting magical components, expanding your assortment of Tricks, and preparing magnificent magic shows in the Theater for you to perform at the end of each round. Performances can earn you money, but ultimately, you are in it for Fame: the more famous you are, the better Tricks you can learn, and the Magician with the most Fame points will win the game.
The Collector’s Edition, is only available during Kickstarter campaign.
– Trickerion – Legends of Illusion base game
– Trickerion – Dahlgaard’s Academy expansion
– Trickerion – Dahlgaard’s Gifts add-on pack
– Module – Dark Alley
– Module – Duel of Magicians
– Module – Magicians Powers
– Uniquely numbered alternate art box – velvet Box Lid
– Revised core rulebook
– Two sets of Metal Coins
– Custom linen pouches
– All unlocked stretch goals
– Solo Mode
– 4 new Magicians
– Double Decker Plastic Trays
– 2 Academy Shillings
– Dawn of Technology mini expansion
– Extra Special Assignment cards, Extra Prophecies, Extra Dark Alley cards, extra Class Room and Practice Room tiles, etc.
– Mystery at the Academy unlocks
– Double sided Alternate Art Main Board
– Workshop Contraptions Module
A group of heroes emerges when the balance of the planet is threatened.
As a hero, you possess extraordinary abilities. By mastering the Aura, the planet’s energy, you will defeat the enemies set in your path one by one.
You will be able to live the hero experience in this grand narrative adventure game. You’ll be tested in numerous ways as you explore regions and dungeons, such as infiltrating, fighting, crafting, stealing, and more.
Players are a group of heroes, the Awakened, tasked with important missions. Every mission is detailed as a scenario. Choosing the right path depends on your group’s performance, but also on your choices. Your path will be unique each time you play!
Carrom and Snooker combine to make Crooka. Fantastic fun, it’s easy to play but hard to master; the perfect challenge for fans of dexterity games. Hand-crafted in the UK and exclusive here, direct from the inventor.
Taking aim and hitting the counters into pockets, you then rotate the board to line up your next shot. Make it tricky for your opponent by calculating angles or just “hit and hope!” Carrooka has simple rules, but over time, you’ll develop your skill to become a Carrooka Master.
This is a great value entertainment option for families, as well as for table-top competitions after dinner with friends…
The Twilight Imperium 4th Edition Base Game is required to play this expansion. A total of eight players can now join the galactic struggle.
7 new factions
The Twilight Imperium expansion is jam-packed with new content that can be added to your games. As seven never-before-seen factions join the game, each with its own unique strengths and weaknesses, from the gene-altering Mahact to the watchful Argent Flight to the mysterious and ancient Empyrean, the galaxy has grown far larger.
Wealth of new content
The galaxy grows not only through new factions! Forty new system and hyperlane tiles add new planets and obstacles to the map, and with two new colors of player components included in the Prophecy of Kings expansion, you can play Twilight Imperium with up to eight players.
A new mech unit and 74 leaders will benefit the game’s existing factions. The expansion includes new promissory notes, relics, exploration cards, action cards, agenda cards, objective cards, and much more.
|Fantasy Flight Games Twilight Imperium 4th Edition Board Game Prophecy of Kings Expansion | Strategy...||184 Reviews||$109.99||Buy on Amazon|
Clank! Legacy: Acquisitions Incorporated extends the deck-building fun of Clank! with legacy-style gameplay! Develop your own franchise of the legendary adventure company Acquisitions Incorporated, and guide your treasure-hunters to corporate glory over a number of games. As you play, your game board, deck, and world will change to make your campaign unique to your adventuring party. So be cunning, bold, and most importantly prepared…
Who Goes There? is a cooperative game of growing paranoia. At the beginning of the game, all players are human and there is no reason not to trust each other completely, but as the temperature drops and mistakes are made, players start doubting everything and everyone around them.
You must build, trade, and upgrade to prepare yourself for the Antarctic Terrain, rabid dog attacks, crazed madmen…and most importantly, the alien entity that is now loose in the camp. Everything you build and upgrade has one purpose…keeping you alive and human! During the entire game, you will want to trade with other players and help each other build stronger weapons and better equipment, while also passing food and med kits around. Although, make sure your trust them, since trade is a huge opportunity for The Thing.
Staying inside may keep you from freezing to Death, but it won’t help you or your fellow humans win. The only way to secure victory is by venturing out of the camp! The problem with that is, being away from camp is the number one way to come across The Thing…leaving you vulnerable and exposed to infection. Whether fixing the boiler, repairing the door, or fighting the frigid temperatures outside, you will all need one another to survive. But trust is a hard thing to come by when you must be wary of…Who Goes There?
—description from the publisher
Changes in Second Edition:
A new Frostbite mechanic to help mitigate early player elimination.
Everyone now has access to keys in the storage deck or specialty decks that can help bypass a locked camp door.
Some of the duplicate events got revamped or replaced with new scenarios. (there’s even a new event class, Dubbed “Caution Events,” that occur at the end of the round.)
Added a buildable host test to the storage deck.
Can the Blue Water Navy deliver the convoys that Europe desperately needs, or will the Red Banner Northern Fleet smash them at sea, allowing the Red Army to steamroll Western Europe?
The Blue Water Navy covers the sea, air, close-ashore, and low-earth orbit wars, from the Kola Peninsula in Russia to the Mediterranean Sea and over the Atlantic Ocean to the United States and Cuba. This game simulates the full order of battle that could have been expected during wartime in the 1980s, from Soviet Tu-22 Backfire bombers to multiple US carrier groups.
The game is card-driven, with each card providing points for moving units or triggering special events such as ‘KGB Assassinations’ and ‘Space Shuttle’. In addition, most cards can be used in the other player’s turn in order to perform a spoiling event such as ‘Raid Aborts’ or ‘Friendly Fire’.
Conquest & Consequence for three players (adaptable for two) about the contest for supremacy in Asia between militarist, capitalist, and communist politico-economic systems during the period 1936-45.
The Japanese (militarist) player sits to the north.
The USA (capitalist) player sits to the south.
USA Faction includes the US nation itself, Nationalist China (“Nats”), and the British Empire (“BritEmp”). To the west sits the Soviet (Communist) player. In this game, the Soviet Faction consists of Siberian Russia (“Russia”) and Red China (the “Reds”).
Together, they are known as Rivals. Rivals at war become both enemies and rivals.
Peace begins the game, and all factions can win through peaceful competition, but self-defense is essential because military attacks can happen at any time.
The game can be won by:
1. Gaining economic dominance in Asia
(in which control of China plays a role),
2. Military conquest of Rival capitals, or
3. Developing the atomic bomb, or
4. Securing Asian hegemony.
Playing time is 4-6 hours.
Players take on the role of Heroes to thwart the plan of a Villain in Marvel United: X-Men. In Super Villain Mode, 1 player assumes the role of the Villain facing up to 4 Hero players.
By drawing the Villains’ cards and countering the Villains’ schemes, the players build their own Storyline. The cards allow players to move their Hero around, rescue Civilians, defeat Thugs, and use their Hero’s unique powers. Heroes can act as a team when their abilities are combined.
As the Villains weave their plan, create chaos, deploy Henchmen, and attack the Heroes, they will wander the city. The Heroes will only be able to directly attack the Villains after completing all the necessary Missions.
Really fun game. There are ways to make it more or less challenging. Simple game but also can be challenging at times. Easy to pick up and good for most ages.
There are new leaders. There are new missions. New tactic cards for more cinematic combat. Mostly inspired by Rogue One, Rise of the Empire is an expansion for Star Wars: Rebellion. And just as the movie provided new insight into the Galactic Civil War presented in the original Star Wars trilogy, Rise of the Empire adds new depth and story to your Rebellion game experience.
The Death Star plans can be recovered by Jyn Erso and Cassian Andor. By giving false orders and attacking behind enemy lines, you can confuse Imperials. You’ll be in charge of Director Krennic’s death squads. Using cinematic combat and tactics, you can lure Rebel pilots and soldiers away from their base and into massive battles. Even Jabba the Hutt shows up, offering his services to the Empire and feeding his prisoners.
The galaxy is having a dark time, and it’s getting darker. Galactic Empire spreads oppressive rule to new systems every day, destroying all hope and peace. There’s also rumours that the Empire is building a secret battle station with unimaginable power. In the face of this overwhelming threat, only a few unlikely heroes can save the world.
You can control one or both sides of this struggle with Rebellion. Whether you’re in charge of the growing Galactic Empire or the fledgling Rebel Alliance, you’re in charge. Your military strength, resources, and political alliances must be balanced against your secret missions to advance your cause. If you want to win battles or have your forces succeed on missions, you have to keep an eye on the loyalties of whole systems.
The result is that your game becomes a story of individual heroics with far-reaching consequences, and that story depends a lot on the missions you complete. As a result, Rise of the Empire has brand new missions for Empire and Rebellion that take your Rebellion games outside the original Star Wars trilogy, allowing you to start out with the Death Star under construction and Director Krennic eager to see it done.
|Star Wars Rise of The Empire | Strategy Game for Adults and Teens | Ages 14+ | 2-4 Players | Average...||528 Reviews||$44.99 $40.49||Buy on Amazon|
In the board game Gaia Project, 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.
As you play, you’ll colonize new planets, upgrade mines into better structures, and unite planets into federations. Which will you choose: will you expand near other factions, so you can trade with them, or will you expand on your own, so you can expand more freely? Besides that, you’ll need to learn new technologies to get better.
In the end, only the best will survive and win.
|Capstone Games: Gaia Project, Strategy Board Game, A Follow Up Game From Terra Mystica, Includes a...||122 Reviews||$99.95 $82.84||Buy on Amazon|
In its fourth edition, this card-driven, point-to-point movement strategy stands out from similar games. Additionally, it pays homage to its past editions from Decision Games, Avalon Hill, and GMT Games. The board, charts, and cards have been redesigned and improved, and the rulebook has been rewritten and updated to fix previous inadequacies. Historical scenarios streamline gameplay and make game sessions shorter. Over 60 outstanding illustrations based on historical sources and 12 large 40 mm plastic leader miniatures are the icing on the cake. Watching and playing the game are both pleasurable experiences.
Prepare your armies for battle, sharpen your tactical sixth sense, and whet your appetite to claim Alexander’s throne, for Heaven cannot tolerate two Suns, nor Earth two masters. Ultimately, there can be only one true Successor!
Mission Catastrophe is a game in which you and your crew are charged with keeping your ship functioning as a team long enough to get into a working escape pod.
Your mission ends when you escape or when the ship’s integrity is compromised and it explodes, sending everyone into space.
The game can be played in three different Modes:
Sole Survivor: 2-6 alien crew compete to reach the one working Escape Pod
Team Play: 4/6 alien crew split into teams and work to get their group off the ship
Solo/Cooperative: 1-6 alien crew work together to avoid Marauders or Mind Mold and get off the ship
EXPANDS THE MARVEL CHAMPIONS LIVING CARD GAME: This is not a standalone product. The Marvel Champions: The Card Game Core set is required to play this expansion.
COOPERATIVE CARD GAME: Marvel Champions: The Card Game pits players against some of Marvel’s most iconic villains. Go head-to-head with your favorite Marvel hero!
WORK TOGETHER LIKE TRUE MARVEL HEROES: Each villain players battle has unique challenges, attacks, and events to contend with. A player’s strengths and weaknesses must be balanced with those of their friends’ heroes in order to succeed. For the world to be saved, teamwork will be essential!
SINISTER MOTIVES: Two Spider-Man characters, Ghost-Spider and Miles Morales, are introduced in this campaign expansion. The Sinister Six, Sandman, Venom, and Mysterio will challenge you. The challenges presented by each villain are unique. The expansion also includes a brand-new cinematic campaign.
|Marvel Champions The Card Game Sinister Motives Campaign Expansion | Strategy Card Game for Adults...||132 Reviews||$44.99 $38.55||Buy on Amazon|
It’s the fifth game in the Next War series.
The action returns to Asia and the powderkeg surrounding the South China Sea.
Instead of launching a limited, punitive expedition, the Chinese intend to crush the burgeoning threat from their southern border once and for all.
Next War: Vietnam is a deep strategy war game. It does have a steep learning curve but if you are a war game buff, it is a great war game at a reasonable price.
Verdun 1916, Steel Inferno, is a simple wargame based on a year-long campaign in the area around Verdun.
This game is based on monthly turns and allows for a tense, action-packed contest that includes all the events of 1916 (like the Somme offensive), and their interaction with the Verdun battlefield.
There will be a choice between refortifying Verdun or playing cards to gain victory points elsewhere.
The simulation also includes a French counter-attack at the end of 1916.
An introduction scenario, two short scenarios playable in a short session, and a campaign game playable in an afternoon.
As the mega corporations are getting ready to start the terraforming process, you now have the chance to make those early choices that will come to define your corporation and set the course for the future history of Mars – this is the prelude to your greatest endeavors!
In Terraforming Mars: Prelude, you choose from Prelude cards that jumpstart the terraforming process or boost your corporation’s engine. There are also 5 new corporations and 7 project cards that thematically fit the early stages of terraforming a new planet. Prelude is an expansion to Terraforming Mars, and can be combined with any other Terraforming Mars expansion or variant.
Prelude transforms Terraforming Mars-FOR THE BETTER!
It basically adds prelude cards to your deck that provide you with starting resources and/or abilities. Everyone receives four prelude cards. BEFORE choosing your starting corporation, you choose your prelude resources and abilities. Synergize your prelude cards and corporation cards for a nice start.
Prelude essentially makes the game shorter and gives players a clearer direction on what strategy to employ to win!
Prelude does not introduce any new mechanics or rules, instead it boosts players’ first few turns so that they do not have to spend all of their time producing resources. As a matter of fact, Prelude should be a part of the base game by now since it benefits the early generations so much you will wonder how you survived without it.
For a new player, the only drawback I see is that there are more decisions to make during setup and start of the game. If you suffer from analysis paralysis, you might find the additional choices to be a bit problematic as you try to find the perfect combination of all the cards dealt to you during setup.
Moonshell is a strategy puzzle game where players assume the role of mermaids shifting tides to collect seashells and create a stunning collection. Each game reveals five public objectives showing the seashells players want to collect by type, color, or pattern. There are also two secret objectives, one of which is kept and one discarded.
Each player takes three actions: Rotate the game board in the tide’s direction, pull two seashells, and collect seashells. The player with the most points wins.
Dice Realms lets each player govern a small realm. The dice represent realms: farming and grazing lands, mines with ore, towers for defense, and tinkerers who are looking for improvements.
A realm starts with two dice. Play is (mostly) simultaneous. Players roll their dice, possibly rerolling 1 die for free, before collecting grain, victory points, or coins, and then upgrade their die faces, improving their realms.
Players can buy a new die for 5 coins and 2 grain, but beware: when Winter is rolled on the red Fate die (13% of the time), all players must pay 1 grain per die they own or lose points.
Each round, the Fate die is rolled. Fate die faces affect harvest, provide upgrades, or steal 1 die from players who cannot defend with a shield.
Upgrades are available in five standard lines of faces, plus random faces drawn from five tiles during setup, which make every game unique. As the game progresses, players can purchase set-a-die “decree” tokens and reroll “influence” tokens in order to increase the odds of certain faces appearing simultaneously, allowing for powerful combinations of upgraded faces at the end.
Points (VPs) are awarded for improved die faces at the end of the game. They are added to the chips earned during play. Whoever earns the most points wins! Will you succeed in building the most prosperous dice realm?
- All 25mm-32mm models are welcome
- Make your own stats
- Flexibility to play with points
- Alternating activation
- Campaign System
With New Las Vegas, you’ve created housing for humanity. Now you need to colonize space to save humanity
Welcome to the Moon uses the same flip-and-write mechanics as Welcome to…, but you can play a campaign over eight adventure sheets
Eight adventure sheets offer very different mechanics from the classic Welcome To concept, and when you play in campaign mode, you’ll make choices that change the next adventure, which means that each campaign will differ from the previous one
It will be a question of saving humanity by colonizing space!
In the Mage Knight Board Game, you control one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Explore dungeons, build up your army and spells, and eventually conquer this once-great faction’s cities! In competitive scenarios, even if opposing players are powerful allies, only one of them can claim the land as their own. In cooperative scenarios, players win or lose together. Also includes solo rules.
In addition to the base game, the Ultimate Edition includes The Lost Legion, Shades of Tezla, and Krang Character expansions; a comprehensive integrated rules text; five new cards; and miniatures with alternate paint jobs.
In Necromolds: Monster Battles, players build and battle golem armies using their Necromold spellbooks and containers of clay. Build your army wisely – the stronger the monster, the more clay it requires! To determine when monsters move and fight, roll your command dice each round. Battle dice allow you to defeat monsters, leaving their smashed remains on the battle map!
The spiritual realm comes alive in Angel Fury. For the soul of a man, 100 angels battle 100 demons.
Angel Fury is a board game that scales down epic war games with lots of miniatures. Controlling areas, managing resources, and building decks are all part of the game.
Players control either an archangel or a demon prince for their angelic division. Additionally, each player commands two large units (Seraphs or Tormentors) and a horde of angels or demons.
It is a battle between two teams of angels (blue and white) and two teams of demons (black and red). A human soul kneels in anguish in the middle of the game board.
Terrain varies from crystal mountains to living water fountains in some areas. As well as blocking some movement, they also serve as resource fields, where crystals and reinforcements can be gathered. In addition to upgrading your 12-card deck, you can also buy more powerful cards from the market with those two resources.
In the game, resources and cards serve only to accomplish one goal: gathering 7 soul points. Taking up residence on a human soul, or occupying an opposing altar, will earn you soul points. First to reach 7 soul points wins!
Kanban EV (Electric Vehicles) is a game where players will be overseeing the production of these vehicles. During the game, players assume the role of rookie employees trying to secure their careers. To boost production and impress the factory manager, players must manage suppliers and supplies, enhance and innovate automobile parts, and work on the assembly line. Kanban EV is a game about time and resource management with production points earned for different actions in the game. The player with the most PP at the end of the game wins.
A two-player card-driven board game, 1979: Revolution in Iran immerses players in the history of Iran from Mossadegh’s appointment as Prime Minister through his removal in a US/UK-backed coup to the years of control by the Shah of Iran before culminating in the 1979 uprisings that led to the removal of the Shah and the rise of Ayatollah Khomeini.
In a card-driven game (CDG), players take turns playing cards. Players can use these cards to take actions (based on the number printed on the card) or trigger events which helped shape the Iranian social and political landscape.
There are two sides in Iran, reformists and royalists. Each of the major factions that played a major role in shaping modern Iran will be involved.
For players familiar with card-driven games, 1979: Iran in Revolution offers a new twist on its mechanics. Players are not dealt a hand, but instead the cards are placed on the table between them and the next turn’s cards are drafted into their hands. The players will know what cards are in play for their turn, so there will be few surprises. When picking cards, players must decide whether to take an advantageous card or a card that will deny an opponent a specific event.
Explore new worlds, conquer discovered territories, trade resources. Achieve this by tactically building your deck and choosing actions
The Darksiders universe is brought to life in this cooperative dungeon crawler board game for 1-5 players! Take the role of your favorite Horseman in this thrilling dungeon crawler board game. With asymmetric player abilities, you can play as War Death Fury or Strife and experience the game completely differently each time.
Visit the Forbidden Land – former home to the Cherubim – on a brand new quest at the Charred Council’s command. The decks of cards for each Rider are customizable, so even multiple games with the same rider will be different.
Various levels are included in the Campaign Book, which is divided into multiple scenarios. Playing through the entire campaign in order can take anywhere from 30 minutes for a single Level 1 to 2 hours for a Scenario comprising many levels, or even an entire epic gaming weekend! This game includes a variety of enemies as well as a variety of modular hex-tile game boards for fans to create their own custom levels!”
A cooperative card game where players work together to stop some of Marvel’s most iconic villains, Marvel Champions: The Card Game brings together some of Marvel’s most iconic villains. Choose your favorite Marvel hero and prepare for battle!
Infinity Gauntlet battle begins in MAD TITANS SHADOW! There are 5 new scenarios and 2 new heroes in this expansion. The Mad Titan Thanos himself is one of the villains you have to fight in this new campaign featuring the likes of Ebony Maw, Corvus Glaive, and Proxima Midnight. Stop the Black Order with two new, cosmic heroes, Spectrum and Adam Warlock, each with pre-built decks ready to play from the start!
|Marvel Champions The Card Game The Mad Titan’s Shadow CAMPAIGN EXPANSION | Strategy Card Game for...||922 Reviews||$44.99 $37.89||Buy on Amazon|
War of the Ring is a 2-4 player game where one player takes control of the Free Peoples and the other controls the Shadow Armies. Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not. Gameplay in War of the Ring revolves around the roll of Action Dice: each dice corresponds to an action that a player can do during a turn with various different actions possible. This game can be won by a military victory achieved if Sauron conquers a certain number of Free People cities and strongholds or vice versa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.
Jason Smith’s Chrome Hammer is a set of simple cyberpunk skirmish rules letting you learn how to fight in a high tech future. Gunplay, creeping about, and homicidal security bots are all part of the action, regardless of whether you play the punks or the corporations.
Squad Hammer and its historical derivatives like Trench Hammer and Hammer of Democracy use the same game system.
New players will find this a simple game system with straight-forward combat. You can learn the basics in a matter of minutes.
A chain of linked scenarios can be played to play a quick campaign, and the rules feature eight detailed and varied scenarios from Virus Upload to Gridlock.
There is support for stealth jobs as well as customization of tough street rats or corporate mercenaries.
Any scale of miniatures can be used, provided they are based individually.
Corporates usually have 10-25 figures, while punks usually have about 5 figures. If you have scifi armies, you almost certainly have models in your collection.
In Pax Renaissance, you play as bankers in Europe, 1460-1530. The Renaissance banker finances kings and republics, sponsors discoveries, joins cabals, and unleashes jihads and inquisitions. It is your choices that determine whether Europe rises into the modern era or remains in feudalism. Influence Europe’s future by becoming the most influential banker.
Western society’s future will be determined by four victories: more enlightened art and science, trade globalization, or religious totalitarianism?
The price of cards in Pax Renaissance is influenced by what other players do on the western and eastern markets.
To take action and place pieces on the map, as well as to build your banking business and assert your influence over the royal houses of Europe, add cards to your tableau.
Engage in trade and warfare, and initiate revolts and unrest. Pirates can be funded, crusades can be started, money can be made, and prestige can be collected. The future of Europe is about to be decided when a comet card is drawn. Let your vision prevail.
The Euthia: Torment of Resurrection board game is a competitive strategy role-playing game. Discover a modular map filled with quests, precious natural resources, and dangerous enemies. Experience is gained, skill is learned, new equipment and treasure is obtained, and elemental places are explored.
The game pits armies of the Free Peoples and the heroic Companions of the Fellowship of the Ring against the dark hosts of the Shadow and the power Minions of the Dark Lord. The player controlling the Shadow tries to conquer Middle-earth with superior military power in each game.
This onslaught is confronted by the Free Peoples player who leads an alliance of Elves, Dwarves, Rohan riders, men from Gondor, and men from the North – a fragile union that tries to defend the last free realms of Middle-earth, and to gain precious time for the Quest of the Ring-bearers.
|Ares Games War of The Ring 2nd Edition, Multi-Colored (AGS WOTR001)||912 Reviews||$89.99 $74.56||Buy on Amazon|
There are numerous tribes and civilizations living in Feralis, and there is continued tension between them. Ancient deities known as the Aesyr influence them.
The card game Feralis allows players to become one of these cryptic and extraordinary gods. As a god, the Aesyr has the ability to control Feralis’ creatures and use them in battle. It is unclear why these immortal gods keep fighting. For power, glory, or simply boredom? There was never a time when the colossal armies they summoned did not encircle the worlds of Feralis.
The game Ferralis is a deck-building card game. You can play it 1 vs 1 or 2 vs 2. You must use your creatures to slay your opponents, which means mutating them and summoning them to slay enemy creatures or your opponents themselves. Each player in Feralis has a deck of Creatures, an Aesyr, and a series of Divine Skills.
Creatures have two states, Call and Awakening. You must wait for their cost in turns to elapse before you can put them into play. Upon defeating creatures in the Call state, they return in the Awakening state. While you can also play them directly in Awakening, you will not be able to use their Call abilities.
With Divine Skills, you can support your Creatures in battle. These powerful events take time to prepare, but they can drastically change the tide of battle. Once used, Divine Skills recharge.
In Creatures, time is your main resource, and if you want to create powerful combos, you need to put Creatures into play at the right time. Utilize a limited resource called Catalyst to reduce the time cost of your cards. You have a limited amount of this resource, which you can use whenever you want.
This expansion for Mansions of Madness: Second Edition introduces new digital scenarios based on the Arkham Files universe, including previously unseen tiles, mythos events, investigators, and cards.
New investigators come with their own unique abilities in line with their character cards’ backstories.
Improve your investigators with new tokens. An investigator claims an Improvement Token when instructed to improve one of their six skills.
The game also introduces a new item, Elixirs, to aid investigators in their missions. Investigators must immediately resolve the effects described on the cards if they flip an elixir facedown.
Three new adventures with varying levels of difficulty have been added to Streets of Arkham. Ill-Fated Exhibit, Gangs of Arkham, and Astral Alchemy.
|Mansions of Madness Streets of Arkham EXPANSION | Horror Game | Mystery Board Game for Teens and...||611 Reviews||$69.99 $41.99||Buy on Amazon|
Gloomhaven is a game of Euro-inspired, tactical combat with persistent and changing scenarios. This game is ideally played over many game sessions and allows players to make decisions on what to do, determining how the story continues. Gloomhaven is a cooperative, solo or up to 4 player game where players play through scenarios where they will fight against automated monsters using an innovative card system. Players work to clear dungeons and forgotten ruins, enhance their abilities with experience and loot, discover new locations to explore and expand an ever-branching story determined by their decisions.
|Cephalofair Games: Gloomhaven, Award-Winning Strategy Board Game, For 1 to 4 Players, 60 to 120...||5,354 Reviews||$165.00 $105.98||Buy on Amazon|
In Sleeping Gods, you and up to 3 friends become Captain Sofi Odessa and her crew, lost in a strange world in 1929 on your steamship, the Manticore. To survive, you must team up, discover exotic islands, meet new characters, and seek out the totems of the gods to get back home.
This is a campaign game. Each session can last as long as you want. You mark your progress on a journey log sheet when you are ready for a break, so that you can return to the same spot the next time you play. The game can be played alone or with friends. It’s easy to swap players in and out at will. At least fourteen totems must be found throughout the world. You’ll complete this journey one or two hours at a time, discovering new lands, stories, and challenges along the way.
Sleeping Gods is an atlas game. Each page of the atlas represents a very small part of the world that you can explore. Once you reach the edge of a page and want to continue in the same direction, you simply turn to a new page.
It is a storybook game. Every new location has a new adventure, hidden treasure, and a new character. Depending on your choices, the plot and characters in the game may change
There’s no sign of King Enma. As his dreadful castle on Mount Fire sits vacant, asymmetric clans of demi-gods long forgotten will raise armies and battle to conquer the hearts of Japan. Draft new yokai from 4 asymmetric factions to make the best night parade. Activate a parade every round to send meeples to haunt the islands, move around, and fight. If an island has a certain number of yokai, the denizens will build a shrine to pacify them, sending your meeples back to your player area. After one player gets 5 shrines in play, the remaining players get one more turn, then the game ends and victory points are calculated based on hidden cards.
Global War 2025 Meltdown is a fast-playing, hard-hitting game from Historical Board Gaming. Take part in the ultimate throw-down with stealth destroyers, cruise missiles, drones, nuclear weapons, and tons of modern units.
In this future conflict, the United States, NATO, and a number of allied states will face off against the Russian Federation, China, and a vast Middle Eastern caliphate. This game has everything from cyber-warfare to high tech research.
There are two great alliances in Meltdown 2025 – the Western Alliance and the Eastern Pact. There are three factions in each Alliance.
Allies can move into each other’s territories and share land and sea zones.
Friendly zones are those that belong to you or an Alliance member. Alliances cannot use each other’s Super Carriers, LHDs, Strategic Movements or Drones. On every faction’s starting territory in the game, a roundel is printed. As well as marking newly acquired land zones, Roundel markers are used to track income and technological advancements within factions.
Thrilling tabletop adventures await in Perilous Tales.
Keep your camp safe from unknown beasts. Investigate an abandoned church for evil. The wild beasts of Hemwich moors await. Imaginations are only limited by your collection of miniatures and imagination… Ghosts, vampires, evil genius, Russian spies, witches…
Perilous Tales is a solo or fully cooperative game for playing tabletop games with 28mm miniatures. In an easy-to-use character creation system, you create a band of heroes, generate an episode, and play it to its thrilling conclusion!
Through a simple “programming” system, the game controls the villain and its minions in each episode. In each episode, your characters will strive to accomplish several objectives before time runs out or the plucky heroes are killed. Perilous terrain, or beasts that are hunting you, can be found in the play area.
A key aspect of Perilous Tales is that the emphasis is not always on killing, but often on taking a critical photograph, recovering an artifact, or escaping to attain fame, fortune, or simply to survive.
An island ruler is needed!
Ancient succession rituals have begun. A Dodosaurus Egg-throne must be claimed by a Dino before anyone else!
Pick your favorite Dodino miniature. Solve the wacky effects of blue or red Movement cards. Your dexterity will be tested by throwing bananas, flicking eggs or making meteors fall.
Red cards are super powerful, but if too many players pick them in the same round, their effects are ignored. The Racer can react at any time with green cards.
By damaging your rivals, they will discard cards; when they have no cards in their hands, their Racers will go back and be drawn again.
A new hex is gained by the Lead Racer at the end of each round, while the others draw a new card.
The Dodosaurus Egg-throne will go to the fastest Dodo and Dino!
Play through a dangerous dungeon to find a fearsome Dungeon Boss in Tiny Epic Dungeons, a cooperative game for 1 to 4 players. Heroes pass through dungeons one at a time. The Heroes are beset by ferocious minions and goblins everywhere. The most prepared Hero can fall victim to traps even in the absence of an enemy.
Playing Tiny Epic Dungeons is like exploring a modular dungeon: Each play is unique. So are the dungeons and bosses. Players constantly have to contend with the waning torchlight of their torch, which decreases with each turn. Without the torch, heroes are forever lost.
A fight against the boss follows the clearing of the dungeon of all its’ minions. Each boss has unique abilities, as well as a lair with a unique environment that offers various advantages and disadvantages based on skills used and where the hero attacks. These epic beasts are not defeated by swords, axes, arrows, and the occasional spell. Magical bonds must be lowered around the dungeon through ritual rooms. In order to strike the final blow, the dungeon boss must be lured to these rooms. Defeating the dungeon boss is the key to victory in tiny epic dungeons! Heroes will have to gather legendary loot and supreme spells to do that.
An immersive and sometimes emotional experience, Bomb Run may or may not have a happy ending. No mission is the same, but it is your story and imagination that drives the narrative.
Each game simulates a B17G bombing mission over Europe during World War II. Each mission builds on the last with the ultimate objective of completing 25 missions as much of the 10-man crew as possible.
Players will mark their crew cards with downed enemy planes and completed missions. The cards are UV protected, so the player can use a permanent marker and then wipe the card with alcohol to restore it.
(Bomb Run alone) is a solitaire, deck-in-hand card game. Therefore, no tabletop is needed, and the game fits neatly in a player’s hand. In general, missions take less than 10 minutes, but they can easily be put away and picked up later or continued mid-mission. One or two players can play cooperatively, but each will need their own deck.
Your dreams have been haunted by the terrifying creatures of the Vanderbilt mansion for weeks now. Mansions of Madness Second Edition’s first expansion, Beyond the Threshold, brings even more horror!
A variety of additional components and two new investigators will enhance the possibilities of your journey through every unsettling scenario.
New locations, characters, and cards combine in two new scenarios, throwing you into the dim unknown.
Introducing The Gates of Silverwood Manor, one of two new scenarios in the expansion, is a challenging investigation into disappearances linked to Silverwood Manor. As you return to explored areas, you may discover unfamiliar spaces based on the observations you made upon arrival.
Similarly, in Vengeful Impulses, the second scenario, you may experience an inconsistency of reality, though as darkness envelops you, you may question the motives of your fellow dinner guests.
Weak minds and spirits tend to fall to dark forces, but none quite like the possessed Thralls introduced in this expansion. Physically, the forces controlling their minds have disfigured them almost beyond recognition.
|Mansions of Madness Streets of Arkham EXPANSION | Horror Game | Mystery Board Game for Teens and...||611 Reviews||$69.99 $41.99||Buy on Amazon|
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.
|Queen Games Alhambra Big Box 2nd Edition Board Game||Buy on Amazon|
On July 1st, 1863, Union Brigadier General John Buford’s 1st Reserve Cavalry Division is engaged in fighting unidentified Confederate infantry advancing on Gettysburg. Union cavalry has been under constant attack all morning. Finally, Major Gen. John Reynolds of the I Corps arrives to help. Buford directs the battle from the cupola of the Lutheran Seminary. Reynolds calls to Buford,
The two-player epic A Most Fearful Sacrifice (AMFS) portrays the fighting on all three days of this decisive battle with over 15 square feet of playing area and 526 pieces.
Using an ACW operating system called Black Swan, the game uses a similar system to The Devil’s To Pay’s popular Blind Swords game system. by Tiny Battle Publishing.
The system is designed specifically to handle large-scale battles while minimizing rules overhead. This allows players to simulate large battles quickly. This is achieved in part by using cards instead of chits. Also, players will activate Corps instead of lower-level formations but need to determine which Divisions to activate first in order to make tactical decisions.
In spite of its grand scale, this system still emphasizes the three “FOW’s” of war: Fortune, Friction and Fog. Players will have to deal with a constantly evolving battle situation, never quite knowing what the Gods of War will throw at them, so they should always be prepared for unexpected “black swan” events
The Castles of Burgundy 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 their turn, a player may perform any two of the four possible types of actions:
Take a settlement tile from the numbered depot on the game board corresponding to one of their dice and place it in the staging area on their player board.
Place a settlement tile from the staging area of their player board to a space on their player board with a number matching one of their dice in the corresponding region for the type of tile and adjacent to a previously placed settlement tile.
Deliver goods with a number matching one of their dice.
Take worker tokens that allow the player to adjust the roll of their 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 their player board. If an action triggers the awarding 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 their turn of the fifth round of the fifth phase. Victory points are awarded for unused money and workers and for 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 2019 edition of The Castles of Burgundy includes eight expansions, seven of which were previously released as promotional items and one new to this release.
Prophecies WILL be fulfilled. You decide how.
Petarukins live secluded in the forests of Galeswood. In Dawnshade, your role is small and unnoticed. The Unity and the Might are at war for the hearts, minds, and souls of the Dawnshade creatures. These powerful forces threaten the balance and freedom of your world, and only you and a small band of misbegotten adventurers can stop them.
As you gather supplies, build skills, and power your abilities, battles wage, challenges interrupt, and a final threat could strike anytime.
Play a rich cooperative adventure where strategy, luck, and skill come together to bring you thrilling victories, agonizing defeats, and a new experience every time you play.
Kingdom Death: Monster is a fully cooperative tabletop hobby game experience. Set in a unique nightmarish world devoid of most natural resources, you control a settlement at the dawn of its existence. Fight monsters, craft weapons and gear, and develop your settlement to ensure your survival from generation to generation.
Embark alone or with up to 3 friends (5 with game variant) on a 5-30-lantern-year campaign, with each year consisting of a cycle of hunt, showdown, and settlement phases. The settlement phase is an intricate civilization building game in which you spend very limited resources to build buildings, research new technologies, train your warriors, and set up your strategy for survival. During the hunt, you’ll encounter a series of stories in a “choose your own adventure” style journey through various events and encounters. Finally, when you meet the monster you’re pursuing, you’ll engage it in an a massive arena-style battle where only one party is going to survive. If your party lives, you’ll be able to bring the spoils back home to use in expanding your settlement.
Monster AI System
Each of the 7 monsters included are controlled by their own pair of decks that scale to 3 levels of difficulty (except for the final encounter, which has only 1 level and it’s HARD!). Every encounter, even with the same monster, is highly variable and no two showdowns will resolve the same way. Players will have to plan their gear and keep their minds sharp to prevail.
In Kingdom Death: Monster, survivors will craft gear from resources earned from defeating monsters or found on their hunt. Each survivor has a 3×3 gear grid. Selection and arrangement of your gear cards is critical, as many provided bonuses and activate special rules when aligned correctly.
Story Event System
40+ Story Events plus over 100 hunt encounters will shape and guide your campaign. Story Events detail important evolutions in your civilization, introduce new monsters, and provide rich detail for your campaign. Some will trigger automatically as you progress through the campaign, but most will be entirely based on choices players make.
Story Events cover everything from setting up and fighting a monster to key events that happen within the overall story. Some are triggered directly from the timeline and others from choices you make in game.
Zero Leader is based on the Corsair Leader game, with some significant changes. The game focuses on commanding and managing a Japanese aerial squadron in the Pacific in World War Two, with aircraft including the A6M2 Zero, KI-84 Frank, KI-43 Oscar, G4M Betty, and G3M Nell, covering the major campaigns throughout the war from 1941 to 1945.
You will need to select the right mix of aircraft under your command in order to successfully carry out the different types of missions. Each aircraft has its advantages and disadvantages. For example, a fighter like the Zero is very maneuverable and deadly to enemy Bandits, but it has limited ability to attack naval and ground targets, whereas a bomber like the Betty can carry a lot of munitions, but are susceptible to enemy bandit and anti-aircraft attacks.
This game also includes additional aspects of Japanese operations such as mechanical and maintenance challenges, invoking samurai spirit, as well as the ability to deploy the deadly Ohka kamikaze aircraft-bombs. There is also an air combat system which gives you more tactical options when dogfighting with enemy aircraft, including manuevering for position, increasing pilot aggression and being affected by the robustness of the aircraft.
Like the other games in the “Leader” series, Zero Leader is a solitaire game. Included in the core box:
1 x Mounted Display 20″x15″
1 x Mounted Dogfight Chart
11 x Counter Sheets (88 counters per sheet)
15 x Campaign Sheets
4 x Player Help Sheets
2 x single-sided sheets
2 x double-sided sheets
386 x Cards (2.5” x 3.5”)
18 x Frank aircraft cards
36 x Zero aircraft cards
36 x Zeke aircraft cards
18 x Kate aircraft cards
18 x Jill aircraft cards
18 x Val aircraft cards
18 x Emily aircraft cards
18 x Jack aircraft cards
18 x Tojo aircraft cards
18 x Sonia aircraft cards
18 x Tony aircraft cards
18 x George aircraft cards
18 x Oscar aircraft cards
18 x Betty aircraft cards
18 x Nell aircraft cards
5 x Frank “Trainee” aircraft cards
30 x Event cards
45 x Target cards
2 x 10-sided Dice
1 x Player Log Sheet
1 x Rulebook
-description from publisher
All you need to play Sheep in Disguise is in the Original Game. The foiled game box includes 142 colorful cards, the official rulebook, 3 Golden Sheep cards, and all stretch goals from the Kickstarter campaign!
Play as Sheep and collect them in hilarious disguises to defend against opponents and predators
Fast-paced, 2-6 player card game that will keep players engaged until the very end
– Expose your opponents’ sheep disguises to predators who may attack at any moment, knocking them down a peg
It includes 145 colorful cards presented in an outrageously fun art style that is easy to pick up and hard to put down
Rise of Red Skull adds a wealth of new content to Marvel Champions. With pre-built and ready-to-play player decks that include Hawkeye and Spider-Woman, you can expand your roster of heroes. There are five brand-new villains to test your mettle against: Crossbones, Absorbing Man, Taskmaster, Zola, and Red Skull. While you can simply select a villain to fight, this campaign expansion adds campaign mode to Marvel Champions: The Card Game, living up to its name.
|Marvel Champions The Card Game The Rise of Red Skull CAMPAIGN EXPANSION | Strategy Card Game for...||920 Reviews||$52.41||Buy on Amazon|
Brass: Birmingham is an economic strategy game sequel to Martin Wallace’ 2007 masterpiece, Brass. Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870. As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands.
Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game):
1) Build – Pay required resources and place an industry tile.
2) Network – Add a rail / canal link, expanding your network.
3) Develop – Increase the VP value of an industry.
4) Sell – Sell your cotton, manufactured goods and pottery.
5) Loan – Take a £30 loan and reduce your income. Brass: Birmingham also features a new sixth action:
6) Scout – Discard three cards and take a wild location and wild industry card.
The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles. Birmingham features dynamic scoring canals/rails. Instead of each flipped industry tile giving a static 1 VP to all connected canals and rails, many industries give 0 or even 2 VPs. This provides players with the opportunity to score much higher value canals in the first era, and creates interesting strategy with industry placement.
The 4th edition of Phil Eklund’s signature game High Frontier is here. The story began with Rocket Flight (1979), a game with the vision of letting “each player start as a spacefaring company in the year 2020 trying to make money in trade and technology development.” Now that we are in that year, High Frontier has evolved into a modular system open to enthusiasts to keep it updated.
The Core Game includes Module 0 (Politics), which is equivalent to the previous edition’s basic and advanced rules. Additionally, the game includes the beginner’s game Space Diamonds (accessible to bright children), Race for Glory (an introductory game including a playthrough), and a variety of solitaire and cooperative games. The iconic map of High Frontier is the most comprehensive solar system map ever created! The delta-v map provides a completely different perspective on the accessibility of the worlds that orbit Sol. The cards and map were developed with the help of experts in the field, and the author is a former rocket scientist, and we can safely say this is the most accurate yet accessible game ever published about space exploration and exploitation. In the Bios:Earth trilogy (Bios:Genesis, Bios: Megafauna, and BIOS: Origins) about the evolution of life on Earth, High Frontier can function as an independent 4th stage.
The game revolves around the valley of Everdell where a civilization of forest critters is thriving and expanding.
The citizens have prospered under the shelter of the enduring Ever Tree.
However, the time has come for new territories to be settled and new cities
You will be the leader of a group of critters to address this task. You will construct buildings, meet lively characters, host events—it will be a busy year!
You may score in the high 50s or low 60s (at least for us) depending on the skill level of the players, or it can be played at a low scoring level putting less emphasis on complexity.
In complex games, you must really understand the card abilities and use them to maximize your point total, discard cards you don’t want, stretch out how far your resources can go, and keep track of how fast the seasons can change.
Definitely a family-friendly board game. It looks cool and has both depth and fun.
In Human Punishment: The Beginning, you valiantly try to prevent the revolution of the Machines. (Unless, you’re a Machine yourself).
There can be one – or more – winners of the Beginning, and you must both help your faction win AND fulfill your own Secret Objective in order to be one of them.
Watch out – are your fellow players really who they claim to be, or have you already figured that they have been infiltrated by the Machines?
Human Punishment: The Beginning is a standalone game that tells the story behind Human Punishment: Social Deduction 2.0, but the two games can also be combined to create a larger story within a mini-campaign.
Hogs Of War The Miniatures Game features several unique and streamlined mechanics.
With Hogs, you can build a Base which introduces your Swill Income, Unit Cap, Unit Production, and Tech Tree in an easy-to-learn way.
Using beautiful “Tetris-esque” Building Tiles, you can build refineries, tanks, hangars and more. Each game of Hogs feels different because there are thousands of combinations!
Terrain tiles are installed on the Battlefield based on the Mission or by the Players in Sandbox mode. By creating impassable areas for some Unit Types, providing defensive cover, or improving/reducing movement speed, these Terrain Tiles shape the battlefield!
Rivers, Roads, Forests, and Mountain Tiles can be combined in various ways to create unique Battlefields with different strategies, tastes, and sweet spots!
Hogs have a fantastic mechanic for aerial vehicles, which makes them unlike any other unit available to a Hog General.
Move the Flight Speed and Direction Indicators on the Console to control the Vehicle’s movement and turn order. Using a Flight Screen, you can hide your choices from your opponents- bluff your way to victory!
Defend the skies by dropping bombs, strafing enemies, and hogfighting enemies. Your bacon might just be saved by reckless flying!
Each Airship is custom built using any combination of Airship parts the Player chooses. You can send up a small dirigible laden with bombs or make your airship gigantic!
Dice with asymmetrical outcomes make attacking the enemy a fun yet deeply tactical experience. The key to victory is cleverly matching up your units with the right enemy targets!
Each player has access to 100 Upgrade Cards and 8 Upgrade Units, allowing for hundreds of possible combinations.
Equip your Snipers with Jetpacks, Engineers with Super TNT, Tanks with supercharged engines or Biplanes with 360 degree machine guns…
Strategies can be refined and developed over a Campaign until you straddle the Battlefield like a mighty colossus!
The Campaign Book leads players through the land of Saustralasia in a conflict where only one faction can emerge triumphant. Alternatively, defend the Isle Of Swill in a Solo/ Co-operative “Horde” mode Mission against a fiendish AI enemy!
What is Fear of the Dark?
Join me on this journey into the world of Fear of the Dark.
In Fear of the Dark, you’ll experience a solo horror wargame set in the worlds of madness created by H.P Lovecraft.
This is a solo game, as you’re the only one trying to help your warband survive another day. In cooperative mode, two or even three players could battle together against the forces of darkness.
Rather than a wargame (competitive mode, player against player) with some ad hoc solo rules, this is a solo game.
As a common thread connecting our scenarios will be horror as the supernatural and mystery.
Among the challenges our characters will face are haunted houses, gangsters, supernatural beings drawn from the worst nightmares, cultist groups who wish to awaken forgotten gods, mysterious murders, ancient curses, and dusty books which predict the end of the world as we know it.
Heroes of Normandie gives you command of an American or German detachment. Which scenario you choose will determine what forces you have and what you have to accomplish to win. During the fight your warriors face the Terrain Elements depicted on one or more Terrain Boards.
Unit counters represent your forces on the battlefield. You can use each counter to keep track of its Combat Value, Defense Value, Movement Value, and any Special Abilities it has.
Heroes of Normandie uses Recruitment Tiles to help you build and organize your forces. During the game, these help you keep track of your forces, abilities, and their Breaking Points!
During each Game Turn, Order Tokens will be secretly placed to set which units will act in what order, and each will be commanded in turn..
Your units can take either a Movement Action, which allows them to move into a better position or claim an objective, or a Firing Action, which allows them to attack your enemies.
Both you and your opponent will take turns activating one unit at a time. Once all of your Ordered units have been activated, the rest of your forces will be able to maneuver. The next turn will begin then.
Heroes of Normandie isn’t just a game of tactical battles. The game is a game of heroic action, as befits a World War II battlefield. As well as stalwart soldiers, you will also command courageous Characters, such as cunning leaders with their own talents and skills. Each action card represents one of the gods of war, which you can use to your advantage, or to turn the tide of battle with a well-timed stratagem.
Ultimately, the commander who can lead his troops to accomplish their mission objectives will prevail.
The First World War begins, and Duke Albrecht, the commander of the German 4th Army, must quickly get through Luxembourg to reach Belgium and France.
This quick chit pull solo game simulates the start of the war in Luxembourg on a small 6″” x 4″” postcard. It includes a map and all the counters needed.
Based on the hit sci-fi battle game Horizon Wars, a radical new way to play science fiction skirmish wargaming. Play solo, co-op, player-versus-player, or even team-versus-team in Zero Dark.
No weapons tables. No faction limitations. Build your heroes from scratch and equip them according to your play-style and miniature collection. Fight against Red Forces that are unpredictable and dangerous. In Operation Gemini, your team will explore the mysteries of the Fallen Earth in search of lost secrets.
Mysteries and mazes await you!
It is the Cheese that wants everyone to get along (it is neutral… it is Swiss), the Cat that wants the Mouse, and the Cucumber that wants everyone trapped. Each character wins differently in Mouse Cheese Cat Cucumber, and the identity of your character is kept a secret.
The Maze is built by adding rooms to the conveyor belt on your turn. It is possible that your placement will cause other rooms to rotate, forcing characters to race through the Maze. Take care! It is possible for the game to end early if characters collide!
In Apex K-Truck Racer, two to six players take on the role of truck drivers as they smuggle goods through the abandoned streets and roads of an old world while using kinetic power cubes to power their trucks. It’s the K-trucker with the most reputation points at the end of the game that wins.
In the game, players begin after successfully stealing from a Corporation Conglomerate, collecting a bit of cargo and some information revealing hidden warehouses along their escape route.
Every game represents a run from point A, the Conglomerate gates, to point B, the agreed-upon Drop Spot.
During a series of rounds, players allocate K-Cubes to different parts of the truck so that it can gain speed, power-up its guns, or activate the drone sidekick which enhances the vehicle. As a result, truckers develop unique strategies to achieve different mission goals, which brings them prestige among their peers and employers. As the Corporation hunts down the smugglers, players must be quick. Players must also watch out for other Truckers who will do their best to get to the destination first, even if that means shooting down another truck.
Volume 4 of the Fighting Wings game series (begun with Whistling Death); this volume covers air-air and air-ground combat on the Eastern Front from 1941-45
Streamlines 3rd edition series rules with smoother, cleaner mechanics
Contains 48 aircraft (most new to the series), 2 double-sided maps, 630 counters, 150 air-air and 60 air-ground/anti-shipping scenarios
48 aircraft types, 16 naval vessels
A game of deduction and adventure, Mortum: Medieval Detective is set in a grim world shaped in the image of medieval Europe with its legends, superstitions, and fears. Investigate mysterious and thrilling events as agents of secret organisations. Three thrilling scenarios, all part of a single storyline, will have you solving mysteries and meeting fascinating characters. Three hours are needed for each scenario.
The way you explore Mortum depends on which agents you choose. Objects can be placed under surveillance or agents can perform secret searches on them. Interrogate suspects or talk to them for information. You can either kick in the door or be stealthy and discrete, avoiding unwanted attention, in order to advance through the game.
Every turn, each player selects one card from the deck. There can be a Clue, a Location, a Witness Interrogation, etc. The player discovers the truth using the cards and Special Action that he received during investigation.
What happens in the end depends only on you and the decisions you make. Enjoy Mortum, and tread carefully!
Middara is a 1-4 player cooperative choose-your-own-adventure style miniatures board game. Taking place in an ultramodern fantasy world alongside our own earth, players assume the role of a group of adventurers. With more than 90 hours of content, players will experience an intense, fully narrative-driven adventure. In the story, you and three of your friends have to make decisions that change the course of the plot.
It is the consequences of story decisions and encounters that determine how the story moves and resolves that make Middara so compelling. Friends and family might die, or they might survive. Maybe the players avoid one challenge entirely, only to be hit with another.
<p>Kill Team is the game of skirmish combat in the 41st Millennium.</p>
<p>Set in the same universe and with the same miniature ranges as Warhammer 40,000, it gives you the opportunity to play a game of fast-paced tactical skirmish combat with 2-4 players in less time and with a fraction of the models you’d need for Warhammer 40,000.
As part of Anno Domini 1666, players control competing bands – including the protagonists from Sienkiewicz’s trilogy and the musketeers from Dumas’ novels. Bands with between 5 and 12 models each try to achieve objectives presented by one of many scenarios. Objectives might include overcoming the enemy in combat, recovering a letter, escorting a hostage, or chasing someone down. In this game, brute force may not be enough. In many cases, Longinus Podbipi*ta and D’Artagnan’s unrivaled fencing skills aren’t as effective as Zag*oba’s quick wit and silver tongue. Depending on the scenario and the number of characters, the game can last 30 to 120 minutes.
John Butterfield’s Enemy Action: Kharkov is the second game in his acclaimed series of card-driven games simulating key battles from World War II, playable by two players or one player controlling either side.
The Third Battle of Kharkov, the battle that ended a string of Soviet victories begun at Stalingrad, is the subject of Enemy Action: Kharkov. Soviet Operation Star and Gallop drove the Germans from Kharkov late in 1943 and threatened a complete breakthrough, only to be driven back by the German Counteroffensive called Von Manstein’s Back Hand Blow.
Each volume in the Enemy Action series features:
- Low-complexity, two-player competition with constant decision points for both players;
- playing either side in solo mode with systems governing all aspects of enemy command and tactics;
- A system using multi-purpose cards to activate formations, implement command events, or gain tactical advantages.
- No dice, no charts – players draw combat cards which build a narrative of each encounter.
- There is a sense of fog of war in the solo games. In solo games, much of the enemy unit location is unknown until your forces move into contact with it.
Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game. Gloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly where players will play on the scenario book itself which features new artwork unique to each scenario rather than the hard-to-organize cardboard map tiles. This game features a simplified rule et and a five-scenario tutorial that will ease new players into the experience. This game can be played as a solo gamemode or with up to 4 players.
Mantis Falls is a highly strategic and interactive game for 2 to 3 players. Players must use hand management, cooperation, and deception to survive on a dark and dangerous journey as wary companions.
You have witnessed something not meant to be seen in the shadowy crossroads of a mob-run mountain town called Mantis Falls and now must escape the town. One more witness will join you, and you believe your best chance at survival will come if you can endure the dangers of this night together. However, with each new harm and each fresh wound, your doubts grow. Perhaps too late, you wonder, as you stare into the eyes of your companion, if this person is here to kill you.
Using hidden role cards, Mantis Falls is a “sometimes cooperative” game. The game could have only witnesses, in which case players could only win if they all escaped together. Or there could be an assassin, who carefully maintains the illusion of cooperation until the perfect moment to strike.
Mantis Falls combines hand-building and combos with player communication. Every turn, players discuss tactics, defend choices, and bluff their way through carefully guarded secrets. Assassins and witnesses must walk a fine line between being willing to help their companions and being ready to kill, reading each other as much as the danger.
All is falling apart. A mysterious alien species is burning entire worlds, and the thousand-year galactic accord is crumbling.
Among this chaos are the traders, who eke out a living by following just one credo:
SALVAGE. TRADE. ADAPT. SURVIVE.
Launched in 2017, Core Space is a science fiction miniatures board game. In this game, players control Traders in a dangerous galaxy as they try to make a living while hunting the Purge, a semisentient race of machines designed to harvest worlds.
Bantam West is a board game set in the wild west for 2-4 players.
Play as one of four deadly strangers in this open world sandbox. Every day, you must form a plan and play on your character’s strengths, weaknesses, and personality to be the best.
Whether you are a powerful merchant, an agile gunslinger, a malicious arsonist, or a stealthy thief, there is a unique way for you to succeed. You must gain Notoriety in town to win. This is done by completing tasks, rolling dice, managing cards, and spending action points.
Over time, you will build small enterprises into giant corporations operating deep in the frontier. Watch out for enemies and rival players who want to fight you, burn down your cabins, and steal your hard-earned money!
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.
|Twilight Imperium 4th Edition | Strategy Board Game for Adults and Teens | Adventure Game | Ages 14...||1,214 Reviews||$164.99 $110.87||Buy on Amazon|
Maracaibo, the new strategy game for 1-4 players by Alexander Pfister, is set in the Caribbean during the 17th century. The players try to increase their influence in three nations in four rounds with a play time of 40 minutes per player. The players sail on a round course through the Caribbean, e.g., you have city tiles where you are able to perform various actions or deliver goods to. One special feature is an implemented quest mode over more and various tiles, which tells the player, who chase after it, a little story. As a player, you move with your ship around the course, managing it by using cards like in other games from Alexander Pfister.
|Capstone Games: Maracaibo, Big Box Strategy Board Game, Unique Story Mode Feature, A Nondestructive...||179 Reviews||$74.99 $60.99||Buy on Amazon|
In Wild Life, players create sets of cards that generate points at the end of each cycle or round. Playable for 2 to 5 players, it’s quick and fun.
Simplicity, fun, high interaction between players, and environmental awareness are the core principles of the game.
At the start of your turn, you will have 6 cards in hand. You will have to play 3 of them.
There are 4 types of animal cards: small, large, flying, and aquatic. As long as they survive until the end of the cycle, they score different amounts of points. Additionally, you can use enhancer ecosystem cards to increase your points.
Enjoy your game and learn about the environment too.
Play the Funkoverse Strategy Game and combine your favorite characters. On each turn, you select a character and perform two actions. As a character, you can perform basic actions like moving and challenges as well as several unique abilities that can only be accessed by spending ability tokens.
Funkoverse uses an innovative “cooldown” system – the more powerful the ability token, the longer it will take for it to return – so players must spend their tokens wisely.
The characters in Funkoverse are all unique, so players should experiment with different combinations of characters and items to find their favorite synergies and powerful strategies for the different game scenarios.
Funkoverse now has the Avengers! One in four people may find the chase variant of Black Panther! There are four Avengers Funko Pops! only available in this game. Every character is unique and has their own abilities.
Play Funkoverse in new ways with Scrimmage and Siege!
Visit the S.H.I.E.L.D. Helicarrier and Shuri’s Wakanda Laboratory.
You can use iconic Marvel abilities like Iron Man’s Repulsor Blast and Captain America’s Shield Throw!
It can be played as a standalone game or combined with other Funkoverse sets!
What do we like about Funkoverse Strategy Marvel?
- new “Objectives” mechanic with extra figures that you can add to your Scenario gameplay and mix with other Funkoverse sets like DC and Harry Potter
- Maps are simple and easy to move through for new, or young players.
- 4 different Game modes are quite simple.
Brazil Imperial Game Overview
Upon arrival in Terra Brasilis, you must expand your Territory by building Cities and Buildings, and improve your forthcoming Actions through the manufacture of new Products. Be cautious, however, as foreign adversaries may attempt to wipe your name off the map.
Players must overcome increasingly arduous challenges in three historical Eras to advance in the contest. The greatest minds of Terra de Santa Cruz can offer advice and help, but Victory Points count most.
Victory Points (VP) are accumulated during the game by building an Empire. The Imperial mLaurels – which range in value from 1 to 5 – are tallied at the end of the game.
A player must announce the completion of their current Mission Card in order to advance to the next Era. When a player announces completion of their Mission in the third Era, the current round is played out and the game ends.
A Golden Star symbol is present on Era III Mission cards as a reminder that they trigger the game’s end. After Era III is over, victory points are tallied, and the player with the most wins!
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.
Released in late 2010, Prosperity is the 4th addition to the Dominion game family. It adds 25 new Kingdom cards to Dominion, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards. (Source: http://www.riograndegames.com/games.html?id=361 ) From the back of the box: “Ah, money. There’s nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else’s hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that’s all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world’s smallest dog, and a life-sized statue of yourself made out of baklava. Sure, money can’t buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems – troublesome neighbours that must be conquered. But this time, you’ll conquer them in style.” Part of the Dominion series.
In it, Life, Death, Elan, Calm, and Gold are the essences that fuel the art of magic. Choose your mage, gather essences, craft unique artifacts, and use them to summon dragons, conquer places of power, and achieve victory!
A game typically lasts 4-6 rounds. In each round, players do these steps:
Collect essences: performs any Collect abilities, and may take essences from components.
Do actions, 1 per turn, clockwise from the First Player: place an artifact, claim a monument or Place of Power, discard a card for 1 Gold or any 2 other essences, use a power on a straightened component, or pass: exchange magic items and draw 1 card. Play continues until all players have passed.
Pass procedure: If you are first to pass, take the First Player token, swap your magic item for a different magic item, draw 1 card.
Check victory points (10+ VPs). If no one has won: straighten all turned components, and begin the next round.
Stake your fortunes in the mysterious island world of Bora Bora. Journey across islands, building huts where the resilient men and women of your tribes can settle, discovering fishing grounds and collecting shells. Send priests to the temples, and gather offerings to curry favor with the gods.
In Bora Bora, players use dice to perform a variety of actions using careful insight and tactical planning. The heart of the game is its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you’ll generally get a better version of that action: more places to build, more choices of people to take, better positioning on the temple track, and so on. Place a low number and you’ll get a worse action – but you’ll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action.
Three task tiles on a player’s individual game board provide some direction as to what he might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do. The player who best watches how the game develops and uses the most effective strategy will prevail.
Terraforming Mars: Hellas & Elysium, the first expansion for Terraforming Mars, consists of a double-sided game board presenting two new areas of Mars:
• Elysium takes players almost to the opposite side of Mars’ equator, with vast lowlands for oceans in the north and a dry, mineral-rich south. Place a tile on Olympus Mons, the highest peak in the solar system, to gain three free cards!
• Hellas, the southern wild, includes Mars’ south pole and the enormous seven-hex Hellas crater that just begs to become a giant lake. Building around the pole gives you new placement bonuses in the form of heat and possibly even water.
Each of these maps consists of new sets of milestones and awards with relevance for that particular map. Place three tiles around the south pole to be a Polar Explorer, for example, or race to have the most estates beside water on Elysium!
|Stronghold Games Terraforming Mars Hellas & Elysium The Other Side of Mars Expansion||1,064 Reviews||$24.99||Buy on Amazon|
Creating the perfect coffee: That is your task as a COFFEE ROASTER in this one-player game. Twenty-two different varieties of coffee are waiting for you to prove your roasting skills – either in the single choice or in the roast challenge.
To begin with, it is important to roast the coffee beans (that are still hard at this point) evenly and screen out unpleasant pieces. Then the freshly roasted beansare processed, and finally the decisive cup-testing takes place: Will you be the next master roaster? Find out!
After a mysterious calamity struck, the Realm of Kanta has reopened its borders. Clans now compete to rebuild their wealth by claiming the lands they lost. Allied states now dominate the economy. Every clan sends its own envoys to claim states, thereby opening borders.
Riches flow to participating clans when six states share open borders. Competing clans are suppressed by neighbouring allies.
A player chooses one of eight role cards that identify their clan and its strengths. The aim is to be the wealthiest in this new era. A bird’s eye view of Kanta’s realm is superimposed over a hexagonal grid representing the realm’s states in the game.
Each player starts with the same number of hexagon tiles (anywhere from 8 to 20 depending on the number of players). Each of these “council tiles” represents a group of six members from your clan. Each turn, you send these councils out to reclaim states, placing one tile.
Rings of claimed states provide players with wealth. Clans earn gold for each of the six claimed states, proportionately to the amount of representation that clan has in each ring.
Players also gain wealth and abilities through action cards. Earn cards by claiming several states that produce the same type of resource (e.g. 3 wood-producing states).
Perils and opportunities abound, including states still dealing with the plague, and mysterious island states.
The game ends when everyone has placed all of their tiles. The player with the most wealth (consisting of coins and coin value of action cards in hand) wins.
This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages.
Star Wars: Destiny is a collectible dice and card game of battles between iconic heroes and villains that encompasses characters, locations, and themes from the entire Star Wars saga.
In Star Wars: Destiny, two players engage in a fast-paced duel, each striving to eliminate the other’s characters first. The game’s innovative mechanisms combine dice-driven combat with faction-driven hand management. Straightforward rules make the game easy to learn, but also enable deep strategic thinking and clever deck-building. Players can create decks that include characters from every faction and any era, as long as heroes and villains are on opposite sides of the fight. For example, Padmé Amidala might fight alongside Rey and Finn, taking on Jabba the Hutt, Kylo Ren, and Jango Fett.
Each round, you use your characters’ abilities, an assortment of dice, and a carefully constructed thirty-card deck filled with events, upgrades, and supports. You and your opponent alternate actions: activating your dice, playing cards from your hand, attacking your foes, and claiming the battlefield. You need to prove your skills and defeat your opponent’s characters to claim your destiny!
At launch in November 2016, Star Wars: Destiny consists of two starter sets — Rey and Kylo Ren, each with nine dice and 24 cards — and the Awakenings booster packs, each containing one die and five cards.
—description from the publisher
Zombicide Season 3: Rue Morgue is a cooperative game set in an action-movie universe for 1 to 12 players, ages 13 and up. Players control teams of survivors as they fight off a zombie horde controlled by the game itself. Survivors find weapons, battle zombies, and gain experience. The more experienced they get, the more powerful they become, but the more zombies they attract!
Zombicide Season 3: Rue Morgue introduces a terrifying new zombie type: the Skinner Zombie! Make sure you put these zombies down hard, otherwise something might come crawling for you! And don’t forget Season 3’s new big bad is the A-Bomb Abomination! An Abomination so twisted and mutated that its elongated arms can drag you back to it as you try to escape!
With all these new foes you’re going to need to team up if you want to survive!! Zombicide Season 3: Rue Morgue introduces teams into the Zombicide franchise! Players pick from the largest pool of survivors in a Zombicide game yet and form teams to scavenge, loot, and kill zombies! And if you really want to shred through the shuffling dead, you’ll first need to make sure your team has skills that complement each other well.
Zombicide Season 3: Rue Morgue has new zombies, new weapons, new survivors, and even new team mechanics, but the biggest game changer of all is the new optional Player versus Player rule set! Yes, in Rue Morgue players’ teams can go toe-to-toe to see which set of Survivors really deserve to survive! If the zombie apocalypse isn’t horrifying enough for you, then prepare to face off against the deadliest foe yet: Man!
Disney Villains have their own objectives and goals in this asymmetrical game. There are 3 Disney Villains to choose from: Hades, Dr. Facilier, and the Evil Queen. As well as Hercules and Zeus, you’ll find Meg, Tiana, Prince Naveen, Louis, Ray, Mama Odie, Snow White and The Seven Dwarfs in the fate decks!
Game night fun for Disney fans and families – Wicked to the core is a great game to play with friends or family and makes a great gift for Disney fans!
Aside from being a standalone game, Wicked to the Core can also be played with the other Villainous games: The original Villainous (The Worst Takes It All), Evil Comes Prepared, and Perfectly Wretched.
Instructions are clear and easy to understand! Each villain has a guide, and these guides will inspire you to craft the most successful plan possible!
In this expansion, you’ll find two obscure villains in Dr Facielier and Hades, but don’t let that put you off, their decks are incredible, and they add a much-needed change of pace to the game.
It’s the same Evil Queen, who draws specific cards and kills the hero, but it’s not too complicated so it’s forgiven for being the same.
It’s a great deck for Hercules fans, especially because they really work the theme.
In Viticulture, the players find themselves in the roles of people in rustic, pre-modern Tuscany who have inherited meager vineyards. They have a few plots of land, an old crushpad, a tiny cellar, and three workers. They each have a dream of being the first to call their winery a true success.
The players are in the position of determining how they want to allocate their workers throughout the year. Every season is different on a vineyard, so the workers have different tasks they can take care of in the summer and winter. There’s competition over those tasks, and often the first worker to get to the job has an advantage over subsequent workers.
Fortunately for the vineyard owners, people love to visit wineries, and it just so happens that many of those visitors are willing to help out around the vineyard when they visit as long as you assign a worker to take care of them. Their visits (in the form of cards) are brief but can be very helpful.
Using those workers and visitors, the vineyard owners can expand their vineyards by building structures, planting vines, and filling wine orders, working towards the goal of running the most successful winery in Tuscany.
Viticulture Essential Edition includes the base game of Viticulture and a few of the most popular modules from the original Tuscany expansion, including Mamas & Papas, Fields (previously known as Properties), expanded and revised Visitors, and Automa cards for a solo variant, along with a few minor rule changes.
The “Stone Age” times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective. In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time. Players use up to ten tribe members each in three phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of their staffed areas in whatever sequence they choose, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.
The second major expansion to the original game of Carcassonne, Traders & Builders contains 24 tiles with new features such as Bridges and Cities.
Some tiles also feature symbols for the goods Wine, Cloth and Wheat. Players collect one of these goods when the feature that has it on the tile is scored. Players with the most of each type of good gets bonus points at the end of the game. There is a popular house rule that allows the trading of goods between players in exchange for other goods and the ability to chose where a tile is placed. There are also two new wooden playing pieces in this expansion. The Builder is like a meeple in that it may be placed in a city or road as a kind of supervisor. A subsequent tile extension of the feature the Builder is in allows the player another tile placement. Farmers will also be able to place a new Pig pawn in a field for extra points at the end of the game.
Finally, Traders & Builders comes with a large cloth bag. Not only does this make it easier to keep and handle the tiles, but it also removes the problem of having non-identical backsides.
Carcassonne: Traders & Builders Expansion Play Summary
Traders – Some of the new city tiles depict goods: wine, grain and/or cloth. When you complete a city, your own or someone else’s, you collect a matching token for each good in the city. At game end, whoever has the most goods in each category scores an additional 10 points.
Builders – Each player receives a builder meeple in his color. You can add your builder to any city or road you already have in progress. Now anytime you add a tile to that city or road, you immediately get to take another turn. The builder does not count as a follower for determining control of a city or road.
Pig – You can add your pig to one of your farms to enrich its value. A farm with a pig scores 4 points per completed city served instead of the usual 3.
Traders & Builders is playable with or without the first expansion.
Part of the Carcassonne series
Some versions of HiG Scandinavian release, blue box, has The River I included.
Railways of the World (2009) is the new edition of the base game for Eagle Games’ popular Railways of the World series, first published as Railroad Tycoon in 2005. It reimplements the original game with several improvements.
Revisit the early days of the Age of Steam as you begin with a locomotive (the venerable John Bull, the first locomotive to run in North America) and a vision (your Tycoon “mission” card). From there, build your budding railroad network into a vast empire. Connect New York to Chicago, earn the most money, develop bigger and faster locomotives and maybe even span North America and build the Transcontinental Railway!
Multiple expansions featuring different maps are available. Railways of the World is the new base game for the system and includes the engine placards, railroad tiles, train tokens, money, bonds, and other items that are needed in almost all the Railways of the World series. A gameboard depicting the eastern half of the United States is included in the base game, as well as a mounted map of Mexico.
This game is preceded by the designer’s other Winsome train games: Age of Steam, Australian Railways, Volldampf, New England Railways, Veld Spoorweg, Lancashire Railways, and Ferrocarriles Pampas. Railroad Tycoon was the result of a collaboration with Glenn Drover, in which the mechanics and game-play of Martin Wallace’s Age of Steam were simplified and streamlined and attractive over-produced components were added, in order to make Railroad Tycoon more appealing to less hardcore gamers and more accessible to a wider audience.
A revised reprint was published at the end of 2010 which made some component improvements, such as the addition of Railroad Operation cards for the Mexico map.
Complete series overview – The Railways of the World Series: Introducing the family members of the ideal medium-weight train game
Note: The RailRoad Tycoon board itself is gigantic (about 36×45 inches, 91×114 cm) and requires a huge table or playing on the floor.
Designed by Glenn Drover, this boardgame allows you to revisit the age of exploration and discovery. Take on the role of a colonial power seeking fame, glory, and riches in the New World. As you proceed through three ages, you can launch expeditions of discovery, colonize regions, expand your merchant fleet, build capitol buildings that give your nation distinct advantages, develop your economy, and, if necessary, declare war.
Though originally published for 5 players, the game is playable by 6 with the original components and board configuration with addition of a set of figures in another color. This was originally offered as an “expansion” and an incentive to pre-order the game. A 6 player expansion is also in the Glenn Drover’s Empires: Builder Expansion, along with new capital buildings and National Advantage tiles.
Not to be confused with Age of Discovery.
Europe in the age of imperialism. International investors try to achieve the greatest influence in Europe. With their bonds, they control the politics of the six imperial nations: Austria-Hungary, Italy, France, Great Britain, the German Empire, and Russia. The nations erect factories, build fleets, and deploy armies. The investors watch as their nations expand, wage wars, levy taxes, and collect the proceeds. Since the European nations are under the shifting influence of different investors, new strategic alliances and conflicts arise between them again and again!
Each player represents an international investor. Only he who succeeds in increasing his capital and gaining influence in the most powerful European nations will win the imperial competition.
Imperial is a varied strategy game without the luck of dice or cards. Two to six players, from about twelve years and up, take on the role of imperial investors. The duration of the game is about two to three hours.
Altiplano is a bag-building game along the lines of Orléans, set in the South American highlands of the Andes (the “Altiplano”). The competition for limited resources is considerable, as it was in Orléans, but the greater focus in Altiplano is on building up your own production to be the best that it can be – or at least better than that of the other players!
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 during the game that open up new options. The various types of goods — such as fish, alpaca, cacao, silver and 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 at the farm that can then be made into cloth.
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.
Wildcatters is a tactical and strategic board game set during the booming business of the 19th century oil industry!
Players develop oil fields, bid for oil rights, and build oil refineries, rigs, tankers, trains, and refineries. The objective is to deliver more oil barrels to the continents than the other players while collecting more shares and money.
There are seven rounds of play for four players, and each player gets the same board setup: three oil rigs, two trains, one tanker and one refinery. There are eight areas where you can find oil on the game board. After choosing an open area card, players get money to build rigs, tanks, trains and refineries, then they can buy oil actions. In an oilfield, players collaborate to find oil at a lower cost. All players transport oil to refineries together, using trains and tankers from other players – all to deliver more oil than the other players by the end of the game.
In Secret Night, up to 8 players can travel back to the decadent 1920s to either take part in or stop the greatest robbery in history! As the thieves plan to escape in three period-appropriate vehicles (car, motorcycle, or boat), the police must locate the handcuffs and arrest them.
With Secret Night, you’ll be on the edge of your seat from dawn until dusk, as you transform the classic playground game of cops and robbers into a thrilling heist simulator.
A quick, modern, and dark twist on The Resistance: Avalon. Team approval is no longer a player vote. The Loyal Servants of Arthur have one last chance to find out who the Minions of Mordred are and stop evil from taking control. However, Morgan le Fay is an expert at avoiding detection. Secretly, each player is dealt a role that determines if they are Good or Evil. Each player debates, argues, and lies as they select who to send on quests knowing that if even one Minion of Mordred joins, the quest may fail. The game plays from 4 to 10 players with 18 characters.
What is Secret Hitler?
Secret Hitler is a 5-10 player 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 with one player as Secret Hitler. 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.
Hero Realms is a 2-4 player fantasy-themed and deck-building game where players need to destroy their opponents by purchasing cards using “Gold” and using these cards to attack their opponents health and champions. This can be done so using many powerful effects, combat points and more.
On a turn, there are 3 phases that players need to complete. This starts with the Main Phase, the Discard Phase and the Draw Phase.
Players can utilize and expand their abilities in order to defeat their opponents and there are a variety of ways a player can win the game.
Yinsh is a complex and compelling 2 player game where players must try and arrange a row of five markers with their colour face up. Each player commences the game with five rings on the board and each time a ring is moved, a marker is left behind.
If a player succeeds in forming a row of five, they may remove a ring as an indication they have done so with the first player to remove 3 rings winning the game. However, whilst each row formed brings a player closer to victory, it also means they have one less ring to play with, thus, making them weaker.
- Place a Worker·
- Play a card
- Prepare for Season
Nemo’s War is a single player underwater exploration game set circa 1870. You play as Captain Nemo. As you search the oceans, fight vessels of all nations, brave sea hazards, find mysterious treasures, see and chronicle amazing wonders, and travel around the world, you will gain knowledge and vengeance. Nemo’s War is based on the novel 20,000 Leagues Under the Seas by Jules Verne.
Splendor: Marvel lets you lead a team of Super Heroes in their quest to stop Thanos from collecting Infinity Stones. Build a powerful team, acquire iconic locations, and earn enough Infinity Points to claim the Gauntlet!
|Splendor Marvel Board Game for Adults and Family | Super Heroes Strategy Game | Ages 10+ | 2 to 4...||1,396 Reviews||$49.99 $39.99||Buy on Amazon|
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.
|Days of Wonder Memoir '44 Board Game | Historical Miniatures Battle Game | Fast-Paced Strategy Game...||1,401 Reviews||$64.99||Buy on Amazon|
Thunderstone returns with Thunderstone Quest. Recruit your heroes, arm your party, then visit the dungeon — and the dungeon has new perils not seen in prior Thunderstone releases. All-new dungeon tiles create new challenges and rewards as you explore deeper and deeper in the dungeon. Each quest brings new dungeons as well as new side adventures!
Thunderstone is a fantasy deck-building game. Each player starts with a basic deck of cards that they can use to purchase, or upgrade to, other, more powerful cards. Thunderstone Quest brings new play modes to the table. The game will tell a specific story with a series of pre-set dungeon tiles, monsters, heroes and support cards. Each will come with a series of mini-adventures and a story booklet that tells players what happens as they progress through the scenarios.
Once players have completed the quests they will be able to enjoy great replay value with the available selection of monsters, heroes, and support cards, as well as the new dungeon tiles, by choosing random set-ups before the start of play. Aside from heroes such as wizards, fighters, rogues, and clerics, cards will include supplies that heroes need like weapons, spells, items, or light to reach further into the dungeon.
The dungeon deck is created by combining several different groups of monsters together. Certain groups of monsters may be more or less susceptible to different hero types, so players have to take this into account when they choose what to buy.
VINDALOO – Four Battles from the 2nd Anglo-Maratha War is a game emphasizing easy, quick play that focuses on the unusual features of this area of history virtually untouched by the hobby but truly rich in gameplayer goodies.
VINDALOO simulates the battles of the 2nd Anglo-Maratha War in India (1802–1805), in which Major General, The Honorable Arthur Wellesley (later the Duke of Wellington) had field command in the Deccan (the center of the subcontinent) against the huge forces of the Marathas , the largest independent empire in India, under the Scindia rulers of Gwalior and the Bhonsle rulers of Nagpur and Berar, complete with the a massive artillery corps, plus the equally important battles in the northern, Hindustan where the troops of the East India Company were under the oft-unappreciated General Lake; all of which was part of the almost subconscious, ongoing efforts of the British, in the guise of their East India Company, to gobble up an entire continent and civilization.
Much of the game system will be familiar to any wargamer. There is no set number of turns, and this is not Igo-Hugo gaming. Variable activation of commands, based on leadership quality, is the baseline. The usual fire/move then shock mechanics are all there.
VINDALOO includes all four battles of the 2nd Anglo-Maratha War: Assaye and Argaum, in the Deccan, and Delhi and Laswaree in northern Hindustan. Wellington considered Assaye the toughest battle in which he ever fought. (And readers of Bernard Cornwell’s first three Sharpe books will find this familiar territory). Each of these battles is on it’s own map, at 120 yards per hex, with combat units being half-battalions (well, two counters for a full battalion). The Marathas have lots of artillery. Good artillery, too… according to Wellesley “… the finest brass ordnance I have ever seen.”
Each battle has its own opening maneuvers, along with heavy barrages of cannon, followed by gritty hand-to-hand combat. There is plenty of opportunity for cavalry charges, especially if the Maratha player can activate his massive cavalry compoo (brigades). And all in very unusual settings with heretofore unseen terrain, such as the 8-10 foot high elephant grass that covered most of 2 of the battlefields.
As an added attraction, the game plays equally well solitaire.
Each copy of VINDALOO will contain:
4 game maps (two – 22″x34″ and two 17″ x 22″)
Two full counter sheets
Rules Booklet Approximately 24 pages
Battles Booklet Approximately 20 pages
Two Charts and Tables cards
1 10-sided Dice
White Dog Games’ “The First Jihad: The Rise of Islam 632-750″ is an inside-out solitaire wargame modeled on States of Siege. It simulates the rise of the Umayyad Caliphate between 632 and 750 AD. AI controls the forces of the Muslim Caliphate based in Mecca (the center of the game); the player controls a host of nations that had been invaded by the Caliphate (Byzantium, Persia, Visigothic Spain, Nubians, Khazars, Armenians, the Chinese, Indian states, etc.) The game has about 77 counters, one 11×17” map, 50 event cards, and numerous player aids and historical background materials.
We are in the midst of a zombie apocalypse. Survivors are few and far between. They can’t hide away if they want to survive.
Zombicide will be required of them. In Zombicide, players control Survivors of zombie hordes. In order to survive, they must work together, accomplishing objectives in each mission. With each zombie kill,survivors grow stronger, but the zombies come in greater numbers.
The zombies are back! The game that started it all returns with its 2nd Edition, an updated, streamlined, and new-and-improved version of Zombicide Season 1.
MECHANICS ARE NEW! The rules have been updated, preserving all the classic elements of the classic zombie game, while adding elements from the series’ years of experience.
NEW SURVIVORS! There are 12 Survivors you and your friends can choose from, each with their own set of skills they can learn as they gain Adrenaline Points.
NEW COMPONENTS! Several components have been updated, from tiles that can be set up more quickly to plastic dashboards that keep everything organized.
In the Funkoverse Strategy Game, you can combine your favorite characters and fight each other. On each turn, you choose a character and take two actions. Each character has access to basic actions such as moving and challenges as well as unique abilities that can only be accessed by spending ability tokens.
Using Funkoverse’s “cooldown” system, the more powerful the ability, the longer it takes for the ability token to reappear, so players have to spend them wisely. Each Funkoverse character is unique, so players are encouraged to try out different combinations of characters and items to find their favorite synergies and powerful strategies.
What do we like about Funkoverse Strategy Game: Alice in Wonderland 100?
They are so much fun for kids and adults.
Pretty well designed and the abilities are fun and interesting.
The 16th standalone expansion set for the award-winning strategy board game Ascension
These haunted seas are filled with monsters of the deep and cursed dead that seek the cursed treasure and purify it to gain forbidden power
It can be played as a standalone game for 2-4 players or can be combined with Ascension: Skulls and Sails for up to 6 players!
Team up to protect Cross Creek from Bigfoot, the Jersey Devil, Mothman, Chupacabra, Ozark Howler, and the Banshee of the Badlands! To defeat each monster, you need a different strategy. Different monster groups are represented by miniatures, each representing a different difficulty.
Horrified American Monsters is a follow-up to the original horror monster co-op game, Horrified. In this version, you face American monsters.
To defeat these monsters, you need to meet the following objectives.
BANSHEE OF THE BADLANDS: Survive the haunting music and the Banshee’s screams.
BIGFOOT: Obtain photographic evidence of Bigfoot’s existence.
CHUPACABRA: Save and protect goats, then hunt the Chupacabra.
JERSEY DEVIL: Discover the 13th Child and confront the Jersey Devil.
MOTHMAN: Slow Mothman down and trap it.
OZARK HOWLER: Follow this monster’s trail and defeat it when you find its lair
|Ravensburger Horrified: American Monsters Strategy Board Game for Ages 10 & Up||182 Reviews||$39.99||Buy on Amazon|
The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.
The 120-card deck depicts a coin on the back of each card — with players earning and paying coins throughout the game — and different items on the card fronts. On a turn, a player can first draw as many cards as he likes, one at a time from the deck, placing them in the harbor (an area near the deck).
Each card shows one of the following:
- Person, who stays in a face-up row next to deck.
- Ship, which the player can attack immediately if he has enough swords on his people cards, after which the ship is discarded; otherwise, the ship stays in the harbor.
- Expedition, which remains above the harbor until a player fulfills it by discarding people who have the items required for the expedition.
- Tax Increase, which forces everyone with twelve or more coins to discard half their money, after which the card is discarded.
If the player draws a ship with the same name as a ship already in the harbor, he’s spent too much time dilly-dallying and his turn ends (after using the ship to attack, if possible), with all the cards in the harbor being discarded.
Otherwise, the player can stop whenever he likes, then use/acquire one card if three or fewer ships are in the harbor, two cards if four ships are present, and three cards if five ships are present. Players rob ships, collecting the number of coins shown on them, then discarding the card, while they hire people, paying the number of coins depicted. After the active player takes his 1-3 cards, each other player may pay the active player one coin in order to take one card in the same way.
When one player has at least twelve influence points — which are on both people and expedition cards — the game is played to the end of the round, giving everyone the same number of turns, then the player with the most influence points wins.
Port Royal differs from Händler der Karibik in that it includes ten more cards to allow for play with up to five players and players can win without fulfilling an expedition.
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 to gain more prestige and fame — that is, victory points (VP) — than anyone else. 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 that represent newly conquered territories, sponsored buildings, influenced characters, or encouraged ventures; and 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.
Xia: Legends of a Drift System is a 3-5 player sandbox style competitive space adventure. Each player starts as a lowly but hopeful captain of a small starship. Players fly their ships around the system, completing a variety of missions, exploring new sections and battling other ships whilst navigating the hazardous environments. Adaptivity, risk-taking and creativity are factors that will assist players in excelling in this game. Players choose to mine, salvage or trade valuable cargo. One captain will rise above the others, surpassing mortality by becoming Legend!
The unique aspect about Xia is that each game will be different with Sandbox style gameplay. There is no set direction of gameplay and players strive to achieve the goal to become the most famous captain.
You’ve come to make your Fortune on Cooper Island, whose untouched peninsulas stretch out like long arms into the Wild Atlantic. With 2 Ships and a few workers, each of you has landed on a separate Peninsula, which you hope to explore, cultivate, and settle. But who will do This best and how will you expand your land quickly, or will you instead spend your efforts cultivating it, making it more and more valuable and productive buildings, boats, statues,. how will you score victory points to send your ships sailing up the coast because your ships Also serve as victory point markers, even as they sail into the waters of other players, you profit from the lush islets they pass. Cooper Island is the epitome of an advanced strategy game. In it, You will explore not just an island, but also rich strategies and subtle mechanisms. An intricate clockwork that invites deep thought, Thanks to its strategic demands and clever use of landscape stacking.
|Capstone Games: Cooper Island, Advanced Strategy Board Game, Explore More Than Just an Island, For 2...||30 Reviews||$69.99 $54.60||Buy on Amazon|
The Republic of Rome is an abstraction of over 250 years of history. It simulates the politics of the Roman Senate during the republic. The players take the part of various factions vying for the control of the senate. They control the various powerful families of the time, who compete for state offices, military command, economic concessions and new adherents. To win the player must get their faction to become the most powerful in Rome. While doing this, however, a balance must be maintained. A hostile world situation, and the vagaries of the public of Rome means that the players must also cooperate so that Rome herself doesn’t go down under this pressure. If Rome does not last, neither does the senate, and all players lose!
Players make proposals to the Senate which other players then vote on. A player’s ability to make proposals is determined by which Offices his/her Senators hold. A player’s influence in votes is determined by the number of Senators they have recruited and the level of influence those Senators have obtained. Proposals may include assigning Senators to govern provinces (generating revenue), recruiting an army to fight an external foe, addressing the concerns of the Roman people, assigning offices or prosecuting previous office holders. Players have to co-operate to overcome the various threats that the game sends against Rome (wars, famine, unrest, bankruptcy) whilst working to build their own Senators’ and Generals’ positions and undermine that of their opponents. A powerful General or an influential Senator may become Emperor (thus winning the game) but equally may suddenly fall to the plague or an assassin’s blade.
The Tang dynasty was considered the first golden age of the classical and now iconic Chinese gardens. Emperor Xuanzong built the magnificent imperial Garden of the Majestic Clear Lake as an homage of life itself and from where he ruled. Players will act as Imperial Garden Designers and they will be called to build the most incredible garden while balancing the elements of Nature.
Tang Garden is a Zen-like game that will take you to the first golden age of China, where players will progressively build a garden by creating the landscape, placing the scenery and projecting their vision through vertical panoramas. During the construction, noblemen will visit the garden to admire the surroundings and the way the natural elements coexist in the most breathtaking scenery humankind has ever laid their eyes upon.
Players will take turns by playing one of the two actions available in the game:
1) Placing tiles and matching the elements to increase their personal nature balance and unlock more character miniatures.
By balancing the nature elements on the player boards, players will attract new characters into the garden. On each player turn, if the elements are balanced, the player will have to choose one miniature from the ones available and finally decide which one of the characters will be placed in the garden, orienting them towards their favorite background, while keeping the other with you to keep exploiting its ability.
2) Draw decoration cards and place one on the board to get prestige by completing collections.
Players will draw a quantity of cards based on the board situation and choose one to keep. Players will then have to place the chosen decoration in one of the available spots in the garden, creating a unique and seamless scenario that will never be the same.
During the game, by placing tiles on special parts of the board, you will be able to place a panorama tile, a new element that adds a never ending perspective for the visitors. Both small and big panoramas will be placed perpendicularly to the board by attaching it to the board insert by creating a seamless look on the four sides of the board. The Panoramas will interact with the characters at the end of the game by giving prestige points based on what your visitor sees and likes.
At the end of the game, the player with the most prestige will be the winner.
—description from the publisher
Time of Legends: Joan of Arc is set amid the tumult of the 100 Years War, when kings and princes struggle for the throne of France. This is the age of knights and squires, where chivalry is often spoken of, but rarely practiced. It is a time of both religion and superstition. Educated clerics fervently believe that angels guard the pious, and demons scourge the wicked, while the simpler folk watch the night for signs of werewolves and dragons. The game assumes that all of these are real.
Joan of Arc is a story-driven board game that uses finely-sculpted miniatures and 3D scenery to set the scene for a game of cunning and skill (and a little luck). The game is a combination of interwoven card play, resource management, and position on the board. You will need to master all three to beat the best opponents. Getting your men into the right position, and heading off your enemy, will be no use if you cannot muster the cards and other resources to make the most of it. Joan of Arc allows a huge amount of freedom in your actions. In every turn, you can choose to spend or save resources, and when you come to activate a unit you can choose between combat, interrogation, search, exploration, prayers, and other actions. So, this turn, should you level up a hero, or spend that resource to buy a re-roll? Take extra actions now, or save them for later? Double-move that cavalry, or question the old woman in the woods? When and how to act are decisions you must make based on your objectives, and the situation on the board. And, what is the best decision one turn may be very different in the next.
Players take the role of the various factions in the war, or of some of the supernatural creatures that have emerged from the shadows. The most famous heroes and heroines of the war are all here: the Black Prince, the Dauphin, Falstaff, and, of course, Joan of Arc herself. Each game is a unique scenario with its own map assembled from the gaming tiles, and a specified set of heroes and followers to achieve the scenario’s objectives. Each scenario has its own victory conditions, often different for each side. In one game you may be an inquisitor, seeking out a werewolf hidden among the peasantry; in another you may be a victorious raiding party, desperately fighting your way through an ambush so you can return to the safety of your castle.
Scenarios range from small affairs with a few models and simplified role-play elements, to full battles with dozens of knights, archers and men-at-arms. All scenarios typically play in under an hour. The game also includes a battle mode, to fight out conflicts between armies of your choosing.
—description from the publisher
Magazine of military history of the World War II era with a complete board game in each issue complementing the lead article
Game in this issue is a solitaire game of Japan’s initial conquests in World War II, Dec 1941 – April 1942
Played on a point-point move map of the Pacific Ocean, from Hawaii and the Aleutions to Burma, with 228 counters representing rgt/brig/div land units, air rgts
The player controls Japanese forces, and must exceed their historical accomplishments to win; further, greater success will prompt the need for even further success to win
Key dynamic is the action point, which denominates Japanese actions of which ther are dozens of possible choices for their varied forces
A mysterious enemy attacks your home planet of Medellia as you and your fellow cadets finish your Akarios Institute pilot training. Captain Soma’s ship, the Sparrow, can help you fight back.
You will battle in epic space battles, upgrade your ship, and explore space’s edges in Stars of Akarios.
A narrative-driven, cooperative campaign game set in the Akarios Galaxy, Stars of Akarios features 1-4 players. Play typically begins with players exploring the galaxy map and scouting their next scenario. This scenario could lead to space combat, world exploration, or galaxy discovery. Stars of Akarios will progress in the story as players explore and venture across the galaxy.
Players can shape the story in a variety of ways as it unfolds in a sprawling narrative. Stars of Akarios offers memorable characters, unexplored regions of space, and a mystery to unravel.
1-6 players can play Crime Zoom. The rules are explained in two minutes, and the game takes about an hour. ‘His Last Card’ takes you back to the 1980s.
Traces can be tracked very easily. Check out the illustration. Do you have an interest in something? Can you spot any important clues? Follow this trail by turning the card over to zoom in.
Choosing which threads to follow and what to investigate is up to you. You will discover different places, talk to witnesses, and gather evidence throughout the game. Following the conclusion of the investigation, you complete a report by answering questions about the perpetrator, the murder weapon, and the motive.
The epilogue provides more insight into the plot after you read the answers. In these few pages, whether it’s a report from six months ago, an account of a witness who refused to testify, or a conversation between clients plotting a crime, you’ll gain an insight into the motivations of the characters.
|Lucky Duck Games Crime Zoom: His Last Card – Card Game 1-6 Players – 60 Mins of Gameplay - Card...||2 Reviews||$14.99||Buy on Amazon|
During the medieval goings-on around Orléans, you must assemble a following of farmers, merchants, knights, monks, etc. to gain supremacy through trade, construction and science in medieval France.
In Orléans, you will recruit followers and put them to work to make use of their abilities. Farmers and Boatmen supply you with money and goods; Knights expand your scope of action and secure your mercantile expeditions; Craftsmen build trading stations and tools to facilitate work; Scholars make progress in science; Traders open up new locations for you to use your followers; and last but not least, it cannot hurt to get active in monasteries since with Monks on your side you are much less likely to fall prey to fate.
You will always want to take more actions than possible, and there are many paths to victory. The challenge is to combine all elements as best as possible with regard to your strategy.
Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson.
As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet.
Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement.
You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.
Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card.
Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!
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.
Players are at a new colony location trying to survive against brand new challenges. Players have the ability to survive being raided by members of other colonies, explore more and unravel the mysteries of the Raxxon pharmaceutical location to find powerful items but release stronger enemies, upgrade their colonies and more. More choices are available in this new set and can be mixed with the original set to increase variety.
Container is the classic game of big ships and big production. This game features an open economy requiring lots of meaningful decisions. Players build (or destroy) their economy by building factories and warehouses, or focus on shipping goods to their island. Governent subsidies allow players to ensure maximum profits however, they need to be aware of their cash reserves as the player-driven market can go sour at any time requiring strategy changes.
|Container 10th Anniversary Jumbo Edition Board Games||3 Reviews||$475.13||Buy on Amazon|
Mini-Mutabo is a standalone expansion for Mutabo and features 100 new cards.
Two sets of cards are used, one with six subjects and the other with six verbs and objects. In each round, using 36 possibilities, players draw one card of each and form a sentence. This sentence is written on a sheet of paper and given to their neighbor. As each neighbor reads, they draw what they see, fold back the sentence, and then pass the paper to the next neighbor and so on. It’s usually played with no win condition, but if you want to determine the winner, you can vote for the most creative “sequel”.
In Mombasa, players acquire shares of chartered companies based in Mombasa, Cape Town, Saint-Louis, and Cairo and spread their trading posts throughout the African continent in order to earn the most money.
“As I expected, the East African Company’s network of trading posts has spread far into the West. They were even able to expand into a couple of diamond mines. It seems reasonable to invest our recent yield here in Mombasa, rather than to continue our unrivalled commitment in Cape Town. After all, it can only be to our advantage to have other irons in the fire. And when the day of reckoning comes, it will show whether our hoarding of holdings and our intransigent eagerness are worth it…”
Mombasa is a tense Euro-style strategy game set in 18th century Africa in which players invest in four chartered companies. Using influence to help them expand across the continent improves the value of the players’ shares in these companies. Players will also trade in bananas, coffee or cotton, work together with diamond merchants and ensure that the accounts are kept up to date. To make the most of this one will need to have the correct action cards (back) in hand at the same time, which needs excellent forward planning.
Mombasa features a unique, rotating-display hand-mechanism that drives game play: Players start with an identical hand, but acquire new and more powerful cards from the rotating display throughout the game. Each round players choose action cards from their hand, place them face down in the so-called action slot (beneath the player board), and then reveal them simultaneously to carry out the actions. At the end of the action phase, each card is moved to the so-called resting slot (above the player board). Cards in the resting slots are inactive and cannot be used until they are recovered – each round one can only return cards of one resting slot which is why it can make quite a difference in which action slots certain cards are placed.
The game ends after seven rounds, players add up their scores in different categories, and the player with the highest score (who has earned the most money) wins the game. With a variety of paths to victory and double-sided company boards, each game will be a new and different challenge.
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!
Japan during the Meiji period—a closed, isolated, and feudal country—decides to change into a modern industrialized state. The Empire sends emissaries to foreign nations, brings technicians and scholars from the west, builds a network of railroads, and achieves an outstandingly fast industrial revolution.
The nation and Emperor count on the support of the Great Four, the big conglomerates that emerge with great power and massive control over the Japanese economy. They are called Zaibatsu, and their influence on the Meiji Emperor and importance on the fate of Japan is incredibly high.
Nippon is an Area Majority Game in which players control Zaibatsu and try to develop their web of power by investing in new industries, improving their technological knowledge, shipping goods to foreign countries or using them to satisfy local needs, and growing their influence and power as they oversee the era of rapid industrialization of Japan.
The foundations of the big Zaibatsu were the traditional silk workshops, but soon the conglomerates diversified their influence and power, building a complex structure of interconnected companies that made them giant players in the world’s new industrial era. Each player takes the reins of one of these big corporations and tries to develop it in order to grow and achieve power.
To win the game, players must carefully choose which types of industry to invest in to get the most influence over the Japanese islands. Every action that is taken helps to forge their own path to new opportunities.
Nippon is a fast-paced economic game with challenging decisions, set during an important time in Japanese history, and when a new great nation is born.
This narrative solitaire wargame tells the story of the U.S. Cavalry at the Battle of San Juan Hill on July 1, 1898. You play a Color Sergeant in either the Tenth U.S. Cavalry (the Buffalo Soldiers) or the First U.S. Vol. Cavalry (the Rough Riders).
To reach Kettle Hill and San Juan Hill by the end of the last round, you must use action dice, operation cards, and strategy.
The game Battlespace is an ultramodern military tabletop solo (or cooperative) game.
The player(s) selects 4 pre-made soldiers (a battle card containing all the information they require) for their team.
By drawing cards and acting accordingly, the AI directs the opposition.
Three phases divide turns.
The mission must be accomplished to win.
In Dead Reckoning, you are a privateer commander about to set sail into unknown waters.
Exploring unknown islands, establishing outposts, or hunting for treasure, the choice is yours. Choosing a path will lead to a series of accomplishments, and when you finish 4 of these, the game ending begins.
In your quest for glory on the high seas you are not alone… You are competing against the interests of other players, each pursuing victory in their own way. Will you succeed as an explorer, merchant or privateer, and will your strategy choice prevail? The player who navigated Dead Reckoning challenges the best and finished with the most treasure will win.
Hello, Australia. A powerful corporation Cerbero bought and split the continent. He kneels divided awaiting the fall. There is no government and no law. Mutated beasts, outdated machines, and degenerate humans roam desolate wastelands.
Survival is more important than progress in those few pockets of civilization left. As time passes, hope and mementos of cybernetic grandeur fade. Fortunately, there are still people who care. You are one of them – those bowed by the radioactive storm, but now stronger to challenge the ruined world. In this age of brutality, you are the shining beacon of courage.
It is you who symbolizes what humanity lost, the eternal wanderer who is always ready to help. Waste calls – are you ready? In Waste Knights: Second Edition, a powerful corporation destroys dystopian Australia. Players become rugged heroes traveling through a wasteland, facing unnatural weather, and battling enemies made in long-forgotten laboratories.
As the game is centered around adventure, players have access to a variety of scenarios with plot twists and narratives shaped by their choices. In addition to enhancing the current storyline, special cards hide encounters and the results of the players’ interactions with the world. You will soon realize that your hunger for adventure will be easily satisfied with a huge board with over 40 destinations and cities to visit!
|Waste Knights – A Board Game by Ares Games 1-4 Players – Board Games for Family 45-180 Mins of...||3 Reviews||$85.00 $70.20||Buy on Amazon|
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 Rebellion Board Game | Strategy Game for Adults and Teens | Ages 14+ | 2-4 Players |...||1,277 Reviews||$109.99 $100.67||Buy on Amazon|
This game was originally published in Germany by Amigo as Geschenkt …ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigo’s international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.
In Descent: Journeys in the Dark (Second Edition), 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
The excitement in the air is electric as the leaders round the last corner and head for the finish line. Each team has used cunning and skill to position their sprinter for this moment, but only one has done enough to pull off the win!
Will your team lead from the front and risk exhaustion? Should you play it safe in the middle of the pack? Could you surprise everyone by striking from the back? Can you time your move perfectly?
Anyone can race, few become champions!
Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players’ goal is to be the first to cross the finish line with one of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion and position your team for a well timed sprint for the win.
Summoner Wars: Master Set is a fast-paced, 2-4 player game where players are playing the role of a Summoner and have been endowed by the Summoning Stone with the ability to call forth mighty warriors and cast powerful spells to aid in their battle against an opposing Summoner. Each player’s objective is to destroy their opponent’s Summoner card.
Each turn in Summoner Wars is comprised of 6 phases and must be played in the following order:
- Draw: Draw 5 cards
- Summon: Summon units to the battlefield
- Play Event Cards: Play event cards including wall cards. There is no limit to the number of event cards played by a player in a single turn.
- Movement: Players may move up to 3 of their units, up to 2 spaces each. Cards cannot move through spaces already occupied by other cards.
- Attack: Players may attack up to 3 units that they control on a battlefield.
- Build Magic: Players may take any number of cards from their hand and put them face down on their magic pile to free up their hand, and draw more cards on their next turn.
These phases are played simultaneously and after a player has completed all 6 phases, it becomes their opponent’s turn.
The only remaining player on the battlefield with a Summoner wins the game.
Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it’s becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants.
In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.
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.
“Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.”
“The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.”
“Unlike its older brother, Battle Cry by Avalon Hill Games, Inc., Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.”
“The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.”
“The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.”
“The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory.”
The game Imperial Struggle depicts the rivalry between France and Great Britain during the 18th century. The story begins in 1697, when the two realms wait with trepidation for the king of Spain to name an heir, and ends in 1789 when a new order brought down the Bastille. The game is not only about war: both France and Britain must build the foundations of colonial wealth, deal with other European nations, and compete for glory across human endeavor.
Kanban is set in an assembly line. Players are ambitious managers who attempt to impress the board of directors in order to achieve the highest position possible in the company and secure their careers. Through solid management, players must strive to shine next to their peers, with promotions offering advantages at the factory as well as more storage for precious materials. Managing suppliers and suppliers, improving automobile parts and innovating are some things that players need to do to succeed.
|Stronghold Games Kanban Automotive Revolution Drivers Edition Board Games||21 Reviews||$99.99||Buy on Amazon|
Castle Panic is a cooperative game in which the players work together rather than compete. Cards are used to hit and slay Monsters as players advance from the Forest toward the Castle. Together, players plan strategies to stop the Monsters from crashing the Castle Towers. All Monsters must be slayed and at least one Tower must remain for the players to win. If all the Castle Towers are destroyed, the players lose.
Regarded by many as Reiner Knizia’s masterpiece, Tigris & Euphrates is set in the ancient fertile crescent with players building civilizations through tile placement. Players are given four different leaders: farming, trading, religion, and government. The leaders are used to collect victory points in these same categories. However, your score at the end of the game is the number of points in your weakest category, which encourages players not to get overly specialized. Conflict arises when civilizations connect on the board, i.e., external conflicts, with only one leader of each type surviving such a conflict. Leaders can also be replaced within a civilization through internal conflicts.
Starting in the Mayfair edition from 2008, Tigris & Euphrates included a double-sided game board and extra components for playing an advanced version of the game. This “ziggurat expansion”, initially released as a separate item in Germany for those who already owned the base game, is a special monument that extends across five spaces of the board. The monument can be built if a player has a cross of five civilization tokens of the same color by discarding those five tokens and replacing them with the ziggurat markers, placing a ziggurat tower upon the middle tile. The five ziggurat markers cannot be destroyed. All rules regarding monuments apply to the ziggurat monument as well. If your king is inside the kingdom of the ziggurat, you will get one victory point in a color of your choice at the end of your turn.
Some versions of Tigris & Euphrates are listed as being for 2-4 players, while others incorrectly state that they’re for 3-4 players. Tigris & Euphrates is part of what is sometimes called Reiner Knizia’s tile-laying trilogy.
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
Hadrian Augustus saw the aftermath of a war between his armies and the savage Picts when he visited the North of Britain in 122 AD. As a show of Roman might, he ordered the construction of a wall between the Picts and the rest of England. It extended 80 Roman miles from coast to coast. Hadrian’s Wall puts players in charge of constructing a milecastle and bordering wall as a Roman general. Players have six years to build their forts and walls, man the defenses, and provide entertainment for civilians to attract them – all while defending the Roman Empire from the warring Picts. Those who can accumulate the most Renown, Piety, Valour, and Discipline, while avoiding disdain, will prove to the Emperor that they are the model Roman citizen, and will be crowned Legatus Legionis!
The game provides a deep and fulfilling experience. Setup is a breeze. Players taking turns simultaneously makes things go fast. There are a lot of decisions and active play in this condensed game. The solo player is one of the easiest to set up and works great. The interaction among players is very light and could be increased, but on the plus side, it’s not an attacking game where players can take each other down. The biggest con is that it’s easy for new players to make mistakes. Play with an eraser and a pencil until you get the hang of it!
Yedo is a worker placement game where clans compete for the most influential positions in the 16th century capital of Japan. In the core of the game, each clan attempts to earn money and influence by completing a set of missions. A certain number of rounds ends the game, and the Clan with most prestige wins!
In the House on the Hill, fearless explorers have been drawn to discover the house’s dark secrets. You’ll take on the role of one of those explorers in this narrative-driven gameplay experience. You’ll be frightened to death by the 50 chilling haunts and dozens of danger-filled rooms in Betrayal at House on the Hill 3rd Edition cooperative board game. You will work together at first, but beware…one explorer will betray the others, and then the haunt begins. In this edition of the popular haunted house traitor game, new players can jump right in with gameplay elements and content. This immersive, story-driven hidden traitor game for 3-6 players, ages 12 and up, combines monsters, miniatures, and modular board pieces. This is an amazing game, but there VERY steep learning curve. If you are not used to playing game with a ton of set up and rules, it might take a bit to enjoy. Once you get the hang of it, it’s great. The 3rd edition’s rules are much more streamlined and easier to understand. Artwork and colour on the pieces has improved. Miniatures, unfortunately are unpainted.
|Hasbro Gaming Avalon Hill Betrayal at The House on The Hill 3rd Edition Cooperative Board Game, Ages...||445 Reviews||$55.99 $27.49||Buy on Amazon|
A HISTORY BOARD GAME FOR THE WHOLE FAMILY | During family game night, you’ll meet legendary people and experience remarkable events.
A JOURNEY TO 108 REMARKABLE EVENTS | Each oversized card showcases original art and a real historic figure or event.
A team of experts helped write the cards and choose the events for this family board game. You’ll find new things even if you’re a history buff.
You’re about to take a 3-day tour of history, watching great moments from the past in a time machine. There are three rounds in Trekking through History, each representing one day. Each day, you’ll visit a different historical event for a different amount of time. Along the way, you’ll score points for sticking to your Itinerary, and visiting historical events in chronological order.
|Trekking Through History - The Time Travel Strategy Board Game for Family Night | Explore Humanity's...||108 Reviews||$50.00 $39.95||Buy on Amazon|
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.
|Lords of Waterdeep: Scoundrels of Skullport Expansion Board Game||1,108 Reviews||$39.99 $22.99||Buy on Amazon|
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.
In the 15th and 16th century, Portugal is thriving under its leading role during the Age of Discovery. Nestled in the heart of Portugal, the city of Coimbra serves as a cultural center of the country. As the head of one of Coimbra’s oldest houses, you seek to earn prestige by deepening relationships with nearby monasteries or funding expeditions of the era. To reach this goal, you must vie for the favors of the city’s most influential citizens, even if you must offer a bit of coin or some protective detail.
Coimbra introduces an innovative new dice mechanism in which the dice players draft each round are used in multiple different ways and have an impact on many aspects of their decision making. While there are many paths to victory, players should always seek to optimize their opportunities with every roll of the dice. Combined with ever-changing synergies of the citizens, expeditions, and monasteries, no two games of Coimbra will ever be the same!
It’s a Wonderful World is a solo or up to 5 player strategy card game. Players lead an expanding empire, where they must choose a path that will allow them to develop faster and better than their opponents. There are 4 rounds in this game, where each round consists of 3 phases where each player plays each phase simultaneously. There 3 phase comprised in each round are: The Draft Phase which allows players to select cards while minimising the luck factor of the draw and focus their picks on a particular strategy. The Planning Phase where players must make a decision for each Development Card in their Draft Area to construct or recycle it. The Production Phase where this phase is made up of 5 sequential Production steps, one for each resource. A player wins the game by obtaining the most Victory Points.
There are ZOMBIES in your school! Join your friends and come up with a plan to defeat these foul creatures! The more you play, the more the game changes! Use STICKERS to mark your progress on SPECIAL MISSIONS! Discover MYSTERY ENVELOPES! Power up your heroes! Mutate the zombies! With every play and every feat that you accomplish, Zombie Kidz Evolution will evolve and grow richer. With time, you’ll gain new abilities, but the zombies will also become more ferocious.
|Zombie Kidz Evolution | Cooperative Game for Kids and Families | Ages 7+ | 2 to 4 Players | 15...||1,156 Reviews||$24.99||Buy on Amazon|
X-Wing Second Edition ushers in a new era of interstellar combat! As you lead starfighter squadrons into fast-paced, high-stakes dogfights with iconic Star Wars characters like Luke Skywalker and Darth Vader, X-wing Second Edition refines the core formulas that made the First Edition a bestseller. In this edition, Force powers are added into the game to allow Force-sensitive pilots to push themselves-and their ships-to the limit. Additionally, a companion app allows you to keep track of your ships, pilots, and upgrades, making building your squadron easier than ever.
|Star Wars X-Wing 2nd Edition Miniatures Game CORE SET | Strategy Game for Adults and Teens | Ages...||1,135 Reviews||$47.99 $39.95||Buy on Amazon|
Unmatched is a highly asymmetrical miniature fighting game. The decks represent each hero’s style and legend. A tactical play experience and no-luck combat resolution reward expertise, but just when you master one set, a new set of heroes appears to introduce all-new match-ups.
The Marvel comics universe is represented by four characters in Teen Spirit: Ms Marvel, Squirrel Girl, Cloak and Dagger.
It takes about an hour to play Crime Zoom for 1 to 6 players. A crime scene is illustrated with several cards. You can choose whether to follow a lead when you turn over a card. Depending on your understanding of the plot, you can investigate freely by following the clues that seem most relevant.
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 is a 2-4 player, fast-paced board game of adventure and war where players are 1 of 4 factions and rule the vast Woodland. The 4 factions are: Marquise de Cat, Eyrie Dynasties, Woodland Alliance, Vagabond. Each faction has its own objectives, abilities and can score points in its own way such as:
Marquise de Cat score by constructing buildings in Woodland
Eyrie Dynasties score by building and protecting roosts in Woodland
Woodland Alliance score by spreading sympathy for their cause
Vagabond score by aiding and harming other factions
Each player/faction has 3 phases
Players can win by scoring 30 victory points for your faction or play and complete a DOMINANCE card
|Leder Games | Root: A Game of Woodland Might and Right||3,121 Reviews||$60.00 $56.25||Buy on Amazon|
No Thanks! is a card game designed to be as simple as it is engaging. The rules are simple. Each turn, players have two options:
play one of their chips to avoid picking up the current face-up card pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card. However, the choices aren’t so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run – but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card.
Zombicide: Black Plague takes the zombie apocalypse into a fantastical medieval setting! The arcane powers of the Necromancers have unleashed a zombie invasion in the age of swords and sorcery, and it’s up to your group of straggling survivors to not only stay alive during these dark times, but to take back the realm and punish those responsible for the apocalypse!
Zombicide: Black Plague is a solo or up to 6 player cooperative game which allows players to take control of paladins, dwarves, knights and magicians, wielding powerful swords, crossbows, and even magic spells to defeat the zombie hordes and its Necromancer overlords. This game has been revamped from the classic Zombicide game whilst still retaining the nonstop action, tense atmosphere and easy-to-learn rules.
Take on the zombie invasion from the medieval streets to secret vaults that create quick passages through the citadel (and often hold special artifacts). Chase down the elusive Necromancers to keep them from multiplying the zombie masses. And tackle a whole new set of missions through which your group of survivors will become the heroes of the land (or the last victims of the zombie massacre).
Through tactics and karma to wealth and fame…
In 16th century India, the powerful empire of the Great Moguls rises between the Indus and the Ganges rivers. Taking on the role of rajas and ranis – the country’s influential nobles – players in Rajas of the Ganges race against each other in support of the empire by developing their estates into wealthy and magnificent provinces. Players must use their dice wisely and carefully plot where to place their workers, while never underestimating the benefits of good karma. Success will bring them great riches and fame in their quest to become legendary rulers.
In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers.
Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses.
Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers.
Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you.
Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players.
Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.
In the village of Tiefenthal lies “The Tavern of the Deep Valley”. There, all citizens from the area gather, but it’s important to attract new, wealthy guests for only then is there enough money to expand the tavern, which will then lure nobles into the tavern as well. But which tavern expansion is best? Should you focus on money? Or rather ensure that the beer will keep flowing?
In The Taverns of Tiefenthal, the challenge is to skillfully choose the dice and develop your personal deck of cards as profitably as possible. The game is structured with five modules so that your group can add extra levels of complexity as you become more familiar with the game.
In CO2: Second Chance, players are CEOs of energy companies responding to government requests for green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course to profit by doing so. To build these clean plants, you will need enough knowledge, money, and resources. The energy summit promotes global awareness, and allows companies to share their knowledge and learn from others.
Bios:Origins is the third part of the Bios Trilogy. In this game, the action begins thousands of years before most Civilization games. In the game, one to four players represent the human subspecies present at the time: Sapiens, Neanderthals, Denisovans, and Hobbits. Let them discover new worlds, ride war kangaroos or mammoths, dive for pearls, challenge the gods, enslave rival hominins, and perhaps even enter the Enlightenment as they enlarge their brains, acquire language, discover new worlds, domesticate strange beasts and perhaps even enter the Enlightenment. Although conquests and religious wars may occur, most fighting will be internal. The control you have over your ruling class is limited, and if your priests fail to perform, they will be killed and usurped by merchants or warlords.
To win, specialize in cultural, political, or industrial civilizations. As a result, unlike most civilization games, a cult figure on a mountaintop in New Zealand can defeat an emperor whose armies sweep the globe.
Integrates with Bios:Genesis and Bios:Megafauna, so you can start as a variety of intelligent, but not quite lingual, marine or terrestrial creatures. In addition to two maps and 26 chits, the book includes cratons and varied landforms on habitable Earth, Mars, and Venus. There are solo and cooperative variants.
In Advanced Squad Leader (ASL) Starter Kit #1, players are introduced to the basic Infantry and Terrain rules from Advanced Squad Leader by using an illustrated and abbreviated rulebook. ASL Starter Kit #1 consists of six scenarios that require only the maps and counters provided. As well as using the two mapboards included, the scenarios can be played using the full Advanced Squad Leader rules if desired.
Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476, is a card-driven game by game designer, Kris van Beurden (whose credits include Europe in Turmoil) for two players set during the final century of the Western Roman Empire. The Roman player commands the Roman legions loyal to the failing central authority and those Germanic peoples who have settled peacefully inside the Roman Empire, while the Barbarian player leads Usurper Emperors, and controls the migrations of the savage Germanic peoples, who are the Barbarians at the Gates
For two or four players, Unmatched is an asymmetrical fighting game. Decks are designed to evoke each hero’s style and legend. A unique tactical movement system and no-luck combat resolution reward expertise, but just when you’ve mastered one set of heroes, new ones appear for all new battles.
Three characters from the Marvel comic universe appear in Unmatched For King and Country: Black Widow, Black Panther, and Winter Soldier
The Phantom Ink party game pits renowned mediums against each other to determine who connects better to the World Beyond. In order to do this, mediums must identify the secret object the Spirits are attempting to communicate with.
Each team consists of 1 Spirit and up to 3 Mediums, competing to identify the same Secret Object. During gameplay, Mediums pass question cards, like “What color is it?” or “If it was a musical instrument, what would it be?” to their Spirit.
Clues are provided by Spirits to help their Mediums guess the Secret Object by answering the questions.
Using an assortment of seemingly random objects, you’ll need to complete a series of ridiculous challenges for points. Win points by betting on your ability to complete a series of crazy dexterity-based challenges. All players attempt the exact same challenges, so get ready for the ultimate battle of abilities! Everyone will be rolling with laughter after this ridiculously fun time.
There are 10 rounds of challenges in this game. Pick up a challenge card and read it out loud. After that, everyone bets on their own skills. After you place your bets, go around the circle attempting the challenge. Points are banked for successful players. After 10 rounds, the player with the most points wins.
Example of some challenges that will make everyone laugh
Some of the crazy challenges are bouncing 2 balls into 2 cups simultaneously using only one hand or racing to stack a pyramid of cups using your elbows and keeping your eyes closed.
It’s definitely worth buying if you’re looking for an interactive game with a group. Everything you need is included. Multiple game plays for different amounts of people. For adults, you can make it a drinking game, but it’s also fun sober.
|Beat That! - The Bonkers Battle of Wacky Challenges [Family Party Game for Kids & Adults]||20,274 Reviews||$24.99 $13.99||Buy on Amazon|
EXPANDS THE MARVEL CHAMPIONS LIVING CARD GAME: This is not a standalone product. To play with this expansion, you’ll need Marvel Champions: The Card Game Core set.
TAKE DOWN MARVEL’S FIERCEST VILLAINS: Marvel Champions: The Card Game lets players work together to stop some of Marvel’s most iconic villains. You can pick your favorite Marvel hero and go to war!
BECOME A TRUE MARVEL HERO: Each villain offers unique challenges, attacks, and events. Players need to balance their heroes’ strengths and weaknesses with their friends’ heroes. To save the world, we’ll need to work together!
A 60-card hero pack for Scarlet Witch includes a Justice deck and a variety of cards for the other aspects of the game, so you can customize any deck you want. You’re about to see reality twist and warp around you!
|Fantasy Flight Games Marvel Champions The Card Game Scarlet Witch Hero Pack | Strategy Card Game for...||267 Reviews||$16.99 $14.84||Buy on Amazon|
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.
“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.”
This Campaign 2 insert is designed to be compatible with Five Tribes, and The Artisans of Naqala, The Thieves of Naqala, Whims of the Sultan and other Djinn expansions. The design provides both efficient storage and improved game play. Many of the trays can be utilised during the game, and they greatly aid set-up and clear-away times. The rules and boards act as a lid on top of the trays.
This product consists of a flat-pack of 4 Evacore sheets. The trays require assembly, which is quick and fun, using ordinary PVA glue. Detailed instructions are included in the package.
Note: Insert designed for game with external box dimensions of 29.8 x 29.8 x 7.6 cm.
Built to Last
The game Human Punishment is a combination of social deduction, social experiment, and party games. The player takes on the role of either a Human, a Machine, or an Outlaw in a distant future. They must investigate others to determine who is on their side, grab one of four different weapons, and eliminate the enemies. Keep your eyes open; you might find your teammates have hidden enemies! Find your team, don’t trust anyone! With the new Traitor mechanism, the table will evolve into a social experiment.
|Godot GG-HP-03-EN Games - Human Punishment: Social Deduction 2 (2nd Edition) [English]||9 Reviews||Buy on Amazon|
Friedrich is a strategy game for 3 to 4 players based on the Seven Years War (1756-1763). Players assume the roles of Frederick the Great, Elisabeth, Maria Theresa, and Madame Pompadour. Each player controls one of the nations shown on a chart. Use the same chart for three players, except one player will play both Elisabeth and Pompadour.
SpaceCorp allows players to drive humanity’s expansion into our solar system and beyond while controlling an Earth-based business. By conducting exploration, construction, and settlement missions, players compete for wealth by discovering resources, developing technology, and establishing settlements.
In Europe, armies are marching and lamps are going out. Between the trenches of Flanders and the steppes of Russia, two colossal military blocs are about to engage in a brutal conflict from which only one will emerge victorious. It’s up to you to control one of these great alliances. Plan your moves carefully, for Europe’s fate will be decided within an hour.
“Attrition of Souls” is a light, fast-paced wargame. The game simulates the First World War by using a unique tile-placement system. You will randomly draw tiles based on your economic points each turn and use them as best you can. A combat system simulates the attrition of this conflict. The dice will not offer bloodless victories in this game, so strategy is key.
During the 16th century, King Manuel I commissioned Portugal’s greatest artisans to build grand buildings. To honor the royal family’s most famous members, the king decided to build a summer pavilion after completing the Evora and Sintra palaces.
This construction was intended for the most talented artisans — whose skills match the splendor the royal family deserves. King Manuel I died before construction could begin.
In Azul: Summer Pavilion, players return to Portugal to complete a task they never began. You must use only the finest materials to create the summer pavilion while being careful not to waste anything. The royal family deserves nothing less than the best.
Each round of Summer Pavilion lasts six rounds, and the players draft tiles and place them on their individual boards to score points. One of the six colors of tiles is wild during each round.
Start each round by drawing tiles at random from the bag to refill each of the five, seven, or nine factories with four tiles. Fill the ten supply spaces on the central scoring board with tiles as needed. The players then take turns selecting tiles. You can take all of the tiles of a non-wild color from a factory and place them on your board. If any wild tiles are present on this factory, you must take one of them. Set the rest of the tiles on the table. You can also take all tiles of a non-wild color from the center of play; you must also take a wild tile if it is present.
What to know bout Azul: Summer Pavillion
- Plays more abstract than the original because you can branch out into a lot of directions, providing more ways to win
- The game will be slower while you wait for the other players to think about the different options
- With the 6-round it’s very difficult to go for almost a complete wall and get the most points
In Unmatched, unlikely opponents engage in tactical combat. Daredevil, Bullseye, and Elektra fight in Hell’s Kitchen in a classic, all-out brawl.
When Daredevil pushes himself to the limit, he is at his best.
Bullseye can strike from anywhere on the board.
Taking down Elektra makes her stronger than ever.
RISK: Warhammer 40,000 lets you battle your favorite factions for control of Vigilus. Defeat your opponents on the unique planet map that has been customized for Warhammer fans. You will control key locations in your bid to rule the planet through custom-sculpted units.
This set is great for Warhammer enthusiasts. A little more complex than standard Risk but once you learn it, it is great fun.
A cool part about this set is that it comes with different armies unlike the standard set which are just sets of different coloured armies.
|Risk Warhammer 40,000 Board Game | Based on Warhammer 40k from Games Workshop | Officially Licensed...||486 Reviews||$49.99 $41.99||Buy on Amazon|
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.
Gameplay Difference between Ticket to Ride Europe and Ticket to Ride
- As expected, it offers a different map board
- You now have ferries that allow for connections over areas separated by water
- There are also tunnels
- You can build a station in a city that is not served by trains. Additionally to giving you access to a city where all train routes are filled, an unused station will give you four extra points come the end of the game
|Ticket to Ride Europe Board Game | Family Board Game | Board Game for Adults and Family | Train Game...||7,930 Reviews||$49.99 $41.68||Buy on Amazon|
In Descent: Journeys in the Dark (Second Edition), 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
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.
Runewars is an epic board game of conquest, adventure, and fantasy empires for two to four players. Runewars pits players against each other in a strategic game of battles and area control, where they must gather resources, raise armies, and lay siege to heavily fortified cities.
Runewars takes place in the same popular fantasy universe as the board games Runebound, Descent: Journeys in the Dark and Rune Age, and dozens of fan-favorite heroes and monsters play their part. The wars for the dragon runes are beginning, and only one faction will emerge victorious.
On Mars is a solo or up to 4 player game where players are Chief Astronauts a part of the private exploration companies that are starting to work towards a self-sustaining colony On Mars. Players want to be a pioneer in developing the biggest, most advanced colony by achieving DOME mission goals as well as their company’s private agenda. This game is played over several rounds and each round comprises of 2 phases:
- The Colonization Phase where players are able to take actions, this of which is determined by what side of the board they are on. Actions that players can choose from include taking blueprints, buying and developing technologies, constructing buildings with their bots, upgrading these buildings and more.
- The Shuttle Phase is where players may travel between the colony and the space station in orbit
Throughout the game, players are trying to complete missions. Once a total of 3 missions has been completed, the game ends. To win the game, a player needs to contribute the most to the development of the first colony on Mars, this of which is represented by players earning Opportunity Points. The player with the most Opportunity Points wins the game.
Imperial 2030 is for 2 to 6 players, and it combines economic calculus and military skills in a unique strategy game without any luck of cards or dice.
The world in 2030. The new great powers China, India and Brazil are in ascendance, threatening the hegemony of the old Imperial powers United States, Russia and Europe. This has sparked a new global race for power and influence. Ultimately, these six states are only puppets in a treacherous game, because their fates are controlled by powerful international investors operating in the background.
Each player takes on the role of such an investor who is on the constant lookout for the maximum return on his investment, and therefore tries to obtain ruthless control of great powers. But control of a state may also slip away – so the cunning investor must always be ready to take advantage of the new conflicts and strategic possibilities of the ever-changing landscape.
Marvel Champions: The Card Game is a cooperative card game for one to four players. In the game, players take on the role of a Marvel hero and their alter-ego. During the game, players work together to defeat an evil villain (controlled by the game).
Marvel Champions: The Card Game is played over a series of rounds. A player phase and a villain phase are included in each round. The players take turns in player order during the player phase.
Every turn, a player plays cards from their hand, attacks enemies, foils the villain’s schemes, and using cards from their ally, support, and upgrade deck. Play moves to the villain phase after all players have taken their turns.
During the villain phase, a threat is placed on the main scheme. The villain activates once per player and either attacks the player or advances his or her scheme.
In addition, the game contains cards that add minions, treacheries, side plots, and attachments to the villain’s forces and to besiege the heroes. As the villain phase ends, the first player token passes to the next player clockwise, and the next round begins.
This pattern continues until either the players or the villain win.
|Marvel Champions The Card Game (Base Game) | Cooperative/ Strategy Card Game for Adults and Teens |...||1,080 Reviews||$79.30 $54.18||Buy on Amazon|
Detective Charlie is a cooperative investigation game. Players take turns moving Detective Charlie with the die and questioning witnesses. Witnesses help clear suspects until only one remains: the culprit! Check your answer by reading the Culprit card hidden in the envelope with the same number as your case. The game continues until only one suspect remains in the police station.
Creating a civilization with a rich history, starting at the beginning of humankind and extending into the future From nothing, advance your science, technology, exploration, and military to advance civilization, either through balanced growth or by focusing on one aspect of it 18 landmark miniatures are included In Tapestry, you start from nothing and advance along any of the four advancement tracks (science, technology, exploration, and military) to earn progressively higher benefits. You can take a balanced approach or focus on one track. In addition, you will improve your income, build your capital city, utilize your asymmetric abilities, earn victory points, and gain tapestry cards telling the story of your civilization.
|Tapestry Board Game - A Civilization Building Stonemaier Game with 18 Painted Landmark Miniatures...||709 Reviews||$99.00 $72.08||Buy on Amazon|
(from GMT’s website:)
Washington’s War is the long awaited re-design of the original card driven game, We the People. Washington’s War, like its predecessor, pits the forces of a world power (England) against its rebellious American colonists as they fight for their independence.
Washington’s War is a true re-design that maintains the deep strategy of We the People while creating a game with a very short playing time (approximately 90 minutes). Unlike most wargames, Washington’s War allows you and your opponent to play twice while switching sides in one sitting. This feature allows for rapid tournament play either face-to-face or on the Internet. Washington’s War is the perfect antidote for a time conscious crowd whose only option up to now have been Eurogames.
Washington’s War features a dice-driven combat system that quickly resolves combat and is very friendly to Internet play. The game also features a new CDG discard mechanic that makes every card in your hand playable by allowing your opponent to buy his discarded events for an operations card. Now, unusual card distributions create challenges and not insurmountable barriers for advancing your strategy.
The biggest design changes between We the People and Washington’s War, besides the aforementioned new game mechanics, is the increased emphasis on the asymmetrical capabilities of the two sides. The British are a conventional army with a dominant naval capability that gives them great strengths in the coastal regions. The Americans are an unconvential force with a small Contintental Army led by George Washington who yearn for French intervention. While the British struggle to expand their influence inland, the Americans struggle to keep their militia forces in the field. In the end it is the side that is better able to play to their strengths and protect their vulnerabilities that prevails in Washington’s War.
Washington’s War was broadly tested on the Internet in a tournament format to ensure clarity of rules under the stresses of competition. What was old is new again…be the man on the white horse and father a new nation, or be a king trying to save his empire during a world war.
* 2 Double-thick Counter Sheets
* MOUNTED 22″x34″ Map
* 110 Event Cards
* 2 6-sided dice
* Rule Book
* Play Book
* 2 Player Aid Cards
DESIGNER: Mark Herman
DEVELOPER: Joel Toppen
ART DIRECTOR: Rodger B. MacGowan
MAP & CARD ART: Mark Simonitch
COUNTER ART: Harold Lieske
Washington’s War is a card-driven game on the American Revolution. It pits the forces of King George III against the American colonists as they fight for their independence. In Washington’s War, you assume the role of either:
The King of Great Britain as he tries to bring his rebellious colonies back into the Empire, while at the same time dealing with a global war against ancient enemies bent on revenge for their losses in the Seven Years War; OR
The Continental Congress as they battle the forces of Britain, while trying to rally their countrymen to the cause of liberty.
Washington’s War is not just a re-tread of my earlier design on the same subject, but a true re-design that is keeping the basic feel while simplifying and speeding up what was already a fast paced game. Washington’s War features a dice-driven combat system that quickly resolves combat and is very friendly to internet play. The game also features a new CDG discard mechanic that enables a player to play a discarded event for the cost of an operations card. Now unusual card distributions create challenges and not insurmountable barriers to push your strategy forward. Washington’s War is being broadly tested on the internet to give players a voice and a source of input prior to publication. What was old is new again…. Be the man on the white horse and forge a nation or save an empire.
Prepare your adventurers for a dungeon crawl in Paper Dungeons, a roll-and-write game aiming to recreate the feel of a dungeon crawler.
You control a classic group of medieval adventurers: warrior, wizard, cleric, and rogue. Each round, you select three of the six dice rolled and use them to raise the level of your characters, create magical items, find healing potions, and explore the dungeon to find treasure. There are also three large monsters in the dungeon, and you can fight them for glory.
Whoever gets the most glory wins.
Winterhaven Woods is an exciting card game that combines drafting and set collection with some light player interaction. Create woodland homes for your critters by collecting sets of trees!
You can earn additional points by hunting critters left exposed in your opponent’s meadows! Consider stealing critters from your opponents’ woods and meadow, adding them to your own, but don’t use too many otherwise you’ll be penalized. Craft your winter woodland to earn bonuses!
At the end of 3 rounds, the player with the highest total score wins!
Winterhaven Woods is a card draft game where players get a hand of cards, take one, and then pass the rest. This continues until all the cards have been selected. Instead of playing each card immediately after drafting it, you place them face down in a pile and then play them all at once.
Following the draft, cards are played in phases based on type. Firstly, everyone plays critters, then steals animals, and then predators.
After 3 rounds of drafting, players add up points and the player with the highest wins.
Traders & Barbarians is distributed as the third major expansion for The Settlers of Catan, although it is actually a compilation of small expansions and variants. It is independent of the Seafarers and Cities & Knights expansions, but can be combined with them.
A Campaign with Five Scenarios
The “Fishermen of Catan” discover how fishing not only enhances the menu, but also opens up new tactical options.
In the second scenario, “The Rivers of Catan,” the rivers prove to be lifelines. You can easily make a fortune building roads and settlements adjacent to rivers.
An oasis has been settled by nomads in the third scenario. The caravans are sent out to barter for wool and grain, since they are short of these resources. Everybody wants to profit from the “Caravans,” but it isn’t that easy to send the caravans to one’s own settlement.
Catan’s wealth is not overlooked. Catan’s coasts are soon attacked by the “Barbarian Attack.” The Catanians must now close ranks and train knights. As the knights prepare for battle, they do so not entirely selflessly, since each barbarian captured is worth half a victory point.
A final scenario is titled “Traders & Barbarians.” It’s time to repair the damage caused by the barbarians. Eventually, Catan’s roads and paths are bustling with baggage trains carrying marble, glass, sand, and tools to the castle, glassworks, and marble quarry. Upon successfully completing a delivery, you will receive a victory point and gold. A few scattered barbarians interrupt the smooth flow of the transports, unfortunately.
|Catan Traders and Barbarians Board Game Expansion | Board Game for Adults and Family | Adventure...||1,054 Reviews||$59.99 $47.99||Buy on Amazon|
Mage Knight Board Game is a solo or up to 4 player cooperative game, putting players in control of one of four powerful Mage Knights as they explore and conquer a corner of the Mage Knight universe under the control of the Atlantean Empire. Combining elements of RPGs, deck-building and traditional board games, the Mage Knight board game captivates the rich history of the Mage Knight universe. Players build their armies, fill their decks with powerful spells and actions, explore caves and dungeons in a mission to conquer powerful cities. This game can also be played in a competitive scenario with opposing players as allies but only one will be able to claim the land as their own!
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Chronicles of Crime is a cooperative game of crime investigation combining an app, a board game, and a touch of VR.
Players can play plenty of different scenarios utilizing the same physical components (board, locations, characters, items).
Players start the app, choose the scenario they want to play, and follow the story. The goal is to catch the murderer in the shortest time possible.
Based on the search scenario selected, each component (locations, characters, items, etc.) has a QR code that activates and triggers the story. Players will get new stories even after the game is released, simply by downloading the app’s updates, without any shipping of new physical components.
The VR experience only requires a mobile phone. Virtual reality glasses (optional buy) allow players to immerse themselves in the game’s universe and search for clues in a virtual world simply by putting them on their nose and holding their mobile device in front of them.
A tutorial and five scenarios come with the game, but you can download more inside the app!
Every session lasts between one and one and a half hours and many scenarios are linked together to tell a much larger story.
The Gathering Storm is the first expansion for Race for the Galaxy and adds new cards, an additional player, goals to compete over, as well as solitaire and drafting rules. It also includes some blank cards for players to make their own cards.
The new cards include four start worlds, three 6-cost developments, two other new developments (and one duplicate development), five military worlds and six non-military worlds (including a replacement gambling world). Goals consist of ‘First Goals’, which reward the first player to achieve an objective with 3 extra VP, and ‘Most Goals’ reward the player with the most developments, military or certain types of worlds. An extra set of player cards and VP chips allows for a 5th player, and a robot template, dice, and chits allows for a solitaire game. Finally drafting rules provide a different way of playing the game for 2 or 3 players.
The Wingspan: European Expansion is the first expansion to Wingspan and incorporates more features to gameplay, increasing the scope of the world to include the regal, beautiful and varied birds of Europe. These birds feature a variety of new abilities and the game includes new bonus cards, designed to be shuffled into the original deck.
|Stonemaier Games: Wingspan European Expansion Board Game||$25.00 $20.99||Buy on Amazon|
Trickerion is a competitive Euro-style strategy game set in a fictional world inspired by the late 19th century urban life and culture, spiced with a pinch of supernatural. Players take on the roles of rival stage illusionists, each with their own strengths and characteristics. They are striving for fortune and fame in a competition hosted by a legendary magician, looking for a successor worthy of the mighty Trickerion Stone, which is fabled to grant supernatural power to its owner. Using worker placement and simultaneous action selection mechanisms, the Illusionists and their teams of helpers — the Engineer, the Assistant, the Manager, and a handful of Apprentices – obtain blueprints and components for increasingly complex magic tricks, expand the team and set up performances by visiting the Downtown, Dark Alley, Market Row and Theater locations on the main game board depicting a late 19th century cityscape. The tricks are stored and prepared on the Magician’s own Workshop game board, while the performances themselves take place at the Theater in the form of a tile placement mini-game with lots of player interaction. The performances yield Fame points and Coins to their owners based on the tricks they consist of. Fame points have multiple uses, but they also serve as a win condition – After turn 7, when the last Performance card is revealed, the game ends and the illusionist with the most Fame points wins. The game offers 48 different Tricks to be learned from the Optical, Spiritual, Mechanical and Escape categories, over 90 character abilities, and 40 Special Assignment cards that influence the actions taken at the various game locations. The base game can be expanded with two optional rule modules to add further strategic depth to the game. The “Dark Alley” expansion included in the base game adds a new location to the game. It also comes with 48 new Special Assignment cards, a new tier of Tricks, and 27 Prophecy tokens that can alter certain game rules turn by turn, giving the game additional variety.
Underwater Cities is a game where players work to build underwater cities, transportation networks and various other facilities. The players take turns playing a card while simultaneously selecting an action. The player gains a benefit if the card matches the color of the chosen action slot. During the game, players will deal with the Production phase, where their undersea network produces points and resources while their people consume food. Additional points are awarded for various accomplishments at the end of the game, and the player with the most points wins.
You make your living by offering new ideas and visions as a startup entrepreneur in the near future. Your finance board’s position and number of financial agents track your financial resources. These agents can be moved within your finance board to generate money, or they can be moved outside the finance board as employees, patents, and syndications. In each turn, you can choose to do two things: syndicate ideas to gain their special abilities, commercialize previously syndicated ideas to startups or solve a problem, hire employees, import idea cards from one Sphere (column) to another, placate outraged activists, and research ideas in order to gain patents and discover new ideas.
In Alien, you and your team of Colonial Marines will head into Hadley’s Hope to find survivors and answers. You’re not alone, though.
To make it out alive, you’ll need to cooperate, keep your cool, and stay frosty. You can play up to nine missions, all taking place in different locations, like Hadley’s Hope terraforming facility or a xenomorph nest.
Aliens also has an exciting campaign mode where you can play four missions connected together so you have to fight xenomorph attacks and keep each other alive until the end. It’s kill or be killed for the last two missions.
Players start with just a pistol. While hordes of Xenomorphs attack, they’ll have to scavenge for weapons and gear. How long will you survive?
In Evolution: CLIMATE, players adapt to the changing climate and food supply in a dynamic ecosystem where predators lurk and the temperature can fluctuate wildly. Hard Shells and Horns can protect your species from carnivores, while Long Necks allow them to reach food that others cannot. A coat of heavy fur will protect your species from the cold, while being nocturnal or burrowing will protect them from the harsh desert sun. Each Evolution: Climate game unfolds in a unique way with over 200,000 ways to adapt your species.
This vivid and realistic depiction of evolution is used in classrooms around the world and has been featured in the scientific journal, Nature: “Evolution features sophisticated biology.”. Various traits can be combined to make different games. Evolution is not just an afterthought; it drives play.
What makes Evolution: Climate fun?
- Great artwork
- Simple and basic rules but a game that is full of depth
- Create and evolve your own species but the climate aspect adds a level of uncertainty that makes this game interesting
|North Star Games Evolution: Climate Stand-Alone Board Game - Every Game Becomes a Different...||1,002 Reviews||$59.99 $53.58||Buy on Amazon|
MARVEL CHAMPIONS LIVING CARD GAME EXPANDER: Not a standalone game. If you want to play this expansion, you’ll need Marvel Champions: The Card Game Core Set.
Team up with Marvel’s biggest villains in Marvel Champions: The Card Game, a cooperative card game. Head into battle with your favorite Marvel hero!
YOU’LL WORK TOGETHER LIKE A TRUE MARVEL HERO: Each villain has their own challenges, attacks and events. You have to balance your hero’s strengths and weaknesses with the heroes your friends are playing as. The world will be saved by teamwork!
VENOM: This 60-card hero pack comes with Venom, his fifteen signature cards, and a prebuilt Justice deck to help players stop the villain. He’s up against…himself in Venom Nemesis! Adaptable hero and impressive arsenal, go in guns blazing.
|Marvel Champions The Card Game Venom HERO PACK | Strategy Card Game for Adults and Teens | Ages 14+...||183 Reviews||$16.49||Buy on Amazon|
“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.
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.
The Isle of Cats is a competitive, medium-weight, card-drafting, polyomino cat-placement board game for 1-4 players (6 with expansions).
In the game, you are citizens of Squalls End on a rescue mission to The Isle of Cats and must rescue as many cats as possible before the evil Lord Vesh arrives. Each cat is represented by a unique tile and belongs to a family, you must find a way to make them all fit on your boat while keeping families together. You will also need to manage resources as you:
Explore the island (by drafting cards)
Study ancient lessons
Each lesson you collect gives you another personal way of scoring points, and 38 unique lessons are available. Complete lessons, fill your boat, and keep cat families together to score points, and the player with the most points after five rounds wins.
THRILLING GAME OF TERROR AND ADVENTURE: Ancient evil is stirring across the globe. You and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. The end draws near! Do you have the courage to prevent global destruction?
SCARY STRATEGY GAME: Defeat foul monsters, travel to Other Worlds and solve obscure mysteries surrounding this unspeakable horror. The effort may drain your sanity and cripple your body, but if you fail, the Ancient One will awaken and rain doom upon the known world.
COOPERATIVE MYSTERY GAME: Brave investigators team up to pit their skills and weapons against the threat of the Ancient One. Together they explore the remote corners of the globe, fight the nightmarish creatures that lurk in the shadows and solve the ancient mysteries of this Eldritch Horror!
HIGHLY VARIABLE: Eldritch Horror is based on the fiction of H.P. Lovecraft and inspired by the classic Arkham Horror board game. With four different Ancient Ones, twelve investigators, numerous monsters, and hundreds of possible encounters, every game provides a unique and epic adventure.
NUMBER OF PLAYERS AND AVERAGE PLAYTIME: The Eldritch Horror Board Game collection of scary games for game night is designed for 1 to 8 players and is suitable for ages 14 and older. Average game time is approximately 2 to 4 hours.
|Eldritch Horror Board Game (Base Game) | Mystery, Strategy, Cooperative Board Game for Adults and...||1,557 Reviews||$59.99 $51.06||Buy on Amazon|
EXIT: The Game is an escape room game for the home. To escape from an imaginary room or environment, players must solve puzzles and crack codes. But time is running out! Can you make it out? With Escape Room in a Box, you can bring the excitement and intensity of an escape room to your living room! You need to work with up to 4 players in order to solve the clues and escape.
Games with unique themes: Each game has a different setting with clues and puzzles integrated into the storyline. One-time use:
Each game can only be played once, because you must mark up, fold, and tear the game materials to crack the codes.
EXIT: Dead Man on the Orient Express
Murder on the Orient Express, reimagined. You’re still on board when a brutal crime occurs. As a team, you must solve the puzzle before the train reaches its destination and the assailant can escape.
In this award-winning game, players take on the roles of Grandes in medieval Spain. The king’s power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights in the form of colored cubes) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.
In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).
A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo – a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king pawn. The one hard and fast rule in El Grande is that nothing may move into or out of the king’s region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards varying from round to round.
The goal is to have a caballero majority in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any cubes you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande (large cube) and in the region containing the king.
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
Trick Shot is a tense, tactical, fast-paced game of ice hockey with cool plastic miniatures and a streamlined rule-set. The game strikes a fine balance between luck and strategy, while still being easy to explain and get to the table.
Use smart positioning, special abilities of your skaters, and press your luck to outplay your opponent and score the most goals.
Whether you are a hardcore hockey fan or a board-gamer looking for a challenging tactical skirmish, we’ve got you covered!
Trick Shot is played over three periods, each period consisting of 10 turns. Whoever scores the most goals by the end of the third period wins.
On your turn, you may keep activating skaters, as long as the same skater is not activated twice in a row or a turnover is triggered by failing a dice roll.
However, after each activation, a die is added to your pool, making each following activation more difficult.
Rolling a Reaction result lets your opponent perform a short move with one of their skaters, limiting the downtime to a minimum.
Double fail results in a penalty and gets your skater off the ice and may cost you control of the puck.
Stamina tokens can be used to mitigate luck by re-rolling failed activations.
-description from designer
Peace reigned in the forest kingdom until now. Guardian spirits live in the statues of the ancestors and watch over the small animals that live under the canopy. A group of wolf warriors armed to the teeth landed on the coast one day. They destroyed the statues and captured the guardian spiritAfter the Spirit of the North appears with his monstrous assistants, the fate of the forest dwellers seems sealed.ed. The only guardian spirit that survived was a small ghost mouse with a magic spinning top.
Ghost Adventure is a cooperative family game that involves guiding a spinning top across several game boards and completing tasks on them. The spinning top must be used to complete a different route for each of the 56 missions. The double-sided boards feature eight different worlds and a variety of objectives to achieve without stopping the spinning top too often.
A world where mechanics and plants mix, two scientists compete to create a flower formula.
Each player builds a pipe network by placing tiles in a common registry.
Develop the most effective network for mecha botanics, plants and science.
Botanik uses fluid mechanics (one action per turn) and a neat exchange system with tiles of different groups/colors.
The game is a cooperative, challenging and deeply immersive experience for 1-4 players.
This game takes place on the Isles of Azuhl – a backwater of the known world and one of the last remaining pockets of civilization.
A formerly enslaved faction is under your leadership – the öerce Khrow, the unbending Duerkhar, the mysterious Druwhn, and the vengeful Mohyar – and lead their uprising against the broken remnants of The Empire. Beware, for beyond the frozen seas lies a far greater threat: Hordes of Chaos on their way to Azuhl driven by an insatiable hunger.
Every Faction collects Victory Points over the course of multiple Chapters. Empire and Chaos also collect VP, and their actions are controlled by the players and the game itself. Move the VP Tracker whenever a faction gains VP. All players must have more VP than The Empire and Chaos at the end of the game.
VP can be gained by defeating the armies of The Empire 4 and Chaos in combat, by building Havens for survivors, or by solving quests. At the end of the
game, if each player has more VP than both Chaos and The Empire, you all win together.
Creature Comforts is a worker placement game and takes about 45 minutes to play.
Creature Comforts is played across multiple rounds and represent months in the game. Different locations on the board provide different benefits (such as gaining resources, Comfort cards, and Improvement tiles).
All players start with a player board – a sweet homey setting – their family workers, dice, cottages (to claim workshops) and a couple of comfort cards.
The village dice and family dice will be used to resolve action at various locations in the board over the course of the 8 seasons (or 6 in a short play). This game offers a little planning, but you still have to roll with the village dice, whose values are always known – each month, the players roll their own two dice, then place their four family animal tokens on the board.
Before sending workers out, each player rolls two private Family dice (to know their own potential). As soon as all workers have been placed, the Village dice are rolled for the month, and turns begin. Assign dice from your unique dice pool to your workers so they can do stuff on your turn.
As soon as the village dice are rolled, you can start looking at how you can use them. In the event that you come up with a result that doesn’t work out for everything, you will be rewarded with a “lessons learned” token that will let you amend a die value on a subsequent turn.
In order to improve your score, you’ll craft useful Improvements and valuable Comforts from the resources you gather. Saved resources (especially Stories) are also worth points.
Before the first snowfall, the family who crafts the coziest Comforts wins!
Best-selling game Unmatched pits unlikely opponents against each other in tactical combat. Three of Marvel’s most tortured heroes fight in Redemption Row. Moon Knight switches between three different identities. In Ghost Rider, Hellfire fuels his power. If you want to get through Luke Cage’s titanium-like skin, you best pack a punch. As with all Unmatched sets, these heroes can face off against fighters from other sets, making it a must-have for experienced players or a good entry point for newcomers.
Two teams play Defence of Procyon III. The ground battle will be led by one player from each team, while the space battle will be led by the other. Ground battles are more push-pull threats and defences, whereas space battles are more tactical combat and multi-pronged positioning exercises.
Victory Points are awarded for certain achievements. After either team reaches 42 Victory Points, the battle reaches its final stage: the team with the most points at the end of the round (or at the end of the 10th round if neither team reaches 42 points) wins the battle for this previously insignificant corner of the galaxy.
As an alternative, if a Scientist dies ten times, the Human team automatically loses the game
Top Secret Co-Op Locate your agents before time runs out! This standalone co-op game takes you and your partner on a top secret mission to a crowded city based on the original party game hit. Your mission? Avoid a band of assassins while contacting 15 agents. You know the agents your partner can reach safely; they know the agents you can reach safely. Your goal is to find all the agents before your turns run out using one-word clues that point to multiple words on the board.
A brilliant 2 player game. You probably know how Codenames works, but this version is only for two players. The players must take turns giving clues to locate an agent. Make a mistake, and you may hook up with an innocent bystander, or worse, an assassin, thereby ending the game.
|Czech Games Codenames: Duet - The Two Player Word Deduction Game||6,787 Reviews||$24.95 $21.10||Buy on Amazon|
Inis is a game deeply rooted in Celtic history and lore in which players win by being elected King of the Island (Inis). Players can try to achieve one of three different victory conditions:
Leadership: Be the leader — i.e., have more clan figures than any other player — of territories containing at least six opponents’ clans.
Land: Have your clans present in at least six different territories.
Religion: Have your clans present in territories that collectively contain at least six sanctuaries.
Over the course of the game, players also earn deeds, typically chanted by bards or engraved by master crafters, that reduce by one the magic total of six for any condition. While one victory condition is enough to claim the title of King, a game of experienced players usually has a tight balance of power, emphasizing the leadership of the capital of the island.
At the start of each round, players draft a hand of four action cards (with 13 action cards for three players and 17 for four players) during the Assembly. Action cards not played at the end of one season are not held for the next. Players also have access to leader cards for the territories that allow it and where they were elected leader during the assembly. Each Assembly reallocates those cards. Finally, they collect “epic tales” cards that depict the deeds of the ancient Irish gods and heroes, like Cuchulainn, the Dagda, Lugh and many others. These will be kept and used to inspire the clans and achieve extraordinary feats…under the right circumstances. The cards provide a variety of actions: adding clans, moving clans, building/exploring, and special actions.
Careful drafting, hand management, bluffing (especially once players understand the importance of passing their turn), good timing, and a precise understanding of the balance of power are the keys to victory. After a discovery game you’ll be ready for a full and epic game, where an undisputed player will be king by the Assembly for his merit and wisdom.
While Inis has “dudes” that are “on a map”, it’s a beginner’s mistake to play this as a battle game because eliminating other clans reduces your chances of scoring a Leadership victory condition. Peace among different clans, with or without a clear territory leader, is the usual outcome of a clan’s movement. Battles will occur, of course, as the Celtic clans can be unruly and a good player will listen to his clan’s people (i.e., his hand of cards). That battle aspect is reflected in the clan’s miniatures representing warriors. Woodsmen, shepherds and traders complete the set of twelve minis for each player; these occupations have no impact on the game, but give it flavor.
7 Wonders: Cities, the second expansion for 7 Wonders, includes optional team rules, adds an 8th player (base game supports 7 players), a new type of card (black, representing the remains of cities), and new cards of old types (two new wonders: Petras and Byzantium, 3 new guild and 6 new leader cards). This expansion is more aggressive, with greatly increased interaction between players, who are still trying to score more points than anyone else.
With the team rules, you can play with up to eight players, with the players divided into teams who sit next to one another so that they can kibitz and choose the cards of most use to them.
The new black cards have a variety of effects, with nine cards being available in each age. Effects include:
The active player gaining gold, with his neighbors also gaining a bit.
Increased military strength in age 1 at a greater cost.
Embassy cards that remove you from the military competition for that age.
Cemetery cards that earn you points at the end of the game while costing opponents gold.
Spy cards that copy symbols from green (science) cards.
A secret warehouse that doubles a resource and a black market that generates a missing resource.
The ability to build cards for free by copying building chains from other players.
The 6 new leader cards can only be played with 7 Wonders: Leaders.
|7 Wonders Cities Board Game EXPANSION - New Edition | Family Board Game | Board Game for Adults and...||150 Reviews||$34.99 $28.99||Buy on Amazon|
|Pandemic Legacy Season 2 Yellow Edition Board Game | Board Game for Adults and Family | Cooperative...||380 Reviews||$89.99 $47.99||Buy on Amazon|
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!
TITANS is a territory control miniatures game for 1-4 players (up to 5 with an expansion).
The game is set in a historical fantasy setting of 17th century Europe.
Endless wars are taking their toll as the people fall into despair. There is no hope for an end, no prospects for a peaceful order. The faith of the people slowly burns out.
Dorment Spirits of the Nations wake up from centuries-long rest, rekindling the hearts of the people and raising ancient warriors called the Titans. People, filled with extraordinary powers, standing hand-by-hand with mighty Titans, fight to reclaim Europe. That war will end it all, and a King of Kings will be chosen.
In Titans players take roles of a king that leads an Army with a mythical Titan into Battle.
There are 4 Nations to choose from, one of the European empires of that time – Polish-Lithuanian Commonwealth, Russia, Sweden, and the Ottoman Empire.
ORDER CARD MECHANICS:
The game revolves around a unique, yet simple Order Card Mechanics.
Players will use a shared deck of Order Cards that will allow them to recruit Units, awake the Nation’s Power and move their Armies across the Game Board.
Players draw a specific number of Order Cards and place them face-up for all players to see. Players also see the upcoming Order Cards so they can plan their long=term strategy.
In his turn, the active player chooses 1 of the available Order Cards and uses it’s available Actions. Players will try to gain strategic positions, move their front line and attack their opponents where they are the weakest. The next player uses the same Pool of Order Cards so the active player may try to anticipate opponents movement and use that to their advantage.
When there is only 1 Order Card available it’s discarded, the “upcoming Order Cards” become the available pool and new Order Cards are drawn.
That allows for dynamic gameplay with a lot of planning, both tactical and strategical.
GOAL OF THE GAME:
The game is divided into Rounds and the Round ends after the Order Deck is empty. After each Round players collect Victory Points for the Regions they control, so players constantly want to expand their domain. Winning Battles also bring players Victory Points so deciding when, where and how to attack is crucial as well. The player with the most Victory Points at the end of the game is the winner.
Each of the 4 Nations has different starting abilities and a dedicated Deck of Army Cards that player may purchase during the game. Each Titan also has its own special ability that goes on top of the strength he brings into the Battle.
Nations are well balanced and start the game with some small differences, but as the game progresses each player decides how to expand the Nation by choosing the Army Cards, making it unique among all others.
In Battles, players will try to get more strength than their opponent. There are 3 factors contributing to the Battle Strength:
1) Battle Dice
Each type of Unit has a special type of Dice assigned to them. Dice add exciting randomness, but the range of results on each dice allows players to plan and prepare for the possible outcomes. There is also a simple re-roll mechanics, so the Dice should satisfy gamers that both love and avoid Dice in wargames.
2) Support Cards are held in hand by players. They allow gaining additional Strenght or Moving a new Unit to the Battle. Most of the cards can be combined to create powerful combos, but each card has a specific requirement to be played. So making those combos depends on the Units involved in that particular Battle.
3) Army Cards, that are kept face-up in front of each player. They work in specific situations, so – for most of the time – players will be fully aware of their possible impact on the Battle. But it depends on their decision to use them or keep them for one of the upcoming Battles.
Battles in “Titans” require from the player managing their hand of Support Cards, utilizing their Army Cards and – most importantly – efficiently maneuvering their Units and the Titan.
ADDITIONAL GAME MODES:
As the game is being developed, there are high possibilities for Solo Mode, historical, asymmetrical scenarios, Secret Mission Cards, etc.
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—description from the designer
In Loco Momo, you can explore the forest and find other animal friends to compose the best “groupie” photo. It uses different animals’ unique movement patterns.
On your turn,
1. Choose an animal from the game board
2. Move it according to the animal’s movement rules
3. Add all animals of the chosen type to your player board
4. Assign their seats
5. Complete the game board and end your turn
You will have a bunch of cute animals in your frame after six rounds. The most memorable picture wins!
Start buying and shorting stocks in your power suit, pajamas, or prison jumper in Bear Raid. You are trying to make as much money as you can, like every successful trader.
During the action phase of the game, players will buy and short stocks. The effects of news headlines will be determined by event cards.
By manipulating 42 dice, you can influence the stock market, hopefully bending the stock prices your way.
The winner is the one with the most money!
Three to four players explore and settle the unknown universe in CATAN – Starfarers.
Upgrade your mothership with boosters, freight pods, and cannons. Defend against space pirates, transport goods, and fly faster!
|CATAN Starfarers Board Game 2nd Ed. (Base Game) | Family Board Game for Adults and Kids | Adventure...||$99.00 $73.50||Buy on Amazon|
Pandemic is a cooperative strategy game. There is an outbreak of 4 diseases across the globe. Players are part of a disease-fighting team who travel across the globe to find a cure as well as keep the disease outbreak at bay. Each player is assigned individual strengths and players work as a team and race against the clock to find a cure The goal for the team is to find a cure for all 4 diseases. In order to find a cure, the team has to move between cities to: build research stations manage the spread of disease by: removing diseases from cities During the course of finding a cure, EPIDEMICs and OUTBREAKs may occur which increase the rate at which cities are infected with the disease. If the infection is too widespread, the team loses.
|Pandemic Board Game (Base Game) | Family Board Game | Board Game for Adults and Family | Cooperative...||12,669 Reviews||$39.99 $35.99||Buy on Amazon|
Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins…
Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.
The core mechanism of Imperial Settlers is based on concepts from the author’s card game 51st State.
Hallertau is a board game set around 1850 – the time that made the Hallertau region what it is today. Hallertau is the biggest hops producing area in Germany and in this game, players assume the role of a chief of a small village in the Hallertau region where they need to provide local craftsmen with the goods they require by cultivating crops, breeding sheep and strategically playing cards. The winner is the player with the best developed village.
In Unsettled, there are a series of planet packs that offer unique twists and variations on the core system.
Each planet is a different version of the game. There is no overarching narrative. Each play is a separate experience that can be played repeatedly. In time, you will begin to see each play as a stop on your long, strange journey home.
There are two parts to the Unsettled game system: the main framework and planet boxes. In the framework are all the non-planet-specific components that will be used in each play. A planet box contains all the characteristics specific to that planet. Essentially, the framework acts as a game system; the planet boxes are cartridges that you plug into the system.
In the game Feed the Kraken, each player takes on the role of a Sailor, Priate or Cult Leader, and plots the course of the ship towards their faction’s destination using all available means.
Whenever the ship turns, it will sail in one of three directions – but which one will it be?
Players will take turns playing the role of captain, lieutenant, or navigator. Each will have the opportunity to influence the ship’s course. In the game, players can carry out cabin searches, witness ruthless mutinies, silence threatening adversaries, and even sacrifices to the ancient Kraken God.
In this doomed adventure, all players will have to use their deduction skills to determine who to trust.
This competitive fantasy game takes place in the hectic universe of Nova Aetas in Italy, and is designed for 1-4 players.
Players aspire to become the new Great Magister of the Black Rose Order, gaining the mighty power of the Black Rose Artifact and the Forgotten Magic.
A mage can choose from six schools of magic, each with its own strategy to annihilate their enemies. An arena of hexagonal Room tiles pits mages against each other. With their enchantments, they summon powerful creatures and cast destructive spells.
Ready to fight and become the new Great Magister?
A more perceptive understanding of combined-arms warfare and the effective use of defensive terrain can be found in Men of Iron, the game that started it all.
These scenarios highlight the key element that made these battles so fascinating: the defensive power of the longbow. The Battle of Agincourt describes Henry V’s famous victory.
Christian and Muslim battles were fought throughout the early Crusades period in Men of Iron: Infidel, the second volume in the series. In this period, cavalry reigned supreme and European mounted, armored men-at-arms faced off against Eastern European/Turkish light cavalry tactics – relying on the effectiveness of their mounted archers.
Blood & Roses is about the battles of the Wars of the Roses in England between 1455 and 1487. Men were heavily and totally armored during this period of warfare, so much so that their mobility was compromised. Additionally, gunpowder was introduced – mostly in the form of field artillery – in noticeable quantities. Even though many English men-at-arms rode horses, they did so almost exclusively as a means of transportation. Almost all of the fighting took place on foot … and it was quite vicious.
Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.
Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you’ll modify both your income and your reputation. As your income increases, you’ll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high-rise office building. As your reputation increases, you’ll gain more and more population — and the player with the largest population at the end of the game wins.
During each game, players compete for several unique goals that offer an additional population boost — and the buildings available in each game vary, so you’ll never play the same game twice!
The second edition of Suburbia features updated artwork, larger tiles than in the original game, a dual-sided scoreboard, GameTrayz storage organizers, and more!
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.
Welcome to Arle
In Fields of Arle, created by Uwe Rosenberg, one to two players live as farmers in the small and peaceful town of Arle in East Frisia. The flax grown in the land surrounding the village makes it a profitable place to work and live. Fields of Arle takes players through four and a half years of this era of prosperity, with different opportunities available as the seasons change. Farm the land to capitalize on the demand for flax, or find other ways to make the most of the small town’s prosperity.
Work the Land
Whether you delve into flax farming or leverage other areas of expertise, always make sure that you have the land to build up your village. Construct dikes to keep the waters at bay and expand your fields. Dry out bogs to harvest peat and then clear the land for cultivation. Create more fields for your livestock, buildings, or future crops; after that, you can decide whether to house animals or cultivate a forest for timber. Perhaps you’d like to take up some flax farming for yourself, or diversify and try out a little bit of everything.
Tools of the Trade
At the outset of each half year, you’ll choose how you’d like to spend that time working. There are many ways to build your fortune. Use the Master space to increase the tools at your disposal, focus on the Cattle Trainer to make the most of your livestock, or build up your fleet of vehicles and ship out goods. Taking stock of your progress differs depending on the season. You may milk your existing livestock or care for a bunch of newborn animals. You could harvest your flax in the fall, and sheer your sheep in spring. At the end of each half year, you’ll need to take stock of your progress by unloading your vehicles and feeding your family and animals, so keep an eye on the season and do your best to keep the farm growing and everyone well fed!
Travel and Prosper
Once you’ve made headway in clearing fields and stocking up goods, it’s time to make your products available to potential buyers. The more vehicles you have, the more goods you can ship. Send things into the wide world to increase your Travel Experience and grant you points over the course of the four and a half years of the game. Build up your farm and your vehicles and get your goods out into the world to make the most of every season. There are many roads to success in Fields of Arle, so pick your path, work the land, and enjoy the friendly competition as you strive to make your fortune!
A unique gaming experience is provided by Battlestar Galactica: The Board Game. Unlike most games where players win individually, Battlestar Galactica is a team game, which is further complicated by the fact that which players are on which teams remains a secret. During the game, each player is secretly assigned a team. Both the humans and the Cylons have a specific objective. The humans are trying to find the map to Earth, while the Cylon players merely wish to annihilate the human race. In order to lead their team to victory, players have to figure out who they can trust.
1303. England loses the war, but Guyenne is still theirs. Caylus Castle, located close to the border, needs to be reinforced and modernized. Your job as a master builder is to supply workers, materials, and food to the construction site.
Create buildings, hire powerful characters, and manage your workers to become Caylus’ most prestigious builder
Silicon Saga: Wreck of the Andromeda is a sci-fi dungeon crawl/exploration game set aboard the floating wreck of a space research station. Players take on the roles of members of a crew of space marauders looking to strip the station of valuable resources. Unfortunately, the station is not quite as abandoned as they had hoped. They will be faced with lurking dangers and struggling survivors. The goal of the game is to collect a determined amount of silicon from the ship and return to the hanger with the silicon before the game ends. There are variable play modes which allow players to compete against each other or to play cooperatively.
The game is played on square tiles with players drawing and placing tiles as they explore the ship. Players move and interact by playing cards. The game is broken into rounds with each player drawing a number of cards and performing a number of action during the round. Players take turns, performing actions one at a time. They have a chance to add new cards to their deck or hand each round or to gain additional actions.
While exploring the Andromeda, players will find resources such as crafting components, ammo, food and their true goal, silicon. They may also find survivors, dangerous threats or face random events. Interaction with survivors or threats are handled through a chit-pull system. Each player has a bag and a set of different markers, each with a different effect. Throughout the game, the cards they play will have them add markers to their bag to form a pool. When interacting with entities, they can play cards that let them draw markers from the pool in an attempt to cause different effects. Players may face hostile encounters or peaceful encounters. Each marker type has a different effect depending on the type of encounter.
In addition to interacting with entities encountered onboard, players can interact with one another. They can steal from or sabotage other players to take or force them drop any carried silicon.
Silicon Saga can be played by a group or by a single player. For solo play, the game can be played using the base game mode. The rules will also include additional solo player challenges.
Nottingham, England is suffering under the oppressive rule of the corrupt Prince John and his henchmen in 1193. With this cooperative family board game, players assume the roles of Robin Hood and his Merry Men as they battle the wicked rulers throughout the city and Sherwood Forest.
The game was designed and illustrated by Michael Menzel, the creator of the Legends of Andor series, and includes both a beautifully illustrated gameboard that changes through the course of the game and a 216-page hardcover storybook that narrates the story.
A unique gameplay mechanic allows you to move your character figures freely around the gameboard; you do not need to follow a set course. During play, the gameboard has interactive panels that can be flipped over to reveal hidden characters and new gameplay elements. You speak to various characters in these panels as your quest progresses. The quickstart game in the rulebook gets you started right away. Take up your bow and arrow and join the fight for justice and equity!
It’s similar to “legacy” style games like Pandemic Legacy because the rules change and the story develops over the course of several sessions, however you never open new boxes of parts, put stickers on the board, or tear up a card.
In other ways, it is similar to role-playing games because players can freely travel across the map and investigate anything they are interested in… though there is also a very real time pressure to complete certain tasks for each chapter.
Austria in the early 1900s: Austrian neurologist Sigmund Freud established a revolutionary set of theories and therapeutic techniques called psychoanalysis, which are related to the study of the unconscious mind.
During the autumn of 1902, a group of followers who were interested in Freud’s work met at his apartment every Wednesday afternoon to discuss psychology and neuropathology. The Wednesday Psychological Society began the worldwide movement of psychoanalysis. The Wednesday group was reorganized in 1908 as the Vienna Psychoanalytic Society, with Freud as its president, reflecting its growing institutional status.
In Unconscious Mind, a game that blends worker placement, engine building, multi-use cards, and action programming, your goal is to master therapeutic techniques, establish a practice, and grow your clientele. In exploring your patients’ dreams – their unconscious minds – you can help them recover from complexes and traumas. As a result, they will live happier, more productive lives.
Each turn, you use all of the therapeutic technique cards in a row of your notebook, which are marked by your ink-pots. You then send a figure to one of the many action spaces in Vienna – spending time and moving your ink pot to pay the costs, which determines which row of your notebook will be activated at the start of your next turn. As the game progresses, your office will receive numerous visits from citizens of Vienna. Once they have been healed, they can happily resume their occupations, which opens up more opportunities for players to use action spaces in Vienna. Along the way, you can compile your knowledge and submit a thesis for additional rewards. After several rounds, scores are tallied, and the player with the most points wins!
Mansions of Madness is a cooperative horror game inspired by the writings of H. P. Lovecraft. A mystery is unraveled by one to five players during each game. With a companion app that integrates seamlessly with the game, players must work together to overcome challenges.
The game Mansions of Madness is cooperative. Every player is on the same team and wins or loses together. To solve the mystery, the investigators must explore the map and piece together evidence and clues from the scenario. Furthermore, investigators need to befriend non-player characters, fend off horrible creatures, and solve puzzles along the way.
|Mansions of Madness 2nd Edition Board Game (BASE GAME) | Horror Game | Mystery Board Game for Teens...||2,394 Reviews||$109.99 $72.15||Buy on Amazon|
The king, mesmerised by the interior beauty of the Alhambra, immediately orders his palace in Portugal to be decorated with similar wall tiles.
In Azul, players compete and use different wall tiles to artfully embellish the Royal Palace of Evora walls for the king.
In the game, you will set up a factory of tiles and each player will have a player board that tracks their tile patterns as well as tiled walls.
The game is played over multiple rounds.
Each round involves the following:
- Players taking turns to pick tiles from the factory or the centre and attempt to complete patterns on their board
- Once the patterns are completed, players attempt to move them to their walls. Once a tile is placed on the wall, points are scored. There are also situations where players lose points for tiles that are not used.
The game ends when at least one player has completed a horizontal line of 5 consecutive tiles on their wall.
Players tabulate their scores and the person with the highest score wins.
|Azul-Board Game Strategy-Board Game Mosaic-Tile Placement Game Family-Board Game for Adults and Kids...||12,652 Reviews||$39.99 $31.99||Buy on Amazon|
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.
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. To do so, players need to assemble a crew, collect provisions, and journey north to plunder gold, iron and livestock. Glory can be found in battle, even at the hands of the Valkyrie, so gather your warriors because it’s raiding season!
To impress the Chieftain, you need victory points (VPs), with those being acquired primarily by raiding settlements, taking plunder, and making offerings to the Chieftain. How you use your plunder is also vital to your success. Players take turns in clockwise order, and on a turn you place a worker and resolve its action, then pick up a different worker and resolve its action. Broadly speaking, those actions fall in one of two categories:
Work: Having a good crew and enough provisions are vital to successful raiding, so before making any raids, players need to do some work to prepare their crew and collect supplies. This is all done in the village at the bottom of the game board, with eight buildings offering various actions. You must first place your worker in an available building where no other worker is present, then pick up a different worker from a different building.
Raid: Once players have hired enough crew and collected provisions, you may choose to raid on your turn. To raid a settlement — whether a harbor, outpost, monastery or fortress — you need to meet three requirements: Having a large enough crew, having enough provisions (along with gold for monasteries and fortresses, and having a worker of the right color. Raiding offers various ways of scoring, such as military strength, plunder, and Valkyries, which is how grey and white workers enter the game.
The game ends when only one fortress raid remains, all Valkyrie have been removed, or all offerings have been made, then players tally their scores.
Pandemic: On the Brink includes new event cards, new role cards, rules for five players, and optional game challenges to increase the difficulty of the Pandemic base game. These new challenges, which can be used individually or combined for even more difficult play, are as follows:
The Virulent Strain challenge makes one disease become particularly deadly in unpredictable ways.
The Mutation challenge adds a fifth (purple) disease that behaves differently than the original four.
The Bio-Terrorist challenge pits one player against the others!
Part of the Pandemic series.
Paladins of the West Kingdom is set at a turbulent time of West Francia’s story, circa 900 AD. Despite recent efforts to develop the city, outlying townships are still under threat from outsiders. Saracens scout the borders, while Vikings plunder wealth and livestock. Even the Byzantines from the east have shown their darker side. As noble men and women, players must gather workers from the city to defend against enemies, build fortifications and spread faith throughout the land. Fortunately you are not alone. In his great wisdom, the King has sent his finest knights to help aid in our efforts. So ready the horses and sharpen the swords. The Paladins are approaching. The aim of Paladins of the West Kingdom is to be the player with the most victory points (VP) at game’s end. Points are gained by building outposts and fortifications, commissioning monks and confronting outsiders. Each round, players will enlist the help of a specific Paladin and gather workers to carry out tasks. As the game progresses, players will slowly increase their faith, strength and influence. Not only will these affect their final score, but they will also determine the significance of their actions. The game is concluded at the end of the seventh round.
|Paladins of The West Kingdom Strategy Board Game, 1-4 Players, Ages 12 and Up, 90-120 Min Play Time,...||573 Reviews||$60.00 $39.68||Buy on Amazon|
Steam-belching iron horses roar across the wild plains! Age of Steam relives the era when pioneering U.S. railroads built the tracks that transformed America’s economy. The cut-throat action is centered on the industrial powerhouses of the growing nation: Pittsburgh, Cincinnati, Chicago, and beyond.
Challenges that await you:
Can you finance both the most extensive track network and the most powerful locomotives?
Which routes will give the best returns on their costs?
Can you beat the opposition to the most lucrative shipments?
Will you make enough money to pay your aggressive creditors?
Competition is brutal, with the game usually going to the player who plans most carefully.
Each self-contained phase in the game keeps players constantly involved in making vital decisions and interacting with other players. Age of Steam also allows towns to be developed into cities, ensuring that no two games are exactly the same.
In Detective: A Modern Crime Board Game you are going to solve FIVE different cases and find out what connects them, you are going to BREAK THE 4th WALL by using every resource you can, you are going to browse the game’s DEDICATED DATABASE simulating your agency’s resources, you will enter a city maze of old mysteries and fresh CRIME, and you will be able to COOPERATE with other agents or solve the mystery on your own.
Take the job of a real detective in a modern setting! In Detective: A Modern Crime Board Game, 1-5 players take on the role of investigators, solving mysterious crimes while working as an Antares National Investigation Agency team members.
This board game tell rich stories – stories you will participate in. Let’s hope that you will be able to deduce the end, before there is another crime… The game will challenge you with five different cases, that have to be played in order. Seemingly unconnected at first, they will unveil an immersive meta-plot based on facts and fiction alike.
Detective: A Modern Crime Board Game brings classic, card-based, puzzle-solving gameplay into the 21st century with the introduction of online elements. You will gain access to the online Antares database that contains data about suspects, witnesses, and documentation from arrests and trials related to your case. Use every tool at your disposal to solve these crimes – consult the Internet, check the facts and constantly discover new clues.
You are not playing a detective; you ARE a detective! In 2020 Game of the Year special edition of Detective: A Modern Crime Board Game was published. Thanks to the overwhelmingly great response for the game and a worldwide success Portal Games was able to improve the basic game and add an additional component to the box. The new edition includes a set of 30 photos of character portraits, which the players can use during their investigation to make a mind map. The pictures show the suspects met throughout the game, and bring an amazing immersion to the gameplay. The set was previously available for purchase only as an additional promo item at the Portal Games store and during conventions. With the Game of the Year edition of Detective, now all players will be able to enjoy this great tool.
In Lords of Hellas, you control an asymmetric hero, developed by increasing his 3 basic statistics and gathering artifacts.
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.
Players can win in various ways: by controlling area, temples, or slaying monsters that are wandering through the map and interfere in various ways.
Civilization / Territory Building Game For 1-4 Players, Ages 12+ Playing time 60-90 Minutes.
In The Manhattan Project: Energy Empire, players are a world leader making pivotal decisions to guide their nation to prosperity. In the game, players build power plants, generate energy, and use resources to build their industries, commerce, and governments while minimising their environmental impact. Whilst all nations will prosper, only one will rise to become the Energy Empire!
The universe is on the verge of extinction. This has been its primary function since its inception. In the vast black tapestry of space, the stars have burned into cosmic dust. Only a few star systems are capable of supporting biological life.
You represent a federation of alien species that have escaped collapsed stellar systems aboard planetary Arks of Salvation. In an apocalyptic universe, hope must be re-established. Establish a synthetic self-contained ecosystem in a shell-shaped space colony that exists as a shell atop a dying star to provide for a civilization adrift in a dying universe. As you journey through the cosmos, you’ll use the hydrogen you harvest from the collapsing stars.
In order to sustain life, your federation needs botanical oxygen sources, water, life forms, and artifacts. As soon as you establish your colony, you will need to satisfy the desires of the leading factions in your federation to avoid a civil war and to maintain unity after the last star has collapsed.
‘Dominant Species: Marine’ abstractly recreates a small part of ancient history: the end of an ice age and what that entails for the creatures trying to adapt.
Players take on the roles of four major aquatic animal classes – reptiles, fish, cephalopods, and crustaceans. Everybody starts the game in a state of natural balance. This won’t last: It’s survival of the fittest.
You’ll be placing action pawns in as many different habitats as possible in order to claim powerful effects. You’ll also need to propagate your species to earn victory points. You’ll get help with speciation, migration, and adaptation, among other things.
This leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player with the most victory points will have their animal crowned the Dominant Species.
There’s a big asteroid coming this way, so somebody better get in there fast…
Throughout the game, large hexagonal tiles are used to create an ever-expanding interpretation of the main ocean as it might have appeared millions of years ago. As the game progresses, hydrothermal vent tiles will be placed on top of some of the larger tiles, converting them into Vents.
Action pawns determine the outcome. Each pawn represents one of the various actions that can be taken, such as speciation, environmental change, migration or evolution. Placing a pawn on the action display will immediately initiate that particular action for its owner. There is a new “special” pawn that can be acquired during play in “Dominant Species: Marine.”. Special pawns have enhanced placement capabilities over the “basic” pawns that each player starts with.
Generally, players will aim to enhance their own animal’s survivability while hindering that of their opponents-hopefully collecting victory points along the way. These various cards will aid players in their efforts, giving them one-time abilities, ongoing benefits, or opportunities for recurring VP gains.
Throughout the game, species cubes will be added to, moved about, and removed from the tiles in play (“Earth”). Earth and animals will have element disks added and removed.
The players will conduct a final scoring of each tile and score their controlled special pawns-after which the player controlling the animal with the highest VP total will win the game.
The battle of Sekigahara, fought in 1600 at a crossroads in Japan, unified that nation under the Tokugawa family for more than 250 years.
Sekigahara allows you to re-contest that war as Ishida Mitsunari, defender of a child heir, or Tokugawa Ieyasu, Japan’s most powerful daimyo (feudal lord).
The campaign lasted only 7 weeks, during which each side improvised an army and a strategy with what forces their allies could provide. Each leader harbored deep doubts as to the loyalty of his units – for good reason. Several daimyo refused to fight; some even turned sides in the midst of battle.
To conquer Japan you must do more than field an army – you must be sure it will follow you into combat. Cultivate the loyalty of your allies and deploy them only when you are confident of their allegiance. Win a battle by gaining a defection from the ranks of your opponent.
Sekigahara is replete with unusual mechanics:
No dice are used
Cards represent loyalty and motivation. Without a matching card, an army will not enter battle.
Allegiance is represented by hand size, which fluctuates each turn.
Battles are a series of deployments, from hidden unit stacks, based on hidden loyalty factors. Loyalty Challenge cards create potential defection events.
Sekigahara is a 3-hour block game based on the Japanese campaign waged in 1600. The 7-week war, fought along Japan’s two major highways and in scattered sieges and backcountry skirmishes, elevated Tokugawa Ieyasu to Shogun and unified Japan for 265 years.
Sekigahara is designed to offer an historically authentic experience within an intuitive game mechanic that can be played in one sitting. Great effort has been taken to preserve a clean game mechanism. (Despite a healthy amount of historical detail, the ruleset is a brief 6 pages.) Chance takes the form of uncertainty and not luck.
No dice are used; combat is decided with cards. Blocks = armies and cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don’t fight. Battles resolve quickly, but with suspense, tactical participation, and a wide range of possible outcomes.
Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds. Certain events deplete legitimacy, like force marches and lost battles. Recruitment, meanwhile, is a function of a daimyo’s control over key production areas. Objectives (enemy units, castles, resources) exist all over the map.
The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way the game feels like the actual campaign.
Blocks are large and stackable. Every unit on the board is visible at once, and the strategic situation is comprehensible at a glance. Components use authentic clan designations and colors, and have a Japanese feel.
True to history, the objectives (castles and economic centers) and forces (armies of allied daimyo) are dispersed. Support for one front means neglect for another. The player is pulled between competing priorities. Each side wonders where his opponent wants to fight, and where he is unready. There is a great deal of bluff in the game.
Each player must rally the several daimyo of his coalition, managing the morale and motivation of each clan. The forces are dispersed, and while there are reasons to unify them, the objectives are also dispersed, and the timeframe compact, so skirmishing will occur all over the island.
TIME SCALE 1 week per 2-player turns
MAP SCALE Point to point
UNIT SCALE One block = 5000 soldiers
NUMBER OF PLAYERS 2
119 wooden pieces
1 and 1/2 sticker sheets
Two player aid cards
DESIGNER: Matthew Calkins
MAP, CARD, & BLOCK ART: Mark Mahaffey
(source: GMT website)
Description from the publisher:
Sword & Sorcery is an epic-fantasy cooperative board game in which 1-5 players fight together against the forces of evil, which are controlled by the game system itself.
Each player controls one or more heroes – legendary characters brought back to life by powerful sorcery. Weakened by the resurrection, they grow stronger during their story-driven quests. By acquiring soul points during battles, the heroes’ souls regenerate, restoring their legendary status with multiple powers, magic and soul weapons, and powerful artifacts.
Designed by Gremlin Project (the same team who created Galaxy Defenders), the game system in Sword & Sorcery represents the perfect evolution of its forerunner. Gameplay is faster and dynamic, thanks to an innovative area movement and area control system, with new features never seen before in a game of this category.
Key features of Galaxy Defenders are also preserved in Sword & Sorcery, such as the advanced AI system for monsters, a high degree of character customization, and the multiple tactical options during battles. Sword & Sorcery packs, in a top-quality board game format, all the excitement of the best MMORPGs and action RPGs, to provide the ultimate heroic fantasy board game adventure.
This base game contains ACT I of III.
Think about seeing a real alien in your backyard. Imagine describing it to a police sketch artist. MonsDRAWsity is a frantic drawing party game where you’re expected to do that.
“The Witness” has twenty seconds to examine a picture of a bizarre-looking creature, after which he or she must describe it to the other players, “the Sketch Artists”. The witness awards points to the artist who most closely matches the monster seen by the witness!
In 1943, something moves in the darkness. Sniper Elite: The Board Game is a 1-4 player stealth action board game of pushing your luck and predicting your opponents.
Up to three players control German soldiers defending their base while hunting down allied sniper Karl Fairburne.
While stalking through the shadows towards your objectives, you will track your movements on a secret hidden board as you keep Karl’s location secret. When outnumbered but not outgunned, you must manage your timing carefully, as each shot and objective you complete tells the enemy more about your position.
To outwit the sniper, the defenders must combine tactical planning with careful insight, using miniatures to block paths, guard vulnerable areas, and move in for the kill while tracking the sniper’s movements.
There are also solo rules designed by Dávid Turczi and Noralie Lubbers that put you in control of the sniper while your enemies are controlled by an AI deck. Put your wits to the test and see if you can claim a priceless victory for the Allies.
Orcs, Trolls, and Elfar pose a threat to the Dwarves. To defeat evil, they must coordinate their actions. With the cooperative game for 2 to 6 players aged 10 and up based on the series of novels by Markus Heitz, players are thrown into various scenarios, where they have to spend their action points wisely to gather equipment, fill out missions, use their special abilities, travel the country and battle against the ever-advancing threat.
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.
Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.
From the back of the box: “All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you’d wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers.
One day, all the rivers will be yours.”
Part of the Dominion series.
This game is inspired by the Portuguese Age of Discoveries in the 15th-16th century. Players take actions such as contracting men, acquiring ships and buildings, sailing the seas, establishing colonies in discovered lands, trading goods on the market, and getting privileges.
Each player starts with only two ships and three workers and tries to expand his wealth.
There are several undiscovered lands that allow players, once discovered, to found some colonies there. Colonies exist in different places where sugar, gold and spices are available and can be sold to the market to make some money. Money is used to build ships, erect buildings such as factories, shipyards and churches, and to get workers. Workers are necessary to found colonies or to acquire buildings and privileges, which exist in five categories and therefore encourage players to follow different strategies competing with each other.
At the end of the game the player who is most successful in combining his privileges with his achievements (colonies, factories, discoveries, shipyards, and churches) is the winner.
In Die Macher, seven regional elections in Germany take place sequentially. Players are in charge of national political parties, and must manage limited resources to win. Those with the most victory points at the end of the game win. Victory points can be earned in four different ways. In each region election, your party can get one to eighty victory points, depending on how well it does. A party that wins a regional election and has influence in the media will receive media-control victory points. The membership of each national party will increase as the game progresses, and this will give some victory points to each party. Lastly, parties score some victory points if their platform aligns with national opinions.
Shadows of Brimstone: City of the Ancients is a fast-paced, fully cooperative, dungeon-crawl board game set in the Old West, with a heavy dose of unspeakable horror! Players create characters, taking on the role of a classic Western Hero Archetype, such as the Law Man, Gunslinger, or Saloon Girl. Forming an adventuring posse, the Heroes venture down into the dark mines, overrun with all manner of ancient demons and foul creatures from another world. With tactical gameplay, lots of dice, and a robust card-driven exploration system, no two games are ever the same as the heroes explore the mines finding new enemies to fight, new loot to collect, and new dangers to overcome. Players can even find portals to other worlds, stepping through to continue their adventures on the other side!
An exciting campaign system allows the players to visit local frontier towns between adventures, spending their hard-earned loot and building their characters from game to game! As players find fantastic gear and artifacts to equip their heroes, they also gain experience from their adventures. This experience is used to level up, guiding the hero’s path through an expansive, class-specific upgrade tree of new skills and abilities, allowing each player to develop their hero to fit their own play style.
In City of the Ancients, players will encounter portals to the otherworld on the Plains of Targa, finding an ancient frozen city whose living inhabitants are nowhere to be found. Instead, great mechanical keepers wander the city going about their duties – until interrupted by the arrival of the players’ characters!
So load up yer’ six shooter, throw on yer’ hat and poncho, and gather the posse as the darkness is coming, and all hell’s about to break loose…in the Shadows of Brimstone!
Can be used together with Shadows of Brimstone: Swamps of Death to raise the maximum players to 6.
Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant is a singularly unique trading and negotiation game for 4-9 players. Over the course of the game, each race must trade and negotiate with the rest to acquire the resource cubes necessary to fund their economy and allow it to produce goods for the next turn. Scheming, dealing, and mutually beneficial agreements are key to success. While technically a competitive game, Sidereal Confluence has a cooperative feel during the trading phase as no race has the ability to thrive on its own. Trade well, and you’ll develop technologies and colonize planets to form a civilization that is the envy of the galaxy.
Each player chooses one of the nine unique and asymmetrical alien races that have come together to form a trade federation in their quadrant. Each race has its own deck of cards representing all the existing and future technologies it might research. Some races also have other cards related to unique features of their culture. These cards represent portions of the culture’s economy and require spending some number of cubes to use, resulting in an output of more cubes, ships, and possibly victory points. Since each culture’s outputs rarely match their inputs, players need to trade goods with one another to run their converters to create the resources they truly need to run their society most efficiently and have an effective economy. Almost everything is negotiable, including colonies, ships, and all kinds of resources.
Each game round contains an open trading phase in which all players can negotiate and execute deals for cubes, ships, colonies, even the temporary use of technologies! Players with enough resources can also research technologies, upgrade colonies, and spend resources on their race’s special cards during this phase. Once complete, all players simultaneously run their economies, spending resources to gain more resources. The Confluence follows, starting with players sharing newly researched technologies with all other races and following with bidding to acquire new colonies and research teams. Researching a new technology grants many victory points for the prestige of helping galactic society advance. When one race builds a new technology, it is shared with everyone else. Technologies can be upgraded when combined with other technologies.
The ultimate goal is victory points, which are acquired by researching technologies, using your economy to convert resources to goods, and converting your leftover goods into points at the end of the game.
The game is almost all simultaneous play.
Sidereal Confluence: Remastered Edition features the same gameplay as the first edition of the game from 2017, but features an updated card layout, a teaching guide, and an improved rulebook for easy set-up and learning with more visual examples and clear key terms.
Autumn is not the best time to climb up on a scaffold in Moscow, but it is still far better than doing so in the winter. Tsar Ivan wants to see results and our team will prove to him that we are the best builders in the city. We are sure to finish off those decorative arches with the brightest shining stones and ensure our place on the list of the government’s trusted workers.
Sheila Santos and Israel Cendrero make up the game designing duo known as Llama Dice. To date they have put out various titles with different Spanish publishers (1987 Channel Tunnel, Mondrian, Smoothies), and The Red Cathedral is the first game they have published with Devir. Pedro Soto (Holmes, Sherlock & Mycroft, Papua) and Chema Román (El mundo de Águila Roja) took care of the graphic elements of the game with a grand homage to Ivan Bilibin, an iconic Russian artist from the turn of the twentieth century. Despite being from a far later period, his mark is very recognizable in the game.
The Red Cathedral is a strategic, “Euro” board game in which the players take the roles of construction teams. Their job is to work together to put up St. Basil’s cathedral in Moscow, as ordered by Ivan the Terrible. However, only one of them will be able to gain the favor of the Tsar.
During the game, the players can carry out one of these three actions: assign a section of the cathedral, send resources to that section to build it, or go to the game board to achieve more resources. Each of these actions has its own mechanism and requires that the players pay close attention to what the other players are doing.
When the sections of the cathedral are assigned the players take possession of the spaces in each of the columns that make up their section. The more sections built and the completion of each with its own tower, the more points the player will be given at the end of the game.
The players can send resources to the cathedral sections that they have claimed. When they complete each of those sections they will obtain rewards in money and prestige points. They will also be able to install decorations on the completed sections to achieve even more recognition from the Tsar. This part of the game also works as a clock, since once any player completes the construction of their sixth section it brings about the end of the game.
The game board shows us the iconic rondel of The Red Cathedral. It is where the players obtain all the resource types needed to complete their work on the cathedral, as well as to get favors from the guilds and professionals to make the most of their trip to the market. In the central rondel the players choose the die they wish to use and move forward as many spaces as is shown on the top side of said die, in order to obtain the resources indicated in the space destined by the die.
The Red Cathedral is a very accessible game with regard to its rules because it is very easy to understand the various levels of the game, but it remains very interesting with regard to strategy. It is sure to please those who are more interested in the challenge offered by trying to strategically optimize their position in each game rather than the complexity of the rules.
Gravelotte 1870 covers the decisive battle at Gravelotte/St Privat in the early stages of the Franco-Prussian War on the 18th of August 1870. Each player controls either the French or Prussian forces in an epic battle to surround Metz.
The game is simple: each player has a deck of 6 cards and plans a sequence of actions to be carried out simultaneously each turn. Asset cards, specific to each faction, can be used to support their actions if the timing is right.
The game is based on the Japanese game Houten 1905, but incorporates some new features to enhance it. Play this fast-paced (5 to 15 minutes) historical bluffing game for all ages.
You are an investor in The Smoky Valley, enabling Griffintown’s industrial and economic development during the 19th Century. You want to become the most prestigious person to be a part of the development of the city so it becomes the most prosperous place in North America.
You will build industries, produce goods, and then sell them locally or export them. A portion of your participation will go towards widening and modernizing Lachine Canal, which just opened.
Apart from these activities for Griffintown and your own wealth, you will also have to stimulate the development of the city to boost economic activities, provide public services, and improve the quality of life. You may even become the mayor of your city if your actions are well received by the citizens. With this office, you will be able to influence the city’s development in your best interests, and those of your citizens.
RPG dice builder! Three other players can join you as Gearlocs. You have been summoned to defeat seven savage Tyrants that invaded your homeland. Your path to the Tyrant’s lair will be filled with tough decisions and battles. Find powerful loot and trove loot to help you.
Take down unique Baddies, each with its own special abilities and traits, as you build your character and unlock new dice to roll. With plenty of solo and cooperative content,
There are 136 custom dice in Too Many Bones, as well as beautiful edge-stitched neoprene mats, PVC cards, and dozens of chips of high quality. There are seven Tyrants, each with unique encounters and a unique final battle that will test all your skills. Each Gearloc comes with 21 custom dice, multiple character build options, and completely unique gameplay mechanics. You will bring this game back to the table again and again to try something new.
As a United States Marine fighter pilot, James Rhodes fought for his country before Tony Stark equipped him with a suit of advanced armor. As War Machine, he is fighting for Earth as a whole, and Thanos will have no idea what hit him!
With the addition of War Machine as a new playable hero and 15 signature cards, this heavily armored Avenger flies into battle. With a pre-built Leadership deck ready to play from the get-go, you’ll be ready to unleash the War Machine’s massive arsenal from the moment you open it. With tons of powerful weapons and upgrades to play with, War Machine is an awesome hero that is perfectly at home on the front lines.
This is not a standalone product. The Marvel Champions: The Card Game core set is required to play.
|Fantasy Flight Games Marvel Champions The Card Game Warmachine Hero Pack | Strategy Card Game for...||106 Reviews||$16.99 $15.77||Buy on Amazon|
Scythe is set in an alternate-history in the 1920s. It is a period of farming and war. There are five Eastern Europe factions vying for fortune and land in the mysterious region called ‘The Factory”
Each player represents a character trying to make their faction the richest and most powerful in Eastern Europa. Players begin the game with power, coins, combat acumen and popularity. Each player starts in a different location and has a hidden goal. They will build infrastructure, explore the world and combat other factions.
Game advances as players gain stars (achievements on the board). The game ends when a player places their 6th star on the Triumph Track. Stars are earned by:
Deploying, upgrading mechs
Enlisting recruits and workers
Completing an objective card
Gaining popularity and power
The goal of Scythe is to have the greatest number of coins at the end of the game. Typical winning fortune is $75. You collect them during the game but earn most during end-game scoring.
Collect coins for star tokens, territories and resources controlled.
You earn coins for:
Every star token placed
Every territory controlled
Every 2 resources controlled
The number of coins you earn is dependent on your popularity (the higher popularity the more coins). You also get bonus coins based on the location of the structures you have built.
|Stonemaier Games Scythe Board Game - An Engine-Building, Area Control for 1-5 Players, Ages 14+,...||4,852 Reviews||$79.99 $55.96||Buy on Amazon|
90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.
Dominant Species is a 2-6 player game, abstractly recreating a tiny portion of ancient history: the ponderous encroachment of an ice age. Each player will take on the role of one of six major animal classes – mammal, reptile, bird, amphibian, arachnid, or insect as they try to adapt to the slowly changing earth. Each begins the game more or less in a state of natural balance in relation to one another as they compete in the survival of the fittest. Players attempt to enhance their animal’s survivability while simultaneously trying to hinder their opponents and hopefully collecting Victory Points along the way. There are various cards that will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains. The player with the highest amount of Victory points wins being the most dominant species!
In The Quest for El Dorado, players take the roles of expedition leaders who have embarked on a search for the legendary land of gold in the dense jungles of South America. Each player assembles and equips their own team, hiring various helpers from the scout to the scientist to the aborigine. All of them have one goal in mind: Reaching the golden border first and winning all of the riches for themselves. Whoever chooses the best tactics will be rewarded!
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.
Draft dice & use the tools-of-the-trade to carefully construct your stained glass window masterpiece.
Each player will build a stained glass window by building up a grid of dice on their player board
Each board has some restrictions on which color or shade (value) of die can be placed there.
Dice of the same shade or color may never be placed next to each other.
Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts 2 dice.
The identity of the Dark Lady from Shakespeare’s sonnets has
eluded scholars and historians for more than four centuries.
In Black Sonata, you will pursue the elusive Lady through the
streets and alleyways of Elizabethan London, catching glimpses
and whispers which together with the sonnets themselves may
yield clues to her identity. However, not all of the evidence is
reliable; you will need to sharpen your wits if you are to finally
unmask the Dark Lady before she slips quietly from the pages of
history and is lost.
Black Sonata is a solitaire deduction game for ages 12 and up
You will track the Dark Lady as she flits through Shakespeare’s
London, circa 1600. If you manage to find her you may gain a
clue to her identity before she slips away once more.
You must acquire enough clues to deduce her key characteristics,
and confront her before she escapes for good. If you can
successfully catch and unmask her then you will win fame, respect
and the game.
Millennium Blades is a CCG-Simulator — A game in which you play as a group of friends who play the fictional CCG “Millennium Blades”.
In this game you will build decks, play the meta, acquire valuable collections, crack open random boosters, and compete in tournaments for prizes and fame. The game takes you from Starter Deck to Regionals in about 2-3 hours.
Multiple games can also be chained together to form a Campaign, going from Regionals to Nationals in game 2 and from Nationals to Worlds in game 3, with each game introducing ever more powerful cards and higher stakes, but also resetting the power of the game so that each player has a fair chance to win each ‘season’ of the campaign.
The game draws heavily on Manga/Anime inspiration for its art, and parodies Magic: the Gathering, Yugioh, and many other collectible games.
At its heart, it’s a commodity trading game, except that instead of cubes or stocks, the things you’ll be buying, selling, and speculating on are trading cards that can be used throughout the game in periodic tournaments. By trading wisely, playing the market, working together with friends, building collections, and winning tournaments, you’ll secure points and become the Millennium Blades World Champion.
The game features a system of card pods, where you will play with about 400 of the base game’s 600 cards every game.
In battle, there are no equals.
Unmatched is a highly asymmetrical miniature fighting game for two or four players. Each hero is represented by a unique deck designed to evoke their style and legend. Tactical movement and no-luck combat resolution create a unique play experience that rewards expertise, but just when you’ve mastered one set, new heroes arrive to provide all new match-ups.
Battle of Legends, Volume One features four heroes. King Arthur sacrifices cards to power up his attacks and gets some timely assistance from Merlin’s magic. Alice is back from Wonderland with a giant vorpal blade and the Jabberwock by her side as she grows and shrinks to gain advantages on attack and defense. Medusa is happy to attack from range and let her harpies hound you, but just one devastating glance could end the battle quickly. Sinbad grows in power as he gains experience on each of his voyages.
Combat is resolved quickly by comparing attack and defense cards. However, each card’s unique effects and a simple but deep timing system lead to interesting decisions each time. The game also features an updated version of the line-of-sight system from Tannhäuser for ranged attacks and area effects.
The game includes a double-sided board with two different battlefields, pre-washed miniatures for each hero, and custom life trackers that’s brought to life with the stunning artwork of Oliver Barrett and the combined design teams of Restoration Games and Mondo Games.
Humans set off into the stars in search of high-powered fuel and found it in the remote corner of the universe on the small planet PK-L7. Their discovery of Xenium — a dark, oily compound deep below the planet’s surface — was everything they hoped for. But they found something else, too. The Xenos attack was brutal and unrelenting. While the scientists and soldiers have held them off the best they could, the Xenos are still coming…
Zombicide: Invader is a cooperative game in which 1-6 players face Xenos, an unfathomable swarm of infected Xenos controlled by the game itself. Each player takes on the role of one to six survivors in a sci-fi setting being overwhelmed by these Xenos. The goal is simple: Choose a mission, complete its objectives, kill as many Xenos as possible, and (most importantly) survive!
Survivors will fight Xenos, rescue each other, recover vital data, unveil dark secrets, and much more! Survivors can be civilians or soldiers, each with specialized skills. They all play together as a team, trading equipment, and covering each other. They use whatever weapons they can get to kill Xenos and slow the invasion. The better the weapon, the higher the body count, but the more Xenos will appear, attracted by the onslaught! Survivors must also be mindful of their location as conventional weapons work fine indoors, but the planet’s oxygen-starved surface, they’ll need to arm themselves with more specialized weaponry. Lasers, anyone?
Most of the time, Xenos are predictable, but there are a lot of them and they use nasty tactics not encountered in previous Zombicide games. Only through cooperation can players achieve the Mission objectives and win.
Here in Crime City, crime lurks around every corner. There are disasters, devious robberies, and cold-blooded murders here. There is no control by the local police. Therefore, clever investigators are needed.
MicroMacro – Crime City is a cooperative detective game. Identify motives, gather evidence, and convict the perpetrators in 16 tricky criminal cases. The 75 x 110 cm large game board requires a keen eye as well as deductive skills to solve.
As Lead Investigator, one player reads out loud the case cards (but will also help solve the case). Each player chooses a case to play and the Lead Investigator reads out the start card and the first task. To answer each case card, the players explore the map of Crime City together. Once the last case card is answered correctly, the game ends.
The city of Arkham is threatened by terrifying creatures from beyond space and time. It’s up to the players to team up and stop the approaching doom. The ancient evils will rise up and destroy not just Arkham, but the whole world if left unchecked.
The Arkham Horror game is cooperative. It’s a team game and all players win or lose together. In this game, each player controls an intrepid investigator who’s become aware of the growing threat. In the city, the investigators encounter mundane and supernatural places, people, and creatures. Ultimately, they hope to thwart the Ancient Ones through these adventures by gaining clues and resources.
The game is pretty lengthy. If you are only playing 1-2 player or 2 handed solo, the game is about 2 hours not counting set up or take down. 4 to 6 players are about a 3 to 4 hour session.
Game is pretty deep and complex and takes a while to set up but it is fun and entertaining if you have the time.
|Arkham Horror 3rd Edition | Mystery/Strategy Game | Cooperative Board Game for Adults and Family|...|