Please note that patrons have to pick up the board game at the Central BPL location; we do not transfer to other libraries for pickup.
Each round is filled with surprising and outrageous comparisons from a wide range of people, places, things and events.
Select the card from your hand that you think is best described by a card played by the judge. If the judge picks your card, you win that round. Everyone gets a chance to be the judge.
Ages: 10+
The pharaoh's cats have wandered into the pyramids! Can you lead them out and become the best cat rescuer in ancient Egypt?
In this easy-to-learn puzzle game, players strategically place pyramid tiles in order to gather and rescue as many adorable cats as possible. The player who quickly rescues the most royal cats wins! Minimal pieces make this game ideal for on-the-go play, and included expansions offer new twists to the game for endlessly engaging feline fun!
Ages: 11+
Take on the role of a fashion model as you hit the runways in New York, Paris, and Tokyo to build your career.
In Couture, players seek to win cards through auctions in New York, Paris, and Tokyo. New cards are available to draft in each city, allowing the winning player first pick of Iconic Poses, Signature Walks, a personal Glam Squad, and much more. Once the seventh round has concluded, players determine their total score, with magazine cover awards bringing bonus points. The model with the highest score wins the game and with it all the fame of a global spotlight!Read more
Ages: 10+
Astronauts wanted! Scientists say there is a mysterious ninth planet located at the edge of our solar system. But despite all of their efforts, so far they have been unable to provide substantial evidence of its existence. Join this exciting space adventure to find out if the theories are just science fiction or if you will discover Planet Nine. In this card game you need to complete 50 different missions as you travel across the solar system. But you will only succeed if you can work together as a team. To master the challenges and achieve your mission, communication will be essential - but in space, things can be more challenging than expected... Read more
Somewhere on a doomed and distant planet, life has emerged, competing for supremacy until the world’s inevitable destruction.
The object of the game is to score the most points by the time the world ends. Score points by playing Traits for your Doomlings’ species, making them more adaptable, resilient, and mischievous. As your Doomlings assert their dominance, Catastrophes will befall the planet, causing setbacks for each competing species. When the third Catastrophe inevitably strikes, the world ends, and the Doomlings with the strongest set of traits gets to look the Apocalypse in the eye and declare…“I scored the most points!”
Throughout the game, players draw Trait cards from a community pile, and then play them for points. Traits can also have special abilities and bonuses, allowing players to build a wide range of winning combinations. The game is played in rounds, using Age cards, which have different rules that players must follow. But be warned, hidden in the Ages are Catastrophes: special rounds with adverse effects that force players to adapt their strategy.
Doomlings adds a fun twist to hand management, by introducing the “Gene Pool” mechanic. Your Gene Pool is your hand size: it is unique to you, and it can increase or decrease through special Traits, or even Catastrophes. Doomlings includes 6 colorful Gene Pool counter cards, elegantly tracking how many cards you should hold at the end of your turn. There are opportunities to increase your Gene Pool (hand size), which can give your species a leg up by providing a larger pool of Traits to select from each turn.
A lightweight card game for 2-6 players, Doomlings can be played casually amongst friends, or competitively by the gaming enthusiast family. Because there are no duplicate cards, and Age cards are chosen randomly, no two games are ever the same. While the game itself can be learned in 5 minutes or less, don’t be fooled: with 100+ unique Traits—in Red, Blue, Green, Purple and Colorless—and rare, powerful Dominant Traits, there are countless combinations of play to be discovered.
A typical game takes between 20-45 minutes, depending on the number of players and sequence of events. Advanced-play expansion packs are also available, including a Hidden Objective expansion for a fun twist to the game. Doomlings requires no dice or additional pieces, just a j
Ages: 8+
Draw, memorize, or bluff your way to victory in Draw It, See It, Say It from Ridley's Games!
In this awesome party game trio that will have everyone guessing, there's three ways to play: drawing, seeing, or saying.
Roll the dice and take a category card that matches the color shown on the dice. Pink means it's time to test your artistic skills, and the player then needs to draw one of the two prompts (easy or hard) with all other players guessing what it is.
Yellow puts your memory to the test, with the player trying to memorize and then recall the color of one of the symbols on the card randomly selected by another player.
Green will test your bluffing skills, with the player trying to convince the other players whether or not they're being truthful about what's on the card.
The game ends when any player has won 3 cards of each color, and the player with the most points is the winner!
Perfect for families and groups of friends, it's suitable for ages 8+, 2-8 players, and has an average of 30 minute gameplay.
Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.
At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.
Ages: 8+
Team up with some of the most inspirational and revolutionary heroes of all time! Collect icons along with their associated categories of leadership, human rights, science & innovation, the arts, and adventure to build your team. Play with 40 remarkable women including Harriet Tubman, Anne Frank, and Malala Yousafzai along with other incredible heroes you may yet discover like Victoria Woodhull, Madam C.J. Walker and more!Read more
Ages: 10+
Two explorers embark on research journeys to remote corners of the world:
the Himalayan mountains, the Central American rainforest, the Egyptian desert, a mysterious volcano, and the bottom of the sea. As the cards are played the expedition routes take shape and the explorers earn points. The most daring adventurers make bets on the success of their expeditions. The explorer with the highest score after three rounds of expeditions wins. The rules of the game are simple, but beware: the lost cities hold many unseen mysteries!
Ages: 10+
Players use the Word Cards, along with the Sentence Cards in play, to make the most appropriately inappropriate sentences possible! All players vote and the silliest sentence wins the round. The first player to win three rounds wins the game!Read more
Ages: 8+
One Night Ultimate Werewolf is a fast game for 3-10 players where everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf ... because all it takes is finding one werewolf to win!Read more
Enjoy the national parks through a classic memory matching experience, or explore a new twist with abilities and gameplay that only takes minutes to learn.
PARKS Memories is a strategic matching game for two or more players offering simple and flexible gameplay. Parks are represented in tiles laid out in a grid across the table face down. Gameplay includes four simple steps: reveal two tiles; choose one of the revealed tiles and place it in front of you; add a new tile to the board; lock one of the tiles with the hiker token. Gameplay passes from person to person until one player or team has collected three sets of matching park tiles in front of them.
Memories captures a depth of strategy in player abilities which can be activated by finding matches of PARKS resource icons when you reveal tiles. There are a variety of ways to enjoy the game. Play a head to head game, or on teams. Expand the grid size for a bigger challenge, or simplify the game to a memory game without player abilities for younger gamers.
This is a quick-thinking category game.
The aim of the game is to build your giant slice of pizza by winning small triangles of pizza. To win a triangle you must be the first player to shout out a word that links the category and the letter on the cards. So if the letter is B and the category is TV Shows, you could shout “Baywatch!”. If you’re first to shout a correct answer, you win the card. Now flip a new card and go again. Each round there are three letters and three categories on the table, so you can link any letter to any category. You just need to be super quick!
Ages: 12+
It's a fast-paced casual card game for word lovers and anyone who loves to think on their feet. Win by thinking fast and being the first person to shout out a word or phrase that meets the criteria on three cards - and being right, of course! Simple to learn, with nearly endless possibilities, this free-for-all game is a fun addition to any game nightRead more
Ages: 6+
Samurai Gardener is a tile-laying game with an historical Japanese theme in which players try to construct as impressive gardens as possible.
Each card consists of six sections of several types of areas (pond, floor, garden, etc.). Players lay the cards side by side or overlapping in order to create long rows of the same area type. Each round, rows/columns of the same area type are awarded points, and the player with the most points when all building cards are depleted wins.
Ages: 7+
You and your friends are survivors of a devastating zombie apocalypse.
Your supplies are running low, and the zombies are getting close ... This devious strategy game is a race through a terrifying zombie-filled wasteland to be the first to reach the escape chopper.
Ages: 12+
Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more bases than your opponents.
Ages: 8+
In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you! Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!Read more
Ages: 8+
This addictive game is as unique as its name. It's a power packed quick and simple party game. Race against each other to SLAP a match between a card and spoken word. But - watch out! - your mind will play tricks on you. This game was engineered for maximum fun.Read more
Ages: 10+
Tides of Madness is a sequel to the award-winning card game Tides of Time. Set in the H.P. Lovecraft mythos, it puts players on the edge of madness Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.
After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.
Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. More specifically, eight of the eighteen cards in the game feature a madness icon, and while scoring, you receive a madness token for each such icon in your collection of cards. Whoever has the most madness in a round either scores 4 points or discards 1 madness token — and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.Read more
In the sleepy English countryside, life continues undisturbed as it has for centuries.
It is up to you to travel to every corner of this land, bearing the promise of modernisation, accommodating the oddly specific demands of the locals, and ushering in the age of steam.
In Village Rails, you will be criss-crossing the fields of England with railway lines, connecting villages together, and navigating the complex and ever-changing demands of rural communities. Connect stations and farmsteads to your local network while placing your railway signals and sidings ever so carefully. Meet the exacting standards of cantankerous locals planning strangely specific trips, and weigh their demands against your limited funding. There is much to balance in this tricky tableau-building card game of locomotives and local motives.
Ages: 6+
Go Fish: Don't get schooled! Collect the most sets of fish to win! Slap Jack: Go ahead and give Jack a high five. War: Animals go paw to paw to see who wins. Pass & match: Race to complete a scene in this sure-to-be favorite.Read more
Players compete as artisans decorating the walls of the royal Palace of Dvora.
In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.
As a master artisan, you must use the finest materials to create the summer pavilion while carefully avoiding wasting supplies.
Azul: Summer Pavilion lasts six rounds, and in each round players draft tiles, then place them on their individual player board to score points. Each of the six colors of tiles is wild during one of the rounds.
At the start of each round, draw tiles at random from the bag to refill each of the five, seven, or nine factories with four tiles each. Draw tiles as needed to refill the ten supply spaces on the central scoring board. Players then take turns drafting tiles. You can choose to take all of the tiles of a non-wild color on a factory and place them next to your board; if any wild tiles are on this factory, you must take one of them. Place all remaining tiles in the center of the table. Alternatively, you can take all tiles of a non-wild color from the center of play; you must also take one wild tile, if present.
After all tiles have been claimed, players then take turns placing tiles on their individual boards. Each board depicts seven stars that would be composed of six tiles; each space on a star shows a number from 1-6, and six of the stars are for tiles of a single color while the seventh will be composed of one tile of each color. To place a tile on the blue 5, for example, you must discard five blue or wild tiles from next to your player board (with at least one blue being required), placing one blue tile in the blue 5 space and the rest in the discard tower. You score 1 point for this tile and 1 point for each tile within this star connected to the newly placed tile.
If you completely surround a pillar, statue, or window on your game board with tiles, you get an immediate bonus, taking 1-3 tiles from the central supply spaces and placing them next to your board. At the end of the round, you can carry over at most four tiles to the next round; discard any others, losing 1 point for each such tile.
After six rounds, you score a bonus for each of the seven stars that you've filled completely. Additionally, you score a bonus for having covered all seven spaces of value 1, 2, 3 or 4. You lose 1 point for each remaining tile unused, then whoever has the most points wins.
In Battle Sheep, players start the game by constructing the board from identical four-hex tiles, then each player places his/her tall stack of discs on one of the border hexes. Players take turns removing some number of discs from the top of one of their stacks, moving that new stack of discs as far away as it can go in a straight line. Players must leave at least one disc behind when moving, so the board gradually fills up and movement opportunities become more and more scarce. The player occupying the most spaces at the end of the game wins!Read more
Botany is a strategy board game where you take on the role of a Victorian Era flower hunter as you explore the world to gather fortune and fame and be named the Royal Botanist.
In Botany, each player takes on the role of a character whose abilities will shape the way they play the game. Will you focus on exploring the globe in search of the most valuable specimens? Will you make quick and efficient trips to gather reputation quickly and build your estate?
Each player begins the game with a set of randomized goals that they then use to plot their path to victory. When players set out from their estate, they have access only to the coins they can carry with them. They can use these coins to traverse the globe and gain crew members and items to improve their odds of surviving the unknown, enhance their abilities, and increase the efficiency with which they traverse the map. However, there is danger in spending too freely, and players must ensure they have enough wealth on hand to return to England with their specimens intact.
Turns in Botany are streamlined in order to minimize downtime and keep players engaged. Players will move around the map, build their character, and experience the story of their rise to fame, all with an eye for efficiency. Points are gained by improving the quality of your garden, retrieving live specimens from around the globe, and adding preserved flowers to your botanical press. The specimens that players hunt, the goals they focus on to achieve victory, and the events they experience create a unique feel across each game.
Dixit is an exciting game of storytelling through imagination and clues.
Each turn in Dixit, one player is the storyteller who chooses one of the six cards in his or her hand, then expresses an idea, with sounds or words, that is reflected on that card's image, and places the card face down on the playing surface. Each other player then selects the card in his or her hand that best matches that expression, and passes the selected card to the storyteller, face down as well. The storyteller shuffles all the cards together, then turns them over to reveal them.
Each player other than the storyteller then secretly guesses which card belongs to the storyteller. If nobody or everybody guesses the correct card, the storyteller scores 0 points, and each other player scores 2 points. Otherwise, the storyteller and whoever found the correct answer score 3 points. Additionally, the non-storyteller players score 1 point for every vote received by their card.
The game ends when the deck is empty or if a player has scored at least 30 points. In either case, the player with the most points wins. The Dixit base game and each expansion contains 84 cards, and the cards can be mixed together as desired.
Rippling rivers, rustling forests, wheat fields swaying in the wind and here and there a cute little village - that's Dorfromantik!
Dorfromantik: The Board Game, up to six players work together to lay hexagonal tiles to create a beautiful landscape and try to fulfill the orders of the population, while at the same time laying as long a track and as long a river as possible, but also taking into account the flags that provide points in enclosed areas.
In many ways "Dungeon!" is similar to Dungeons & Dragons, although much simplified and transformed into a board game. Players explore a dungeon that is divided into levels of increasing difficulty, fighting monsters for valuable treasure. As players venture deeper into the dungeon, the monsters become more difficult and the treasure more valuable. Read more
A game of teamwork, towers and troublemakers.
To play Hand-to-Hand Wombat, you’re each given a secret identity as a Good Wombat or a Bad Wombat, then everyone closes their eyes. Good wombats build towers; Bad Wombats try to mess with those towers. After the timer is up, everyone opens their eyes and discusses, argues, and votes on who they think is a Bad Wombat.
Hand-To-Hand Wombat is like thumb wrestling combined with Mind Wrestling. At the beginning of the game, you're given a role card : you'll either be a good Wombat or a bad Wombat The game pieces are then scattered around the table. Everyone closes their eyes while manipulating the pieces simultaneously. The Good Wombats are trying to build the three pyramidal towers in an orderly fashion whereas the Bad Wombats will try to cause chaos by deconstructing the towers or by ruining the pyramidal shapes.
When the timer runs out, everybody stops, open their eyes, discuss what just happened and votes to cast a player out of the game. The Good Wombats win if they successfully build the towers before too many of their teammates have been eliminated. Otherwise the Bad Wombats win.
The black flame candle has been lit. Now the Sanderson witches you must outwit.
Disney Hocus Pocus: The Game, based on the 1993 movie "Hocus Pocus", players must work together to ruin the Sanderson Witches’ potion three times before the sun rises.
Players hold a hand of ingredients of different types and colors and attempt to match all ingredient types or colors in the cauldron. Each turn, players ask a question about other players’ hands, referring to the ingredient type or color (but not both). (For example, “Who has blue ingredients?” or “Who has newt saliva?”) They then play a card from their hand into the cauldron and draw back up to three cards, ending their turn.
Some ingredient cards have Binx the cat or a spell book on them. When an ingredient with Binx is played into the cauldron, the active player puts the Binx mover in front of any player. That player then lays their cards down so everyone can see them and keeps them there until Binx is moved. If a spell book is played, the active player draws a card from the Spell deck and resolves the card. Spells generally do something to ruin players’ plans.
If you have cards showing all of one color or all of one object in the cauldron, then you've stunned one of the witches — and you need to stun the witches three times before time runs out! When stunned, a witch cannot cast spells from the deck.
Players also have four “Tricks” to use based on scenes from the movie; each Trick can be used once per game. For example, "Burning Rain of Death" allows you to discard three potion ingredients and draw three new potion ingredient
The Illiterati are an evil secret organization that has taken over the world. Your job as a member of the League of Librarians is to save the world's books — one word at a time.
Illiterati is a real-time, co-operative word game in which players work together to form words and bind books. Each player starts the game with five letter tiles and a red torched book that shows a condition that player must achieve to restore that book, e.g. using 8+ tiles with at least 3 green symbols, create words that are all animals. A library of three random tiles is placed in the center of the table.
The game takes place in three-minute rounds, and before the round begins each player draw seven letter tiles from the draw bag. Once the countdown begins, players can talk and trade letters as much as they want with one another and the library to try to achieve their goal.
Once time ends, if the library contains too many letters — and this threshold is based on your difficulty level — then you trigger a burn event. Flip all of these letters face down, then remove one of them from the game, then discard excess letters to the discard bag. If you burn too many letters, you lose the game.
If you didn't burn any letters and you've completed your goal, flip your red book face down and draw a blue waterlogged book to give yourself a new goal. At the end of the round, draw an illiterati villain card and resolve its effect. If you've drawn this villain previously — and the deck contains five copies of five villains — then all of the previous effects from this villain also resolve in a chain attack from newest to oldest. Villain attacks often strip letters from words, which means you'll need to create new words with what's left during the next round to avoid burning another letter.
Once all players have completed two books — or three or four depending on your difficulty level — draw one more book, the Final Chapter, with all players needing to complete this challenge in the same round, e.g., using 12+ tiles, create words in which all of your vowels are the same color.
If all players meet this goal during the same round, you win; if even one person fails, another villain attacks, then you draw new tiles to start another round. You can discard and redraw up to seven tiles at the start of a round, but you must draw a second illiterati villain card that round — and if the villain deck runs out, you lose.
Attention Skippers! Wanted. Family seeks experienced Skipper for safe, speedy voyage along perilous jungle river to Jungle Navigation Company headquarters.
Disney Jungle Cruise Adventure Game is a mystery and deduction game based on the world-famous Disney Parks attraction. Players are intrepid skippers transporting valuable cargo and families of passengers through the jungle to Jungle Cruise Navigation Company Headquarters.
Along the way, they’ll collect clues to see which family might be appointed Company caretakers—these passengers are worth more points at the end of the game! They’ll also collect lost passengers and cargo and navigate dangers that cause passengers and cargo to get lost in the jungle. The skipper to transport the most valuable cargo at the end of the game wins!
On a player’s turn, they will roll a movement die and move their boat forward that many spaces. They’ll draw four Navigation cards, each of which has a danger rating and targeted boat section as well as a dangerous encounter (including hippos, giant butterflies, and ducks). As is appropriate, each Navigation card also includes a pun. Players only encounter as many cards as they move (ex: two cards for two spaces). They will roll encounter dice equal to the danger rating (0-3), then remove one passenger or cargo for each ! symbol they roll from the indicated boat section.
If a player doesn’t like their roll, they can use their Warning Shot to reroll. On future turns, if there are empty spaces on their boat, players will be able to collect a “Lost & Found” token when they land on a river space. Lost and Found tokens allow players to collect lost passengers or cargo. Players will also stop at Outposts (which allow them to reload Warning Shots and collect cargo or passengers).
Depending on their chosen route, players may also encounter Clue spaces (which show one of the families NOT chosen by Alberta). When the first player reaches Headquarters, they may collect a tip token. Once all players have arrived, the new caretakers are revealed, and players add up their scores. Passengers belonging to the caretaker family are worth more. The player with the most points (most valuable cargo) wins!
Just One is a cooperative party game in which you play together to discover as many mystery words as possible.
Find the best clue to help your teammate. Be unique, as all identical clues will be cancelled!
A complete game is played over 13 cards. The goal is to get a score as close to 13 as possible. In case of a right answer, the players score 1 point. In case of wrong answer, they lose the current card as well as the top card of the deck. Thus losing 2 points. In case of lack of answer, the players only lose the current card, and therefore only 1 point.
You have the choice – make the difference!
In The Living Infinite, players work together as scientists gathering materials from the ocean floor to repair their ship, while one or two players move as creatures, hunting the scientists down through the inky depths.
With asymmetrical, one-versus-many play, it’s an undersea adventure of quick wits and strategic social prediction. Can you rebuild your ship in time to escape, or will your wily predator find you first? There are two teams, Scientists & Creatures, both teams draw cards to determine movement. Scientists acquire resources and oxygen to fix their damaged submarine so they can escape. Creatures to acquire all the oxygen they can. Scientists Win: If all the submarine parts are repaired, the scientists win the game! After the last submarine part has been repaired, the game immediately ends. Creature(s) Wins: If the creature(s) take all the available Oxygen tokens from the oxygen reserves, they win the game!
Birmingham Edition replaces the classic board game’s famous Atlantic City squares with Birmingham cultural sites, historic landmarks, charitable organizations, and businesses.
Welcome to the Magic City, built on its iron and known for its rich Civil Rights history. Uncover the hidden gem that is Birmingham by exploring all the great outdoors has to offer. Whether it's biking the Rotary Trail, exploring Kelly Ingram Park, or catching a sunset at the top of The Vulcan - This city offers everything an outdoor adventure should be and more. Discover the abundant history of Birmingham by enrolling in a course at the Birmingham Civil Rights Institute or delve into one of the ever-changing galleries at the Birmingham Museum of Art. Spend the afternoon picking fresh, local fruit and vegetables at The Market at Pepper Place or enjoy an array of divine Southern cuisine in "The Dining Table of the South." Filled with charm and a place where all are welcome, in this city, the word "community" just means more. You won't want to miss cheering on your favorite sports team at Protective Stadium this weekend. Will you score sold out tickets to the show tonight at Legacy Arena? Explore what makes the Magic City so magical with the Birmingham Edition of MONOPOLY!
You've just been given a shot at being the head chef at the prestigious New York Slice pizza parlor. Now you and your fellow pizza chef wannabes have to make the most amazing pizzas...one slice at a time!
In New York Slice, each player slices pizzas into portions, giving their opponents first choice, while they take the leftovers. There are a dozen kinds of pizza to work with, from veggie to hawaiian to meat lover's, and each player decides if they want to eat or keep some of the slices, building the best collection of pizzas possible!
Each time a player slices a pizza, there's a different special to go along with it, whether it's allocated to one of the portions or placed on its own. Specials provide the player with special powers or points, such as calling dibs on a slice before the pizza is divided, getting one of the normally-out-of-the-game "mystery slices', having an opportunity to "sneak a slice" by moving it from one portion to another when they choose, and many more—there are 14 different "Today's Specials" in the game.
Some slices have anchovies on them (yuck!), which are worth negative points to anyone who collects them — but anchovies might show up on different pizza types you're collecting, so in order to have the majority of a type, you just might have to collect one with anchovies on it!
If you tie another player for the most slices of a type, neither of you gets any points — but a bunch of slices have two types of pizza on them, with each combo slice being worth half a slice of each type, which is great for breaking ties. Most slices have pepperoni on them, which you can eat for points (instead of collecting to go for the majority of each slice type).
Everyone is an artist! In Picassimo, the players will cheerfully brandish their markers and create true masterpieces by interchanging individual sections.
1. All the players draw at the same time. Each player secretly chooses a term from their card and draws it on their erasable drawing board.
2. Is everyone ready? Then a transformation card is turned up. It will show which sections of each artwork are to be exchanged.
3. Picassimo! Who can recognize what the other players have drawn?
Travel from Stratford Upon Avon to the City of London to make your fortune in the theatre, competing to become the most successful bard of the Elizabethan era.
Collect performance cards and move around London's theatres to put on as many plays as you can before other playwrights steal your ideas, burn down your theatres or spread the plague! Who will be the fastest in the race to fame and glory? The tension comes from being forced to balance greed against speed: should you stage lots of smaller performances for quick money, or wait for the right cards to generate a smash hit? The winner is the first to earn £120, enough to buy Shakespeare’s home, New Place, in Stratford Upon Avon – or the first to finance a new theatre on the Southbank (the Globe), and stage a medley performance there, winning in one fell swoop. While you play, you will absorb details of Elizabethan England as well as learn references to Shakespeare's plays. Players can use their growing Shakespeare knowledge to play event cards that result in added drama and sabotage.
In The Snallygaster Situation, you and your best friends must face off against one of four diabolical monsters set on destroying Lakeview--and possibly the entire world!
In more detail, one player takes the role of the Lost Kid, selecting a card to play each turn that provides clues about their location such as street names, buildings, or landmarks — but the card also dictates how the monsters and the Feds move and attack on the board. You might have the perfect clue to give, but then the monster will attack one of your friends, sending them back to the treehouse and advancing the "doom marker", i.e., the game's timer.
The other players are trying to defeat the monster and save their friend. On their turns, they use their rides — skateboard, dirt bike, inline skates, etc. — to search the town, look for clues, use special item cards, and avoid the monster, which might be the Jersey Devil, a Dover Demon, Bloody Mary, or (of course) the Snallygaster. Each monster has a different level of difficulty with unique gameplay elements.
Once the Lost Kid is found, they join their friends to try to defeat the monster.
Santorini is highly accessible pure-strategy game where you play as a youthful Greek God or Goddess competing to best aid the island's citizens in building a beautiful village in the middle of the Aegean sea.
The rules are simple. Each turn consists of 2 steps:
1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.
2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.
Winning the game - If either of your builders reaches the third level, you win. Variable player powers - Santorini features variable player p
Throw Throw Avocado is unlike any game you've played before. In this dodgeball card game, go head to head with your opponents collecting cards while throwing and avoiding squishy, adorable Avocados.
Play Throw Throw Avocado as a standalone sequel, or use the BONUS deck of cards included and combine them with the cards from Throw Throw Burrito to unlock a new combo game using all four throwables!
How it works: Place a pair of avocados on a table and draw cards. Keep your cards a secret. Rack up points by finding sets of three in the deck. Find matches before anyone else does. If someone plays Avocado Cards, a Battle ensues. Steal points from your opponents by hitting them with squishy toy avocados. Declare war on your friends. Some battles only involve a handful of players. Others force the entire table to engage in a Avocado War. Duel to determine the winner. During an Avocado Duel, two players must stand back to back, walk three paces, and FIRE.
There is no distinct turn structure. All players are picking and passing cards constantly, similar to Spoons. Once a player has a match of any of the varieties, play will change to the various Avocado Duels - Double Brawl, Legs Duel, Freeze War - where some or all players will throw the squishy Avocado at other players.
To win a player has to accumulate a set number of points. Collecting matching cards and matching battle cards earns positive points, and losing Avocado Duels earns negative points. The first player to reach a specified amount (usually five), wins.
The Emperor demands a new Zen Garden! In each round, players build their Zen Garden, choosing from 90 unique garden tiles.
In Zen Garden, the players assume the role of architects working to build the most beautiful garden for the Emperor. To do this, they need to pay careful attention to the Emperor's preferences, while trying to stay one step ahead of the competition.
A turn in Zen Garden is simple: The first player selects one tile from the selection board, pays its cost, then adds it to their garden adjacent to a previously placed tile. Each player does this, then the board is refilled and a new starting player begins the next turn.
Zen Garden comes with five preference boards that determine which features of the garden score in that game. The boards selected (and their number) will greatly change the objectives players will strive for in that game.
In Among the Stars, each player takes on the role of an alien race trying to build a space station for the newly-formed intergalactic Alliance.
They accomplish this goal by drafting Location Cards to be placed in their play area in the best possible way. The player with the most efficient space station after 4 years in the winner.
Enter a dark, enchanting world and battle your opponents in this strategic board game from the creators of Unstable Unicorns and Here to Slay.
Throughout the game, you'll Collect Resources, learn new Spells, summon a Companion, and unlock your Shadow Form, all in the quest to become the Ultimate Shadow Caster. The last player standing after this supernatural showdown wins the game!
Players are dinner guests of Count Strahd, a vampire, in Castle Ravenloft. Players must work as team, to succeed in overcoming events that unfold within the castle. Players all win together or lose together.
You awaken with a splitting headache and no idea of how you got here. The wilderness stretches in every direction, and something howls in the distance.
Your quest for answers will have to wait; first, you need to survive. Will you help the others that are stranded here or will you save yourself at any cost?
When two to four players find themselves marooned in the harsh wilderness, you must cooperate and compete to search for water, food, and tools that will be essential to your very survival. But your adventure holds many secrets. Every copy of Discover: Lands Unknown is unlike any other in the world. A mix of environments, storylines, characters, locations, items, and enemies have been engineered to tell a story unique to every copy of the game thanks to an algorithm that ensures no two copies are alike. Your copy will contain various tiles, cards, and tokens, each pulled from a shared pool of components, and the combination will be different from every other copy in the world.
Experience Jaws as a suspenseful tabletop strategy game!
In JAWS, one player takes on the role of the killer shark off Amity Island, while the other 1-3 players take on the roles of Brody, Hooper and Quint to hunt the shark. Character and event cards define player abilities and create game actions for humans and the shark. Gameplay is divided into two acts — Amity Island and The Orca — played on a double-sided board to replicate the film's story:
If humans kill the shark, they win; if the shark attack on the Orca succeeds, the great white shark wins.
You and your teammates have been appointed the new Royal Gardeners for the Queen of Hearts but fail to arrange the garden according to the Queen's changing whims and the last thing you hear will be, 'Off With Their Heads!'
The Queen's whims are shared via cards, secret instructions each player is given into how the garden should be arranged. Her whims are always changing, so as soon as you solve one, a new one is in your hand.
Every turn, together as a team you must guess at least one of these secret whim cards. You can't say what your card shows, but by carefully placing a new shrub tile into the garden (taken from those available in the Greenhouse) you are able to reveal clues, tokens that will show any matches between the arrangement in the garden and the secret whims each player holds in their hands.
Although you can't discuss your own secret whim card, you can openly discuss other players'. Share your theories at the table and then make a guess. Correctly guessing a whim will move you forward on the score track, but the Queen is always following and her speed automatically adjusts based on your current score. Guess incorrectly and the Queen moves twice as fast, her axe ever closer to your neck.
Hawkins, Indiana seems like an average town. However, underneath the exterior lurks a secret. The Hawkins National Laboratory has been doing experiments that have unleashed the horrors of the Upside Down. It's up to the kids in the town to save it.
In Stranger Things: Upside Down, players take on the role of the kids of Hawkins who are trying to stop the operatives of the Hawkins National Laboratory and the evils from the Upside Down. Players must work together to clear stacks of tokens before time runs out. The game offers two seasons of play.
Stranger Things: Upside Down is a cooperative game in which 2 to 4 players take on the role of the series’ protagonists. At the start of the game, players choose a Character and 1 of the 2 Seasons to play,each with its own board, actions, and unique sets of cards. Characters use Action cards to move through iconic Hawkins Locations, get Items, control their Fear, and to beat the value of token stacks in order to gather Allies, escape a secret government agency,help Eleven and be aided by her Powers, and fight the horrors coming from the Upside Down. They perform their actions over a series of turns until they reach their ultimate goal: to stop the Upside Down
forces and rescue Will... or get terrified trying.
Actions are performed by the Characters during their turn, according to the Location they’re in, abilities (in Mike’s case), or the presence of Foes. There are 2 types of Actions:
UNCONTESTED: Characters resolve the action without any obstacles.
CONTESTED: Characters must beat the value of stacks in order to resolve the action. Otherwise, the action cannot be resolved and the Character gains Fear
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable.
In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.
As a player, you acquire unique project cards (from over two hundred different ones) by buying them to your hand. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards and actually playing them. Standard Projects are always available to complement your hand of cards. Your basic income, as well as your basic score, are based on your Terraform Rating. However, your income is boosted by your production, and VPs are also gained from many other sources.
You keep track of your production and resources on your player board. The game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation and consists of the following phases:
1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.
When the three global parameters (temperature, oxygen, ocean) have all reached their required levels, the terraforming is complete, and the game ends after that generation. Combine your Terraform Rating and other VPs to determine the winning corporation!
Dominate the Marvel universe as an iconic comic book villain! Each villain follows a unique path to victory; each uses different abilities to face other villains and mighty heroes from across the universe.
Choose Hela, Killmonger, Taskmaster, Thanos, or Ultron and fulfill your dark destiny!
In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played. With beginner and advance options, this game is an adventure for the whole family!
Based on the epic HBO series, Game of Thrones: The Card Game is a card game in which two players wage war in the fields of Westeros and conspire to crush their opponents at court in King's Landing.
Two fixed, fifty-card decks allow players to take control of either House Lannister or House Stark. Each deck includes the show's most recognizable characters and locations, including Eddard Stark, Cersei Lannister, Robert Baratheon, Littlefinger, and Jon Snow.
Game of Thrones streamlines the rules of A Game of Thrones: The Card Game, the core set of the living card game series, to make it more accessible to a wider audience.
From the Spine of the World Mountains to the bustling fishing villages of Earthquake Fish Bay flows a river where fortunes can be made and lowly traders can brush shoulders with Rokugan's elite.
Will your clan become the dominant force along this River of Gold?
In River of Gold, players take on the role of river merchants allied with legendary samurai clans, each vying to exploit the river to earn wealth, glory, and wisdom. Will you invest in developing ports, markets, shrines, and more along the banks of the busy river? Or will you rely upon sailing the river of gold, growing your wealth and influence through delivery contracts, visiting the nobility, and garnering a bit of divine favor during tough times?
River of Gold features a stunning embossed metallic gold game board illustrated by master fantasy cartographer Francesca Baerald. In addition to looking beautiful, the gameplay is fast and clever, with minimal downtime and a playtime of just one hour. Fans of Eurogames will enjoy this mid-weight game, and with easy-to-learn, intuitive rules, you’ll be able to get River of Gold to your table quickly.
A Shakespearean card game for Rhymesters, Rulers and Star-Crossed Language Lovers.
Build the most valuable London theatre season by collecting characters from thirteen of Shakespeare’s best-loved plays. This illustrated card-based party game combines Shakespeare, drama, and money—it’s catnip for theatre buffs, language nerds, and book clubs.
Collect complete plays with all four of their leading characters. The wild cards can increase or decrease your fortune. If you fill in the missing word in the lines of dialog on the bottom of the cards at the end of the game, whether on your own sets of cards or others', you earn extra points for each correct quote. May the biggest Bard lover win!
Four friendly ghosts lived in their big old mansion for centuries.
They had tons of fun scaring and tricking the villagers and throwing their cute but, of course, horrifying parties. What a wonderful afterlife!
The ghosts loved inviting guests, but not every one of them was so grateful for the invitation… A creepy Monster decided to have their mansion all to itself, so it kicked them out and nestled in the attic to play the ghosts’ favorite video games non-stop.
The little ghosts need your help! Together with them, you will explore the graveyard looking for keys to the rooms and the attic, find your way around traps, accumulate power, and then use it to get their sweet, spooky home back, sending the ungrateful Monster to its world.
But be careful! The Monster becomes more powerful every round. Throw the dice and think through all your moves together!
Players get to know 48 feelings and learn to express them in healthy ways.
A game of cooperation and adventure! Watch out, Mermaids! The Sea Witch is on the move!
The object of the game is to move all 3 mermaids from start to Mermaid Island before the Sea Witch gets there. Because Mermaid Island is a cooperative game players play any of the mermaid tokens - no one player has a single mermaid she is trying to get back to the island. Players take turns spinning the spinner and moving a mermaid or the Sea Witch. Mermaids move 1 or 2 spaces at a time and can take the bridge short cuts. The Sea Witch moves only 1 space at a time and always goes the long way around. If the Sea Witch lands on a mermaid, the mermaid must go back to start. But mermaids can collect wand tokens which move the Sea Witch back one space. Players decide together when to use the wands and which mermaids to move to keep the mermaids going. Looks deceptively simple, but is a lively and strategic game of chase!
Collect the most cash while taking an imaginary journey through the colorful world of unicorns!
Players move their adorable unicorn token around the board buying and selling properties such as sprinkles, glitter, party hats, and other things unicorns love. It's so much fun for kids to place a "sold" sign on their very own property. And if a player owns both properties in the same color, they can charge double the rent! The Monopoly Junior: Unicorn Edition game is a quick-playing board game designed for kids ages 5 and up, as an introduction to classic Monopoly gameplay.
A fabulous treasure is hidden in an old, abandoned manor ... to find it, you will need to cooperate with the ghost that haunts the place, Captain Echo.
Players cooperate to find Captain’s treasure before the moon has traveled across the sky and the night is over. Each round, one player becomes the Ghost of Captain Echo. The Ghost must use a tambourine to give clues that help the other players guess the correct Noise card. If they do, they get to reveal a piece of the Captain’s treasure.
In My First Castle Panic, a group of monsters is racing out of the woods and coming right at your Castle!
In the game, monsters follow a single path toward a single, large, eye-catching castle, which is protected by one wall. Each step toward the castle is identified by a color and a shape. Players hold cards in their hands with cute defenders who also have a color and shape. When a card is played that matches the location of the monster, that monster is captured and thrown in the dungeon. Tension builds as more monsters are placed and move along the path toward the castle. If the castle is destroyed, the players lose; if it still stands when all the monsters are in the dungeon, the players win.
Games available: Robot Workshop, Story Creations, Dino Age Journey, DNA Factory, Atomic Force, Food Battles.
Click on the title to follow to that game's catalog!
Mrs. Plumpert's prized pot pie has gone missing and it's now a chicken chase to crack the case!
Move around the board to gather clues and then use the special evidence scanner to rule out suspects. You'll have to work together quickly because the guilty fox is high-tailing it towards the exit! Will you halt the hungry hooligan before it flies the coop ... or will you be Outfoxed?
Wexler Studios brings you a new game that will have you soaring to new heights unless gravity wins.
Roll the dice to determine how many platforms and building cards you must add to the paper tower without toppling it over!
Help Pete the Cat make terrific tacos!
Players practice counting and visual identification skills as they collect silly taco toppings to fill their order cards. The first player to fill three order cards wins in this fantastic food game!
A hilarious twist on the classic game featuring 24 animals and their distinct droppings.
The game plays like classic Bingo in that there is a caller who pulls tiles and reveals them one by one. The players scour their boards in hopes that they have the tile that was called.
The race is on! Can you beat the Ogre to the treasure?
Children as young as two can play this co-operative tile laying game. On their turn, the player draws one tile from the bag, and it will either show a piece of path or picture of the Ogre.
Working together the players need to first make a path to the three keys that open the treasure and then lay a path to the treasure itself. All the while, each Ogre tile gets him closer to the treasure, and the players losing.
Everyone works together on the tile placement and either they win together or lose together.
The game has simple rules and does not require reading, meaning that even kids as young as 2 can be involved.
Ticket to Ride: First Journey takes the gameplay of the Ticket to Ride series and scales it down for a younger audience
In general, players collect train cards, claim routes on the map, and try to connect the cities shown on their tickets. In more detail, the game board shows a map of the United States with certain cities being connected by colored paths. Each player starts with four colored train cards in hand and two tickets; each ticket shows two cities, and you're trying to connect those two cities with a contiguous path of your trains in order to complete the ticket.
On a turn, you either draw two train cards from the deck or discard train cards to claim a route between two cities; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that's two spaces long). If you connect the two cities shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can't connect cities on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.)
If you connect one of the West Coast cities to one of the East Coast cities with a path of your trains, you immediately claim a Coast-to-Coast ticket.
The first player to complete six tickets wins! Alternatively, if someone has placed all twenty of their trains on the game board, then whoever has completed the most tickets wins!
In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities and roads.
On each turn dice are rolled to determine which resources the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick and ore) which are represented by the relevant resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep.
Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
Expansions available: Seafarers
In Command of Nature, players face off against rival Sages to win the title of Master of the Elements!
Enlist the help of Elemental Warriors and enter combat to level up and gain access to extraordinary new abilities and Elemental Champions.
Your turn is divided into four phases:
Phase 1
During Phase I, you’ll use daybreak effects denoted on the cards in your formation! You may use those effects in any order during Phase I of your turn. If you continue to Phase II without using a daybreak effect, you may not use it later in your turn.
Phase 2
During Phase II, you'll have 4 Action Points (AP) to spend doing any of the following:
- Summon an Elemental from your hand to the formation
- Play a Command card from your hand
- Swap the positions of 2 connected Elementals in your formation
- Draw a card from your deck
As the game progresses, you'll be able to unlock special Faction Actions after you've defeated 4, 6, and 8 of your opponents Elementals! Faction Actions are powerful abilities that give you a leg up during the game.
Phase 3
During Phase III, you may use your gold to buy cards from the markets, sell cards to collect more gold, and refresh the markets.
Phase 4
During Phase IV, you’ll clean up your hand before ending your turn. Do this by discarding any number of cards from your hand, then draw from your deck until you have 5 cards in your hand. If you have more than 5 cards in your hand when you reach Phase IV of your turn, you must discard cards until you have no more than 5.
The game ends when your opponent's Sage has been defeated!
From Everfrost to Bellsong, many a peaceful year have passed in Everdell -- but the time has come for new territories to be settled and new cities to be established.
You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host-- you will have a busy year ahead of you!
Everdell is a game of dynamic tableau building and worker placement.
On their turn a player can take one of three actions:
a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player's tableau: gathering resources, drawing cards, and taking other special actions.
b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities.
c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins.
Farshore will send you on an epic seafaring adventure to explore and build in the rugged country north of Everdell Valley.
Study the winds to sail your ship in search of valuable riches, compete for lucrative island locations before high tide rises, and be the first to claim valuable maps that will lead you to troves of treasures.
Welcome to Everdell Farshore, a standalone game set in the country of Farshore. Through each season, you lead a crew of critter workers to build up a prosperous city and to explore the enchanting ocean beyond. You must plan your actions carefully in order to build and to sail, for only by adapting to the winds of change will you succeed.
Fit to Print is a puzzly tile-laying game about breaking news, designed by Peter McPherson and set in a charming woodland world created by Ian O'Toole!
Thistleville is the world’s most bustling little town — it’s a challenge to keep up with everything going on, from who took home first prize for their baked goods at the community fair to who has been digging in Mrs. Brambleberry’s carrot patch.
As an editor at one of the local newspapers, your job is to tell their stories!
The front page is due in just a few hours and you have no time for perfection. Grab the big stories before the other papers get a chance, and make sure you get the right photos too. A newspaper is a business, so the money has to come from somewhere — don’t forget the ads! After you’ve picked out a combination of stories, photos, and ads, it’s time to lay out the front page. Did you take enough tiles to fill the paper, but not so many that things have to be cut? Over the course of three hectic days, your skills will be tested as you compete to be the most newsworthy editor!
Fit To Print is a tile-laying game for the whole family. Players simultaneously collect newspaper tiles, stacking them on their desks until they think they have what they need to make the perfect front page. Then, they will yell “Layout!” and begin to lay out the page by carefully considering the placement of centerpieces, articles, photographs, and advertisements. When everything is just right, they yell “Print” to be the first off the press and gain their choice of centerpiece for the next round! This hectic spatial puzzle features over 100 unique newspaper tiles, 6 characters with their own special abilities, as well as 3 decks of Breaking News cards — so that each and every time you play you will be solving a new puzzle!
If real-time games aren’t your style, Fit to Print has a number of alternative modes to satisfy every type of puzzle gamer. In Slo-Mode players take turns drafting tiles from a shared market and arranging them on their front pages. In Puzzle Mode, take a specific set of tiles and piece together the highest-scoring arrangements. Whether you enjoy relaxing solo puzzles on your own, or frenetic action for up to 6 players, you will have a blast helping the critters of Thistleville tell their stories!
Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise.
Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made.
In Fort, you're a kid! And like many kids, you want to grow your circle of friends, collect pizza and toys, and build the coolest fort.
Fort is a 2-4 player card game about building forts and following friends.
By doing this cool stuff, you'll score victory points, and at the end of the game, the player with the most victory points wins! Your cards not only let you take actions on your own turn, but also let you follow the other players' actions on their turns. Will you devote yourself to your own posse, or copy what the other kids are doing?
But be careful as your carefully constructed deck might start losing cards if you don't actually use them. After all, if you don't play with your friends, why should they hang out with you anymore?
The stakes have been raised. Imagine living in a place so wretched that it's not plagued by one, two, or even three monsters — but seven of the most horrifying fiends!
n this game, you'll come face to face with them all as you work together to rid the town of the maniacal or misunderstood creatures…before it's too late.
Horrified includes high-quality sculpted miniatures (Frankenstein, The Bride of Frankenstein, The Wolf Man, Dracula, The Mummy, The Invisible Man, Creature from the Black Lagoon). Its innovative, easy-to-learn, cooperative gameplay has players working together against the monsters with varying levels of difficulty. Just as each monster is unique, they require different strategies and tactics to be defeated.
The first visitors have arrived at Jurassic Park to see its miraculous dinosaurs firsthand. But chaos has hit Isla Nublar - the power is out, and the prehistoric creatures are on the hunt!
One player controls the T-Rex, Dilophosaurus, and Velociraptor, prowling through the jungle to attack the humans. The other players control a team of human characters, working to get the park back online and escape to the helipad before it's too late!
When a human character is eliminated by the dinosaurs, that human player immediately comes back into play with a brand-new human character. If the human players can get a certain number of human characters to safety, the humans win. But if the dinosaur player can eliminate three human characters, the dinosaurs win.
kNOW! is the first quiz game that's always up-to-date, thanks to seamless integration of the Google Assistant.
With kNOW!, questions come alive and evolve like never before in a fun multi-activity quiz game. The answers to many of the 1,500 questions change depending on when and where you play. The Google Assistant plays along to give the most up-to-date answers. kNOW! is more than a quiz game. You'll use your creativity, strategy skills, and sixth sense to win!
Game collection distills dozens of simple, challenging games into one convenient, go-anywhere game kit.
In Meadow, players are nature-observing wanderers who compete for the title of the most skilled observer.
To win, they collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire to discover the mysteries of nature. The competition continues at the bonfire where the players race to fulfill the goals of their adventures.
In this medium-weight board game for 1-4 players, you take turns placing path tokens on one of the two boards. Placing a token on the main board allows the player to get cards, but playing them requires meeting certain requirements. Playing a token on the bonfire board activates special actions (which helps to implement a chosen strategy) and gives the opportunity to achieve goals that provide additional points. Throughout the game, players collect cards in their meadow and surroundings area. At the end, the player with the most points on cards and on the bonfire board wins.
Meadow also includes envelopes with additional cards to open at specific moments...
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
In this asymmetric cooperative game, one player adopts the role of the ghost and the others play as psychics.
All players share the same goal of shedding light on the strange circumstances surrounding the ghost's death and laying his spirit to rest at last. Unable to speak, the ghost attempts to communicate by sending visions to the gathered psychics, who will be able to reconstruct the events of the fateful evening by correctly interpreting these ethereal messages.
Expansions also available for checkout: Hidden Signs, Secrets & Lies
Welcome to Mysterium Park...with its cotton candy, its circus and its dark secrets.
The park's former director disappeared a few years ago, but the investigation turned up nothing. Since that night, weird things have been happening on the fairgrounds. As psychics, you're convinced that a ghost haunts this carnival. You're now intent on giving it a chance to reveal the truth.
In this cooperative stand-alone game, the ghost sends visions with illustrated cards. The psychics try to interpret them in order to rule out certain suspects and locations. Then, they’ll seize their only chance to piece together what happened to the director. You have only six nights before the carnival leaves town... Open your minds and find the truth!
Set in the lights of a 1950's US fairground, Mysterium Park shares the same core mechanism with the famous award-winning game it reimplements, though bringing a different approach: it is smaller and faster, thanks to very quick setup and simplified rules.
Climb the Cliffs of Insanity, brave the Fire Swamp, and help Buttercup, Westley, Fezzik, and Inigo survive the dastardly machinations of Prince Humperdinck, Count Rugen, and Vizzini.
In The Princess Bride Adventure Book Game, players work together to advance the plot and tell all six chapters despite interruptions from a sick grandson. Each chapter is represented by a new board within a "book" of game boards. Instead of each player controlling a single character, players cooperate to complete challenges by moving characters and discarding story cards from their hand.
Each chapter has a series of challenges that require characters to be in specific locations and specific story cards to be discarded from a player's hand. All challenges must be completed before players can advance to the next chapter. A chapter can be interrupted by different story-based conditions or by the grandson. Players have one more chance to complete the story after an interruption, or they lose the game. Special story cards earned as a reward for completing challenges as well as miracle tokens give players more options and help them along the way.
Redwood is a game of movement estimations and angle of view where players have to take pictures of wild animals to compose the most beautiful panorama.
During their turn, each player will have to choose between different movements and their angle of view (materialized by real plastic elements) to catch the animals in the picture (without disturbing them).
Collecting animals and decorative elements earn victory points.
During the game, new conditions for earning points will appear.
The game ends after 5 turns and players will be rewarded if they meet certain conditions to earn more points.
Root is a fast-paced game of adventure and war. You will play as one of four factions vying to show that you are the most legitimate ruler of the vast Woodland.
Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.
The 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.
In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!
Expansions also available: The Riverfolk, The Underworld
Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece.
In more detail, each player builds 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 two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal color.
Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them.
The highest scoring window artisan wins!
Find your cabin assignment, wring out your swimsuit, and relive the days of canoeing, friendship bracelets, and s'mores!
Summer Camp is a competitive deck-building game where players race to earn merit badges and collect the most experience points to win.
Each player has their own deck of cards to play, and as the game progresses you add new cards to your deck to make it even stronger.
Summer Camp differs each playing as the game includes seven different merit badge decks along with the base deck: adventure, arts & crafts, cooking, friendship, games, outdoors, and water sports. Each game uses three merit badge decks that can be mixed and matched for unique gameplay scenarios.
To win, players must earn the most camp experience points, points that are gained by claiming merit badges, advancing your pawns along the merit paths, and buying cards. Devise your strategy, build the best card combinations to outplay your opponents, and rule the summer as the ultimate camper!
In this game, you will play a mature Douglas-fir tree in the Pacific Northwest of North America. Your goal is to establish seedlings and help them successfully grow into trees.
As new mushrooms appear, your options expand for converting nutrients and helping your seedlings. Using cube conversion, tile placement, area control, and a tiny bit of engine building, you’ll need to claim the most advantageous locations and optimize your actions to leave the best legacy in the forest. The player with the greatest number of successful seedlings, wins!
At the end of the game, the player who has grown the most successful set of seedlings with the most valuable symbiotic relationships will win.
● Build a shared forest containing mushrooms with diverse abilities.
● Trade with the mushrooms to get resources based on the partnerships you’ve made.
● Place your seedings in the most advantageous positions to score the most points.
Inspired by real mycorrhizal trading networks. Shape the destiny of your forest with every decision!
In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character.
On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition.
One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain.
Standalone extra sets: Despicable Plots, Perfectly Wretched, Evil Comes Prepared
Become and iconic Star Wars villain! Use your sinister influence and unique abilities to manipulate events in your favor.
Each player has their own villain deck, fate deck, player board, and 3D character.
On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, and other things. You need to use your cards to fulfill your unique win condition.
One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's storyline, and these cards allow other players to mess with that particular villain.
Depending on their villain's unique power, players can also use their villain's "ambition" to perform actions that power effects based on the villain's use of the Force, strategic leadership, or sheer luck. The game also incorporates villain-specific missions and rules for iconic ships and transports from all corners of the Star Wars galax
What if the animals were the ones who ran the zoo?
…Presumably, this wild government would be built upon the support of fellow creatures and fueled by the fame, attention, and prestige of wide-eyed visitors. Naturally, the most aspirational beasts would lobby for a position in the star exhibit, and the lead star would be elected Zoo Mascot.
In order to join the star exhibit, each species must campaign its way up the hierarchy of enclosures with the majority support of animal voters. And the lead star will be the species that has earned the most laurels from both raving fans and jealous rivals along the way.
How does one gain support and earn laurels? Through crafty politicking, clever negotiations, and ruthless schemes. There can only be one Zoo Mascot, after all.
Where are you going? That is the ultimate question of Zoo Vadis.
Ahoy is a lightly asymmetrical game where two to four players take the roles of swashbucklers and soldiers seeking Fame on the high seas.
One player controls the Bluefin Squadron, a company of sharks and their toothy friends, who patrol these waters and keep order with shot and sword. Another player controls the Mollusk Union, an alliance of undersea creatures and their comrades-in-arms, who fight to reclaim their ancestral home. In games with more people, some players control Smugglers, maverick captains who run blockades to smuggle luxuries and essentials, delivering them to those with the most need—or the most coin. Explore the seas. As you play, you’ll make a unique map full of treasure troves, dangerous wreckage, and mighty sea currents, using deluxe double-layer region tiles.
From majestic Maples to ancestral Oaks, players nurture their trees aiming to thrive over the course of a year in a beautiful National Park.
In the spring, players carefully grow their trees, scoring as hikers enjoy traveling the trails in summer.
When autumn comes, leaves fall in the ever-changing direction of the wind, guided to cover the terrain and other players’ leaves. Points are awarded in winter for the most coverage of each region in the park.
Gain your ground in the park to be victorious in Bosk!
Gameplay
Bosk is played over 4 seasons, 2 playing seasons, 2 scoring seasons -- each one unique!
Spring
Players grow each of their 8 trees (numbered 1 through 4) on intersections of the grid lines on the park board.
Summer
Hikers visit, travelling the trails. Players score points for having the highest (or second place) total value from trees in each row and column. 2 points for 1st, 1 for second.
Autumn
The wind starts to blow and leaves fall. In turn, each player blows leaves from one of their trees. The wind board determines which tree (a 1 tree in the first round) and which direction the wind is blowing. Players choose a tile from their hand of tiles (2 through 8, and a squirrel) to determine how many leaves to blow from their tree. Leaves are placed in a meandering path in the direction of the wind, covering the various terrain squares. Players may cover other players leaves by returning 1 leaf to the supply for each leaf being covered. The squirrel can jump up to 3 spaces in the direction of the wind, cover any sized pile and can't be covered.
Winter
Players score again, this time for having majority (or second place) based on coverage per each of the 8 regions on the board -- 5 points for 1st, 3 points for 2nd. The highest scoring player is the winner!
The year is 1123. A new count has been given dominion over the settlement of Blankenburg.
People are coming to the town from the surrounding countryside in hopes of a better life. You have seen an opportunity to make your fame and fortune as the town is built.
In Builders of Blankenburg you are competing to construct the town and earn the most prestige while doing so. Each player takes on a persona which provides a unique benefit during the game. You begin the game with some basic resources and a small amount of silver. While all structures can earn you prestige, only building what the town's citizens demand will earn you the silver necessary to bid for and purchase more resources. Each turn consists of four phases:
The game introduces the citizen track, a growing group of town folk that allows all players to see which structures will earn them income. It also serves to signal the end of the game once the town is full. The town is split into four districts, each limited in size and awarding bonuses at the end of the game for anyone who controls more of a district than their opponents. If there are no other plots on which to build, the game also ends. Beware, while the citizens are known, the best laid plans can be ruined by events and visitors to the town. The player with the greatest prestige at the end of the game is declared the winner.
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.
A Dia de Muertos themed dice rolling game for 2-5 players.
It's the Day of the Dead and players take the roles of friendly spirits guiding souls from Mictlán, the world of the dead, to the land of the living. The first player to guide souls up the 9 levels back to the land of the living is the winner.
To do this players will choose, maniplulate and roll caskets containing dice representing souls. They will have Candles, Incense, Marigolds and the Bread of the Dead to help them, but need to hope for a little luck.
Die of the Dead has beautiful Mexican art inspired by the tales and culture surrounding Dia de Muertos. Care has been taken to make the game as fun as possible whilst staying respectful to its roots.
Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe.
Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.
In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe - melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.
Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!
Players take on the role of civil rights organizations (SNCC, CORE, etc) as they fight for equal rights and the end of segregation in the Deep South, circa 1960-1964.
It is not about Washington, DC, but the efforts of the people on the spot, whether that is Claiborne Parish, Louisiana or Mobile, Alabama.
Free at Last is a card-driven game in which each card has a number (used to activate special individuals) and an event, but uniquely, the color of the number also matters and affects the type of project (voting rights, accommodations, school desegregation) that can be attempted. Multiple-length versions can be played: 3 turns (ending with the Freedom Rides), 6 turns (ending with the March on Washington), or a 9 turn game covering this entire period in American history. Players take turns playing cards from their hand. These cards let the players take actions to accomplish Projects--examples include working to desegregate schools in New Orleans; Fayette County voter registration; as well as the various Freedom Rides across the south. They also can be used for a specific event on the card, granting special powers to the players--but also potentially creating future disadvantageous consequences or making cooperation between the players' groups more difficult.
While the game will eventually mean one organization/player 'wins', players must work together; if projects fail and are suppressed by the segregationists, then the Civil Rights Movement falls apart. Thus, Free at Last is cooperative AND competitive.
Note: This game bears the same name and designer as Free at Last, but the designs each stand on their own, with this game being for 2-6 players while the previous game was for only two players.
Can you build the best theme park in town?
Choose and build an exciting mix of attractions in your very own theme park. Upgrade them to match blueprints, or just to stack up towering rides that pull in the crowds and make the most cash. Hire staff members and build super attractions to maximise your park’s strategy for the win!
Funfair is a standalone game in the Unfair universe. It's a lighter and faster introduction to Unfair’s ludicrously modular theme park building. With fast setup and gameplay, and only positive player interaction included in Funfair, it’s a fun family-friendly game. However, new goals, new cards, all new build strategies, and tight combos will give experienced gamers and Unfair fans plenty of challenge
Play cards with Mr Darcy and Elizabeth Bennet and King and Queen of Hearts, Henry Crawford as Ace Rogue, and many more of Jane Austen's most memorable characters.
Suits are themed on character traits, with hearts for the Heroines and Heroes and spades for the Fools and Bores.
Add some 19th-century drama to your favourite card games or learn to play the ones featured in Austen's stories with the help of the accompanying booklet.
After centuries of absence, magic has returned to England, but not all are using it for good...
Take on the role of an aspiring magician and start your journey down the path to greatness. Collect rare books, flit between social engagements, and impress your peers with feats of magic. Be careful to strike a balance between your studies and your status, for the gentleman with the thistle-down hair has plans of his own, and it will take all of your strength to stop him.
In Jonathan Strange & Mr Norrell: A Board Game of English Magic, players take on the role of four principle characters from the novel — Jonathan Strange, Mr. Norrell, Miss Redruth, or John Segundus — and travel around England and Europe, attending social engagements and performing feats of magic in the hope of becoming the most celebrated magician of the age.
On their travels they encounter a host of familiar characters, from the jovial Mr. Honeyfoot and beautiful Lady Pole to the extraordinary Stephan Black and the enthusiastic Lord Portishead. All the while, they must build up their magical abilities as the gentleman with the thistle-down hair is weaving his magic in the background and must be stopped for any player to have a chance of claiming victory.
In Light & Dark, two players compete to see whether they can turn druids to the side of the light or the dark. Flick druid disks across the table in an attempt to convert your opponent's druids, or light and extinguish torches to win the game.
In Marvel United you take the role of iconic Marvel Heroes cooperating to stop the master plan of a powerful Villain controlled by the game.
Each Villain unveils their unique master plan, with cards that trigger different effects, and threats that pose challenges across the locations. Heroes must choose carefully the cards to play from their unique decks, that not only offer different actions and superpowers to use, but also combine with the actions of other Heroes to do the impossible. Build your storyline, unite your powers, save the day!
Become the wealthiest merchant prince or princess in all of Araby by establishing an entourage of merchants and allies, teaching virtues, summoning djinni, negotiating frequently, and making successful caravan investments.
Objective
Be the player with the most coins at the end of the game.
During your turn perform actions such as playing cards, tasking merchants, Starting a caravan, and negotiating with your opponents.
These Actions may be taken multiple times and in any order you choose.
Game End
The game ends after the fourth round as each round represents one season of a year.
The player with the most total coins is declared the winner!
What’s your damage?!
Find your clique, grab your gear, and prepare for a night of high school drama to the max with this radical card game that has jocks, preppies, geeks, and punks square off in loving homage to high school movies from the '80s.
A fun party game for up to 12 players, Oh My God, Stacy! has students work with their clique to play cards throughout the school day attempting to prank their fellow classmates, collect and steal gear, forge alliances, and earn cool points. Morning announcements may change the rules of play each turn, so stay chill, and may the coolest kids win!
Charles IV has been crowned King of Bohemia and ruler of the Holy Roman Empire.
From his castle in Prague, he oversees construction of new fortifications: a bridge across the Vltava River, a university, and a cathedral rising within the walls of the castle itself. Prague is already among the largest cities in Europe. King Charles will make it the capital of an empire!
In Praga Caput Regni, players take the role of wealthy citizens who are organizing various building projects in medieval Prague. By expanding their wealth and joining in the construction, they gain favor with the king. Players choose from six actions on the game board — the "action crane" — that are always available, but which are weighted with a constantly shifting array of costs and benefits. By using these actions, you can increase your resources, improve the strength of your chosen actions, and build "New Prague City", the Charles Bridge, or city walls. You can possibly gain additional actions or even participate in the construction of St. Vitus Cathedral.
Clever players will discover synergies between carefully timed actions and the rewards from constructing civic projects as all of the mechanisms mesh together. At the end of the game, the player who most impressed King Charles wins.
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 co-operative 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 new power, or to spread their 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 towns 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, for example, to 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 explorer, town and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if explorers or even towns and 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.
WILD: Serengeti is a board game inspired by the endless plains of the Serengeti.
This game combines the joy of puzzle-solving with elements of set-collection and engine-building to create a deep and unique strategic experience. The mesmerizing artwork, 3D components and detailed animeeples will guide you straight into the vivid and breathtaking wilds of the Serengeti.
In order to gain victory points, the player must complete Scene Cards by placing the animals on the Main Board in the same pattern as shown on the cards.
To achieve the pattern shown on the Scene Cards, players perform actions to either place or move animals on the Main Board. When animals are placed on the Main Board in the same pattern as displayed on the Scene Card, the scene can be completed. When completing Scene Cards the player receives ‘Icons’ or ‘Rewards’. With Rewards, players can earn points or different resources, and with Icons, gain continuous benefits throughout the game.
You are an amateur dracologist in the world of Wyrmspan, a place where dragons of all shapes, sizes, and colors roam the skies.
Excavate a hidden labyrinth you recently unearthed on your land and entice these beautiful creatures to roost in the sanctuary of your caves.
During a game of Wyrmspan, you will build a sanctuary for dragons of all shapes and sizes. Your sanctuary begins with 3 excavated spaces—the leftmost space in your Crimson Cavern, your Golden Grotto, and your Amethyst Abyss. Over the course of the game, you will excavate additional spaces in your sanctuary and entice dragons to live there, chaining together powerful abilities and earning the favor of the Dragon Guild.