Games that can be enjoyed by the entire family, regardless of age group. Can be learned easily by children younger than 12 years of age, and enoyed by kids up to 99 years of age!
Splendor is a fast-paced and addictive game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card, in order to make sure you get it, or, why not, your opponents don't get it, you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem.
All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.
A stand-alone card game set in the universe of The Resistance.
In a future where the government is run for profit, all but a privileged few live lives of poverty and desperation. The Resistance rises out of these oppressed masses in revolt and throws the government into chaos. To take command, you must destroy the influence of your rivals and drive them into exile. Only one can survive.
Coup is a game of bluff and deception set in The Resistance universe for 2-6 players with a 15 minute play time.
The Resistance is a very intense social deduction game for 5-10 players. Set in the near future, The Resistance pits a small group of resistance fighters against a powerful and corrupt government. The resistance has launched a series of bold and daring missions to bring the government to its knees. Unfortunately spies have infiltrated the resistance ranks, ready to sabotage the carefully crafted plans. Even a single spy can take down a resistance mission team, choose your teams carefully or forever lose your chance for freedom.
This updated edition of The Resistance features new game art and same core game rules. Now included is the Inquisitor expansion in place of The Plot Thickens for a streamlined extended game play
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players' identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to bring your romantic letters to her. Will yours reach her first?
Crossroads is a new series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside.
Dead of Winter is the first game in this series, designed by Isaac Vega and Jon Gilmour. It puts 2-5 players together in a small, weakened colony of survivors in a world where most of humanity are either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.
Dead of Winter is a meta-cooperative psychological survival game. This means the players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's only looking out for their own interests!
Dead of Winter is an experience that can only be accomplished through the medium of tabletop games. It is a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up.
Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions, that often have them deciding between what is best for the colony and what is best for themselves.
King Robert Baratheon is dead, and the lands of Westeros brace for battle.
In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!
To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.
Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.
The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!
During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence the the their position in the court of the Iron Throne and to stand against the wildling Hordes.
In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.
Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
Your adventurous settlers seek to tame the remote but rich isle of Catan. Start by revealing Catan's many harbors and regions: pastures, fields, mountains, hills, forests, and desert. The random mix creates a different board game virtually every game. No two games are the same!
Embark on a quest to settle the isle of Catan! Guide your settlers to victory by clever trading and cunning development. Use resource combinations - grain, wool, ore, brick, and lumber - to buy handy development cards and build roads, settlements, and cities. Acquire your resources through trades, cards, or lucky dice (even outside your turn).
But beware! Someone might cut off your road or buy a monopoly. And you never know when the wily robber might steal some of your precious gems!
19 Unique Hexagonal Terrain Tiles
6 Coastal Frame Pieces
9 Extra Harbor Pieces
20 Wooden Settlements
16 Wooden Cities
60 Wooden Roads
95 Resource Cards
25 Development Cards
4 Building Costs Cards
2 Special Bonus Cards
18 Number Tokens
2 Six-sided Dice
1 Wooden Robber Pawn
Simple Rules and Almanac
Game Length: 60 minutes
Awesome level... rising...
Thought you had enough awesome with Pirates, Ninja, and Zombies? Well get a load of this, bucko! Killer Plants, Steampunks, Ghosts, and Bear Cavalry are here to smash into your game!
Plants grow out of control, Steampunks build on bases, Ghosts shriek out of the ether, and Bear Cavalry scare away the opposition. Two players can play with just these decks, or mix them with original-recipe Smash Up for up to 4 players, and feel your awesome level skyrocket!
Feels good, doesn't it?
Players: 2 (4 with base set)
Playing Time: 45 minutes
Every picture tells a story but what story will your picture tell?
Dixit is the lovingly illustrated game of creative guesswork, where your imagination unlocks the tale. In this award-winning board game, players will use the beautiful imagery on their cards to bluff their opponents and guess which image matches the story. Guessing right is only half the battle to really succeed, you'll have to get your friends to decide that your card tells the story!Every turn, the storyteller will call out a short phrase or word to match the image on his card. Then each player will choose the card that most closely matches that phrase, and then everyone must guess which card the storyteller saw when he invented his brief tale. Correctly guess the storyteller's card, and you'll move ahead. Convince everyone else that your card is best, and you'll do even better.
Dixit is a wonderfully simple game, playable by nearly anyone with whom you share a common language. With a fantastic range of beautiful illustrations and rules that can be understood by children and adults alike, Dixit will appeal to anyone with an imagination. It's no surprise that Dixit won the Spiel de Jahres award for game design in 2010. It is brilliant and simple, beautiful and imaginative, and fun for all.
The players take the role of courtesans of the Nippon emperor. They take care of his Giant Panda by growing a bamboo plantation.
Mission: to farm parcels of land, irrigate them, and have green, yellow or pink bamboo grow. In turn, they see what the weather brings and perform two actions from among those offered to them: get a new plot of land or irrigation channel, grow bamboo, feed the panda or draw an objective card. The game ends when a player has completed 7 to 9 objectives (depending on the number of players). The player who gets the best score by adding the total value of their completed objective wins the game.
Welcome to the city of Machi Koro, the Japanese card game that is sweeping the world.
You've just been elected mayor. Congratulations! Unfortunately, the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories, and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery, and a single die.
Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!
Machi Koro is a fast-paced, lighthearted game for you and up to 3 friends. Once you've had a taste of Machi Koro, this infectiously fun game may have you wondering if the dinner table ever served another purpose other than gaming.
They say you can't build Rome in a day, but Machi Koro will be built in less than 30 minutes!
Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and three dee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view.
Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a mega corporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.
With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in Europe. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets or goal cards that connect distant cities; and to the player who builds the longest continuous route.
"The rules are simple enough to write on a train ticket, each turn you either draw more cards, claim a route, or get additional Destination Tickets," saysTicket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed or adding more cards to your hand, and fear of losing a critical route to a competitor."
Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of Europe, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.
Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.
Part of the Ticket to Ride series.
With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets or goal cards that connect distant cities; and to the player who builds the longest continuous route.
"The rules are simple enough to write on a train ticket, each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed or adding more cards to your hand, and fear or losing a critical route to a competitor."
Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.
Since its introduction and numerous subsequent awards,Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.
Part of the Ticket to Ride series.
Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldly mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?
Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One - an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature.
Discover the true name of Azathoth or battle Cthulhu on the high seas. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbours. Yet they must also know when to push their own over-extended civilisation into decline and ride a new one to victory!
Note: This is a PRE-ORDER Item. This means the item is not in stock yet at our stores or warehouse, but it is confirmed to be coming. The item is estimated to arrive in late April 2016. Though there may be unavoidable delays due to international shipping mistakes, the Philippine Bureau of Customs, or Poseidon's temperament.
No Thanks! is a card game designed to be as simple as it is engaging.
The rules are simple. Each turn, players have two options:
However, the choices aren't so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run - but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card.
The first versions of the game supported up to five players, but a 2011 edition supports up to seven.
This game was originally published in Germany by Amigo as Geschenkt ...ist noch zu teuer!, meaning "Even given as a gift, it is still too expensive!" Amigo's international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.
Legendary: A Marvel Deck Building Game is set in the Marvel Comics universe. To set up the game, players choose a number of hero decks from Spider-Man, Hulk, Cyclops, Wolverine, etc. and shuffle them together; since players use only a handful of hero decks out of the fifteen included, the hero deck can vary widely in terms of what's available. Players then choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.), stack that particular villain's attack cards underneath it, then modify the villain deck as needed based on that villain's particular scheme.
Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers (to enlist more heroes) and their fighting ability (to combat the villains who keep popping up to cause trouble). Players recruit heroes from an array of six cards, with empty slots refilled as needed. At the start of a player's turn, he reveals a villain and adds it to the row of villains. This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander. The villain deck also contains "master strike" cards, and whenever one of these shows up, the mastermind villain (controlled by the game) takes a bonus action.
As players fight and defeat villains, they collect those cards, which will be worth points at game's end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins. If the mastermind completes his scheme, however having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes then the players all lose.
In most games, players compete against each other to achieve victory. Shadows over Camelot proposes a journey of a very different kind, where you and your fellow players, as Knights of the Round Table, will collaborate to jointly defeat... the game!
At first glance, this task seems simple enough. After all, shouldn't a band of young and noble Knights - fleet of foot and sound of mind - easily defeat a game that plays itself? Alas your quest is further complicated by the ever-present possibility of a Traitor in your midst, biding his time, waiting to strike at the worst possible moment...
But enough words... Don your cloak, climb astride your warhorse and gallop into the Shadows to join us in Camelot!
Waterdeep belongs to the Underworld!
Beneath the City of Splendors lies the sprawling dungeon of Undermountain and the criminal haven of Skullport. Now you can add one or both of these subterranean locations to your Lords of Waterdeep game!
Lords of Waterdeep is a competitive board game of fantasy intrigue. The Skullport module adds a new resource the game: Corruption. If you're willing to pay the price for accumulating Corruption, the rewards can be great. The Undermountain module features bigger quests, richer resources, and more ways to get both.
Scoundrels of Skullport includes new Lords, new Buildings, and new Intrigue and Quest cards. This expansion set also adds a new faction, the Gray Hands, allowing up to six players.
This is not a stand-alone game. A copy of Lords of Waterdeep is required to play.
Mice and Mystics is a deeply story driven game. Players play through the chapters of a Mice and Mystics storybook, taking on the roles of mouse adventurers as their story unfolds. This box set is stuffed with everything you need to go on the first adventure with Prince Collin and his allies.
In Mice & Mystics players take on the roles of those still loyal to the king - but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Colin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her.
Mice & Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice & Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to horde the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds.
Mice & Mystics will provide any group of friends with an unforgettable adventure they will be talking about for years to come. Assuming they can all squeak by...
Throughout the long ages
One lesson is well-learned,
Nothing's half as dang'rous
As a sorceress spurned.
From the great designer of Robinson Crusoe and Pret-a-Porter comes his newest release in Gencon 2014!
Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins...
Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.
In an abandoned warehouse a gangster band is splitting its loot, but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!
Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have the more money than anyone else after eight rounds while still being alive.
Each round, one player is the Boss, and he controls the pace of play. First, loot cards are revealed on the table to show what's up for grabs. Next, players load their guns by secretly selecting either a "Bang!" or a "Click! Click!" card from their hand. The Boss counts to three, and on "Three" each player points his foam gun at someone else; due to his status, the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes, the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round.
Everyone who's pointing a gun at someone still in the round now reveals their card, and anyone who's the target of a "Bang!" takes a wound marker and gets none of the available loot. Starting with the Boss, everyone still in the round takes one loot card at a time from the table ’ê money, diamonds, paintings, the position of Boss, medical care (to remove a wound), or a new bullet (to add a "Bang!" card to your hand) ’ê until everything has been claimed.
After eight rounds, the game ends. Whoever has the most diamonds receives a big bonus, and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins!
Descent: Journeys in the Dark Second Edition is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark Second Edition transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.
This updated version of the classic board game of dungeon-delving adventure features a host of enhancements, including new heroes and monsters, streamlined rules, a class-based hero system, campaign play, and much more.
Descent: Journeys in the Dark Second Edition includes
A rulebook and quest guide
Eight hero figures and 38 monster figures
Nine custom dice
Nearly 250 cards
48 Map tiles
Over 150 tokens
New Expansion Features:
Expansion consists of 350 all new playable cards, Color Rule sheet. All New cards consist of 17 heroes, 6 new villain groups, 5 new Masterminds & 2 new Henchmen! All original art featuring 4 pieces of unique art per hero!!
This is not a stand alone product, core set is required for gameplay.
New Bystander game mechanic. Players create their own powerful combos on the fly, combining their heroes' awesome abilities to take down nasty Marvel Masterminds like Apocalypse and Kingpin. Over the course of the game, recruit increasingly powerful Hero cards to add to your deck, building a stronger and stronger deck of the ultimate Marvel superhero combinations. Easy to learn, with fast-paced gameplay.
Features incredible original artwork of Marvel heroes and villains. Innovative "Mastermind" mechanics allow the game itself to fight back against the players: If players aren't careful, villainous Marvel masterminds like Magneto, Loki, and Dr. Doom threaten to accomplish dark schemes and defeat all the players at once!
Designed by award-winning game designer Devin Low, former Head Developer of Magic: The Gathering. Strategy, depth, fun, and replayability make Legendary perfect for gamers and Marvel fans everywhere!
Dockmaster Schlibble and Constable O'Brady cordially invite you to visit their bustling Harbour town! Attend to business at the Trader's Guild or the Masoner's Hall. Break for lunch at the Sushi Shop, or stop off for a drink at the Pub. Don't forget to check out the Wizard's Traveling Imaginarium before you go! But no matter where you go, keep on the lookout for a bargain... the denizens of this town are always wheeling and dealing! Collect and trade resources as you visit the various buildings of Harbour, and cash them in to buy your way into the town. Whoever has the most points worth of buildings when the game ends, wins!
Harbour is a worker placement game where players move their worker from building to building, collecting and trading Fish, Livestock, Wood, and Stone; and cashing those resources in to purchase buildings (which are the worker placement spots) from the central pool. Once a building is purchased, it is replaced from the deck, and the central pool is a small subset of the deck, and is therefore different every game.
The game ends when a player has purchased his fourth building. After that round finishes, the player with the most points worth of buildings is the winner!
At the heart of Harbour is a dynamic market mechanism. Each time a player purchases a building, the value of the resources they used drops, while the value of the other resources rise. You'll have to carefully time your purchases to take advantage of the ebb and flow of market prices, or be prepared to waste some resources!
We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight.~H.P. Lovecraft, "From Beyond"
It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.
Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient Ones. Armed with cards for tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A clever and thematic dice mechanic pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.
Elder Sign recreates the Lovecraftian thrills of eerie suspense and mind-numbing horrors in a game players can finish in one to two hours. Expert design in rules, card text, and innovative dice mechanics blend to form a game that's quick to learn, quick to play, strategic enough to reward frequent replay, and eccentric enough to immerse players in the museum's supernatural intrigue.
Lavish artwork, sanity-draining Adventures, and gates to other worlds’«avid readers of H.P. Lovecraft should find themselves at home in their hunt for Elder Signs as the end draws nigh.
You demanded it, and here it is. Created by Steve Jackson and illustrated by John Kovalic . . . 112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demons. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Catapult and, of course, the dread Unnatural Axe . . . and show them who's the greatest munchkin of all.
Munchkin 2 Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to a game of Munchkin, Munchkin Fu, or Munchkin Bites! instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions!
In Concept, your goal is to guess words through the association of icons. A team of two players —– neighbors at the table —– choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board.
To get others to guess "milk", for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for "food/drink" and "white". For a more complicated concept, such as "Leonardo DiCaprio", the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues to particular movies in which DiCaprio starred, such as Titanic or Inception.
The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins.
There's hustle and bustle at Istanbul's grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.
In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything...
In more detail, on a turn you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant at that location or collect an assistant left earlier, then perform the action. If you meet other merchants or certain individuals at the location, you might be able to take a small extra action. Possible actions include:
One Night Revolution is a super fast game of secret identities for 3 to 10 players that combines all the deductive and chaotically fun elements of the One Night Ultimate Werewolf series with structured game play of The Resistance. The result is a very addictive game that is easy to learn and will be played over and over again.
Every player starts with a specialist role and an ID (either spy or resistance). At night the spies reveal to each other (if there are any, as at all player counts there are between 0 and 3 spies in play), and then all players complete their specialist action in a clockwise order (removing the need for a rigid script/app and reducing the potential to accidentally reveal your role). Specialist actions include information gathering and role switching, helping players in their attempt to identify the spy before the the day is over. If a majority of players identify the spy, the resistance wins - but if the spies remain hidden, they win!
Think only pirates, time travelers, vampires and bears can smash bases? Well, get ready to be taught a lesson in the nicest way possible!
Pretty Pretty Smash Up brings the sweetest factions ever to the vicious fight for victory! Kitty Cats use their incredible cuteness to take control of enemy minions. Princesses ply their royalty, beauty and even their love to get their way. Fairies' fickle tricks give you options like never before, while the herds of Mythic Horses work together for dominance. Get ready, your opponents will never know what hit them!
Pretty Pretty Smash Up can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time.
In City of Horror, you're playing a group of humans faced with a zombie invasion. The struggle against the dead is important, but your own survival is vital! To win, you'll have to make alliances but also betray your companions.
A game is played over 4 turns. Each turn represents one hour of time before reinforcements arrive. These turns are played out similarly: zombies arrive, players move one of their characters and then each location is resolved (power and attack).
At the end of the 4 turns of play, the player with the most victory points (characters, food and antidote) wins the game. But be careful: to get into the helicopter, the players will have to make sure each of their living characters has been vaccinated.
The box contains:
Munchkin 4: The Need for Steed is the latest expansion for the original Munchkin- 112 more John Kovalic-illustrated cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend... Oh, wait - this is Munchkin! So these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Narbonic), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.
Hireling? Yes indeed,The Need for Steed has lots and lots of Hirelings, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! Add these valuable characters to your retinue, use their special abilities, and sacrifice them without a thought to save your own skin! Or, better yet, kill somebody else's Hireling. That's the way a Munchkin does it!
Feel the need...The Need for Steed
Get ready to push your engine to its limit, to hug the curves in the tight corners, but also to keep up with your opponents to take advantage of the air flow and pass them to win... Taking risks and planning ahead are two qualities you'll need as a pilot if you want to stand on the highest step of the podium!
Formula D is also the excitement of illegal racing in the streets of big cities - anything goes: custom cars, nitro acceleration, drifting in the curves, dirty tricks... The game mechanics stay the same, but use specific rules, cars and tracks.
You will also discover, in this new edition of Formula D, elements unseen up to now, such as painted race cars, dashboards, pilot profiles, and tracks... Very soon we'll unveil the new, high-tech elements which have been created in our ultra-secret lab.
Compatible with the old tracks/expansions of Formula D.
The animals have escaped from the farm! You need to bring them back before they get into trouble – and you want to do so faster than your opponents so that you can save more than they can!
In the fast-catching game Fun Farm, players compete to spot and catch the animal shown on the cards before all their opponents. Each round, the active player reveals the top card from the deck, placing it next to any others still on the table. Each card depicts an animal, a black die (showing one color on this die), and a white die (showing one color on this die). The player then rolls the black die and the white die. If a die depicted on a card matches the color rolled on that die, players race to grab the animal toy from the table that matches the animal depicted on the card. Whoever does so first claims the card, and once the deck runs out, whoever has the most cards wins!
- First expansion to best-selling family game Tokaido
- New locations, objects, panoramics and characters
- Worker placement, with storytelling mechanic
- Adds a new strategic level to Tokaido
1 Game Board
6 Amulet Cards
6 Legendary Object Cards
6 Bathouse Cards
6 Calligraphy Cards
6 Cherry Tree Cards
1 Fortune Die
6 Traveler Tiles
Game Length:45 minutes
This is not a stand-alone game. A copy of Tokaido is required to play.
Assuming the role of one of the greatest sorcerers of the time, you will be participating in the legendary tournament of the 12 Seasons. Your goal is to raise the most victory points by gathering energy, summoning familiars and magic items. If you amass enough crystals and symbols of prestige, you will become the kingdom's most illustrious mage.
Optimize the cards through skilful combinations, using the seasons wisely to access the energies of crystals and become the the new Archmage of the kingdom of Xidit.
In a first phase, select 9 power cards at the same time as your opponents. Do the right choices, because they will determine the rest of the game. Acclimatize to the season to make the most of the actions proposed by each roll of the dice! Collect energies, invoke magical and familiar objects, and collect enough crystals, symbols of prestige.
Now five to six players can explore and settle Catan!
In the Catan: 5-6 Player Extension you control a group of settlers exploring and taming the uncharted lands of Catan. Embark on a quest to settle the rich island, competing against more opponents for added fun.
Add 1-2 more friends or family without sacrificing ease of play. Add green and brown settlers and expand your island with 2 more harbors and 11 unique, new terrain tiles.
11 Unique Terrain Tiles
2 Frame Pieces with Harbors
2 All-sea Frame Pieces
10 Wooden Settlements
8 Wooden Cities
30 Wooden Roads
25 Full-color Resource Cards
9 Full-color Development Cards
28 Die-cut Number Tokens
5-6 Player Extension Rules
Game Length: 90 minutes
This is not a stand-alone game. A copy of Catan is required to play.
Note: This is also a starter set. No need to buy the original smash up to play!
History records many great pairings. Death and taxes. Peanut butter and chocolate. Cats and cheeseburgers.
Now we've smashed up Munchkin with Smash Up!
Smash Up is the game where each player smashes two weird factions together and tries to crush all the others. The factions in this set are Munchkin races and classes: Orcs, Warriors, Halflings, Clerics, Dwarves, Elves, Thieves, and Mages! All the factions have different powers, and every team-up is different.
This set may be played by itself, but all the factions are fully compatible with your existing Smash Up sets. There are also two brand-new card types. Monsters lurk around the bases, and Treasures give you new rewards when you smash a base!
Imperial Settlers: Why Can't We Be Friends, the first Empire Pack for Imperial Settlers, includes new common cards for the central deck, new cards for each of the base game's four factions, and two new cards for use in the solo game with some factions.
One new effect on the cards is "open production", an ability that allows an opponent to visit your building for the resource produced there while giving you the worker who made that trek. Hope you can put him to use once again!
What would it be like for Mages of vastly different schools and philosophies of magic to come together in an arena and fight to the death? How would an Illusionist battle a Druid? Or a Warlock fight a Beastmaster? Or a Priestess fare against a Wizard?
Mage Wars (now called Mage Wars Arena) pits powerful Mages against each other in deadly arena combat. Each Mage uses his own fully-customizable book of spells to achieve total victory over his opponent. Summon mighty creatures to do battle in your name; cast powerful spells to attack your foe and thwart his every plan and strategy; use hidden enchantments to turn the tables and rule the day; adorn yourself with mighty weapons, armor, and arcane artifacts ’« all of this and more awaits you in the arena of Mage Wars!
Mage Warsis a tactical board game, a combination of a card game and miniatures game, combining the best elements from each genre. The game is played on an arena game board divided into square areas called "zones", which regulate movement and the placement of objects. Each Mage (player) starts in a corner of the arena, opposite his enemy.
Each player holds a spellbook, from which spell cards are pulled out as they are cast during the game. This has the feel of being a real Mage, turning the pages of your tome of magic, as you plan your strategy each turn. A point system allows you to choose spells for your spellbook, with more powerful spells and spells outside your schools of training costing more points. You have full access to cast any spell you want each turn, allowing for an unprecedented level of rich strategy and tactics. Many of these spells, such as creatures, equipment, and enchantments, are placed on the board and become objects in the game. Creatures can move around the arena, and attack each other and the enemy Mage. Attacks deal damage, as well as interesting special effects such as Burn, Corrode, Stun, Daze, Push, Cripple, Paralyze, etc. Creatures can be destroyed when they receive too much damage, or can be controlled by powerful curses and enchantments, or contained by walls and other creatures.
Every Mage comes from a different school of magic, each with unique spells and strategies:
The base game comes with all you need to get started: spellbooks, extra spells to customize with the spellbooks, arena game board, dice, markers, etc.
New Mages will be released every few months to add new spells, powers, and variety to the game. The game is NOT collectible, but is fully customizable!
Munchkin Pathfinder, which includes 168 cards and uses the setting of the Pathfinder role-playing game from Paizo Publishing, can be played as a standalone game or combined with any other core Munchkin game. That said, while Munchkin Pathfinder includes Classes and something new for this set and Factions, the game does not use Races.
As for what you'll find in the set, you can try out new classes like Alchemist and Witch; join a faction to become an Eagle Knight or a Red Mantis Assassin; or arm yourself with the T-Bone Stake and the Armor of Insults. You'll need those latter items to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you'll have to fight your way through all those goblins...and kill them and take their stuff!
Munchkin Pathfinder Deluxe contains the same cards, die and rules as Munchkin Pathfinder, but also includes a game board, pawns and plastic stands. Munchkin Pathfinder Deluxe also features a brand-new mechanism - "Factions" - and a new D6 for the iconic Pathfinder Goblin.
Munchkin 8: Half Horse, Will Travel is a 112-card expansion forMunchkin that adds two new races to the game: Centaur and Lizard Guy. A myriad other new cards are included, such as race/class enhancers (Elite, Legendary, and Elder) and monsters (Gecko On The Telly, Centaurpede, and the Knight Mare).
The name for this expansion was selected via a contest. Users were asked to submit entries, and the Steve Jackson Games staff chose "Half Horse, Will Travel",submitted by Michael Shore, as the best entry.
The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travellers.
The game is about placing settlement tiles into the princedom. Every tile has a function that starts when the tile is placed. The princedom itself consists of several regions, each of which demands its own settlement tile.
The core game mechanism involves two dice. The pips show the kind of action the players are allowed to do (example: roll a 2 and a 5: using the 2 the player buys a watch tower and places it on a 5 city tile which triggers the function of the tower with additional advantages).
It is also possible to influence the dice, so the player is not completely subject to luck.
The rules include basic and advanced versions.
This game is #14 in the Alea big box series.
Cheat With Both Hands is designed for the anything goes games where every deck is in play and no combination is too strange. The fans told us they like to play that way so here's the set to let them do it! This is a supplement, not a stand-alone game. It is meant to be combined with two or more Munchkin games, with or without other supplements.