Carcassonneis a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner.
During a game ofCarcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete his project and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.
Gloomhavenis a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.
This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.
Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.
Bananagrams is a fast and fun word game that requires no pencil, paper or board, and the tiles come in a fabric banana-shaped carrying pouch. One hand can be played in as little as five minutes. Much like Pick Two! , but without the letter values.
Using a selection of 144 plastic letter tiles in the English edition, each player works independently to create their own 'crossword' faster than one's opponents. When a player uses up all their letters, all players take a new tile from the pool. The object of the game is to be the first to complete a word grid after the "bunch" of tiles has been depleted.
There are variants included in the instructions, such as Banana Smoothie and Banana cafe for limited set skills or space-deprived places, and the game is suitable for solo play.
Here's a game that's enormous fun and will sharpen your wits and hone your imagination. The 54 images were designed by Rory O'Connor of Ireland, a trainer in creativity and creative problem-solving. They can be used to arrive at answers or decisions in an indirect and ingenious way.
Originally Rory had put the images on the faces of a Rubik's Cube, and players would turn the Cube to scramble the images, then choose one side to play with. Kate Jones of Kadon Enterprises suggested putting the 54 images on 9 separate cubes, to allow for quicker ways to generate more varied combinations, including conceptual puzzles. Rory readily agreed, having considered the 9-cubes idea himself earlier. At a creativity conference held at Kadon headquarters in May 2004, a prototype was whipped up, and in 2005 Kadon launched the cubes version of Rory's Story Cubes.
Each jumbo 1" cube has 6 images or icons, with a total of 54 all-different hand-inlaid images that can be mixed in over 10 million ways. You roll all 9 cubes to generate 9 random images and then use these to invent a story that starts with "Once upon a time..." and uses all 9 elements as part of your narrative.
Play it as a game for one or more players, or as a party game for three or more. Or play it as an improv game where each player contributes part of the story, picking up where the last one left off. Win award points for speedy delivery, inventiveness, imagination, drama and humor.
Full instructions include several other ways to use the cubes to solve problems, break up writer's block, enhance your imagination and heighten your ability to find unifying themes among the diverse images. Interpret or get at the meanings of your answers more quickly. It's fun, easy, and mind-stretching.
As a puzzle the cubes will really give your imagination a work-out. You'll practically feel both sides of your brain dancing. The challenge: Fit the 9 cubes into a 3x3 square. Now examine the cubes in any one row and turn them so their tops have something in common. Do this for all 3 rows. Explain your choices, or challenge another player to identify the element they share. More than one answer may be right, and there are thousands of possible combinations.
Rory's Story Cubesare recommended for all ages over 8, though it's fun to watch a younger child create combinations with the cubes and make up stories.
Corporations are competing to transform Mars into a habitable planet by spending vast resources, and using innovative technology to raise temperature, create a breathable atmosphere, and make oceans of water. As terraforming progresses, more and more people will immigrate from Earth to live on the Red Planet.
InTerraforming Mars, you control a corporation with a certain profile. Play project cards, build up production, place your cities and green areas on the map, and race for milestones and awards!
Will your corporation lead the way into humanity’s new era?
The Survival Horror expansion is packed with new content for your games of Resident Evil™ 2: The Board Game, including five unique new survivor characters, advanced versions of two characters from the core game, new weapons, bizarre new enemies, a new game mode, and two completely new scenarios featuring player vs player characters! If you're looking to add an extra challenge and depth to your games or just want to see the world burn, this expansion is your ideal accompaniment.
Are you ready to return to the nightmare and discover the true end of Resident Evil™ 2: The Board Game?
In the standalone gameCarcassonne: Safari, players go out on a safari and try to see as many animals as they can, despite these animals hiding in the bush, in the savannah, or near watering holes. Help your friends to dig out such holes and receive bonus points. Sometimes you will see animals while taking a nap under a big baobab.
Carcassonne: Safariis the fourth title in the "Carcassonne Around the World" series.
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 Gunshelps you relive the best scenes of your favorite gangster movies. The goal is to have 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 — 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) — 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!
Dixit Quest makes Dixit even more fun! The multi-award winning party game returns with an 84 card add-on. Allow yourself to be caught in their spell and be transported on a new voyage of discovery. Dixit...a surprising, exciting, and evocative game to be enjoyed with friends and family alike.
Gloomhaven: Fallen Lion is a comic that follows a Mindthief character formerly of the Jaws of the Lion expansion.
Dicebreaker says "The one-shot comic will reveal the backstory behind the Mindthief’s ejection from the group for “screwing up a job”, as well as apparently diving deeper into the fantasy world’s lore and further exploring the titular city of Gloomhaven itself. "
In the dark alleys of your city, gold changes hands, alliances are made and secrets betrayed... Now, your influence extends into the heart of rival cities. But be careful, they won’t be shy to return the favor! In addition to two new Wonders and the option of playing in teams, this expansion offers you a new type of card: Cities cards. Mercenaries, thieves, spies, and diplomats will give a new sense of interaction to your games.
The new edition features a new box with gold leaf; improved layout for better game immersion; two new Wonders designed for the expansion; a booklet that describes the expansion’s new effects, and includes cards originally released as the Cities Anniversary Pack.
Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?
Eldritch Horroris a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas.
While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space.
Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate.
All the while, the arrival of the Ancient One approaches. Its malign influence is manifested inEldritch Horroras you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries.
With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards,Eldritch Horrorpresents an epic, world-spanning adventure with each and every game.
As you venture into the South American rainforest, river and jungle alike abound with colorful wildlife that create a spectacular panorama. But you have little time to appreciate the serenity of the moment: Others are heading into the wilderness to build camps and explore down the river. The race is on!Carcassonne: Amazonassends you on a journey down the Amazon as you fill in the river and surrounding areas, one tile at a time. Along the way, discover many wonderful secrets deep in the rainforest. Ultimately, it is up to you to decide whether you want to place your meeples or camps on the features you discover, or if you want to forge ahead of the competition and push farther down the river. Whoever amasses the most points on their journey will be declared the winner!
FLORA & FAUNA
All sorts of things are waiting to be discovered in the jungle. On your journey, you’ll come across many animals, visit villages, and walk along the many tributaries of the Amazon River. Just like in Carcassonne, you have the option to place meeples on these features as you discover them and score points once they’re completed. But withCarcassonne: Amazonas, it takes more than just cunning tile placement to win—it’s also a race down the Amazon River itself. When a tile is added to the river, the player whose boat is farthest down the river scores points equal to the number of piranhas and caimans that appear on that tile. To become a legendary explorer, you'll need to strike the right balance between placing your meeples and camps and staying ahead of the competition!
Setting: Jamaica, 1675. After a long career in piracy, Captain Henry Morgan skillfully gets appointed to be Governor of Jamaica, with the explicit order to cleanse the Caribbean of pirates and buccaneers! Instead, he invites all of his former "colleagues" to join him in his retirement, to enjoy the fruits of their looting with impunity. Each year, in remembrance of the "good old days," Morgan organizes the Great Challenge, a race around the island, and at its end, the Captain with the most gold is declared Grand Winner.
Goal: The game ends on the turn when at least one player's ship reaches the finish line, completing one circuit around the island of Jamaica. At that point, players are awarded different amounts of gold in accordance with how far away from the finish line they were when the race concluded. This gold is added to any gold a player gathered along the way by detouring from the race to search for valuable treasure, by stealing gold or treasure from other players, or just by loading gold as directed by the cards the player played during the race. The player with the most total gold acquired through all these means is then declared the winner.
Under a blazing sun in 4th Century BC Corinth, traders come from all corners of the Mediterranean Sea to sell their goods; Persian carpets, Cretan olive oil, Roman grapes, Egyptian spices are highly prized by traders.
You are an ambitious merchant: send your faithful steward to the market, deliver goods to the most prestigious shops, erect buildings to help your business grow and become the most well known among your peers… You only have a few weeks to secure your place in Corinthian lore as its most savvy trader!
In each round ofCorinth, a handful of dice are rolled and players take turns selecting groups of dice to deliver goods to shops, purchase herds of goats or visit the market. In this game, you will need to pay close attention to what your opponents are doing and choose between taking the best option for you or making sure your opponents don’t get theirs…
Agricola: All Creatures Big and Small (The Big Box)
In Agricola: All Creatures Big and Small, you become an animal breeder of horses, cows, sheep and pigs and try to make the most of your pastures. Players start with a 3x2 game board that can be expanded during play to give more room for players to grow and animals to run free. Sixteen possible actions are available for players to take, with each player taking three actions total in each of the eight rounds.
The player who amasses the most victory points through enclosing space with fences and acquiring the largest number and variety of animals and victory point-generating buildings will be the winner.
This Big Box edition includes the base game, the two expansions (More Buildings Big and Small and Even More Buildings Big and Small), and shaped wooden components for the workers and resource tokens.
What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!
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 bySteve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
And it's illustrated byJohn Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Asmodee has struck up a new partnership with Great Ormond Street Hospital Children’s Charity to raise vital funds to support seriously ill children from across the UK being cared for at the hospital. This special edition of Dobble is released in support of GOSH Charity, with a contribution received by the charity from each copy sold. This will see a guaranteed minimum of £50,000 raised over the first year of the partnership!
Dobble is a simple pattern recognition game in which players try to find an image shown on two cards.
Each cardfeatures eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basicgame, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins!
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
Terra Mysticais a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.
Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:
Desert (Fakirs, Nomads)
Plains (Halflings, Cultists)
Swamp (Alchemists, Darklings)
Lake (Mermaids, Swarmlings)
Forest (Witches, Auren)
Mountain (Dwarves, Engineers)
Wasteland (Giants, Chaos Magicians)
Proximity to other groups is a double-edged sword inTerra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...
Twilight Imperium (Fourth Edition)is a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races are offered many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy.
No two games ofTwilight Imperiumare ever identical. At the start of each galactic age, the game board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate.
A round ofTwilight Imperiumbegins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.
After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.
Make the right decisions to lead your civilization to prosperity!
Lead one of the seven greatest cities of Antiquity. Develop your civilization on a military, scientific, cultural, and economic level. Once built, will your Wonder bring you glory for millennia to come? No downtime, renewed fun in each game and perfect balance regardless of the number of players.
Waterdeep, the City of Splendors—the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!
Lords of Waterdeepis a strategy board game for 2-5 players. You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city.
Expand the city by purchasing new buildings that open up new actions on the board, and hinder—or help—the other lords by playing Intrigue cards to enact your carefully laid plans.