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Board Games

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Found 441 games
1984

1984

6.6
English
1–4 players120 min

In this game you will assume the role of a powerful Mentapol, a thought policeman of the single party Ingsoc, and your goal is to increase the party's power by controlling the inhabitants of London. Keep in mind that your fellow Mentapoles are also vying for power, and if Winston Smith reaches the Golden Country, your fate will be the terrible Room 101. The Ingsoc will reward you with Victory Points as you achieve the game's objectives. The Mentapol with the most VP at the end of the game will be proclaimed the winner. At each turn, you will have to make important decisions, such as deciding what propaganda to distribute, what fake news to spread, and how to manipulate the population to support the party. In addition, you will have to be on guard against your own fellow players, who will also be trying to increase their power and weaken yours.

5 Towers

5 Towers

6.7
Language-independent
2–5 players30 min

Compete as master architects to acquire cards and use them to build the highest towers. You’ll get cards if you are willing to take more than everyone else. But since you can only build one tower of each of the 5 types, taking too many cards at once can limit your options in the long run. —description from the publisher

7 Wonders Duel

7 Wonders Duel

8.1
English
2 players30 min

In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players. Players do not draft cards simultaneously from decks of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play, as it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as they are acquired, the cost for those resources increases for the opponent, representing the owner's dominance in this area. You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins.

7 Wonders Duel: Pantheon

7 Wonders Duel: Pantheon

8.0
English
2 players30 min

A pantheon from several civilizations — including Greek, Egyptian, and Middle-Eastern — gets added to 7 Wonders Duel in 7 Wonders Duel: Pantheon, with each god having its own power to help you or hinder your opponent. During Age I you collect mythology tokens — which allow you to choose which deities have a place in the Pantheon — and during Age II you collect offering tokens, which help you court those deities. Then, during Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the pyramid. To do so, you pay whatever that god or goddess demands from you in offerings, then place it next to your city. With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the card structure that you want, as well as any mythology or offering token that may be on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva's ability to stop the conflict pawn from moving toward you can assist with a military victory or save you from military defeat. What's more, instead of adding three guild cards to the deck for Age III, you add three of five Grand Temples. Each Grand Temple belongs to a different Mediterranean culture, and if you possess a mythology token from that culture, you can build the temple for free. These temples are worth a total of 5, 12, or 21 points, depending on how many you build. 7 Wonders Duel: Pantheon also includes two new Wonders: the Sanctuary (which gives you an additional turn and allows you to invoke deities at a reduced price) and the Divine Theater (which grants points and access to additional gods).

A Game of Thrones: The Board Game (Second Edition)

A Game of Thrones: The Board Game (Second Edition)

7.5
Czech
3–6 players240 min

Game description from the publisher: King Robert Baratheon is dead, and the lands of Westeros brace for battle. In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros! To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses. Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players. The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros! During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes. In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards. Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements. Expanded by: A Game of Thrones: The Board Game (Second Edition) – A Dance with Dragons (2012) A Game of Thrones: The Board Game (Second Edition) – A Feast for Crows (2013) A Game of Thrones: The Board Game (Second Edition) – Mother of Dragons (2018) Reimplements: A Game of Thrones (2003) A Game of Thrones: A Clash of Kings Expansion (2004) A Game of Thrones: A Storm of Swords Expansion (2006)

AI: 100% Human

AI: 100% Human

7.1
Language-independent
1–6 players45 min

In AI 100% Human, you must choose and develop your Artificial Intelligence (AI)! Integrate new developments of every type (calculation, hacking, game...) and achieve objectives set by the Original AI to obtain the most powerful AI. AI is a drafting game with a reserve and immediate scoring, all structured around building a tableau. Drafting with a reserve lets you better prepare your card combinations and chains. Since you immediately score each card played, the reserve lets you optimize your choices and place the best Development card, in the best place, at the best time. Your AI’s performance is measured by scoring various types of Development cards as they are played, in addition to scoring the Original AI’s objectives at the end of each round. Finally, at the end of the game, you will gain additional points depending on your AI’s specific features. You will constantly face many challenges, both in terms of creating chains and timing card placement. After two rounds, the player with the most powerful Artificial Intelligence wins the game. —description from the publisher

Activity

Activity

5.9
Czech
3–16 players45 min

This is a party game from Piatnik played in 2-4 teams with at least 2 players each. The teams' meeples move over the board, the goal is to reach the finish. Depending on the category of field they are currently standing at, one player has to act (pantomime) or to describe or to paint a phrase given on a card and the other members of his team have to find out what that should be. If they manage to do so, their meeple moves forward. There are several editions and expansions for this game. Nominated for the Deutscher Spieler Preis in 1993 (ended at the bottom of the nominations). A new edition, Activity 2, was created in 2002 and is nowadays sold under the name Activity.

Age of Galaxy

Age of Galaxy

7.5
English
1–4 players60 min

When the cosmos opens its doors, only the cleverest alliances rise to power. In the Silver Crescent, stars are not just lights in the sky — they’re frontiers teeming with unclaimed worlds, ancient relics, and opportunities for glory. Civilizations from across space converge, each seeking to forge their destiny. Age of Galaxy places you at the helm of an interstellar alliance, commanding a trio of unique factions and guiding them to the prosperity. Age of Galaxy is a pocket-sized 4X galactic civilization game. You lead an interstellar alliance of three factions, each with unique abilities and idealogy. Explore systems, colonize planets, research technologies, build fleets, and pursue your chosen path to dominant the Silver Crescent. Compact yet rich in options and replayability, Age of Galaxy invites you to carve your legend in the stars, where empires are built not just with fleets, but with vision. —description from the publisher

Agent Avenue

Agent Avenue

7.5
Language-independent
2–4 players20 min

Agent Avenue is a competitive card game that combines bluffing, strategic set collection, and a race to uncover your opponent's identity. Set in a colorful anthropomorphic world, players assume the roles of retired spies in a suburban neighborhood, outsmarting each other with cards that can score points or trigger special effects. The game's art brings to life a quirky neighborhood of animal spies. Use a unique "I split, you choose" mechanic to play one card face-up and one face-down each turn. Your opponent chooses one, influencing both your strategies. Cards feature different agents and tools that impact scoring and game progress on a track, advancing the "catch me" race to uncover the opposing spy. Outwit your opponents by strategically collecting agent sets and effectively using spy tools. The game ends when a player successfully uncovers their opponent, combining both strategic depth and bluffing elements. Perfect for those who love a mix of strategy and lighthearted competition, "Agent Avenue" challenges you to think like a spy and act like a friendly neighbor. —description from the publisher

Akropolis

Akropolis

7.4
Language-independent
1–4 players30 min

The most talented architects in ancient Greece stand ready to achieve this goal. Build housing, temples, markets, gardens and barracks, so you can grow your city and ensure it triumphs over the others. Raise its prestige with harmonious planning that conforms to specific rules, and enhance it by building plazas. Stone is an essential resource, so make sure you do not neglect it. You’ll need enough quarries so you can build higher up, making your city stretch towards the sky. Choose a tile from the construction site Arrange it in your city to unlock each district's full potential Build on higher levels, increase the value of your districts and win the game —description from the publisher

Akropolis: Athena

Akropolis: Athena

7.7
Language-independent
1–4 players25 min

Akropolis Athena is an expansion of the Akropolis base game, set in the Ancient Mediterranean where architects compete to build prestigious cities. The theme revolves around gaining the favor of Athena, the goddess of wisdom, war, and artisans, to earn riches and honor. In this game, players must use their skills to complete specific Construction cards by building layouts within their cities that match the cards. As players complete these cards, they can acquire parts of the Statue of Athena and gain Mini-tiles to enhance their cities. The goal is to strategically build your city while completing these Construction cards to gain additional points and advantages. The game integrates the core rules of the Akropolis base game with the added challenge of completing Construction cards. Each architect can complete each Construction card only once and must manage their resources and placements carefully to maximize their points. The game concludes when there is only one tile left in the Construction Site and all the stacks have been used. Points are counted as usual, but players who have completed the Statue of Athena gain extra points for their Stones, adding a layer of strategic depth to the gameplay. The ultimate goal is to have the most prestigious city by the end of the game, as determined by the accumulated points. —description from the publisher

Alchemists

Alchemists

7.6
Language-independent
2–4 players120 min

In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins. Flavor text: Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art. But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.

Alchemists: The King's Golem

Alchemists: The King's Golem

8.4
Language-independent
2–4 players120 min

Alchemists: The King's Golem, an expansion to Alchemists, brings you a new logic puzzle with new rewards and consequences. Can you figure out how to animate a golem? And equally important, can you convince the king you are making progress? The King's Golem actually contains four expansions: In Startup Funding, players get a chance to customize the initial resources in their laboratories. The Busy Days expansion makes each round different by offering new rewards (and new costs!) on the order spaces. The Royal Encyclopedia is an entirely new venue for publishing your research. And in The Golem Project, players have the challenge of animating a creature made from magic and clay. The expansions are presented in order of complexity. Startup Funding and Busy Days will be just fine for beginners. The Royal Encyclopedia is for players accustomed to the logic puzzle of the base game. The Golem Project is for advanced players who want a new deduction challenge.

Alubari: A Nice Cup of Tea

Alubari: A Nice Cup of Tea

7.1
English
1–5 players120 min

Darjeeling is a town and a municipality in the Indian state of West Bengal. It is located in the Lesser Himalayas and is noted for its tea industry, the spectacular views of Kangchenjunga, the world's third-highest mountain, and the Darjeeling Himalayan Railway. Tea planting in Darjeeling began in 1841 using seeds of the Chinese tea plant (Camellia sinensis); the British government also established tea nurseries, during the period, and the Alubari tea garden was opened by the Kurseong and Darjeeling Tea company in 1856 to be quickly followed by more than 80 Tea Estates. In A Nice Cup of Tea, players compete to cultivate and harvest their own Tea Estates and assist in the building of the Darjeeling and Himalayan Railway, from Siliguri Town to ‘the summit’ at Ghum. Guided by the placement actions of their laborers, players can also use their harvested tea leaves to make Chai for their thirsty workforce to boost their actions even more! When the railway is completed, the player who has contributed the most to the railway, the building of the towns along the way and the most auspicious Tea gardens will be declared the winner. A Nice Cup of Tea is a new game in the Snowdonia family.

Anachrony

Anachrony

8.0
English
1–4 players120 min

It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital. By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago... Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply. The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs — unless, of course, it is averted! The elapsed turns are measured on a dynamic timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past "self" with resources. Each Path has a vastly different objective that rewards it with a massive amount of victory points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet...

Anachrony: Fractures of Time

Anachrony: Fractures of Time

8.8
English
1–4 players150 min

Since the Paths' Time Rifts powered up for the first time on the Day of Reminiscence, masses of people across New Earth have been seeing visions of a fifth Time Rift hovering over the eerie Ground Zero of the impact, waiting to be discovered. These visions also invoked an increasing sense of empathy and fellowship between these people — a bond much stronger than their Path affiliation. A mass exodus from the Path capitals took place over the course of the first Era, and the first pioneers discovered that the Time Rift in their visions not only exists, but it holds the foundations of a new civilization, one that may eventually set all people of New Earth down a new path - the Path of Unity. Explorers from the Path of Unity soon discovered a secluded mountain valley where the enigmatic flora not only survived the impact, but it mutated and evolved by the asteroid’s toxic Neutronium dust. The resulting flower-like crystal formations synthesize a substance called Flux, which is collected and studied by the Harvesters, the valley’s mysterious inhabitants. The Harvesters are willing to share the secrets of the Flux technology with the Paths, but remain silent about its side effects, which only they are immune to... In the alternate storyline of Fractures of Time, Anachrony’s first major expansion, the four original Paths and the newly formed, sanguine Path of Unity have gained access to a powerful new technology called Flux. Flux Cores can be acquired in the Amethynia Valley, the expansion’s new main zone. By using the Flux Cores to power up their Fracture device, players may move (“Blink”) one of their already placed Exosuits to a new action space instead of placing a new one, or immediately retrieve some of their Workers or Free Action markers. This can result in never-before-seen action efficiency, but just like the Time Rifts, the Flux technology is a double-edged sword. Without a sufficiently advanced Fracture device, overusing it can cause Temporal Glitches; hectic negative effects such as shutting down the Exosuit bay slots, temporarily disabling buildings, or making players more prone to Anomalies. The Valley holds other secrets as well. The Operators’ advanced technology allows players to remove the Temporal Glitches, upgrade their classic Path tech with new quirks, and even enlist the Harvesters themselves as a powerful new class of Workers, who are immune to the Flux’s side effects. —description from the publisher

Anachrony: Future Imperfect

Anachrony: Future Imperfect

8.6
English
2–4 players150 min

Future Imperfect is a modular expansion for Anachrony, with four new modules expanding the possibilities beyond new horizons. These modules are playable on their own, but they are also compatible with each other and most past and future Anachrony modules and expansions. Neutronide Buildings offers a set of 4 new buildings that become increasingly effective the more Power Plants you have. The Hypersync module allows you to perform a Capital action without actually placing an Exosuit, then in the future use the new Hypersync Action to make your placement affect the past. This puts serious strain on the space-time continuum, increasing the risk of Paradoxes, but often the risk is worth the reward and the flexibility. This module is supported for 1-4 players (Fractures of Time expansion required for solo play.) With the Quantum Loops module, you are no longer limited to warping from your own timeline: the module opens up parallel universes where resources are more plentiful, the locals are eager to join your cause, or their technology allows you to shortcut your own travels through time... The possibilities multiply through a new Warp tile that grants access to the powerful Quantum Effect cards, but beware - to close a loop to a parallel universe, you will need a real Breakthrough... This module is supported for 1-4 players (Fractures of Time expansion required for solo play.) The Intrigues of the Council module simulates the World Council's political machinations, bringing two new aspects to the game: another layer of player interaction and customizable endgame scoring objectives, influenced by the players. By sending Exosuits to the right place at the right time, players can receive bonus resources and compete to build a tableau of Agenda tiles, which replaces the base game's Endgame Condition scoring. This module is recommended for 3 or 4 players. —description from the publisher

Ants

Ants

7.8
Czech
2–4 players90 min

ANTS is a deep strategy game that focuses on worker management and territorial expansion. Each player begins with one of multiple unique Queen tiles, which will heavily influence your strategy and interaction with the game's interconnected systems. Throughout the game, you will guide your ant colony through cycles of growth, exploration, and conquest to establish dominance over the garden ecosystem. On your turn, you perform one of six main actions (Dig, Explore, Gather, Incubate, Play Cards, or Defeat Enemies), and you can take free actions to optimize your colony's efficiency. When you perform a main action, you spend specialized ants from your colony to determine the action's strength. The number of ants you commit (1 to 4) directly influences the power and impact of your chosen action: expand your nest by placing room tiles strategically, explore hexagonal territories to reveal resources and enemies, or position gatherer ants to form continuous supply networks across the garden. The heart of the game revolves around your colony's life cycle management. Your incubation board tracks three vital phases (eggs, larvae, and ants) each containing three specializations: diggers, explorers, and gatherers. Wild ants serve as valuable wildcards that can fulfill any specialization need. When you incubate, you complete enterprises, trigger production effects, feed your larvae with food cubes, and advance the life cycle. An important part of the game is managing your nest's architectural growth. Room tiles must be placed strategically to complete entire nest areas, immediately rewarding you with precious stars, one of the primary victory point sources. The garden map becomes a dynamic battlefield where your exploration reveals enemy tiles and resources, while gatherer ants create supply chains that automatically collect resources and emit pheromones when hexes are depleted. Multiple victory paths ensure diverse strategies remain viable: architectural mastery, territorial control, demographic growth, or tactical card play and enemy conquest. Lead your colony to victory. For the colony! —description from the publisher

Apiary

Apiary

7.6
English
1–5 players90 min

In a far-distant future, humans no longer inhabit Earth. The cause of their disappearance (or perhaps their demise) is unknown, but their absence left a void ready to be filled by another sentient species. Over the span of untold generations, one species of the humble honeybee evolved to fill that void. They grew in size and intelligence to become a highly advanced society. They call themselves Mellifera, and they have made substantial technological advances in addition to the technology they adapted from human ruins, up to and including space travel. In Apiary, each player controls one of twenty unique factions. Your faction starts the game with a hive, a few resources, and worker bees. A worker-placement, hive-building challenge awaits you: explore planets, gather resources, develop technologies, and create carvings to demonstrate your faction's strengths (measured in victory points) over one year's Flow. However, the Dearth quickly approaches, and your workers can take only a few actions before they must hibernate! Can you thrive or merely survive? —description from the publisher

Apiary: Expanding the Hive

Apiary: Expanding the Hive

8.3
English
1–5 players90 min

Apiary: Expanding the Hive adds to the variety of the core game with components all designed to fit inside the original insert and a comprehensive appendix that covers the core game and the expansion. It features a few bigger additions (7 new hive mats, 15 unique frames, and 15 new seed cards), along with a greater variety of tiles and tokens, plus a few updated components. —description from publisher

Aquaria

Aquaria

7.2
Czech
1–4 players120 min

In Aquaria, you and your friends compete to have the most expertise in maintaining a thriving aquarium. Build your aquarium from scratch to see who can maintain the best aquascape and fauna. One to four aquarists will see who can best accomplish their marine goals. Throughout the game, players will buy new fish, feed them, and keep their aquarium in tip-top condition. Players will also show how they have progressed in their aquarist studies by how far they have moved on the encyclopedia tracks. Whoever has the most points at game's end wins. With an approximate playtime of 45-minutes per player, this game from award-winning best-selling designer Tomáš Holek is crafted to delight even the most seasoned gamers. Featuring breathtaking artwork throughout, it immerses players in a captivating experience - where you can build the perfect aquarium, no water changes or live fish required!

Aquatica

Aquatica

7.3
Czech
1–4 players60 min

Aquatica is a deep, but easy to learn family engine builder about underwater kingdoms. In the game you will become one of the mighty ocean kings, struggling to bring glory to his realm. To win the game, you need to capture and buy locations, recruit new characters, and complete goals; each of these actions gives you victory points at the end of the game. To do so, you need to play cards from your hand (each with a unique set of actions) and combine them. Don't think it's simple! With a good strategy during your turn, you can take up to ten actions in a row. You will encounter plenty of mysterious ocean creatures and take them to your hand. With their help you will explore the unknown locations and raise found resources from the ocean depths to your kingdom. Mechanically this is represented with the help of three-layered player board and the unique mechanism of card-rising. —description from the publisher

Arcs

Arcs

8.0
English
2–4 players120 min

Arcs is a sharp, tactical space opera game set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle. A deck of cards in 4 suits with ranks from 1-7 (2-6 for fewer than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play. Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau. Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.

Arcs: Leaders & Lore Pack

Arcs: Leaders & Lore Pack

8.6
English
2–4 players120 min

Explore unique, tricky strategies in the Arcs base game with new Leaders, and add wild twists to both the Arcs base and campaign games with new Lore. —description form the publisher Initially known as the "More to Explore Pack" during the Kickstarter campaign.

Ark Nova

Ark Nova

8.5
1–4 players150 min

In Ark Nova, you will plan and design a modern, scientifically managed zoo. With the ultimate goal of owning the most successful zoological establishment, you will build enclosures, accommodate animals, and support conservation projects all over the world. Specialists and unique buildings will help you in achieving this goal. Each player has a set of five action cards to manage their gameplay, and the power of an action is determined by the slot the card currently occupies. The cards in question are: CARDS: Allows you to gain new zoo cards (animals, sponsors, and conservation project cards). BUILD: Allows you to build standard or special enclosures, kiosks, and pavilions. ANIMALS: Allows you to accommodate animals in your zoo. ASSOCIATION: Allows your association workers to carry out different tasks. SPONSORS: Allows you to play a sponsor card in your zoo or to raise money. 255 cards featuring animals, specialists, special enclosures, and conservation projects, each with a special ability, are at the heart of Ark Nova. Use them to increase the appeal and scientific reputation of your zoo and collect conservation points. —description from the publisher

Ark Nova: Marine Worlds

Ark Nova: Marine Worlds

8.9
English
1–4 players150 min

Ark Nova: Marine Worlds, an expansion for Ark Nova, introduces multiple new elements to the game, such as sea animals that each have to be played in new special enclosures that must be built adjacent to water. Roughly half the sea animals are reef dwellers, and whenever you add a reef dweller to your zoo, you trigger the ability of all reef dwellers in your zoo. To deal with the dilution of the deck, naturally caused by adding more cards, all sea cards feature a wave icon, and whenever it is revealed in the display, you discard the first card in the row, then replenish. A new fourth university is available on the association board, and if you take it, you claim one of six special universities from the reserve that feature one research icon and one of six animal icons. When you take this registry, you reveal cards from the top of the deck and keep the first revealed card with an animal icon that matches your chosen university. For each of the five action cards, four alternate versions with a little twist will be available. Players draft action cards at the start of play, replacing two of their standard action cards with these new ones, increasing the asymmetry in the game. New bonus tiles and final scoring cards will also be included. Also the expansion will include alternate wooden markers for the 3 tracks and cute animals to mark the conservation projects you support instead of using your regular player markers.

Arkham Horror (Third Edition)

Arkham Horror (Third Edition)

7.7
English
1–6 players180 min

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion. Only a handful of investigators stand against the Arkham Horror. Will they prevail? Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality. —description from the publisher

Arkham Horror (Third Edition): Dead of Night

Arkham Horror (Third Edition): Dead of Night

8.3
English
1–6 players180 min

Kate Winthrop pulled the collar of her long coat tight against her neck to ward o the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos. She’d read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn’t observe. Something was coming. Step into a world of horror with Dead of Night, a new expansion for Arkham Horror Third Edition! In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, and four new investigators to face these fresh horrors, armed with new spells, items and allies. —description from the publisher

Arkham Horror (Third Edition): Secrets of the Order

Arkham Horror (Third Edition): Secrets of the Order

8.5
English
1–6 players180 min

The unquiet spirits of the dead cry out and ghouls stalk the midnight streets of Arkham. Derelict portals yawn open between our existence and the horrific unknown, and even in the storied French Hill neighborhood, the Order of the Silver Twilight plots their path to greater power. The Arkham Horror (Third Edition): Secrets of the Order expansion brings investigators to the classic neighborhood of French Hill while also sending them beyond our reality into the depths of the terrifying Underworld. Two new double-sided map tiles bring the older regions of Arkham, Massachusetts to life, including the aforementioned French Hill neighborhood, as well as the Underworld itself. Four more investigators join the party, ranging from the steadfast soldier Mark Harrigan to the confident aviatrix Winifred Habbamock. The investigators’ jobs will not be easy — this expansion brings three entirely new scenarios into the fold, challenging investigators with restless spirits, secret cultists, and the depths of the Underworld itself. With over 130 new encounter and event cards, new assets, monsters, conditions, and a new type of map tile, Secrets of the Order opens a portal to a hoard of content, pulling you into some truly terrifying tales. —description from the publisher

Arkham Horror (Third Edition): Under Dark Waves

Arkham Horror (Third Edition): Under Dark Waves

8.4
English
1–6 players180 min

Cold salt waves beat on the New England coast and thick fog rolls in off the bay, obscuring the small fishing hamlets that nestle in the darkness. Dark things creep along the shoreline, strange lights glide deep beneath the surface of the Atlantic, and the pallid villagers go missing with disturbing regularity. Under Dark Waves is a new large box expansion for Arkham Horror, taking your investigations beyond the town of Arkham to the other ill-fated towns of Massachusetts. Two new double-sided tiles bring Kingsport and Innsmouth to vibrant life, while eight more investigators arrive to join your party, ranging from a drifter like “Ashcan” Pete to a letter carrier such as Stella Clark. These investigators will have their work cut out for them with four entirely new scenarios pitting them against the horrors that lurk beneath the ocean waves. With over 150 encounter and event cards, alongside new assets, monsters, conditions, and the terror mechanic, Under Dark Waves boasts a vast undersea treasure trove, pulling you into some of the Cthulhu Mythos’s most compelling tales. —description from the publisher

Arkham Horror: Lovecraft Letter

Arkham Horror: Lovecraft Letter

7.4
English
2–6 players20 min

Step into the eerie town of Arkham with Arkham Horror: Lovecraft Letter, a chilling twist on the classic deduction card game. Delve into the madness of the Lovecraftian universe as you face eldritch horrors and uncover allies tainted with madness in this gripping battle of wits. Can you maintain your sanity and outwit Cthulhu, or will you succumb to the creeping darkness that lurks within? Arkham Horror: Lovecraft Letter is a game of push-your-luck, deduction, and risk for 2-6 players that uses the award-winning Love Letter system. Arkham Horror: Lovecraft Letter is played over a series of rounds. Each round, you collect clues to investigate an eldritch mystery while trying to hold onto your sanity—or embracing the horror. The card in your hand represents the clue you’re currently investigating. Each turn, you draw 1 new card, then play 1 of your 2 cards. Playing certain cards will drive you Insane, which gives you access to powerful Insane effects on cards you play but also forces you to make a Sanity check each turn to see if you break down completely. This is an updated version of the popular Lovecraft Letter with Gameplay and visuals that are reimagined for Arkham Horror. —description from the publisher

Arkham Horror: The Card Game

Arkham Horror: The Card Game

8.1
English
1–2 players120 min

Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness! Arkham Horror: The Card Game is a cooperative game where investigators work together to unravel arcane mysteries and conspiracies, while simultaneously overcoming the personal demons that haunt their past. Each player takes on the role of a single investigator and builds a deck around that investigator’s abilities. A series of interrelated scenarios creates a narrative campaign through which a broader mystery is unraveled. In each of these scenarios, the investigators move through and explore a number of menacing locations, look for clues that enable them to advance the story, and attempt to evade or defeat the treacherous forces of the Mythos. Each game is a single scenario during which the investigators are gathering clues and working to unravel a mystery. As the investigators advance through a scenario, they might reach a resolution. Typically, a scenario ends by advancing either the act deck or the agenda deck. If the investigators advance the act deck, the scenario’s resolution is typically favorable (and can be considered a “win”); other resolutions are usually less favorable and leave the investigators in a more dire situation. When any encounter card triggers a resolution, the players have completed the scenario and should refer to the resolution text that matches that number in the Campaign Guide to discover what happens next. The basic mode of play in Arkham LCG is the campaign where players move through all scenarios to a final conclusion. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand — and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

Arkham Horror: The Card Game – A Light in the Fog: Mythos Pack

Arkham Horror: The Card Game – A Light in the Fog: Mythos Pack

8.5
English
1–2 players120 min

Since you first awoke in a dank and gloomy tidal cavern, you’ve attempted to pull together the disparate pieces of your shipwrecked memories. You’ve learned some of why you came to Innsmouth, and you’ve battled the evils rising from the ocean deeps… but as you escape from the Deep Ones overrunning Innsmouth and race toward the Falcon Point lighthouse, you find yourself at the threshold of the next mystery. Who was it that first captured you and left you for dead? The keeper of the lighthouse may hide the answers you seek. As the next chapter of your evolving story, A Light in the Fog expands your adventures in Innsmouth with Arkham Horror: The Card Game, picking up right where your frantic car chase left off at the end of Horror in High Gear, and promising new revelations as you push deeper into the heart of the tangled conspiracy that surrounds Innsmouth. Along with a new scenario, this expansion, the fourth Mythos Pack in The Innsmouth Conspiracy cycle, brings new options to your decks with a slew of new mid-level cards to shape and enhance your deck as you gain experience. But as your experiences unlock new skills, will they also open to door to deeper shades of madness?

Arkham Horror: The Card Game – Heart of the Elders: Mythos Pack

Arkham Horror: The Card Game – Heart of the Elders: Mythos Pack

8.0
English
1–2 players120 min

Heart of the Elders is the third Mythos Pack in The Forgotten Age Cycle for Arkham Horror: The Card Game. Following the events of The Boundary Beyond, you and your team of investigators head deep into the jungles of southern Mexico in search of an ancient, forgotten cavern. After several days of trekking through the jungle, you find what you believe to be the entrance of the cave, but something is not right. Six pillars surround the cavern, carved with strange symbols. Are they a warning? A lock? You must investigate this further, but time is running short. Your supplies are already starting to run low and countless eyes watch you from the shadows of the trees. What secrets are they trying to protect? This Mythos Pack features an immersive two-part scenario that takes you on an adventure both above and below the Earth. Immediatley forced to face the consequences of your choices, you shape the scenario as you go, determining which dangers you face and which allies you rely upon. Isolated from the rest of civilization, who can you trust? —description from the publisher

Arkham Horror: The Card Game – In Too Deep: Mythos Pack

Arkham Horror: The Card Game – In Too Deep: Mythos Pack

8.6
English
1–2 players120 min

In Too Deep is the first Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game. Since awakening in a dank and dismal pit on the Atlantic coast, your memories of your time in Innsmouth have been scattered and difficult to piece together. Why did you come to the town of Innsmouth? What exactly transpired between your arrival and your nightmarish experience in the tidal tunnels? What is the connection between the Esoteric Order of Dagon and the swarming deep ones? These questions and more will have to wait—Innsmouth may already be slipping beneath the waves! Within In Too Deep, the first Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game, you’ll find the next chapter of the story, drawing you deeper into the tangled web surrounding your visit to Innsmouth. It’s not just a new scenario, however—you’ll find new player cards to support every class, including powerful new Covenants that center on the bless and curse tokens introduced in The Innsmouth Conspiracy deluxe expansion. —description from the publisher

Arkham Horror: The Card Game – Into the Maelstrom: Mythos Pack

Arkham Horror: The Card Game – Into the Maelstrom: Mythos Pack

8.3
English
1–2 players120 min

Into the Maelstrom is the sixth Mythos Pack in The Innsmouth Conspiracy cycle. Throughout your Innsmouth investigations, you have ventured into tide-hollowed caves and dripping tunnels - but these watery caverns are only the antechamber of the Deep Ones' domain. A hidden city rests beneath the choppy waves of the North Atlantic, slumbering at the bottom of the ocean. If you're going to protect the world from suffering the same fate as Innsmouth, you'll need to venture into the heart of the storm. Within this Mythos Pack, you'll find the final scenario of The Innsmouth Conspiracy cycle, inviting you and your fellow investigators to dive into the darkness beneath the waves and confront the Deep Ones in their own city - putting an end to this threat forever. Combined with the addition of new player cards to upgrade your decks, Into the Maelstrom is a perfect capstone for a cycle of danger and mystery.

Arkham Horror: The Card Game – Return to the Circle Undone

Arkham Horror: The Card Game – Return to the Circle Undone

8.5
English
1–4 players120 min

"The reading is not yet complete. Dark machinations once again enshroud the Silver Twilight Lodge, and as the cards spin a new story, you find that you are the key to unlocking its secrets. It is time to reopen this chapter of horrors and put your fate in the hands of fortune once more. This upgrade expansion comes oozing with new scenario cards and encounter sets that you can add to each scenario of The Circle Undone, enhancing your investigations with new dangers and new objectives. New player cards, including some upgraded versions of cards from The Circle Undone, give you new tools and options for upgrading your decks, and with a full assortment of card dividers you’ll easily be able to sort and store your entire campaign. On top of that, this expansion comes with a brand-new deck of 22 tarot cards that can be used to enhance any Arkham Horror: The Card Game campaign or scenario!" —description from publisher

Arkham Horror: The Card Game – The Depths of Yoth: Mythos Pack

Arkham Horror: The Card Game – The Depths of Yoth: Mythos Pack

8.4
English
1–2 players120 min

The Depths of Yoth is the fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game. Following the events of The City of Archives, your team of investigators find yourselves trapped deep in the of the Earth and the only way out is...down. Your mission to protect humanity continues, but the threats to your life increase with each level of the descent. There is no telling what monsters have grown in these dark caverns and now pursue your team, but you cannot look back, or you are surely lost. This Mythos Pack features new player cards to customize your investigators' decks and treacherous encounter cards to immerse you in the peril of your investigation. —description from the publisher

Arkham Horror: The Card Game – The Innsmouth Conspiracy: Expansion

Arkham Horror: The Card Game – The Innsmouth Conspiracy: Expansion

8.6
English
1–2 players120 min

Not far from Arkham, the stooped and weathered town of Innsmouth squats on the Atlantic coast. An aura of decrepitude and decay hangs over the city like the ocean fog, from the weirdly glowing windows of the Gilman House to the deserted and toppling Fish Street bridge. Beyond the city limits, the Innsmouth shoreline is pocked with half-flooded tidal tunnels and unnatural coves. Who knows what strange, abyssal trinkets you might find, among the skeletons of fish and rotting seaweed? The Innsmouth Conspiracy, the sixth deluxe expansion for Arkham Horror: The Card Game, invites you to take your first steps in a twisting, time-jumping tale, starting with the campaign’s first two scenarios included in this expansion. From the heart of Innsmouth itself to the torturous coastline and beyond, these scenarios tee up an adventure that will continue to unfold across the subsequent six Mythos Packs. Far from including just two new scenarios, however, The Innsmouth Conspiracy brings five new investigators to the table with an undersea trove of player cards to support new types of decks—along with new mechanics for players to sink their teeth into, including keys, flood tokens, bless tokens, and curse tokens! -description from publisher's website

Ashes Reborn: Rise of the Phoenixborn

Ashes Reborn: Rise of the Phoenixborn

7.3
English
2–4 players120 min

In Ashes: Rise of the Phoenixborn, a two-player expandable card game, players take on the roles of Phoenixborns, demi-gods and protectors of this world. These characters are the great saviors of their civilizations. Before they came into existence, the humans were plagued by monsters like chimeras that took away their lands and forced them to live in walled-off cities. When the Phoenixborns came, they fought off the chimeras and freed the lands for humans to take over once again. But the time of peace was short-lived. A prophecy arose that if one Phoenixborn was able to absorb enough Ashes of others, they would ascend into full gods and take mastery over this world. This, as well as humans' greed for land, fueled the War of Ashes. The great cities now fight among each other, each one of them with a Phoenixborn at its helm, and you will decide who will rise and who will fall to ashes. Ashes Reborn: Rise of the Phoenixborn, released in 2021, features the same Phoenixborn as in the original Ashes with the same cards, but some cards have been modified to balance them. (Publisher Plaid Hat Games estimates that about 30% of all cards across all expansions are being modified.) The rules have undergone a few changes as well, mostly to clarify powers. The Ashes Reborn 1.5 Upgrade Kit contains more than 350+ updated Ashes cards, along with an updated rulebook, allowing players to move from the original game to the new 1.5 rules.

Ashes Reborn: The Children of Blackcloud

Ashes Reborn: The Children of Blackcloud

7.6
English
2–4 players120 min

At the top of the world sits Blackcloud – a bleak and venerable city. There rules Brennen, a fifteen year old wielding merciless blood magic, seeking to restore his family and city to the terrifying glory of their ancient heritage. The Children of Blackcloud deck, featuring new Phoenixborn Brennen Blackcloud, is a full, ready-to-play Ashes expansion deck with all-new cards including 1 conjuration. Brennen requires 10 Ceremonial (black) dice to play, which are included in the Ashes: Rise of the Phoenixborn base set. Set Contents: 1 Brennen Blackcloud - Phoenixborn 3 Chant of Protection ??(Safeguard) - Ready Spell 3 Chant of the Dead ??(Chant of Worship) - Ready Spell 3 Summon Dread Wraith - Ready Spell 3 Poison ??(Fester) - Alteration Spell 3 Choke - Reaction Spell 3 Blood Chains - Action Spell 3 Regress - Alteration Spell 3 Blackcloud Ninja - Ally 3 Fire Archer - Ally 3 Crimson Bomber - Ally 2 Dread Wraith - Conjuration

Ashes Reborn: The Law of Lions

Ashes Reborn: The Law of Lions

8.0
English
2–4 players60 min

Description from the publisher: She is the commander of the pride, the follower of the path, the righteous judge, and the merciful servant. She emboldens the virtuous and strikes fear in the heart of the transgressor. She is Odette Diamondcrest, and she comes to the hit card game Ashes in The Law of Lions Deluxe Expansion Set. This set gives players an all-new Ashes deck ready to play out of the box, or with which to begin deck-building. It not only introduces a new Phoenixborn and new cards to the game, but also includes ten new Divine Magic dice and a stylized deck box which neatly organizes a sleeved Ashes deck, ten dice, and all the tokens from the base set. Set Contents: 1 Odette DiamondCrest - Phoenixborn 3 Summon Emperor Lion - Ready Spell 3 Summon Winged Lioness - Ready Spell 3 Sword of Virtue - Action Spell 3 Heal - Action Spell 3 Power Through - Alteration Spell 3 Law of Sight - Ready Spell 3 Law of Assurance - Ready Spell 3 Meteor - Action Spell 3 Shield Mage - Ally 3 Holy Knight - Ally 1 Emperor Lion - Conjuration 4 Winged Lioness - Conjuration 1 Reference Card

Ashes Reborn: The Protector of Argaia

Ashes Reborn: The Protector of Argaia

8.0
English
2–4 players120 min

Fiona Mercywind has stood by long enough, and The Phoenixborn of Birdsnest can no long stay out of the battle raging across Argaia. Like other Phoenixborn, she has felt the drive to challenge others for supremacy, but the War of Ashes continues to destroy and the druidic orders of Birdsnest have called upon Fiona to right the wrongs of her fellow Phoenixborn. Tap into the minds of your enemies thanks to the Ashes: The Protector of Argaia' expansion to confuse and dispatch them, or summon powerful conjurations in the form of wizened animal companions. Fiona's unique blend of Sympathy and Charm magic will lead her to victory as the Protector of Argaia!

Ashes Reborn: The Song of Soaksend

Ashes Reborn: The Song of Soaksend

8.0
English
2–4 players60 min

An ancient song binds its silvery strings to every living soul, and Namine Hymntide adds her voice to this unending melody. She plays the strings and subtly alters the song to her will, and comes to Ashes in The Song of Soaksend Deluxe Expansion Set. This set gives players an all-new Ashes deck ready to play out of the box or with which to start deck-building. It not only introduces a new Phoenixborn and new cards to the game, it also includes ten new Sympathy Magic dice and a stylized deck box which neatly organizes a sleeved Ashes deck, ten dice, and all the tokens from the base set. —description from the publisher

Azul

Azul

7.7
Language-independent
2–4 players45 min

Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora. In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.

Azul: Summer Pavilion

Azul: Summer Pavilion

7.6
Language-independent
2–4 players45 min

At the turn of the 16th Century, King Manuel I commissioned Portugal's greatest artisans to construct grandiose buildings. After completing the Palaces of Evora and Sintra, the king sought to build a summer pavilion to honor the most famous members of the royal family. This construction was intended for the most talented artisans — whose skills meet the splendor that the royal family deserves. Sadly, King Manuel I died before construction ever began. In Azul: Summer Pavilion, players return to Portugal to accomplish the task that never began. As a master artisan, you must use the finest materials to create the summer pavilion while carefully avoiding wasting supplies. Only the best will rise to the challenge to honor the Portuguese royal family. 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. —description from the publisher

BANG!

BANG!

6.5
Czech
4–7 players40 min

"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box) The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal. Four different Roles are available, each with a unique victory condition: Sheriff - Kill all Outlaws and the Renegade Deputy - Protect the Sheriff and kill any Outlaws Outlaw - Kill the Sheriff Renegade - Be the last person standing A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability. There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table! Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.

BANG! The Dice Game

BANG! The Dice Game

6.9
Czech
3–8 players15 min

In the U.S. wild west, the eternal battle between the law and the outlaws keeps heating up. Suddenly, a rain of arrows darken the sky: It's an Indian attack! Are you bold enough to keep up with the Indians? Do you have the courage to challenge your fate? Can you expose and defeat the ruthless gunmen around you? BANG! The Dice Game keeps the core of the Bang! card game in place. At the start of the game, players each take a role card that secretly places them on a team: the Sheriff and deputies, outlaws, and renegades. The Sheriff and deputies need to kill the outlaws, the outlaws win by killing the Sheriff, and the renegades want to be the last players alive in the game. Each player also receives a character card which grants him a special power in the game. The Sheriff reveals his role card and takes the first turn of the game. On a turn, a player can roll the five dice up to three times, using the results of the dice to shoot neighboring players, increase the range of his shots, heal his (or anyone else's) life points, or put him in range of the Indians, which are represented by nine tokens in the center of the table. Each time a player rolls an arrow, he takes one of these tokens; when the final token is taken, each player loses one life point for each token he holds, then the tokens are returned to the center of the table. If a player collects a trio of Gatling symbols on the dice, he fires one shot at everyone else and rids himself of Indian tokens. Who'll get his shot off first? Play continues until one team meets its winning condition – and death won't necessarily keep you from winning as long as your teammates pull through!

Bananagrams

Bananagrams

6.4
Czech
1–8 players15 min

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.

Barcelona

Barcelona

7.7
Language-independent
1–4 players90 min

It's the mid-19th century. The city of Barcelona is the most densely populated city in all of Europe. Shortly after the old city walls were finally destroyed, Ildefons Cerdà, who is now considered the inventor of urbanism, presented the plan for the creation of the "Eixample", the expansion that Barcelona so desperately needed. Its construction began in 1860. In Barcelona, you will take on the role of builders in 19th-century Barcelona who are working on the new expansion to the city. Your main goal is to construct buildings to accommodate the citizens who want to leave the old city, and in the process, you will also build streets, create tram lines, and build public services. You may even decide to explore "Modernisme", a new architectural and arts style that has been gaining popularity among the rich. Barcelona is played over a variable number of rounds interrupted by three scoring phases before a final scoring phase. Every round, each player takes a single turn consisting of two or more actions, a building phase, and then preparation for their next turn. At the end of the game, the player with the most points wins. —description from the publisher

Barrage

Barrage

8.1
Language-independent
1–4 players180 min

In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers. Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses. Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers. Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.

Barrage: Executive Officer Promo A

Barrage: Executive Officer Promo A

8.0
Language-independent
1–4 players120 min

Expand your Barrage with these two Executive Officers, originally featured in the Barrage KS Exclusive pack. The pack includes: Elon Audia, complete with 8 purple wooden Excamixers Gennaro Grasso

Barrage: Executive Officer Promo B

Barrage: Executive Officer Promo B

7.9
Language-independent
1–5 players120 min

2 new Executive Officers distributed exclusively to Kickstarter backers, as part of the 5th player Expansion campaign. Later available in pack E of the Dice Tower 2022 Kickstarter campaign. Wu Fang: You have a personal action space. When it is your turn, during the Action Phase, you can place 1 Engineer on this space to produce an amount of energy equal to the number of Water Drops currently held in your Dams. You can't add any bonus to this production, but you can use it to fulfill a Contract. The Water Drops stay where they are after this action. Dr. Octavius: When producing energy by activating one of your Powerhouses with a Production action, you can use any Water Drops from one or more of your Dams or Neutral Dams connected to the activated Powerhouse. When using the German company ability, you can use this ability only with your first production.

Barrage: The Leeghwater Project

Barrage: The Leeghwater Project

8.3
Language-independent
1–4 players120 min

Barrage: The Leeghwater Project Expansion adds a new faction, the Netherlands, that uses Jan Leeghwater’s expertise in water management, adding even more water to your dams. The External Works mechanic, a set of powerful tiles that can be obtained from a new action space. With them you'll be able to perform many actions, but be careful. To unlock the External Works power you'll need to burn the required amount of Concrete Mixers and Excavators rather than just assign them to the Construction Wheel. The Personal Building mechanics. You’ll be able to use a combination of five Building tiles, each one with a different, powerful effect that can be activated by your engineers. Two new Executive Officers designed to enhance the External Works and the Personal Buildings. Three new Advanced Technology tiles dedicated to the construction of Personal Buildings.

Beast

Beast

7.4
Czech
2–4 players120 min

Welcome to the Northern Expanse, a place where nature is still unexplored, mystical and dangerous. When the humans first arrived, they thought they found an unspoiled paradise, filled with bountiful forests, lakes swimming with fish and cold freshwater flowing from the mountains. But as their settlements expanded and the surrounding forests grew thinner, nature itself pushed back. Great creatures known as Beasts emerged, and with their fangs, claws and mystical powers, they proved an incredible threat to the humans. In order to protect the settlements, humans enlisted specialised hunters, tasked with tracking and killing the Beasts before too many of their kin perish. The Beast uses a deck of direction cards to move over forests, swamps and caverns, using guile and deceit to hide its track from the hunters. However, whenever a hunter moves over a location where the Beast has previously been, a trail appears. Only when a hunter searches a location or the Beast itself attacks an unsuspecting target is the Beast's actual position revealed. More so, each hunter has but one chance of searching each round, making it a tense and difficult decision. Hunters seldom have full information whether the trail they’re pursuing contains the Beast’s actual location, or if the trail has already gone cold. Each action you perform in this game is done by playing a card from your hand (up to a maximum of two cards per turn). This means that if a player wants to search, attack or move, they need to have a card in their hand that lets them do that. Before each round, both hunters and Beast participate in a draft for the most important cards. All action cards can be used by both Beast and hunters alike. In order to win this game, you either need to cooperate every step of the way if you play as a hunter, or skillfully outmaneuver your opponents if you play as Beast. On their own, hunters are never stronger than the Beast. Only when hunters communicate, strategize and combine their actions can they bring down the Beast before it’s too late. —description from the designer

Beer & Bread

Beer & Bread

7.3
English
2 players45 min

Beer & Bread is a multi-use card game for two players. Its clever structure of alternating rounds puts a fascinating twist on player interaction, card drafting, and resource management. Founded on the fruitful lands of an erstwhile monastery, two villages have held up the dual tradition of brewing beer and baking bread. While sharing fields and resources, they still find pride in their friendly rivalry of besting each other’s produce. Each of you represents one of these villages. Over the course of six years - which alternate between fruitful and dry - you must harmonize your duties of harvesting and storing resources, producing beer and bread, selling them for coins and upgrading your facilities. However, in order to win, you must maintain the balance between your baked and liquid goods. Because, after the sixth year, you only score the coins collected from the type of good - beer or bread - for which you earned less. The village with the higher score wins. —description from the publisher

Between Us Girls

Between Us Girls

6.0
Czech
2–99 players20 min

This game is GIRL POWERED. We wanted a game for girls that was actually something girls would want to play. That's why this game isn't just made for girls, it's made by girls. Be the first player to get 10 points and at least 2 cards from each category while having fun with your girls (or boys, or NBs - honestly, anyone can play) and sharing all of your deepest, naughtiest secrets. How to play: On your turn, choose 1 card from the row of 3 cards that are in play — read it silently, in case there is anything that needs to be kept secret! (Each card has a point value in the top-right corner.) Then, unless it says otherwise, read the card aloud and do what it says. Tell your truth, do your dare, or get the whole squad involved! TRUTH: You must answer the question honestly to keep the card. DARE: You must fully complete the dare to keep the card. SQUAD: All players must participate — each card will tell you how to determine who keeps the card. Winning the game: The first player to get to 10 points with at least 2 cards from each category wins the game and the title of the Ultimate Girl's Girl! —description from the publisher

Beyond the Horizon

Beyond the Horizon

7.1
English
2–4 players120 min

Beyond the Horizon is a civilization game in which players compete to become the most influential society in history through exploration and expansion, development and production, research and technological advancement. The game is played over a variable number of rounds until enough goals have been achieved to signal the end of the game. Along the way, players will earn points for exploring new lands, settling and building new cities, advancing technologically, and increasing their cultural and economic development. The player with the most points at the end of the game wins.

Beyond the Sun

Beyond the Sun

7.9
English
2–4 players120 min

Beyond the Sun is a space civilization game in which players collectively decide the technological progress of humankind at the dawn of the Spacefaring Era, while competing against each other to be the leading faction in economic development, science, and galactic influence. The game is played over a variable number of rounds until a number of game-end achievements are collectively claimed by the players. The winner is the faction with the most victory points, which are obtained by researching technologies, improving their economy, controlling and colonizing systems, and completing various achievements and events throughout the game. On a turn, a player moves their action pawn to an empty action space, then takes that action. They then conduct their production phase, either producing ore, growing their population, or trading one of those resources for another. Finally, they can claim up to one achievement, if possible. As players take actions, they research new technologies that come in four levels. Each technology is one of four types (scientific, economic, military, commercial), and higher-level technologies must match one of the types of tech that lead into it. Thus, players create their own technology tree in each game, using these actions to increase their military strength, to jump to different habitable exoplanetary systems, to colonize those systems, to boost their resource production, to develop android tech that allows growth without population, and more.

Beyond the Sun: Leaders of the New Dawn

Beyond the Sun: Leaders of the New Dawn

7.8
English
1–4 players90 min

Following the discovery of hyperspace travel in the year 2246, a renewed sense of unity and purpose ripples across the whole solar system. The factions in power need to position themselves quickly to seize this golden opportunity, and strong leadership is necessary to get ahead in the race to colonize the galaxy. Thanks to the Omniweb Engine, a data-mining network that covers the entire population of the solar system, each faction can search with pinpoint precision for candidates with the exact skills and traits they need, both domestically and militarily. Can your faction find and groom leaders with the perfect combination of internal ingenuity and external prowess to rise above the others? —description from the publisher Beyond the Sun: Leaders of the New Dawn expands core game with a new solo mode, asymmetric factions and leaders, and new viable strategies around the planetary area control board.

Bios: Megafauna (Second Edition)

Bios: Megafauna (Second Edition)

7.5
English
1–4 players180 min

Bios: Megafauna starts where the predecessor game Bios: Genesis left off, with the invasion of the land on the daybreak of the Phanerozoic eon. Starting as either a plant, mollusk, insect, or vertebral skeletal type, your flapping, paddling, and squawking carnivores and herbivores make a beachhead on one of the drifting continental plates in the Cambrian, Their struggle for terrestrial dominance may eventually include language-based consciousness. Although this achievement elevated a certain mammal species to notoriety, in your game things may occur differently. This second edition of Bios: Megafauna is an evolutionary descendant of American Megafauna but as a part of the Bios series of games it is linked to the game Bios: Genesis. It plays well independently but if you have both games you can let the end state of a game of Bios: Genesis affect the starting state of a game of Bios:Megafauna. A successor game, called Bios:Origins (which would be a descendant of Origin), is planned to cover the events of the Quaternary period including the rise of ideas and technology. —description from the publisher

Bios: Mesofauna

Bios: Mesofauna

7.5
English
1–4 players120 min

Bios:Mesofauna is an alternative Bios:Megafauna. That is, it starts and ends at the same time. It follows the same sort of Achterbahn environment, same climate change, same or similar creeples, same VP, same tiles, same card colors, same cratons and drift, same basic and Achterbahn games, same catastrophes, same greenhouse, cloudiness, and oxygen. Same terrestrial settings. The setting is the same, only the animals are smaller. Bios:Mesofauna is a deliberate attempt to reach a wider audience than Bios:Megafauna, by stripping away about half the rules. Monsters, tools, horror plants, kiwi, haustorium, dark heart, Mars, Venus, shelves, blooms, Offshore, and Cheshire Cat have been dropped. More significantly, marine variant and size were also dropped, and these two decisions are worthy of more discussion. The two games integrate with each other making it possible to play a game with a combination of player roles from the two games. —description from the designer

Bitoku

Bitoku

7.8
Language-independent
1–4 players120 min

In Bitoku, the players take on the roles of Bitoku spirits of the forest in their path towards transcendence, with the goal of elevating themselves and becoming the next great spirit of the forest. To do so, they will have the help of the yōkai, the kodamas and the different pilgrims that accompany them on their path. This is a hand-management, engine-building game with multiple paths to victory. Players will have yōkai represented by the cards that make up their hand, which must be placed in the right places at the right times in order to obtain the maximum benefit from the abilities they offer. Furthermore, during the game players can earn more yōkai cards for their deck, thereby increasing their playing options and achieving a higher score. Each player also has three yōkai guardians (in the form of dice) that they can send to the large regions of the forest on the main board in order to obtain all kinds of new options that they can play during the game. These options can be structures they build in certain areas of the forest, soul crystals that generate resources when certain actions are carried out, and many others as well. The players also have the chance to help the mitamas, lost souls in search of redemption by using the chinkon fireflies. There is truly a wide range of actions to carry out, and this is without taking into account the personal domain where the players can lay out another layer of additional strategy while managing the pilgrims. Pilgrims are followers of the player who embark upon journeys of contemplation and reflection who then share the experiences and learning they can along the spirit path with the Bitoku. —description from the publisher

Bomb Busters

Bomb Busters

8.0
Czech
2–5 players30 min

There is a bomb full of wires and the countdown has started... Who are you gonna call? YOU! To clear the bomb, you need to collaborate with your team of bomb disposal experts! Using the wires on the tile holder in front of you, try and figure out your teammates’ wires. Find and cut identical wires, but watch out, if you cut a red wire: BOOM! Use your equipment wisely to meet the varied challenges which get harder and harder. Tick tock tick tock... Will you figure it out before it’s too late? In Bomb Busters, there is a set of 48 normal wire cards numbered 1-12 (4 of each value) with some yellow and red wire cards. These are dealt out. Each mission is different, but your goal is always the same: go through all 12 numbers without blowing up! Players place the tiles on their stands and then take turns pointing at each others’ wires and guessing their values. If the guess is correct, the wires are cut. If not — the detonator advances! If you manage to cut all wires without blowing up — good job, the mission is completed! But if the bomb goes off - Try again! With 66 missions, there will be: => 66 different ways to play depending on your moods (in order, by level of difficulty, favorite configuration) => 66 challenges to play over and over (even if you already blew your top!) => Plenty of tricky bombs which become more and more dangerous (but don’t get cut up about it!)

Bora Bora

Bora Bora

7.6
Language-independent
2–4 players120 min

Stake your fortunes in the mysterious island world of Bora Bora. Journey across islands, building huts where the resilient men and women of your tribes can settle, discovering fishing grounds and collecting shells. Send priests to the temples, and gather offerings to curry favor with the gods. In Bora Bora, players use dice to perform a variety of actions using careful insight and tactical planning. The heart of the game is its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you'll generally get a better version of that action: more places to build, more choices of people to take, better positioning on the temple track, and so on. Place a low number and you'll get a worse action – but you'll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action. Three task tiles on a player's individual game board provide some direction as to what he might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do. The player who best watches how the game develops and uses the most effective strategy will prevail.

Brass: Birmingham

Brass: Birmingham

8.6
Language-independent
2–4 players120 min

Brass: Birmingham is an economic strategy game sequel to Martin Wallace's 2007 masterpiece, Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870. It offers a very different story arc and experience from its predecessor. As in its predecessor, you must develop, build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game): 1) Build - Pay required resources and place an industry tile. 2) Network - Add a rail / canal link, expanding your network. 3) Develop - Increase the VP value of an industry. 4) Sell - Sell your cotton, manufactured goods and pottery. 5) Loan - Take a £30 loan and reduce your income. Brass: Birmingham also features a new sixth action: 6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)

Brian Boru: High King of Ireland

Brian Boru: High King of Ireland

7.4
Language-independent
3–5 players90 min

In Brian Boru: High King of Ireland, you strive to unite Ireland under your domain, securing control through might, cunning, and matrimony. Join forces to fend off Viking invaders, build monasteries to extend your influence, and gather support in towns and villages throughout the land. To become High King of all Ireland, you need to navigate a web of shifting alliances, outmaneuver your enemies, and grab history by the reins. The success of the historical Brian Boru rested on three pillars: his victories against the Vikings, the favor he managed to garner with the Church, and the alliances he forged through political marriages. This became the foundation of the game, with each pillar becoming a suit in the trick-taking that forms the core of the mechanisms. Win a trick and you gain influence in a town, which, in turn, gains you majorities in the regions; if you lose the trick, however (deliberately or otherwise), you instead take an action corresponding to the suit of the card.

Brick Like This!

Brick Like This!

6.7
Language-independent
2–8 players0 min

In Brick Like This!, players compete in teams to complete LEGO models as quickly as possible, with one teammate describing the model to another teammate who builds it. In Brick Like This!, teams of two, one Instructor and one Builder, are tasked with building a shape out of LEGO bricks. The Instructor will tell the Builder how to build a shape on a Shape Card that only the Instructor can see. All teams play at the same time, racing to build their shapes the fastest. The winner is the team with the most points at the end of six rounds!

Bulánci: Speciální jednotky

Bulánci: Speciální jednotky

5.7
Czech
2–4 players15 min

Bulánci is the original Czech freeware game for Microsoft Windows from 2001, in which Bulánci - known as E.A.P. (extremely aggressive pillows) fight against each other. The game is 2D with an overhead view. It was created by the Czech company SleepTeam Labs. In 2021 Bulánci 2.0 was announced commercially for PC/Mac/Linux and game console Playstation/Switch/Xbox. The port was funded on Czech crowdfunding site Startovač. During the crowdfunding campaign, SleepTeam released a standalone card game Bulánci: Speciální jednotky. The second pillow war is coming to a head. Soon it will become clear which pillow is the toughest. In the game, you play the role of an officer tasked with assembling the best possible special unit of soldiers. Each unit has only 4 members in the form of cards lying in front of the player. The strongest unit wins the battle, but the war is not over yet. You need to build more and more units until you get 5 buttons and reach the rank of general... In December 2022, Sleepteam released the free downloadable expansion Bulánci: Speciální jednotky – Důstojnický deník (Officer's Journal). After the first edition was sold out, Velitelská edice (Commander's Edition) was released in August 2024, containing 3 new expansions, including Důstojnický deník.

Bulánci: Speciální jednotky – Důstojnický deník

Bulánci: Speciální jednotky – Důstojnický deník

9.0
Czech
2–4 players15 min

The campaign is an expansion for the game Bulánci: Speciální jednotky. In the role of young cadets you are trying to accomplish your first trivial task. But nothing is as easy as it may seem at first glance. A total of 40 original missions await you, during which you will sometimes be subjected to ruthless firefights, other times it will require a sensitive approach, you will experience tension, joy and sadness, but we believe that above all a lot of fun. —description from the publisher The rules are the same as in the cooperative game. However, individual missions modify the rules slightly to suit their own needs. It is therefore always necessary to read Mission Specialty section carefully. The Mission Difficulty paragraph usually states how many points each player must achieve to successfully complete the mission. Sometimes the difficulty is scaled according to the number of players. In a 4-player game, 1 player can only fail if the players are all doing the same task (each on their own). The newer edition of Bulánci (Commander's Edition, 2024) already contains this expansion in printed form.

Bunny Kingdom

Bunny Kingdom

7.4
Czech
2–4 players60 min

Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land! Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources... Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game. After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 rounds, and the player with the most points wins the game.

Burst

Burst

6.5
Czech
3–6 players30 min
CABO (Second Edition)

CABO (Second Edition)

7.3
Language-independent
2–4 players45 min
CDSK

CDSK

7.2
Czech
2–16 players45 min

CDSK is a trivia game that asks you to be honest with yourselves. How well do you know this subject? Too confident? You won’t go anywhere. Too careful? You’ll be crawling. But if you answer just right… you’ll zoom off to glorious victory! Draw a card matching the space you’re on. Then move your piece as far forward as the difficulty you set… if you get the answer right! —description from the publisher CDSK stands for the four categories of topics: curious, delightful, seasoned and knowledge.

Calico

Calico

7.5
Language-independent
1–4 players45 min

Calico is a puzzly tile-laying game of quilts and cats. In Calico, players compete to sew the coziest quilt as they collect and place patches of different colors and patterns. Each quilt has a particular pattern that must be followed, and players are also trying to create color and pattern combinations that are not only aesthetically pleasing, but also able to attract the cuddliest cats! Turns are simple. Select a single patch tile from your hand and sew it into your quilt, then draw another patch into your hand from the three available. If you are able to create a color group, you may sew a button onto your quilt. If you are able to create a pattern combination that is attractive to any of the cats, it will come over and curl up on your quilt! At the end of the game, you score points for buttons, cats, and how well you were able to complete your unique quilt pattern. —description from the publisher

Cantankerous Cats

Cantankerous Cats

5.9
English
2–6 players60 min

You are a cat. You live in a house. You share this house with your pet Hoomin. You goal is to lavish this Hoomin with Affection while causing Mischief elsewhere in the house. The first cat to score 9 Mischief points wins the game! --- Cantankerous Cats is a light weight, competitive card game centered around the feline propensity for mischief, cunning, and Schadenfreude. Players follow a basic Draw 3, Play 2 format with the ability to attack and interrupt other players. While a game with new players tends to be very polite and rigid; seasoned players will find a faster, brutal game that rewards clever use of hand management, probability, and cunning. The game now features THREE ways to play: "Kitten" for families and party gamers | "Basic" for casual players | "Advanced" (formerly Standard) for tournament level play. All rules can be downloaded here on BGG or from the publisher's website.

Carcassonne Big Box 7

Carcassonne Big Box 7

8.2
Language-independent
2–6 players35 min

Carcassonne basic game including 11 expansions! The game of the year from 2001 and 11 expansions are combined in this new Carcassonne BigBox - the perfect starter set for Carcassonne fans and anyone who wants to get to know the best-selling game in all its diversity. Now with a new cardboard inlay. It is perfect for sorting the included expansions more easily and finding them again quickly. The tiles of the new BigBox are still unchanged and compatible with the other games and expansions. You can combine all expansions and with over 180 tiles you can design your own combination of games as you like and experience endless fun. The included expansions: Inns & Cathedrals - These make cities and roads more valuable - but only if they are completed at the end of the game! Each player gains a large meeple to allow them to claim features quickly. Traders & Builders - Traders vie for goods in the cities, while builders allow players to take multiple turns and accelerate the construction of roads and cities. Pigs on a farm can increase a farmer's yield. The Abbot - The abbot likes to spend his day in the monastery, but he likes to pass the time in gardens in the countryside even more. The River - The river creates varied setups at the beginning of each game, and winds through the landscape in a beautiful blue course. The Flying Machine - Resourceful tinkerers have made their dreams of flight come true, and it's time to test their magnificent flying machines. How long the can fly, and they'll land, is still quite unpredictable. The Messengers - The Queen sends dispatches to her loyal subjects which, if used skillfully, can be the key to attaining wealth and prestige. The Ferries - There are many small lakes with ferries all around Carcassonne, giving travelers a great deal more variety. The Gold Mines - We've struck gold! it's a thrilling time, and everyone wants to secure the precious metals. However, you won't know how much each gold bar is worth until the end of the game. Mage & Witch - Magic spreads across the land! The mage causes cities and other features to flourish, while the witch can curse your opponents' favors. The Robbers - Robbers are on the prowl, ready to steal points from your high-scoring opponents. The Crop Circles - Mysterious circles appear in the fields, influencing the lives of knights and farmers in bizarre ways.

Carnival of Monsters

Carnival of Monsters

7.2
English
2–5 players45 min

The Royal Monstrological Society counts among its members the most renowned and respected experts in monster lore throughout the entire empire. Each year the Society permits only a single new member to join, so applicants compete to prove their worth with the most magnificent menagerie of monstrous beasts they can find... and capture. To aid in these quests of discovery the Society grants every aspiring monstrologist a small stipend, which they can use to hire additional experts and fund their journeys to the magical lands where the most exotic beasts reside. After four seasons of hunting, would-be members present their collections at the organization’s annual banquet, an event known as the "Carnival of Monsters". Carnival of Monsters is a card-drafting game in which players try to collect sets of Land Cards so they can capture and display strange and exotic Monsters, hire talented Staff to help run their enterprise, and pursue their own Secret Goals. Points are awarded for displaying Monsters, completing Goals, and earning Gold Crowns (Crowns) over four “Seasons” of play. In the end, the player with the most profitable and spectacular carnival is the winner! —description from the publisher

Cartographers

Cartographers

7.5
Language-independent
1–100 players45 min

Queen Gimnax has ordered the reclamation of the northern lands. As a cartographer in her service, you are sent to map this territory, claiming it for the Kingdom of Nalos. Through official edicts, the queen announces which lands she prizes most, and you will increase your reputation by meeting her demands. But you are not alone in this wilderness. The Dragul contest your claims with their outposts, so you must draw your lines carefully to reduce their influence. Reclaim the greatest share of the queen’s desired lands and you will be declared the greatest cartographer in the kingdom. In Cartographers: A Roll Player Tale, players compete to earn the most reputation stars by the time four seasons have passed. Each season, players draw on their map sheets and earn reputation by carrying out the queen's edicts before the season is over. The player with the most reputation stars at the end of winter wins! —description from the publisher

Cascadia

Cascadia

7.9
Language-independent
1–4 players45 min

Cascadia is a puzzly tile-laying and token-drafting game featuring the habitats and wildlife of the Pacific Northwest. In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with the five types of habitat in the game), and on a turn you choose a new habitat tile that's paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one token on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what's available — unless you have a nature token to spend so that you can pick your choice of each item. Ideally you can place habitat tiles to create matching terrain that reduces fragmentation and creates wildlife corridors, mostly because you score for the largest area of each type of habitat at game's end, with a bonus if your group is larger than each other player's. At the same time, you want to place wildlife tokens so that you can maximize the number of points scored by them, with the wildlife goals being determined at random by one of the four scoring cards for each type of wildlife. Maybe hawks want to be separate from other hawks, while foxes want lots of different animals surrounding them and bears want to be in pairs. Can you make it happen?

Castle Combo

Castle Combo

7.7
Czech
2–5 players25 min

Castle Combo is a tableau-building game that combines simplicity with deep, engaging gameplay, offering highly satisfying experiences. Each player will spend coins to draft 9 cards from 2 open markets on the table (the lower and upper city), creating along the game a 3x3 square of people interacting with each other to trigger instant effects and end-of-game bonuses. Each turn, you add a character to your tableau — a seemingly straightforward action that packs a punch regarding strategic decisions. You'll need to carefully manage your Keys to influence the Messenger pawn at critical moments, as it controls which characters are available for recruitment from two different areas – peasants and nobles. Balancing your Gold reserves is equally important, ensuring you can afford the characters that best suit your strategy throughout the game. Selecting the right characters is crucial to maximising their immediate effects and the points they will contribute at the game's end. Finally, carefully arranging these characters on your 3x3 board is key to unlocking their full potential. After everyone has played 9 turns (i.e., everyone has 9 characters in front of them), the player with the most points in their tableau wins the game.

Cat and the Tower

Cat and the Tower

7.4
Language-independent
1–5 players30 min

"Hang on Mama, I'm on my way!" Toto the black cat said, skittering towards the lopsided tower looming before him. Having been told that his mother left the world of the living to become a star in the sky, Toto and the rest of his feline friends bound unwaveringly for the top of the tower in the hopes to meet her again. In Cat and the Tower, you will work together with other players to help Toto the cat on his way up a perilous tower to reach the stars, where he believes his mother is waiting for him. It is up to you and the other players to build the tower yourself, which will require a constant balancing act of mismatched walls and moving Feline Friends. Depending on the luck of the draw, you may be stuck with options forcing you to build with walls of extremely varying height that can send the entire tower toppling over if you are not careful. Each turn will have you choosing options from the cards available to either build the tower ever higher, or testing how steady you can keep your hand by performing dexterity challenges that will help Toto climb up higher to his destination. Toto’s Feline Friends will also come along for the adventure, and their presence can both help and hinder you. Adjusting their location will let you rebalance the tower, but they may also end up in inconvenient spots that get in the way of you placing walls to build new floors. When Toto sees his friends making it to the floor above him, it gives him the bravery needed to climb up higher and higher himself. Build up the tower, place the Feline Friends and get Toto to reach his goal to win the game! —description from the publisher

Catan

Catan

7.1
Czech
3–4 players120 min

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.

Caverna: The Cave Farmers

Caverna: The Cave Farmers

7.9
English
1–7 players210 min

Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises. It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins. You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave. Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.

Caverna: The Forgotten Folk

Caverna: The Forgotten Folk

8.2
English
1–7 players210 min

Caverna: The Forgotten Folk — Caverna: Vergessene Völker in German — originated as a fan project on BoardGameGeek, and Caverna publisher Lookout Games has decided to work with the designer to develop this material and release it as an official expansion. Forgotten Folk consists of eight different species or race packs such as elves, dark elves, and trolls, and now each player in Caverna can be one of these species instead of only the dwarves in the base game. Each species has special advantages and disadvantages, and some species introduce new resources into the game. Each species has four unique rooms, and they replace rooms in the base game, which allows other players to gain the powers of these species.

Chess

Chess

7.2
Language-independent
2 players0 min

Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side of the board. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate (when the king cannot escape from the opponent's pieces), resignation (when one player recognizes that defeat is inevitable and ends the game), or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. The 2020 Netflix series, The Queen's Gambit was enjoyed by both chess players and non-players alike. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters. Chess is so well known and highly regarded that it is often used as a metaphor in journalism, poetry, fiction, and film. Chess evolved from the ancient Indian game Chaturanga, which became Shatranj when introduced to the Persians. The current form of the game emerged in the second half of the 15th century when the Persians brought Shatranj to Southern Europe. The tradition of organized competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886. Chess is also a recognized sport of the International Olympic Committee.

Chicken!

Chicken!

6.6
Language-independent
2–8 players20 min

Pop open the tube and start chucking dice with family and friends! In Chicken!, players will be rolling dice each turn—pressing their luck to score more Chickens while avoiding those foxes. On a turn, a player must choose to roll all the dice passed to them or "Chicken Out" to roll fewer dice. Players will score points from the Chickens they roll, but they will bust (and score no points) if 3 or more foxes appear across their dice. For each Egg symbol rolled, a die is hatched from the Coop and then the active player will choose to reroll all of their blanks, eggs, and newly hatched dice, or they may score their points and pass the dice to the next player. If a player chooses to "Chicken Out" at the start of their turn, they lose a point for being a chicken, but they get to place all Yellow and Orange dice back into the Coop. The first player to reach 25 Points from their Chickens wins the game! —description from designer

Churchill

Churchill

7.7
English
1–3 players300 min

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each other over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game. Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues. The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is a historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his side's effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence). The game then moves into a post-conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of placing a network or removing an opponent's network, the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time, and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies. Once this has all been sorted out, the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advances toward Germany, Italy, and Japan. Using a very simple combat mechanic, each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two-space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender, shutting down military operations, although clandestine and political activity continues until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion. As I stated this is not a wargame, but a three-player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...

Citadels

Citadels

7.2
Czech
2–8 players60 min

In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their seventh building. Players then tally their points, and the player with the highest score wins. Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on. On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors. The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay.

Cities

Cities

7.3
Czech
2–4 players45 min

You've been tasked by the city council to put together a plan to transform a whole neighborhood in the city. You have the opportunity to build new housing, office buildings, parks, and leisure areas near the waterfront. It is in your hands to make the city a better place. Cities is a city-building game in which you draft the best projects and arrange them in your own playing area. With action and resource draft mechanisms, it will give you the opportunity to visit the cities of Sydney, Venice, New York, Barcelona, Rio de Janeiro, Lisbon, Mexico City, and Buenos Aires. Can you design the most magnificent neighborhood? The game is played over eight rounds (or four rounds in a two-player game). Each round, players use their workers to collect 1 scoring card, 1 city tile, 1-2 feature tiles, and 2-4 building pieces. City tiles are made up of park spaces, water spaces, and building spaces. Building pieces are placed on building spaces of the same color to form buildings, which can be 1-4 stories high. Whenever a player fulfills an achievement, they place one of their discs on the achievement board. At the end of the game, players add up the points they have gained from all of their scoring cards and achievements. —description from the publisher

City of the Great Machine

City of the Great Machine

7.7
English
1–4 players90 min

City of the Great Machine is a strategy game set in a grim universe of technocratic Victorian steampunk. The game features the conflict between the Great Machine, an artificial intelligence network, and an alliance of Heroes. The Great Machine is either controlled by a player or is automated, which completely changes the game play. The Great Machine controls a City built on mobile platforms in the sky. As the Great Machine, the player (or game AI) commands a force of perfected Servants and mechanical Guards. The Great Machine's ultimate goal is to suppress social unrest and complete its grandiose Master Plan to perfect the human race. The other players are Heroes working together against the Great Machine to start a revolution. They encourage discontent in the City, enlist the support of famous citizens, and inflame riots. They also attempt to prevent the Great Machine from completing the Master Plan, as it leads to the enslavement of the human race. Game features: City of the Great Machine may be played as One-vs-Many (2-4 players) or cooperatively/solo (1-3 players). Modular board allows for infinite City layouts. The players may reposition the City Districts during the game. Hidden movement. Each round, the Heroes secretly choose the Districts they will go to. Resource management. Both sides of the conflict have multiple actions to take and pay for them in Trust (Heroes) or Bonds (the Great Machine). The same is true for movement and other tasks. Asymmetric game play and unique victory conditions. The Heroes need 3 Riots to win, while the Great Machine strives to complete the Master Plan. Secrecy. The Heroes need to conceal their plans from the Great Machine, however, they may discuss their intentions only in the presence of the Great Machine.

City of the Great Machine: Stand-In Heroes

City of the Great Machine: Stand-In Heroes

8.2
English
1–4 players90 min

The valiant Heroes, represented in the core game, have done their best to resist the Great Machine... but alas have failed. The Stand-In Heroes continue on what their predecessors were struggling for! The Stand-In Heroes expansion adds 6 new Heroes with exceptional abilities and tactics. Each of them takes place of the corresponding Hero from the core game in their last attempt to stop the Great Machine. Limited printrun.

City of the Great Machine: The Escalation

City of the Great Machine: The Escalation

8.2
English
1–4 players90 min

The struggle between the Resistance and the Great Machine enters a whole new level. New Heroes with unique abilities join the side of Revolution, while the Great Machine enhances its Servants with powerful implants and sends its new secretly trained Servant into the field. The governmental Surveillance Zeppelin now cruises over the City, opening up new opportunities for both sides of the conflict. The Escalation expansion consists of 4 separate Modules suitable both for One-vs-Many and Solo & Cooperative play. You may add any of them to your games in various combinations. Each Module combines perfectly with each other and the core game. Also, the expansion offers a challenging Aeterna scenario designed for Solo & Cooperative play.

Clank! In! Space!: A Deck-Building Adventure

Clank! In! Space!: A Deck-Building Adventure

7.8
English
2–4 players90 min

The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him. Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive... Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom.

Clank! Legacy: Acquisitions Incorporated

Clank! Legacy: Acquisitions Incorporated

8.5
English
2–4 players120 min

Clank! Legacy: Acquisitions Incorporated extends the deck-building fun of Clank! with legacy-style gameplay! Found your own franchise of the legendary adventuring company, Acquisitions Incorporated, and shepherd your fledgling treasure-hunters to immortal corporate glory over the course of multiple games. Your game board, your deck, and your world change as you play to create a unique campaign tailored to your adventuring party. Be cunning, be bold, and most importantly, be ready... —description from the publisher

Clank!: Catacombs

Clank!: Catacombs

8.2
English
2–4 players90 min

The catacombs of the skeletal dragon Umbrok Vessna are mysterious and dangerous. Portals transport you all around the dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them. Ghosts, once disturbed, may haunt you to death. Despite all that, it's time to leave the board behind with Clank! Catacombs, a standalone deck-building adventure. Each trip into the catacombs is unique since you lay tiles to create the dungeon. You can play using only the all-new dungeon deck, or you can include cards from previous Clank! expansions. Find your fortune (and escape the dragon!) in Clank! Catacombs. —description from the publisher

Clank!: Catacombs – Lairs and Lost Chambers

Clank!: Catacombs – Lairs and Lost Chambers

8.3
English
2–4 players90 min

Delve deeper than ever before in CLANK! Catacombs: Lairs and Lost Chambers! Strange sounds have been heard beneath the catacombs...Brave the lairs of the enigmatic Sphinx, the petrifying Medusa, or the formidable Living Statues. Discover lost Chambers, each with a unique power found nowhere else in the dungeon. Collect trophies of your adventures to help your legend grow! —description from the publisher

Clank!: Catacombs – Underworld

Clank!: Catacombs – Underworld

8.2
English
2–4 players90 min

Clank!: Catacombs – Underworld, the second expansion to this deck-building, dungeon-crawling game, sees the thieves going deeper than ever before with special new tiles offering entry to a mysterious new realm. Underworld expands upon the push-your-luck experience of Clank!: Catacombs, with even better treasures awaiting in the deepest areas - if you can escape! —description from the publisher

Clash of Cultures: Monumental Edition

Clash of Cultures: Monumental Edition

8.3
Czech
2–4 players240 min

Clash of Cultures: Monumental Edition brings back the classic game of exploration, expansion, and development with the Clash of Cultures base game and the Civilizations and Aztecs expansions in one box! Grow your civilization, advance your culture and tech, and leave your mark by building wonders, with this edition of the game including fully-sculpted miniatures of the Seven Wonders. In Clash of Cultures, each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.

Clue

Clue

5.9
English
2–6 players40 min

Refresh of classic Clue game. Significant change: Adds a new character, Dr. Orchid. Also includes two-player rules. Clue/do is a murder mystery game. The aim is to find out who committed the murder, which weapon they used, and where in the mansion they did it. How do you solve the case? By careful questioning of your fellow players you can deduce which information is concealed in the crime envelope. The trick is to be clever with your questioning. Everyone develops their own system! This version of the game plays faster than older versions of Clue, with the help of bigger spaces on the board, special Red Cards, and a new layout of the mansion so you can walk between rooms. The bedroom has an ensuite, and you can wander from the kitchen straight into the dining room. Note: In this version of Clue, when playing with the 2-player/Team rules: before you deal the black Clue cards to the players, you take the top four black CLUE cards from the deck and place them face down in a row at the side of the board. When the other player/team cannot answer your question, you get to secretly look at one of the four cards at the side of the board. You also don't use the Red Bonus cards in a 2-player/Team game.

Codenames

Codenames

7.5
English
2–8 players15 min

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like "disease", "Germany", and "carrot". Yes, carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake. In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct, they can keep guessing up to one more than the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the team's turn ends; and if they fingered the assassin, they lose the game. Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.

Codenames: Fairy Tales Expansion Pack

Codenames: Fairy Tales Expansion Pack

8.2
English
4–8 players15 min
Codenames: Pictures

Codenames: Pictures

7.2
Language-independent
2–8 players15 min

What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent – or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.

Codenames: Sci-Fi Expansion Pack

Codenames: Sci-Fi Expansion Pack

8.6
English
4–8 players15 min
Codex Naturalis

Codex Naturalis

7.2
Language-independent
1–4 players30 min

In Codex Naturalis, you must continue the work of the illuminating monk Tybor Kwelein, assembling the pages of a manuscript that lists the living species in primary forests. Can you put the pages together in the best order possible? And are you prepared to sacrifice a species to develop your manuscript? In the game, each player starts with a single card on the table, a card that shows some combination of the four possible resources in the middle of the card, in the corners of the card, or both. Players also have two resource cards and one gold card in hand, while two of each type of card are visible on the table. On a turn, you place a card from your hand overlapping the corners of one or more cards you already have in play. Your starting card has four overlappable corners, while resource and gold cards have only three. Resource cards have no cost to be played, and they often depict resource symbols in their corners. Gold cards deliver points when played, but they often have a resource requirement, e.g., three fungi or two plant/one animal/one insect, and you must have those resources visible in your manuscript at the time you play the gold card. You score points from this card immediately, with some cards having a fixed value and others a variable one depending on how many of a certain symbol are showing or how many corners you covered this turn. If you wish, you can play a card from your hand face down; such a card has four corners and one resource, but provides no points. After you play, draw a face-up card or the top card of either deck to refill your hand. When a player reaches 20 points, you complete the round, and each player takes one additional turn. Players then score points based on how well they matched two public objective cards and one secret objective card, after which the player with the most points wins.

Cold Case: A Pinch of Murder

Cold Case: A Pinch of Murder

6.8
Czech
1–4 players120 min

The game includes fictional files and materials related to a decades-old murder. The player or players work cooperatively to study the materials, looking for clues in an attempt to solve the case. When they think they have the correct solution, the players go to the publisher's website, and answer some questions to determine how well they did.

Cold Case: A Story to Die for

Cold Case: A Story to Die for

6.6
Czech
1–4 players120 min

The game includes fictional files and materials related to a decades-old murder. The player or players work cooperatively to study the materials, looking for clues in an attempt to solve the case. When they think they have the correct solution, the players go to the publisher's website, and answer some questions to determine how well they did.

Colt Express

Colt Express

7.1
English
2–6 players40 min

On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with 47 passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company's weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top? In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases: Phase 1: Schemin' Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck. Phase 2: Stealin' The action cards are carried out in the order they were played, with a player's best laid plans possibly not panning out due to mistakes and oversights! The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play. Each player starts a round with six cards in hand, with each card showing one of these actions. At the start of a round, a round card is revealed, showing how many cards will be played; whether they'll be played face up or face down, or individually or in pairs; and what action will occur at the end of the round (e.g., all bandits on top of the train move to the engine). You can pick up loot, gems or suitcases only by playing a "steal" card when you're in a train car that holds one of these items — but since everyone is planning to get these goods, you'll need to move, punch and shoot to get others out of your way. You can punch someone only in the same car as you, and when you do, the other bandit drops one of the goods he's collected and is knocked into an adjacent car. Each player's character has a special power, such as starting the round with an extra card, playing your first card face down, or pocketing a bag of loot when you punch someone instead of letting it hit the ground. You can shoot someone in an adjacent car or (if you're running on top of the train) anyone in sight, and when you do, you give that player one of your six bullet cards; that card gets shuffled in the opponent's deck, possibly giving her a dead card in hand on a future turn and forcing her to draw instead of playing something. If the Marshal ends up in the same car as you, likely due to other bandits luring him through the train, he'll be happy to give you a bullet, too. At the end of the game, whoever fired the most bullets receives a $1,000 braggart bonus, and whoever bagged the richest haul wins!

Concilium Urbis

Concilium Urbis

7.0
English
1–6 players60 min

In the future, the engine that drives the economy is the operation of mines and it is Crystalon Celestia which is the most valuable mineral, thanks to its immense potential energy. The six great kingdoms of Infiniton have colonised Celestia Quasaris, an uninhabited planet where large quantities of this precious resource have been detected. Each kingdom erects its own mining city to extract and exploit the mineral. The rulers of each kingdom meet annually in the Concilium to define the rules that govern the new planet. Concilium is a citybuilding game in which there are scoring cards called Law cards. All tiles in your city will get points at the end of the game as shown by the law cards. During the game, you can change this score using the voting procedure. Within the Laws deck, for each Law, there is a card which increases the score ratio for the card and another that decreases the score ratio. Despite two cards being removed from the deck at the beginning of the game, it is important you manage this information to make your votes count. Concilium is played over a total of 7 rounds. Each round contains 4 phases: Reveal, Construction, Production, Voting. You will find alliances, voting, mineral-energy management, and tile placement as scoring patterns. The player with the highest score wins. —description from the publisher

Corps of Discovery: A Game Set in the World of Manifest Destiny

Corps of Discovery: A Game Set in the World of Manifest Destiny

7.7
Czech
1–4 players90 min

Lewis and Clark are tasked not only with exploring America, but with ridding the land of numerous invasive monsters that have appeared. Corps of Discovery: A Game Set in the World of Manifest Destiny is a co-operative deduction game in which players each take the role of one of the crew on the expedition and set out to explore the land. The game board allows for different maps to be inserted into it, so you have many adventures ahead of you. In addition to finding and killing monsters, you must also complete numerous daily challenges that require specific resources that you can find on the board. You have to use logic and deduction to reason out where the resources you need are located. Ally yourselves with Sacajawea and the indigenous people of the area to help you on your quest. The game comes with two chapters: Fauna and Flora. Each has new mechanisms, a different goal, and new components to give each chapter a different feel. —description from the publisher

Daitoshi

Daitoshi

7.4
Language-independent
1–4 players120 min

We have finally perfected the power of steam, and we can now use it to our advantage! We live in an unprecedented era of progress, and new steam-powered inventions are developed faster than ever. Cities are growing, trade is flourishing, and we are developing our most ambitious machine ever: a giant contraption that will bring even more progress to the city. Yes, some trees are being cut down, and the river doesn't flow as plentifully as before, but there's still an abundance of trees and water, and we can use the extra space to expand our city — and it's not like the old creatures on those forests can do anything about it. On your turn in Daitoshi, you either produce or move your magnate to a new district in which you will be able to send your workers to work, command the exploit of forest or river hexes to fuel your endless need for steam, and perform an action to expand and show your greatness to the city. These actions not only help you in your search for acknowledgement, but help all the inhabitants of the big city. You will expand the city and electrify its districts, discover and develop new steam-powered inventions, and trade with faraway cities. You may even help the city build its gargantuan project: the mega-machine. Some forests might be cut down, and some rivers may be dried up, but in your generosity, you will help the displaced workers from those areas by giving them new jobs at your service. Old legends suggest the forests and rivers are guarded by Yōkai, but progress can't be stopped because of some old fairy tales. Just in case, though, it could be wise to participate on some reforestation projects and hide your participation in the abuse of the natural resources... —description from the publisher

Darwin's Journey: Collector's Edition

Darwin's Journey: Collector's Edition

8.5
Language-independent
1–4 players120 min

Darwin’s Journey: Collector’s Edition contains both the base game and the Fireland Expansion. This is a Kickstarter EXCLUSIVE edition and will not be available at retail. It includes the following additional content and deluxe components: - 40 metal coins in two denominations (1s and 5s) with “aged” wash finish - Illustrated drawstring bag for the metal coins - 78 soft plastic wax seals in 5 different colours, each with a unique design - Deluxe, round-bottomed, stand-up cotton bag for the wax seals - Dual-layered player boards - 2 Crew Cards - 4 Scenario Cards - 10 Player Objective tiles - 3 Beagle Goal tiles - 6 Companion Cards - 4 Evolution wooden tokens with silver metallic ink finish - 4 Insect wooden tokens with silver metallic ink finish - 4 Pocket Watch wooden tokens with silver metallic ink finish - 2 Time tiles - 5 Special Action tiles - 1 double-sided Correspondence tile - Animal Companion Mini Expansion (6 Animal Companion Cards) - Great Ship Mini Expansion (11 Great Ship Cards) - Pirates Mini Expansion (4 Crew Cards, 1 wooden screen-printed Pirate Ship token, 1 Special Action tile and 9 Treasure Chest tokens with heat transfer foil finish) - Scenarios Mini Expansion - 1 custom moulded plastic insert - HMS Beagle screen-printed wooden ship memorabilia The Fireland Expansion includes a new map and alternative board layout with new mechanisms and additional content. It contains: - 4 Ships - 4 Explorers - 4 coloured discs - 3 Bookmark tokens - 4 Special Action tiles - 2 Player Objective tiles - 2 Crew Cards - 21 Adventure Cards (land and ocean) - 20 wooden Adventure tokens with heat transfer foil finish - 4 Adventure Player Aid cards - 6 Observation score tokens - 6 Time tiles - 8 soft plastic wax Time seals

Daydream

Daydream

7.4
Language-independent
1–5 players30 min

It’s time for a break! Daydream is a cozy roll-and-write. Fill your cloud grid simultaneously adding the values of the dice. Make the right choices so that each cloud line contains only different numbers. Even better, if the numbers are consecutive, you create a perfect line. However, if a number appears more than once, the line is lost. Draw items on the shelf each time you complete a line correctly. Collect as many items as you can to win the game. Play with constellations, musical notes, photos on the wall... To do this, fold and unfold your board to discover new sceneries with their own specific rules. The game comes with 8 combinations for different difficulty levels.

Dead Man's Draw

Dead Man's Draw

6.9
Czech
2–4 players15 min

Dead Man's Draw is a simple and strategic card game of risk and reward for 2 to 4 players. Players take turns drawing cards and combining their special abilities to plunder the most loot without busting their entire hands. The core of your turn in Dead Man’s Draw is all in the flip: pulling the top card off the deck and using its special ability. Your turn isn’t over until you say it is, though. You can keep pulling cards as long as you like – until you play a card of a suit already seen, at which point you lose everything. Knowing when to stop and "bank" your cards is the biggest decision you make in Dead Man’s Draw, but being too timid lets braver opponents pass you up with bigger, more profitable turns. The cards’ special abilities are key to success in Dead Man’s Draw, and they build off of each other. Each suit in DMD has an effect that the player can target when they flip a card of that suit. Anchor – Keep everything you drew before the Anchor even if you bust. Cannon – Destroy one card an opponent has previously banked. Chest – Double your haul by banking as many cards directly from the discard pile as are in the river when you bank the Chest – but only if you also bank a Key. Hook – Play one of your previously banked cards. Key – Enables the Chest special. Kraken – Oh no! You’re forced to draw at least two more cards. Map – Draw three cards from the discard pile and play one. Mermaid – No ability, but worth more points (Mermaids are numbered 4-9 instead of 2-7). Oracle – Look at the next card before deciding if you want to play it. Sword – Steal an opponent’s previously banked card and play it. Many of these work well together, like using a Hook to re-play a Sword from your hand to steal an opponent’s Chest to go with your Key – racking up huge points by playing abilities well and not solely through the luck of the draw. As soon as the deck is depleted, players total up the value of the highest card they’ve banked from each suit. High score wins.

Detective: City of Angels

Detective: City of Angels

7.8
Czech
1–5 players150 min

Detective: City of Angels, set in the dark and violent world of 1940s Los Angeles, is a game of mystery, deception, and investigation for 1–5 players. Most players will step into the shoes of LAPD homicide detectives, hungry for glory and willing to do whatever it takes to successfully close a case, even if that means intimidating suspects, concealing evidence, and hiring snitches to rat on their fellow detectives. One player, however, will take on the role of The Chisel, whose only goal is to stall and misdirect the detectives at every turn using bluffing, manipulation, and (often) outright lies. Detective: CoA uses the innovative ARC (Adaptive Response Card) System to create the feel of interrogating a suspect. Suspects do not simply give paragraph-book responses; instead The Chisel carefully chooses how they will answer. When Billy O'Shea insists that the victim was a regular at Topsy's Nightclub, is he telling the truth or is The Chisel subtly leading the detectives toward a dead end that will cost them precious time? Detectives can challenge responses that they think are lies but at great risk: If they're wrong, The Chisel will acquire leverage over them, making the case that much harder to solve. Detective: CoA includes separate, detailed casebooks for both the detectives and The Chisel. Each crime is a carefully constructed puzzle that can unfold in a variety of ways depending on how the detectives choose to pursue their investigations. As the detectives turn the city upside down, uncovering fresh evidence and "hot" leads, hidden suspects may be revealed and new lines of questioning will open up, creating a rich, story-driven experience. Inspired by classic film noir like The Big Sleep, the works of James Ellroy (L.A. Confidential), and the video game L.A. Noire from Rockstar Games, Detective: City of Angels is a murder-mystery game unlike any other. Will one detective rise above the rest and close the case on L.A.'s latest high profile murder? Or will The Chisel sow enough doubt and confusion to prevent the detectives from solving the crime? —description from the publisher A "sleuth" mode allows 1 or more players to play fully cooperatively, solving the cases together.

Dig Your Way Out

Dig Your Way Out

7.2
Czech
2–6 players45 min

Dig Your Way Out is a game created by David Simide in which you play the role of an inmates trying to escape from prison. Be the first prisoner to dig your hole. Craft tools with salvaged materials, buy them with cigarettes, or extort them from other players, the end justifies the means! The main goal is to reach the required tunnel points (which can change according to the number of player) representing the progress of your tunnel. Dig your way out requires to permanently be aware of what other players have in their hand. Thus you can know who to extort and who is a threat for you. Although picking up tools or weapon is visible to everyone, there are plenty of ways to prevent other inmates from being too pushy: action cards, gang passives and above all your background card. Background cards are powerful one-shot abilities, which can change the game when used at the right time. And this is even more true when you belong to the relevant gang.

Dirt and Glory

Dirt and Glory

6.3
Czech
2–5 players30 min

Dirt and Glory is an adrenaline-pumping card game set in a post-apocalyptic world in which speed, tactics, and a bit of luck are the keys to success! Take on the role of a fearless leader, then race for dominance, guiding your convoy through the treacherous wasteland to claim the richest territories. Each round starts by revealing a location card, which gives players a target number they try to reach with their convoy as close as possible. Players can press their luck playing cards from their deck, and whoever gets closest to the target receives the best reward. Topping the target makes you bust, leaving you (almost) empty-handed. At the end of each round, a player chooses a new card with a unique ability to add to their deck. —description from the designer

Discworld: Ankh-Morpork

Discworld: Ankh-Morpork

7.3
2–4 players60 min

Martin Wallace and Treefrog Games present Ankh-Morpork, set in the largest city-state in Terry Pratchett's Discworld. Lord Vetinari has disappeared and different factions are trying to take control of the city. Each player has a secret personality with specific victory conditions, which means that you're not sure exactly what the other players need to do in order to win. The action takes place on a map of Ankh-Morpork, with players trying to place minions and buildings through card play. Each of the 132 cards is unique, and the cards bring the game to life as they include most of the famous characters that have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions" (Wallace). A team of artists have recreated the city and its residents for the cards, game board and box, with Bernard Pearson coordinating that team. Ankh-Morpork has been sublicensed to Mayfair Games for the North American market and Kosmos for the German market.

Dixit

Dixit

7.2
Language-independent
3–6 players30 min

Each turn in Dixit, one player is the storyteller who chooses one of the six cards in their 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 that best matches that expression, and passes the selected card to the storyteller, face down. 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 contain 84 cards, and the cards can be mixed together as desired.

Dominant Species: Marine

Dominant Species: Marine

7.8
Czech
2–4 players150 min

Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species. Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth. Each player will assume the role of one of four major aquatic-based animal classes — reptiles, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.” Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others. All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species. But somebody better become dominant quickly, because there’s a large asteroid heading this way.... Game Play The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process. The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player. Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with. Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains. Throughout the game species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth. When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game. Dominant Species Veterans For players of the original Dominant Species, this iteration introduces several key evolutions to the system (pun definitely intended): Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance. Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns. Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards. Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value. —description from the publisher

Duel for Cardia

Duel for Cardia

7.5
Czech
2–4 players15 min

Cardia is a fast paced, strategic card game for two players: Choose your card wisely to win each encounter against your opponent. In gratitude for her liberation, a mighty djinn created the wondrous city of Cardia. Legend has it that whoever wins over the four factions and gains their five powerful signet rings will rule the city. Your goal is set! Players will each pilot one of two Decks, made up of the same cards for each, with values from 1-16 and with each card having unique abilities. Play your cards at the moment your opponent does not expect them and use their abilities wisely to outwit them! —description from the publisher

Dune: Imperium

Dune: Imperium

8.4
English
1–4 players120 min

Dune: Imperium is a game that uses deck building to add a hidden information angle to traditional worker placement. It finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson. As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet. You start with a unique leader card, as well as a deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen. Unlike many deck building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card. Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious cards. The Spice must flow to lead your House to victory! Some important links: The Official FAQ, the Unofficial FAQ, and an Automa (solo and 2p) Overview

Dune: Imperium – Immortality

Dune: Imperium – Immortality

8.5
English
1–4 players120 min

The Bene Tleilax advance their own agenda by trading in genetic innovations. Will you hire Face Dancer spies of unmatched skill? Regrow damaged tissue and organs? Or dare to employ people restored to life as gholas? Make shadowy deals with the Tleilaxu to harvest genetic specimens. Unlock the potential of scientific research. Graft cards together to empower your Agents. Explore a universe of possibilities with Dune: Imperium – Immortality. —description from the publisher

Dune: Imperium – Rise of Ix

Dune: Imperium – Rise of Ix

8.8
English
1–4 players120 min

Conflict spreads across the Imperium in Dune: Imperium – Rise of Ix, the first expansion to the award-winning board game. Enter the fray as one of three new Great Houses with unique leader abilities. Acquire technological innovations from the planet Ix for a lasting strategic advantage. Deploy fearsome dreadnoughts to rule the skies above Arrakis. Dispatch subtle infiltrators to outmaneuver your opponents. Dominate the Imperium in the new Epic game mode for a more intense, high-stakes challenge.

Dune: Imperium – Uprising

Dune: Imperium – Uprising

8.7
English
1–6 players120 min

In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will expand your resources, or you can learn the ways of the Fremen and ride mighty sandworms into battle! Dune: Imperium Uprising is a standalone spinoff to Dune: Imperium that expands on that game's blend of deck-building and worker placement, while introducing a new six-player mode that pits two teams against one other in the biggest struggle yet. The Dune: Imperium expansions Rise of Ix and Immortality work with Uprising, as do almost all of the cards from the base game, and elements of Uprising can be used with Dune: Imperium. The choices are yours. The Imperium awaits!

Earthborne Rangers

Earthborne Rangers

8.0
English
1–4 players240 min
Earthborne Rangers: Legacy of the Ancestors

Earthborne Rangers: Legacy of the Ancestors

8.6
English
1–4 players
EcoLogic: Europe

EcoLogic: Europe

7.6
English
1–4 players120 min

EcoLogic is a logic game whose mechanics were created to show the relationships between plants, fungi and animals. Players create complex ecosystems using cards representing hundreds of living organisms, inhabiting a variety of habitats. Players compete to build the most diverse habitats, earning points for species and habitat diversity. The game ends when all cards have been played. The player with the most points wins.

EcoLogic: Europe – Human Habitat Expansion

EcoLogic: Europe – Human Habitat Expansion

8.1
English
1–5 players0 min

This expansion to EcoLogic: Europe adds four new human habitat boards (cities and gardens), along with 47 new species cards and ten human pressure cards. It also allows adding one additional player.

EcoLogic: Europe – Mountain Expansion

EcoLogic: Europe – Mountain Expansion

8.5
English
1–5 players0 min

This expansion to EcoLogic: Europe adds four new mountain habitat boards, along with 34 new species cards. It also allows adding one additional player.

Ecosystem

Ecosystem

7.0
Czech
2–6 players20 min

Ecosystem is a card-drafting game in which players choose cards and place them into their play area turn by turn. The cards in a player's grid make up their own personal ecosystem, and at game's end, a player will have twenty cards in their ecosystem, with the game including eleven types of cards. Bears score by being placed next to bees and trout; trout score by being placed next to streams and dragonflies; and streams are compared at the end of the game, with the player who has the largest stream earning points. These are just a few examples of how scoring works in Ecosystem. Don't forget to diversify! —description from the designer

Eldritch Horror

Eldritch Horror

7.7
English
1–8 players240 min

Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction? Eldritch Horror is a co-operative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas. While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space. Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate. All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.

Eldritch Horror: Cities in Ruin

Eldritch Horror: Cities in Ruin

8.5
English
1–8 players240 min

Description from the publisher: You feel it just below the surface. Something gnawing at the edges of society, an ancient being that could so easily erase the steady march of machines and concrete that have come to be recognized as progress in the modern world. Your visions show you a desolate future, where all that remains is dust, ash, and those who have long-slumbered. Violent earthquakes contort cities to unrecognizable ruin, torrential typhoons eradicate coastlines, and deep below the the Earth, something ancient stirs. Shudde M’ell, The Cataclysm from Below, approaches with destruction and ruin as his heralds. Cities in Ruin brings four new investigators, and a slew of new monster and encounter cards to the world of Eldritch Horror. New Ancient One Shudde M’ell’s presence brings a destructive twist to the game in the form of deadly disasters.

Eldritch Horror: Forsaken Lore

Eldritch Horror: Forsaken Lore

8.3
English
1–8 players180 min

Forsaken Lore, an expansion for Eldritch Horror, thrusts investigators headlong into perilous and strange new encounters, while Ancient Ones defeated in the past attempt to reclaim the world. In order to stop them, investigators will need to uncover new mysteries, and dig even deeper into the lore surrounding each of the game's Ancient Ones with the help of new Research cards. Meanwhile, Yig's cultists and Serpent People work to prepare the way for the Father of Serpents to dominate our planet. With the help of powerful new Spells and Assets, along with mighty new Artifacts, Investigators must once again race across the globe in order to prevent humanity's destruction in Forsaken Lore.

Eldritch Horror: Masks of Nyarlathotep

Eldritch Horror: Masks of Nyarlathotep

8.2
English
1–8 players240 min

Eldritch Horror: Masks of Nyarlathotep is an expansion for Eldritch Horror, a cooperative board game for one to eight players in which intrepid investigators must traverse the globe in an attempt to thwart the cataclysmic rise of an otherworldly Ancient One. Strange cults are gathering strength in remote corners and bustling cities all over the world. Though they seem to worship different gods, the investigators have found a thread that runs throughout all of the cultists’ horrific rites. In Masks of Nyarlathotep, each of these sects pursues the awakening of an aspect of the same horrific creature: Nyarlathotep. This being is known as the Messenger of the Outer Gods, and he is the only Ancient One that still actively walks among humanity. The investigators must work to stop the cults springing up to serve his many guises, or Nyarlathotep will gain enough strength to open the Ultimate Gate, ushering in an unthinkable doom. Strike down these cults in new Adventures, explore ancient mysteries among new Mystic Ruins, and destroy the monstrous followers of Nyarlathotep. New to this expansion, Personal Stories unique to each character add stakes to the actions undertaken by each investigator, and a Campaign mode adds a fresh challenge and enriches the narrative of the investigators’ struggles to stop the many cults worshipping the multitude of faces worn by one dread being in Eldritch Horror: Masks of Nyarlathotep! —description from the publisher

Eldritch Horror: Mountains of Madness

Eldritch Horror: Mountains of Madness

8.2
English
1–8 players180 min

Explore the farthest reaches of Antarctica in Mountains of Madness, the second expansion for Eldritch Horror. Inspired by H.P. Lovecraft's novella, this expansion allows you to trace the path of a doomed expedition and enter the immense City of the Elder Things. What happens in Antarctica has worldwide repercussions as freshly-awakened horrors spread across the globe. Eight investigators offer new roles to play as you confront these chilling, inhuman threats. Numerous additional Assets, Spells, Artifacts and Conditions may help investigators or harm them, and for the first time, Adventures and Prelude cards shape the international struggle against the Ancient Ones. Do you have the strength to survive Antarctica’s frozen wastes, encounter the Mountains of Madness, and stave off the end of human civilization?

Eldritch Horror: Signs of Carcosa

Eldritch Horror: Signs of Carcosa

8.3
English
1–8 players240 min

Description from the publisher: Strange is the night where black stars rise, And strange moons circle through the skies But stranger still is Lost Carcosa. –Cassilda’s Song in The King in Yellow, Act I, Scene 2 Beneath the light of a gibbous moon, poets and artists pen strange verse and weave arcane sigils into their paintings. The Unspeakable One is entering the world, his horrid city is tearing its way through dimensions, and as it does so, more and more humans succumb to a mindless insanity. The very people you have sworn to protect may come padding after you on a cursed night, knife in hand and the light of evil stars gleaming in their eyes. Whether you’re walking along the streets of Tokyo or through trackless jungles in the heart of Africa, you may be forced to choose between the people close to you and the people of the world. Signs of Carcosa is a new expansion for Eldritch Horror, and within, you’ll find enough madness to influence all of your games. Hastur enters the game as a new Ancient One, spreading insanity and dissension. Against this foul abomination from Aldebaran, four new investigators join the fight to save the world. A host of new Encounter cards for every continent ensure that fresh adventures are always around the corner, even as a wealth of new conditions, spells, assets, artifacts, and Mythos cards draw you deeper into a world of madness and fear.

Eldritch Horror: Strange Remnants

Eldritch Horror: Strange Remnants

8.3
English
1–8 players240 min

From the publisher's website: In Strange Remnants, you and your fellow investigators travel to the haunted ruins of massive stone monuments across the world. You must learn the secrets of these ruins and perform the requisite rituals before the cosmos aligns against you, an evil portal opens in the center of the universe, and the entire Earth is devoured. The new Mystic Ruins deck featured in this expansion allows investigators to explore Chichen Itza, the Easter Islands, Stonehenge and the Great Wall of China. New Glamour Spells and Relic Unique Assets offer you powerful tools in the struggle against a new Ancient One, and four more hardy investigators dedicate their lives to saving the human race. Four additional Prelude Cards introduce fresh scenarios and quests, transforming your games of Eldritch Horror.

Eldritch Horror: The Dreamlands

Eldritch Horror: The Dreamlands

8.5
English
1–8 players240 min

Description from the publisher: It has been months since you saw the sunset city in a dream—towering minarets and domes, crossed by shadow and red light from the gently setting orb of fire that permanently rests outside the city. Since then, you’ve crossed these borders every night, searching for the city, hoping to set foot inside. You have seen wonders beyond compare: the sacred cats of Ulthar and the turquoise and tourmaline city of Celephaïs that rests beneath the gingko-covered slopes of Mount Aran. You have all but abandoned your waking life, eating less and less, spending more and more time asleep. But tonight is different. There, on the silvery, blade-thin horizon between wakefulness and sleep, the black ships from the moon have finally caught up to you. Descend into a world of sleep and splendor with The Dreamlands, the latest expansion for Eldritch Horror. For the first time, you have the chance to walk upon the sweet-smelling grass of the Enchanted Wood, travel into the Underworld, or sail off the edge of the world and voyage to the moon—this expansion introduces an entirely new side board, portraying the mystical, ethereal Dreamlands. As the realm of dreams leaks into our waking world, you’ll find eight new investigators that stand united against two insidious Ancient Ones: Altach-Nacha the Dreamweaver and Hypnos, the Lord of Sleep. With a massive array of new Spells, Conditions, Assets, Adventures, Mythos cards, and encounters for every location, The Dreamlands promises adventures unmatched by anything in the waking world.

Eldritch Horror: Under the Pyramids

Eldritch Horror: Under the Pyramids

8.4
English
1–8 players0 min

From the publisher: Ancient secrets, sandblasted ruins, and unprecedented horrors await in Under the Pyramids! This side board expansion opens up six new locations throughout Egypt, including bustling Cairo, ancient Tel El-Amarna, and the shining, snaking, Nile River. Yet the Egypt of the 1920s is hardly a safe tourist destination. Amid the cultural tumult and political instability of this modernizing African nation, countless Cultists are working to bring about the return of an ancient and powerful evil known as the Dark Pharaoh. If he should rise up to rule Egypt once more with his iron will, he would doom all humankind to wretched, cruel slavery. Fighting this battle against terrible evil are eight more investigators, aided by invaluable Relics, powerful Glamour spells, and legendary allies. The Museum Heist Adventure cards lead you on a hunt for stolen antiquities, and six more preludes that can transform your games of Eldritch Horror in innovative and thematic ways. Under the Pyramids includes: A side board that opens up six locations spread across Egypt and North Africa A rulebook to guide your journey down the Nile and into the Sahara Two Ancient Ones, each with unique Mystery, Research, and Special Encounters decks Eight new Investigators Plentiful new Unique Assets, Conditions, Spells, Artifacts, Gates, and Monsters

Epochs: Course of Cultures

Epochs: Course of Cultures

7.9
Czech
2–4 players180 min

When history becomes your canvas, how will your legacy be written? Epochs: Course of Cultures is a strategic 4X civilization game for 2 to 4 players where you guide your society across 3 epochs: Ancient, Medieval, and Modern. Each decision shapes your path as you expand territory, research inventions, build wonders, and develop your civilization. Over multiple rounds, you draw invention cards, take actions, and manage cities, trade, and military strength on an evolving map. You may focus on culture, innovation, or conquest, but every choice carries lasting impact. At the end of the final epoch, the player with the most prestige from achievements, expansion, and development becomes the greatest ruler. —description from the publisher

Epochs: Course of Cultures – Middle East and Latin America Expansion

Epochs: Course of Cultures – Middle East and Latin America Expansion

8.2
Czech
2–4 players0 min

Civilization boards for Babylon, Persia, Arabia, Maya, Aztecs and Inca, as well as Powerful Barbarians and new map tiles.

Epona

Epona

6.5
Language-independent
1–6 players75 min

Welcome to Epona, an immersive, tableau-building card game for 1-6 players in which you step into the boots of an ambitious equestrian entrepreneur in Central Europe in the 1920s, a time of relative peace and prosperity. Now is the time to finally invest in your dream: to build the most prestigious and successful horse business in the land. But will Epona, the Roman and Gallic goddess of horses and fertility, bring you good fortune as you set out on this endeavor? Over six rounds, you'll acquire new locations for your stables, hire expert staff, purchase essential equipment, and build everything you need, from training arenas to thrilling race tracks. Of course, you'll need horses, too, but choose them wisely as each one brings different ways to score points. Want to go the extra mile? Breed your horses to create future champions and secure your name in equine history! Every choice matters, and every card you add to your tableau brings you closer to greatness — or leaves you in the dust. Will your stables rise above the rest? —description from the publisher

Evacuation

Evacuation

7.5
English
1–4 players150 min

"Hurry to the ship! Twelve houses from our town have already burned down!" In Evacuation, life on our planet is being burned away thanks to increasingly intense sunlight, so everyone is trying to move all the people and factories in their territories from the "old" planet to a new one — and they have only four rounds in which to do so. You start the game with a full functioning economy, and over the course of play, you must dismantle that economy and move it. Income on the old planet shrinks over time, and production probably won't be much better until you establish yourself on the new planet and kick things into action. Resources can't be mixed across the planets, so you need to take special care with your planning. To do this, you choose actions from the player board, with the expert variant adding cards to your hand that allow you to choose additional actions and combine them. Each action has its own value, and the sum of these actions is important for an "end of the round" bonus. Additionally, players move their markers along the orbital track based on the value of their actions. If you can raise production of three resources to level 8 and have three stadiums on the new planet, you win. Otherwise, players compare scores after four rounds. Evacuation includes modules to add new play options.

Everdell

Everdell

8.0
English
1–4 players80 min

Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities 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 have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises? 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.

Everdell: Bellfaire

Everdell: Bellfaire

8.0
English
1–6 players120 min

The king is throwing an unprecedented year-long event to commemorate the 100th year since Everdell's founding. Come one, come all, to the Bellfaire! Bellfaire is a new expansion for Everdell that offers several different gameplay modules, including: Components and rules for 5-6 players Player powers and resource boards A Bellfaire board with a new Market location Garland Awards, which are shared endgame goals New Special Event cards —description from the publisher

Everdell: Mistwood

Everdell: Mistwood

8.0
English
1–4 players100 min

Lurking in the depths of Mistwood, the cunning and villainous Nightweave plots to take over Everdell with the aid of her spiderlings. Pit your wits against Nightweave and her sticky schemes in solo or two-player games, and recruit heroes of yore from the More Legends and Corrin Evertail expansion packs as well as transform your farms with our new Through Every Season expansion pack! —description from the publisher

Everdell: Spirecrest

Everdell: Spirecrest

8.3
English
1–4 players100 min

Far beyond the comfortable borders of the Everdell Valley, deep in the mysterious and uncharted lands, adventure is waiting to be discovered. Spirecrest adds several exciting and challenging new mechanics and features to the Everdell base game, including: Weather cards that impose challenging limitations to overcome. Discovery cards let players encounter intrepid new critters and locations on their journey, providing unique new strategies and abilities. Big Critters are unique workers with interesting and helpful abilities, who also serve as trusty mounts. —description from the publisher

Exploding Kittens

Exploding Kittens

6.1
English
2–5 players15 min

Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck. The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.

Fantasy Realms: Deluxe Edition

Fantasy Realms: Deluxe Edition

7.7
English
2–7 players20 min

Bruce Glassco’s Fantasy Realms is a modern classic, and this new Deluxe Edition has updated every card with a sleek, intuitive graphic design. The base game cards have also been updated to include new art from Anthony Cournoyer to match his beloved work on The Cursed Hoard expansion, giving the entire game a fresh look! It includes: The original base game with all new art and graphic design! The Cursed Hoard, which includes two expansion modules, also with new graphic design! The Jester and Phoenix cards, previously only available as promo cards! 100+ art sleeves to protect all the included cards, plus some extras! In Fantasy Realms, you build your Realm, one card at a time, as you collect Beasts, Armies, Wizards, and more! Each card is unique and scores points based on the other cards in your hand. You start with seven cards, and each turn you’ll draw a new card from the deck or discard, and discard one card from your hand, always trying to improve your Realm! Whoever’s realm scores the most points is the winner! —description from the publisher

Faraway

Faraway

7.5
Language-independent
2–6 players25 min

Welcome to Alula, a mysterious continent with ever-changing geography, shaped after the rhythm of the seasons. Beyond the Sea of Mists lies the mysterious continent of Alula. Roam across the land in search of its secrets, meet its inhabitants, and list its wonders in order to gain more fame than your opponents. Throughout a game of Faraway, you will play a row of 8 cards in front of you, from left to right. These cards represent the regions you will come across while exploring the lands. Characters on these cards will grant you victory points if you later fulfill the conditions they demand. At the end of the game, you walk back the same way, scoring cards in the opposite order you played them. There lies the heart of the gameplay. Throughout the game, the cards you play will serve both to set new objectives, and to meet the ones you played previously. Each turn, you play a card from a hand of 3. Then you pick a new card from a face-up river. As play is simultaneous in Faraway, you must take into account a clever priority system in all of your choices – being last to pick a card leaves you with fewer options and often less profitable choices for the next turns. —description from the publisher Related Microbadges

Feya's Swamp

Feya's Swamp

7.6
Czech
2–4 players100 min
Fish Tank

Fish Tank

6.9
Language-independent
2–6 players60 min

Fish Tank is a tableau-building game in which each of the players collect fish for their aquarium. Each kind of the fish has different criteria for scoring; some prefer the edges of the tank, some like to be in the middle, some like to gather together and some don’t like to have their kind around them. The players draft their fishes in 2 phases of the game, each consisting of 8 rounds. At the end of the game, each player has a 4 x 4 tableau of multicoloured fish in front of them. The player whose fish tank generates the most points is then declared the winner.

Flip 7

Flip 7

7.2
Language-independent
3–18 players20 min

Flip over cards one by one without flipping the same number twice. Sound easy? Think again! This isn't just any deck of cards… In Flip 7 there's only one 1 card, two 2's, three 3’s, etc plus a bunch of special cards that can score you extra points, give you a second chance, or freeze you or your opponents in your tracks. Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game that's sure to be the greatest card game you’ve ever played! —description from the publisher

Forest Shuffle

Forest Shuffle

7.7
English
2–5 players60 min

In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna. To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half. On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play. During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins. Manufactured from FSC-certified material.

Forest Shuffle: Alpine

Forest Shuffle: Alpine

8.2
English
2–5 players60 min

New cards are shuffled into the base game for even more diversity in Forest Shuffle adding even more variety to your gaming tables: Forest Shuffle Alpine Will you manage to lure the most valuable species into your forest? Because the following also applies above the tree line: depending on the number of players, cards are removed from the game before it begins. The first expansion of the tactical card game about the animals and the forest by designer Kosch scores with a deck of 36 new multifunctional cards, including two new tree species. Some of the cards bring a nice twist to the rules of the base game. Manufactured from FSC-certified material. —description from the publisher

Forest Shuffle: Dartmoor

Forest Shuffle: Dartmoor

7.7
Czech
2–5 players60 min
Forest Shuffle: Dartmoor – Exmoor

Forest Shuffle: Dartmoor – Exmoor

8.2
Czech
2–5 players60 min
Forest Shuffle: Woodland Edge

Forest Shuffle: Woodland Edge

8.1
English
2–5 players60 min

Immerse yourself in the serene beauty of nature with Forest Shuffle: Woodland Edge. This expansion set for the beloved Forest Shuffle game introduces new flora and fauna, enhancing your strategic play with lush edge-of-the-forest habitats. Encounter diverse wildlife, discover hidden pathways, and manage your woodland resources to thrive. With stunning artwork and engaging mechanics, Woodland Edge brings the enchanting forest environment to life. A set of 36 cards is making every game session a captivating journey. Perfect for nature lovers and strategy enthusiasts alike, Forest Shuffle: Woodland Edge offers endless possibilities for exploration and adventure. Manufactured from FSC-certified material. —description from the publisher

Furnace

Furnace

7.4
Language-independent
2–4 players60 min

Furnace is an engine-building Eurogame in which players take on the roles of 19th-century capitalists building their industrial corporations and aspiring to make as much money as they can by purchasing companies, extracting resources, and processing them in the best combinations possible. Each player starts the game with a random start-up card, the resources depicted at the top of that card, and four colored discs valued 1-4. The game is played over four rounds, and each round consists of two phases: Auction and Production. During the auction, 6-8 company cards are laid out with their basic sides face up. Players take turns placing one of their discs on one of these cards, but you cannot place a disc on a card if a disc of the same value or color is already present. Thus, you'll place discs on four cards. Once all the discs are placed, the cards are resolved from left to right. Whoever placed the highest-valued disc will claim this card, but first anyone with a lower-valued disc on this card will gain compensation, either the resources depicted multiplied by the value of their disc or a processing ability (exchange X for Y) up to as many times as the value of their disc. Once all the cards have been claimed or discarded, players enter the production phase, using their cards in the order of their choice. Each company card has one action — either production or processing — on its basic side and two actions on its upgraded side. During the production phase, you can use each of your cards once to gain resources, process those resources into other resources or money, and upgrade your cards. At the end of four rounds, whoever has the most money wins. Furnace also includes capitalist cards that contain unique effects, and if you want, you can choose to deal one out to each player at the start of the game. For an additional challenge, you can require players to create a "production chain", with each newly acquired company card being placed somewhere in that chain and locked in position for the remainder of the game.

Galactic Cruise

Galactic Cruise

8.3
English
1–4 players150 min

Hello, and welcome to Galactic Cruise. Here, we offer our guests something special: the comfort of a luxury cruise with the innovation of space travel. As the first company to offer extended-stay space vacations, we are excited to have you working for us! As a supervisor of this company, you’ll be expected to not only build these ships and satisfy our guests, but also to help the company thrive by enhancing our company network, inventing new technologies, and growing our workforce. We are a united company, and you’ll often find that what another supervisor does will make your job easier. Let me be clear, though, this is a competition. Our current CEO will be stepping down in three years, and the supervisor who comes out on top will take his place. On your turn, you will either place a worker to take two actions in the ever-expanding network, launch a ship and send one of your workers to space as a pilot, or recall all your earthbound workers to collect funding bonuses. Actions include acquiring blueprints, constructing ships, attracting guests, and building developments–connections between locations that increase action selection throughout the game. You will also be affecting resource markets that ebb and flow with the actions of all the players. Throughout the game, you will also be competing with your fellow supervisors to complete company goals, which will earn you progress cubes throughout the game. Progress cubes are also placed when you launch ships, and when a certain number of cubes are placed onto the company’s progress track, the game ends, and the player with the most Victory Points becomes the new CEO of Galactic Cruise. Do you still think you have what it takes to work for us? You do? Great. Let’s get started. —description from the publisher

Gambit Royale

Gambit Royale

6.5
Language-independent
2–6 players30 min

Gambit Royale, first released under the name Ruse & Bruise, is a fast-paced card game in the tradition of Citadels. Magicians and dragons, kings and princesses populate the land and want only one thing: the greatest fame. The players try to use their royal household to cause problems for their opponents and trick them with underhanded chess moves. In more detail, the game lasts six rounds, and at the start of each round, each player reveals a random goal card worth 1-5 victory points (VPs), each with one of six symbols printed on it. Each player has a deck of influence cards and starts with a hand of three cards. On a turn, a player plays a card face down in front of a goal card, then draws a replacement card; if a face-down card is already present at this goal, the player reveals in and executes the action on it, if any. As soon as all goals have as many cards below them as their VP value, the round ends. Reveal the face-down cards without executing their actions, then carry out the actions of any mercenaries, wizards, witches, and princes/squires in play. Whichever player then has the most influence on a goal (as determined by the values on their played cards) claims that goal, with ties being broken in favor of whichever tied player played on that goal first. After six rounds, players tally their goal cards to determine their final score; alternatively, if they have a set of six goal symbols, they can sum those six cards, double that value, then subtract 1 VP from that total for each goal card they have that's not part of that set. Whoever has the most points wins! The 2018 edition of Gambit Royale contains five more cards than the first edition of Ruse & Bruise.

Gangster City

Gangster City

5.8
English
1–6 players0 min

Can you solve the cases presented to you in Gangster City, preferably before the other detectives do so and show you up? The game includes a deck of 54 case cards, and each case card identifies elements about the case that you must discover; specifically, each case card indicates the suspect's profession (entertainer, scientist, thug), choice of weapon (revolver, knife, syringe), scene of the crime (theater, street, hotel room), and motive (money, love). At the start of the game, each player takes a card at random and faces it away from themselves in a plastic stand. Three cards are revealed face up. On a turn, you can either take a face-up card or the top card from the deck, or you can attempt to guess your suspect's characteristics. When you take a card, you hold it up next to your case card, then the other players tell you how many characteristics they have in common. You then place this card in front of you, rotating it so that the number on the outer edge of the card shows how many characteristics they share (0-3). When you guess, if you're correct, you discard the case card and place a new one in the stand; if you're wrong, you continue the game as normal next turn. The first player to correctly solve two cases wins!

Ghost Blitz

Ghost Blitz

6.7
Language-independent
2–8 players20 min

Balduin, the house ghost, found an old camera in the castle cellar. Immediately he photographed everything that he loves to make disappear when he is haunting  – including himself, of course. Unfortunately, the enchanted camera takes many photos in the wrong colors. Sometimes the green bottle is white, at other times it's blue. Looking at the photos, Balduin doesn't really remember any more what he wanted to make disappear next. Can you help him with his haunting and quickly name the right item, or even make it disappear by yourself? If you grab the right items quickly, you have a good chance of winning... The lightning fast shape and color recognition game that is sure to test the reflexes of kids, families and gamers alike. In Ghost Blitz, five wooden items sit on the table waiting to be caught: a white ghost, a green bottle, a cute grey mouse, a blue book, and a comfortable red chair. Each card in the deck shows pictures of two objects, with one or both objects colored the wrong way. With all players playing at the same time, someone reveals a card, then players grab for the "right" object – but which object is right? If one object is colored correctly – say, a green bottle and a red mouse – then players need to grab that correctly colored object. If both objects are colored incorrectly – say, a green ghost and a red mouse – then you look for the object and color not represented among the four details shown. In this case you see green, red, ghost and mouse, so players need to grab the blue book. The first player to grab the correct object keeps the card, then reveals the next card from the deck. If a player grabs the wrong object, she must discard one card previously collected. Once the card deck runs out, the game ends and whoever has collected the most cards wins! Reimplements: Knapp daneben, released in 2004 by HABA.

Ghost Stories

Ghost Stories

7.2
English
1–4 players60 min

Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts. The players, using teamwork, will have to exorcise the ghosts that appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles. To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color that can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn. To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them. There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.

Gold'n Crash

Gold'n Crash

5.9
2 players20 min
Gùgōng

Gùgōng

7.4
Language-independent
1–5 players90 min

China, 1570. China is under the reign of the Longqing Emperor, of the Ming Dynasty. He inherited a country in disarray after years of mismanagement and corruption. He resided in the Forbidden city, which was the seat of many emperors under the Ming Dynasty. Constructed from 1406 to 1420, the complex consists of 980 buildings and covers 72 ha (over 180 acres). It is also under the Ming Dynasty that the Great Wall of China was rebuilt, fortified, and expanded. Around this period, China was under heavy attack from the Mongols, so maintaining the Great Wall was essential. Most of what we now have left of the Great Wall, we owe to the Ming dynasty. The country was already famous for its very intricate bureaucracy, but this also led to a lot of corruption. Even though the penalties for corruption were very high, the highest Officials of the Forbidden City would pretend to uphold the ban on corruption, by accepting gifts of petitioners, and returning one of seemingly lower value. Gùgōng uses this extraordinary custom as its basis. Players take on the role of powerful Chinese families trying to gain influence and power by exchanging gifts with Officials. The gift cards you offer as a player have to be of a higher value than the one you receive, forcing you to make strategic choices regarding which actions you want to take each turn. You will travel around China, sail down the Grand Canal, purchase precious jade, help construct the Great Wall, secure advantages through decrees, influence the game through intrigue, and ultimately, receive an audience with the emperor. If only 1 player succeeds in doing so, he wins. If several players succeed, the player with the most VPs among those players wins the game. —description from the publisher

Hanabi

Hanabi

7.0
Language-independent
2–5 players25 min

Hanabi—named for the Japanese word for "fireworks"—is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.) The card deck consists of five different colors of cards, numbered 1–5 in each color. For each color, the players try to place a row in the correct order from 1–5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they're visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards. An extra suit of cards, rainbow colored, is also provided for advanced or variant play. Hanabi was originally published as part of Hanabi & Ikebana.

Hanamikoji

Hanamikoji

7.4
Language-independent
2 players15 min

Welcome to the most famed Geisha street in the old capital, Hanamikoji. Geishas are elegant and graceful women who are skilled in art, music, dance, and a variety of performances and ceremonies. Greatly respected and adored, Geishas are masters of entertainment. In Hanamikoji, two players compete to earn the favor of seven illustrious Geishas by collecting each Geisha’s preferred performance item. With careful speculation and a few bold moves, can you outsmart your opponent to win the favor of the most Geishas? Jixia Academy features the same gameplay as Hanamikoji, but with different artwork. Hanamikoji FAQ

Harmonies

Harmonies

8.0
Language-independent
1–4 players45 min

In Harmonies, build landscapes by placing colored tokens and create habitats for your animals. To earn the most points and win the game, incorporate the habitats in your landscapes wisely and have as many animals as you can settle there. Starting with the first player and proceeding clockwise, each player will choose a set of 3 terrain tokens from the central area to place on their personal board. They may optionally choose an Animal card from the 5 displayed and/or place an Animal cube from their Animal card(s) on any completed patterns on their board that match their personal Animal cards. There is a 4-card limit per player. After their turn, refill with a new set of 3 tokens and a new Animal card if needed. Placement of the terrain tokens will depend on the personal Animal card goals, and scoring rules for the various terrain types (mountain, field, forest, etc). For example, mountain tiles score based on how high they are (1 tile scores 1, while 3 tiles stacked score 7), but the mountain scores zero if it is not adjacent to at least one other mountain. If all the cubes on a given Animal card have been placed, the card is set aside and a new card can be drawn. The cards are scored at game end based on the highest number that isn't covered by a cube. The games ends when there are no tokens left in the bag to refill the central area, or at least one players has 2 or fewer empty spaces on their player board. Play continues until all players have had an equal turn that round. The player with the highest points is the winner. Optionally, you can use Nature's Spirit cards for richer gameplay. During setup, each player chooses 1 of 2 spirit cards and places a Spirit cube on the card. They follow the same placement rules as Animal cards, but tend to have an ongoing effect once completed. The spirit card does count towards the 4-card hand limit. —description from the publisher

Harrow County: The Game of Gothic Conflict

Harrow County: The Game of Gothic Conflict

7.7
Czech
1–3 players90 min

A witch named Hester was hung, burned, and buried under a tree. Some time later, the family of Hester came to Harrow County to destroy it, but standing in their way is eighteen-year-old Emmy who mysteriously has powers of her own. In the asymmetric combat game Harrow County: The Game of Gothic Conflict, players can play as one of the Protectors, trying to rescue townsfolk, or as one of the family, trying to destroy Harrow County. You can instead play as a third faction that originates from the surprise return of Emmy's twin sister, Kammi, who wants to rule Harrow County. Players activate mason jars to move their haints (undead creatures) around the hex-based board as they try to accomplish their missions. Combat is resolved using a never-before-seen cube tower that's built into the actual box. Finally, a third player can enter the game: Hester, the dead witch buried under the tree. She controls the roots of the tree and using the cube tower, Hester can infect haints on her roots, which causes a snake to be placed into its ear. That player can still control this haint, but now so can Hester. If Hester comes back to life, then she needs to eat the other legends to gain all her power back to win. In short, Harrow County is a thematic, tactical game of territory control and enemy elimination to determine the fate of Harrow County. —description from the publisher

Harry Potter: Hogwarts Battle

Harry Potter: Hogwarts Battle

7.3
English
2–4 players60 min
Harry Potter: Hogwarts Battle – The Monster Box of Monsters Expansion

Harry Potter: Hogwarts Battle – The Monster Box of Monsters Expansion

7.6
English
2–4 players60 min
Heat: Pedal to the Metal

Heat: Pedal to the Metal

8.0
English
1–6 players60 min

Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory! Drivers can compete in a single race or use the "Championship System" to play a whole season in one game night, customizing their car before each race to claim the top spot of the podium. They have to be careful as the weather, road conditions, and events will change every race to spice up their championship. Players can also enjoy a solo mode with the Legends Module or add automated drivers as additional opponents in multiplayer games. —description from the publisher

Heat: Rocky Roads

Heat: Rocky Roads

8.2
English
1–7 players120 min
Heat: Tunnel Vision

Heat: Tunnel Vision

8.2
English
1–7 players60 min
Hegemony: Lead Your Class to Victory

Hegemony: Lead Your Class to Victory

8.4
English
2–4 players180 min

Extended edition includes Crisis & Control expansion. The Nation is in disarray and a war is waging between the classes. The working class faces a dismantled welfare system, the capitalists are losing their hard-earned profits, the middle class is gradually fading and the state is sinking into a deep deficit. Amidst all this chaos, the only person who can provide guidance is... you. Will you take the side of the working class and fight for social reforms? Or will you stand with the corporations and the free market? Will you help the government try to keep it all together, or will you try to enforce your agenda no matter the cost to the country? Hegemony is an asymmetric politico-economic card-driven board game for 2-4 players that puts you in the role of one of the socio-economic groups in a fictional state: The Working Class, the Middle Class, the Capitalist Class and the State itself. The Working class controls the workers. The Capitalist class controls the companies. The Middle class combines elements from both the Working class and the Capitalist. It has workers who can work in the Capitalist's companies but it can also build companies of its own, yet smaller. Finally the State is trying to keep everyone happy, providing benefits and subsidies when needed but trying also to maintain a steady income through taxes to avoid going into debt. While players have their own separate goals, they are all limited by a series of policies that affect most of their actions, like Taxation, Labor Market, Foreign Trade etc. Voting on those policies and using their influence to change them is also very important. Through careful planning, strategic actions and political maneuvering, you will do your best to increase the power of your class and carry out your agenda. Will you be the one to lead your class to victory? Hegemony is heavily based on actual academic principles such as Social-Democracy, Neoliberalism, Nationalism and Globalism, and allows players to see their real world applications through engaging gameplay. There are many ways to achieve hegemony- which one will you take? —description from the publisher

Hegemony: Lead Your Class to Victory – Crisis & Control

Hegemony: Lead Your Class to Victory – Crisis & Control

8.4
English
1–4 players180 min

You have successfully led your class to victory... but the battle of ideologies is far from over! The old world is in crisis, and the new world struggles to regain control. Now is the time to make a difference! Crisis & Control offers new challenges and additional game modes that will test your governance skills like never before! Crisis Response cards and Alternative Events add more diversity to your games, class-specific Hidden Agendas incentivize new politico-economic strategies, and the Automas provided allow you to experience all of the game’s roles, no matter the player count! —description from the rulebook Crisis & Control contains all the gameplay material that was given in the form of stretch goals during Hegemony's Kickstarter campaign. All that content was included in the Extended Edition of Hegemony which is what the campaign's backers received.

Hegemony: Lead Your Class to Victory – Historical Events

Hegemony: Lead Your Class to Victory – Historical Events

8.2
English
1–4 players180 min

Dive deep into the history of the world in Hegemony! Be at the forefront of the French, American, or Russian Revolution, experience the politico-economic effects of World War I and II, navigate your nation through the Global Financial Crisis, and much more with Historical Events Mode! The Historical Events deck consists of 50 unique, new cards that will add historical flavor to your games!

Hegemony: Lead Your Class to Victory – Rapid Resolution Promo Card

Hegemony: Lead Your Class to Victory – Rapid Resolution Promo Card

8.1
English
2–4 players180 min

A promo card delivered at UK Games Expo 2024. Rapid Resolution Spend 1 Influence to call for an Immediate Vote on a Bill already proposed by another player. Place this Influence on your preferred Vote Result area on the board before drawing Voting cubes. (Award Victory Points as normal, based on who proposed the Bill.)

Hegemony: Shadows of Authority

Hegemony: Shadows of Authority

8.0
English
2–4 players180 min

The nation’s wounds have yet to heal. What was once disarray has now deepened into unrest. While the conflict between the classes continues, new threats loom over the nation. As crime increases, discontent spreads, and environmental crises intensify, the State pushes for increasingly repressive laws, tightening surveillance and censoring free speech. With democracy in danger and hard-earned liberties stripped away in the name of public safety, where will you stand? Shadows of Authority is an expansion to the award-winning Hegemony: Lead Your Class to Victory. It introduces a new ideological axis, Authoritarianism vs Liberty, over which players will clash, featuring new policies to vote on and new mechanisms to make use of. At the same time, environmental concerns and pollution are introduced, challenging players to confront ecological issues and shape the future quality of life for their class and the nation. —description from the designer

High Frontier 4 All

High Frontier 4 All

8.3
English
1–5 players240 min

This is the 4th ed of Phil Eklund's signature game High Frontier. It started with Rocket Flight (1999), a game with the vision to let "Each player start as a spacefaring company in the year 2020 trying to make a profit in trade and technology development." Now that we are at that year, High Frontier has evolved into a modular system open to enthusiasts to keep it updated ever farther into the future. The Core Game is equivalent to the previous edition's basic and advanced rules, and includes Module 0 (Politics). It also comes with the beginner's game Space Diamonds (accessible to bright children), Race for Glory (introductory, including a playthrough), and a variety of solitaire and cooperative variants. The iconic map of High Frontier is the most comprehensive map of the solar system ever published! Since it is a delta-v map, it offers a completely different view of the accessibility of the worlds that orbit Sol. The cards and map have been expanded and produced in consultation with experts in the field, and the author himself is a former rocket scientist, and we can safely say this is the most accurate yet accessible game of space exploration/exploitation ever published. Transition rules allow High Frontier to work as an independent 4th stage in the Bios:Earth trilogy (Bios: Genesis, Bios: Megafauna, and BIOS: Origins) about the evolution of life on our planet. —description from the publisher

Hitster: Disco Polo Party

Hitster: Disco Polo Party

6.2
Language-independent
2–10 players30 min

Create an instant party with HITSTER, the music card game of the century! Listen to over 100 years of amazing hits, take turns arranging them in chronological order on your music timeline and create your trip down memory lane. The first player to collect 10 hits is crowned the HITSTER HITSTER is the perfect game for an evening with lots of laughing, singing, dancing and sharing memories. Simply open the box, scan a song card and let the music do the rest to create an instant party. So what are you waiting for? How to play Pick a music card and scan the QR code with the free Hitster app to automatically play it in Spotify Guess when the song was released by placing it in the right position of your music timeline. Flip the music card. If correct, you keep the music card to build your timeline. Tip: add the Hitster tokens into the mix for an even more exciting game

Hitster: Movies & TV Soundtracks

Hitster: Movies & TV Soundtracks

7.4
Language-independent
2–10 players30 min

Imagine: You're sitting comfortably on the couch, the credits are rolling, and suddenly you hear the first notes of your favorite film soundtrack. It's exactly this feeling of nostalgia and excitement that our latest Hitster expansion brings to the gaming table. With cards covering the unforgettable tunes from films and series of the last decades, you can test your knowledge and have a lot of fun. The gameplay remains simple as usual: A QR code is scanned and you have to prove yourself as a real cinephile by placing the song in the right place on your imaginary timeline of film history. From blockbuster beats to TV tunes, can you nail the hits? Whether you're old hands with the original game or fresh faces diving into the world of Hitster for the first time, this expansion is your ticket to an evening of excitement, laughter and maybe a little bragging rights about your impressive soundtrack knowledge. Come and find out which one of you really calls the shots!

Hitster: Music Bingo

Hitster: Music Bingo

7.4
Language-independent
2–10 players60 min

Get ready to spin the disco ball and dance to the beats in "Hitster Bingo"! Use the disco ball to determine the category, then scan the card and let the music play. Guess the decade, recognize the singers or bands, decide on the exact year or indicate whether the song was released before or after the 2000s. The first person to complete a row or column with the four different categories will be crowned "Hitster Bingo champion!"

Hitster: Summer Party

Hitster: Summer Party

7.4
Language-independent
2–10 players30 min

The party game Hitster in a new edition, this time with the summer hits of the past decades. Place the cards sequentially on your music timeline in the correct chronological order. This edition can be used as a standalone game or combined with any other Hitster editions.

Hive Pocket

Hive Pocket

7.7
Language-independent
2 players20 min

Hive is a strategic game for two players that is not restricted by a board and can be played anywhere on any flat surface. The base game of Hive is made up of twenty two pieces, eleven black and eleven white, resembling a variety of creatures each with a unique way of moving. Hive Carbon and Hive Pocket include the Mosquito and Ladybug expansions, for a total of 26 pieces. With no setting up to do, the game begins when the first piece is placed down. As the subsequent pieces are placed this forms a pattern that becomes the playing surface. (The pieces themselves become the board.) Unlike other such games, the pieces are never eliminated and not all have to be played. The object of the game is to totally surround your opponent's queen, while at the same time trying to block your opponent from doing likewise to your queen. The first player to totally surround the opponent's queen wins the game.

How Dare You?

How Dare You?

6.8
Czech
2–10 players15 min

The party game you can play anywhere Guess the number - but don't go too high! Lighten up the mood at any game night, dinner party or couples therapy session. Play it during business meetings, datenight your uncle's funeral - or all three at once! —description from the box Gameplay: One player reads a question (all answers are numbers). The active player must guess a number that is close to - but not higher - than the correct answer. Players take turns either making a guess that is higher than the previous player, or calling out a DARE if they believe the previous player guessed too high. When a Dare is called the answer is checked and the player who was wrong must keep the card for "Silly goose points". Once a player has collected a certain number of cards, the game ends, and the player with the most silly goose points loses. Everyone else wins. Nearly no table space is required, and the game therefore works well as a party game in nearly any setting. "How Dare you?" comes with 2 optional advanced rules that spice up the gameplay: "Doubling": If you guess a number that is at least twice that of the previous player, you gain a doubling card. This card negates one "silly goose point". This variant tempts players to make higher guesses. "Double Dare": If you are dared, you can either accept the dare and check the answer like normal, or you can reply with a "Double Dare". The player who is wrong will now get double punishment (two cards instead of one). But the player who initiated the dare, now has the option to chicken out and withdraw their dare. If they do, they must instead guess a higher number before the round continues as normal.

How Do You Doodle?

How Do You Doodle?

6.5
Czech
3–7 players30 min

How Do You Doodle? Can you draw pants? Of course you can. But what if some players are drawing jeans, while others are drawing trousers.Will your drawing communicate the difference? So we ask again... can you draw pants?

Imperium: Classics

Imperium: Classics

7.7
English
1–4 players160 min

In your hands lies the destiny of one of history's great civilizations. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilizations, you will compete to become the most dominant empire the world has ever seen. Imperium: Classics is a standalone game that contains the Carthaginian, Celt, Greek, Macedonian, Persian, Roman, Scythian, and Viking civilizations and an individual solo opponent behaving as each nation. It uses the same rules and is fully compatible with Imperium: Legends for players wanting to expand their pool of civilizations even further. The game is played in a series of rounds. Each round starts with the player to the left of the solstice card taking their turn and then turn order proceeds clockwise. On each turn, players will activate, innovate, or revolt. Once you have finished resolving your action, you will clean up. After you have cleaned up, the player to your left takes their turn. If the solstice card is between you and the player to your left, the round ends. Play continues until either scoring or collapse is triggered, which ends the game. The player with the most victory points wins. —description from the publisher

Imperium: Horizons

Imperium: Horizons

8.5
English
1–4 players160 min

In your hands lies the destiny of one of the most storied peoples of history. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of fourteen radically asymmetric civilizations, you will compete to become the most dominant empire the world has ever seen. Imperium: Horizons is a standalone game that contains the Abbasid, Aksumite, Cultist, Gupta, Inuit, Japanese, Magyar, Martian, Mayan, Polynsian, Sassanid, Taino. Tang , and Wagadou civilizations. Each makes for a unique and challenging opponent in both multiplayer and solo games. Fully compatible with Imperium: Classics and Imperium: Legends for those wanting to expand their pool of civilizations even further, Imperium: Horizons also incorporates a new trade module that allows players to recreate all the intrigue, wealth generation, and dynamic politics of a thriving economy. The game is played in a series of rounds. Each round starts with the player to the left of the solstice card taking their turn and then turn order proceeds clockwise. On each turn, players will activate, innovate, or revolt. Once you have finished resolving your action, you will clean up. After you have cleaned up, the player to your left takes their turn. If the solstice card is between you and the player to your left, the round ends. Play continues until either scoring or collapse is triggered, which ends the game. The player with the most victory points wins. —description from the publisher

Imperium: Legends

Imperium: Legends

7.8
English
1–4 players160 min

In your hands lies the destiny of one of history's great civilizations. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilizations, you will compete to become the most dominant empire the world has ever seen. Imperium: Legends is a standalone game that contains the Arthurian, Atlantian, Egyptian, Mauryan, Minoan, Olmec, Qin, and Utopian civilizations and an individual solo opponent behaving as each nation. It is also fully compatible with Imperium: Classics for players wanting to expand their pool of civilizations even further. The game is played in a series of rounds. Each round starts with the player to the left of the solstice card taking their turn and then turn order proceeds clockwise. On each turn, players will activate, innovate, or revolt. Once you have finished resolving your action, you will clean up. After you have cleaned up, the player to your left takes their turn. If the solstice card is between you and the player to your left, the round ends. Play continues until either scoring or collapse is triggered, which ends the game. The player with the most victory points wins. —description from the publisher

Infiltraitors

Infiltraitors

7.2
Czech
2–5 players30 min

Your organization has been infiltrated by moles, nefarious informants from the enemy. As faithful agents, you must work together to uncover and eliminate all the traitors. Infiltraitors is a challenging deduction card game with twenty missions. Suspect cards are set aside at the start; these are the traitors who must be identified by suit and numbers. Players must manage their hands to give clues on the suspect cards. Clues may match with a traitor by having the same suit or where the number is either a multiple or a factor of the traitor's. As the clues accumulate, players may deduce the identity of a traitor card, but can you catch them all before the time runs out?

Inis

Inis

7.8
English
2–4 players90 min

Inis is a game deeply rooted in Celtic history and lore in which players win by being elected King of the Island (Inis). Players can try to achieve one of three different victory conditions: Leadership: Be the leader — i.e., have more clan figures than any other player — of territories containing at least six opponents' clans. Land: Have your clans present in at least six different territories. Religion: Have your clans present in territories that collectively contain at least six sanctuaries. At the start of each round, players draft a hand of four action cards during the Assembly. Action cards not played at the end of one season are not held for the next. Players also have access to leader cards for the territories that allow it and where they were elected leader during the assembly. Each Assembly reallocates those cards. Finally, they collect "epic tales" cards that depict the deeds of the ancient Irish gods and heroes, like Cuchulainn, the Dagda, Lugh and many others. These will be kept and used to inspire the clans and achieve extraordinary feats under the right circumstances. The cards provide a variety of actions: adding clans, moving clans, building/exploring, and special actions. Over the course of the game, players also earn deeds, that reduce by one the total for any Victory condition. Careful drafting, hand management, bluffing (especially once players understand the importance of passing their turn), good timing, and a precise understanding of the balance of power are the keys to victory. After a discovery game you'll be ready for a full and epic game, where an undisputed player will be king by the Assembly for their merit and wisdom. While Inis has "dudes" that are "on a map", it's a beginner's mistake to play this as a battle game because eliminating other clans reduces your chances of scoring a Leadership victory condition. Peace among different clans, with or without a clear territory leader, is the usual outcome of a clan's movement. Battles will occur, of course, as the Celtic clans can be unruly and a good player will listen to their clan's people (i.e., their hand of cards). That battle aspect is reflected in the clan's miniatures representing warriors. Woodsmen, shepherds and traders complete the set of twelve minis for each player; these occupations have no impact on the game, but give it flavor.

Inis: Seasons of Inis

Inis: Seasons of Inis

8.2
English
2–5 players90 min

Inis welcomes a fifth player in the Seasons of Inis expansion! Discover new gameplay with the seasons wheel, bringing new modalities of victory! Explore the six new territories and lead your troops from the harbors to the island! This expansion offers new action cards. Go back to the adventure, warrior, and may the gods be on your side! —description from the publisher

Innovation Ultimate

Innovation Ultimate

8.5
English
2–5 players60 min

Innovation Ultimate is a box set containing Innovation and all five of its expansions, which includes a brand new expansion titled The Unseen. Many, many updates have been made to this edition. First, Age 11 has been added, representing the recent past and potential near future at the time of release. Language and mechanics have been streamlined, and in particular, the expansions have all been heavily reworked to be more accessible and easy to include while playing.

Inventions: Evolution of Ideas

Inventions: Evolution of Ideas

7.9
Language-independent
1–4 players150 min

Since the dawn of time, humanity has sought new ideas, forever developing them into still newer concepts. Their genius made them stand out from the other animals. Each invention is a veritable evolutionary step. Humans' use of tools surpasses the efforts of all others, making Homo sapiens technologists since before historical records were invented. Inventions: Evolution of Ideas follows humanity's most noteworthy innovations and places the power of these technological developments in your hands to evolve your societies over the ages. In Inventions, cards simulate these new concepts. Cards are the ideas that eventually become inventions. Once they are invented, these technologies can be shared with the world, and everyone involved in the process spreads the exciting news, giving credit where credit is due. Developing these inventions progresses your society, advancing its technology, economy, and culture. You can even share with other societies, boosting the inventions' efficacy even more! Inventions is a tactical game, but you will do best by building these tactics around a long-term strategy. Each society's progress will be measured in Intellectual Property Points (IPP), and the player who has the most IPP has the strongest society and wins the game.

Ironwood

Ironwood

7.8
Czech
1–2 players60 min

An eternal conflict for the land of Ironwood is raging between two factions: the stalwart and hard-working Ironclad, settlers of the iron mountains; and the ferocious Woodwalkers, swift and deadly shadows of the forests. Both factions struggle for the ultimate control over the land for its greatest treasure: the Larimor Crystals, a mysterious substance holding immense energy within. It can be found both inside the colossal mountains and scattered across the dense forests. The Ironclad extract the essence of the crystals and process their energy to fuel their machines and mechanical inventions. If they succeed, their giant forges will swarm the land with endless armies, and establish ultimate dominance over Ironwood. The Woodwalkers use the crystals’ raw magical power to discover and retrieve three ancient totems from secret ritual sites, hidden in the mountains. Once retrieved, the combined power of these totems will summon the Guardian, the ancient protector of the woods, to wipe out the Ironclad once and for all. One way or another, the eternal conflict is finally coming to an end. Ironwood is a rules-light, highly asymmetric, card-driven tactical game for 1-2 players. Each round, you and your opponent alternate playing a total of 3 of your faction-specific cards for their action effects. These effects include positioning your warbands, initiating combat, extracting crystals, bestowing temporary passive effects, and many more. When combat occurs, you will use the same cards for their combat values instead, in a simultaneous bid to gain combat bonuses, inflict and fend off casualties, and augment the Dominance value of your warbands to win the combat. The two factions are completely asymmetric in their play styles, decks, victory conditions - even in which parts of the map they can access. As the Commander of the Ironclad, your primary goal is to lay down the foundations of your forges in the outer mountains, and once you have collected enough crystals, build forges on the foundations. As the Chieftain of the Woodwalkers, your mission is to locate your people’s ancient totems through Vision cards, clear the path to them by defeating Ironclad warbands, and finally securing them in the outer forests, beyond the Ironclads’ reach. Once you have retrieved the third totem as the Chieftain, or built the third Forge as the Commander, you immediately win the game. Ironwood also features a low-upkeep solo mode against the Ironclad or the Woodwalkers. Although both solo opponents work on the same main principles, each of them bears its faction’s unique aspects and features. —description from the publisher

It's a Wonderful World

It's a Wonderful World

7.6
Language-independent
1–5 players45 min

In It’s a Wonderful World, you are an expanding Empire and must choose your path to your future. You must develop faster and better than your competitors. You’ll carefully plan your expansion to develop your production power and rule over this new world. It’s a Wonderful World is a cards drafting and engine building game from 1 to 5 players. Each round, players will draft 7 cards and then choose which ones will be recycled to immediately acquire Resources, and which ones will be kept for construction to produce Resources each round and/or gain victory points. When a card is fully built, it’s added to the player’s Empire to increase the player’s production capacity for each round. The mechanical twist being that the production phase works in a specific order. You'll have to plan your constructions carefully! For a deeper insight of the gameplay, please follow this link : It's a Wonderful World - First steps In addition to the base game, players can also enjoy expansions boxes introducing an innovative Campaign mode. Each Campaign offers a storyline to follow and many gameplay twists. At the end of each campaign, players will open a reward booster to unlock new cards, enhance their base game and keep a memory of what happened during the campaign. All the campaigns can be replayed and don’t imply game components destruction. More info on the Campaign mode : It's a Wonderful World - Campaign Mode —description from the publisher

It's a Wonderful World: Corruption & Ascension

It's a Wonderful World: Corruption & Ascension

8.1
Language-independent
1–7 players45 min

This new deck of cards complement the existing cards of It’s a Wonderful World. From now on, each turn, you will play a mixture of classic Development cards and Ascension cards. Ascension cards introduce new ways to play, most notably through pair scoring and corruption. This new deck also allows you to play with up to 7 players.

Jaipur

Jaipur

7.5
Language-independent
2 players30 min

You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that's not enough for you because only the merchant with two "seals of excellence" will have the privilege of being invited to the Maharaja's court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds. Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards. If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait! You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.

John Company: Second Edition

John Company: Second Edition

8.2
English
1–6 players240 min

In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century, when the Company has a weak foothold on the subcontinent. Over the course of the game, the Company might grow into the most powerful and insidious corporation in the world or collapse under the weight of its own ambition. John Company is a game about state-sponsored trade monopoly. Unlike most economic games players often do not control their own firms. Instead, they will collectively guide the Company by securing positions of power, attempting to steer the Company’s fate in ways that benefit their own interests. However, the Company is an unwieldy thing. It is difficult to do anything alone, and players will often need to negotiate with one another. In John Company, most everything is up for negotiation. Ultimately, this game isn’t about wealth; it’s about reputation. Each turn some of your family members may retire from their Company positions, giving them the opportunity to establish estates. Critically, players do not have full control over when these retirements happen. You will often need to borrow money from other players to make the best use for a chance of retirement. Players also gain victory points by competing in the London Season for prestige and securing fashionable properties. John Company engages very seriously with its theme. It is meant as a frank portrait of an institution that was as dysfunctional as it was influential. Accordingly, the game wrestles many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such, this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing. The second edition is extensively revised and is not a reprint. —description from designer

Joking Hazard

Joking Hazard

6.2
English
3–10 players90 min

From the creators of Cyanide & Happiness comes a card game where players compete to finish an awful comic strip. The creators said: "Someone on the Internet once told us that making stick figure comics is easy as hell, and that we were ugly and stupid. They were right on all counts. So, after crying for a few hours, we created the Random Comic Generator which since its inception in 2014 has entertained millions with its computer-generated comedy. After a few weeks of playing with the Random Comic Generator, we started to wonder if its hundreds of random panels might lend themselves to a card game, where you compete against your friends to finish a comic with a funny punchline. So we printed out all of the RCG panels and started playing with them." Draw 7 cards. The deck plays the first card, select a Judge to play the second, then everyone selects a third card to create a three panel comic strip. The Judge picks a winner. The game includes a deck of 350 unique panel cards - that’s 15.4 million combinations of comics!

Just One

Just One

7.6
English
3–7 players60 min

Just One is a co-operative party game in which you all play together to get the best score! Your goal each round is to get one player — the active player — to guess a mystery word based on the clues given by teammates. Can you achieve a perfect score by guessing all the mystery words? In more detail, everyone who is not the active player sees the mystery word, then each player independently writes a clue on their personal easel. Once everyone has finished, you reveal the clues to one another. All identical clues are removed from play, so try to be original! After eliminating duplicate clues, reveal the remaining clues to the active player. If they correctly guess the mystery word, your team scores a point. If they decline to guess, you don't score the current card. If they guess wrong, you don't score the current card and you lose one of the points you had already scored. Thus, be original, but not so original that you don't help the active player guess correctly!

Kemet: Rise of the Gods

Kemet: Rise of the Gods

8.1
Language-independent
1–6 players150 min

Kemet: Rise of the Gods brings various new and long-awaited features to Kemet: Blood and Sand. This expansion includes: Gods mode, Team mode, a 6 player mode, a solo mode, and two new tile colors, Amber and Amethyst, with various other modules, content and quality-of-life components. The Rise of the Gods expansion will come with a new rulebook (including the core rules and all the rules for the new modules) and 6 new player aids. —description from the publisher

Keys to the Castle

Keys to the Castle

6.2
Czech
2–4 players20 min

Keys to the Castle is a tile-based game of strategy and luck. Players must open and close doors (the tiles) to move along a path and be the first to cross to the other side. Special cards are played to hacksaw through barred doors, use a skeleton key to unlock padlocked doors, throw a net on a player to stop them in their tracks or use secret passageways to maneuver your way to the other side. The game is easy to learn and quick to play. With the tiles acting as the "board", there is a new outcome to each game every time the tiles and cards are shuffled.

Kinfire Council

Kinfire Council

7.7
English
2–6 players120 min

Kinfire Council is a competitive game of strategy and politics. As a member of the Council, you've been charged with rebuilding the great city of Din'Lux and defending it from the dangers of the Starless Nights. Take turns sending your workers to collect resources, upgrade buildings, and construct new Kinfire lighthouses in the surrounding area, while the Cult of Altan interferes with your plans and undermines your authority. You'll vote on important city policies, arrest cultists, and dispatch your Seeker to thwart threats looming over the final bastion of civilization, the great city of Din'Lux. While you vie for power among yourselves, you also track the Cult's progress. If they win the game, then the Cult Conspirator ends up being the victor. Will you be a benevolent leader, working together with your fellow Council members, or will your plans take a more sinister turn? —description from the publisher

Kinfire Council: Winds of Change

Kinfire Council: Winds of Change

8.0
English
1–6 players120 min

Take the intrigue of Din’Lux to new heights with Winds of Change. This expansion introduces dynamic rezoning mechanics for legacy-style progression, new lighthouse sites, and an optional solo or co-op play mode. Fresh threats, decrees, and resources like favor tokens enrich the political drama and deepen the strategic landscape, an irresistible upgrade for engaged players and a compelling upsell for savvy retailers. This is not a stand-alone game. Kinfire Council base game is required to play. Remake the city of Din'Lux with new location tiles and re-zoning decrees that evoke the game board over time. Give in to temptation and spend powerful Favor tokens to help both yourself and the Cult. The punishing Cult decree deck will allow you and your fellow Councilors to play in co-op mode or go against the Cult in your own in solo -play. —description from the publisher

King of Tokyo

King of Tokyo

7.1
Czech
2–6 players30 min
King's Forge

King's Forge

6.9
English
2–4 players60 min
King's Forge: Apprentices

King's Forge: Apprentices

7.3
English
2–5 players60 min
King's Forge: Glassworks

King's Forge: Glassworks

7.4
English
2–4 players60 min
Kites

Kites

6.8
Language-independent
2–6 players10 min
Kutná Hora: The City of Silver

Kutná Hora: The City of Silver

7.7
Czech
2–4 players120 min
League of Six: Complete Edition

League of Six: Complete Edition

7.3
Czech
2–6 players120 min
Light Speed: Arena

Light Speed: Arena

7.5
Language-independent
1–4 players15 min
Light Speed: Arena – The Playable Playmat

Light Speed: Arena – The Playable Playmat

8.8
Language-independent
1–6 players15 min
Lisboa

Lisboa

Language-independent
1–4 players120 min
Lords of Waterdeep

Lords of Waterdeep

English
2–5 players120 min
Lords of Waterdeep: Scoundrels of Skullport

Lords of Waterdeep: Scoundrels of Skullport

English
2–6 players60 min
Lost Ruins of Arnak

Lost Ruins of Arnak

English
1–4 players120 min
Lost Ruins of Arnak: Expedition Leaders

Lost Ruins of Arnak: Expedition Leaders

English
1–4 players120 min
Lost Ruins of Arnak: The Missing Expedition

Lost Ruins of Arnak: The Missing Expedition

English
1–4 players120 min
Lure

Lure

6.8
Language-independent
2–5 players15 min
MLEM: Space Agency

MLEM: Space Agency

Language-independent
2–5 players60 min
Memoarrr!

Memoarrr!

6.9
Language-independent
2–4 players20 min
Merchants Cove: The Oracle

Merchants Cove: The Oracle

7.9
Czech
1–5 players90 min
Messina 1347

Messina 1347

Czech
1–4 players140 min
Mice and Mystics

Mice and Mystics

7.2
English
1–4 players90 min
Middle Ages

Middle Ages

7.2
Czech
2–5 players30 min
Mind MGMT: The Psychic Espionage “Game.”

Mind MGMT: The Psychic Espionage “Game.”

7.8
Czech
1–5 players60 min
Mindbug: First Contact

Mindbug: First Contact

7.5
Czech
2 players25 min
Minos: Dawn of the Bronze Age

Minos: Dawn of the Bronze Age

7.5
Language-independent
1–4 players150 min
Molly House

Molly House

English
1–5 players120 min
Moon Colony Bloodbath

Moon Colony Bloodbath

7.6
English
1–5 players90 min
Mottainai

Mottainai

English
2–5 players30 min
Mountain Goats

Mountain Goats

6.8
Language-independent
2–4 players20 min
Munchkin

Munchkin

English
3–6 players120 min
Munchkin Zombies

Munchkin Zombies

English
3–6 players90 min
My First Carcassonne

My First Carcassonne

6.6
Language-independent
2–4 players20 min
Mycelia

Mycelia

7.3
Czech
1–4 players90 min
Naishi

Naishi

7.6
Language-independent
2 players20 min
Neanderthal

Neanderthal

Czech
1–3 players120 min
Nekojima

Nekojima

7.1
Language-independent
1–5 players30 min
Nemesis

Nemesis

English
1–5 players180 min
Nemesis: Aftermath & Void Seeders

Nemesis: Aftermath & Void Seeders

English
1–5 players180 min
Nemesis: Void Seeders

Nemesis: Void Seeders

8.3
English
1–5 players180 min
Nidavellir

Nidavellir

English
2–5 players45 min
Nidavellir: Idavoll

Nidavellir: Idavoll

7.6
Language-independent
2–5 players45 min
Nidavellir: Thingvellir

Nidavellir: Thingvellir

7.7
Language-independent
2–5 players45 min
No Thanks!

No Thanks!

7.1
English
3–7 players20 min
Noctiluca

Noctiluca

Language-independent
1–4 players30 min
Northgard: Uncharted Lands

Northgard: Uncharted Lands

7.6
Czech
2–5 players90 min
Northgard: Uncharted Lands – Warchiefs

Northgard: Uncharted Lands – Warchiefs

8.3
Czech
2–5 players
Northgard: Uncharted Lands – Wilderness

Northgard: Uncharted Lands – Wilderness

8.1
Czech
2–5 players
Nucleum

Nucleum

English
1–4 players150 min
Nucleum: Court of Progress

Nucleum: Court of Progress

8.0
English
1–4 players150 min
Obsession

Obsession

English
1–4 players90 min
Obsession: Characters Expansion

Obsession: Characters Expansion

English
1–6 players180 min
Obsession: Wessex Expansion

Obsession: Wessex Expansion

English
1–4 players90 min
Ohne Furcht und Adel Sonderausgabe

Ohne Furcht und Adel Sonderausgabe

Czech
2–7 players60 min
On Mars

On Mars

Language-independent
1–4 players150 min
Otters

Otters

6.3
Czech
3–5 players30 min
Outlive

Outlive

English
2–4 players110 min
Panda Spin

Panda Spin

7.1
Language-independent
2–5 players40 min
Pandemic

Pandemic

7.5
Czech
2–4 players45 min
Patchwork

Patchwork

7.6
Language-independent
2 players30 min
Pax Pamir: Second Edition

Pax Pamir: Second Edition

English
1–5 players120 min
Phoenix New Horizon

Phoenix New Horizon

Language-independent
1–4 players120 min
Pictomania (Second Edition)

Pictomania (Second Edition)

7.6
Czech
3–6 players40 min
Piraten Kapern

Piraten Kapern

6.4
Language-independent
2–5 players30 min
Piña Coladice

Piña Coladice

6.8
Language-independent
2–4 players20 min
Point Salad

Point Salad

Language-independent
2–6 players30 min
Power Grid

Power Grid

Language-independent
2–6 players120 min
Praga Caput Regni

Praga Caput Regni

7.8
Language-independent
1–4 players150 min
Prey

Prey

6.7
Language-independent
3–4 players30 min
Prophecy

Prophecy

6.7
Czech
2–5 players180 min
Prophecy: Dragon Realm

Prophecy: Dragon Realm

6.9
Czech
2–5 players180 min
Prophecy: Water Realm

Prophecy: Water Realm

7.1
Czech
2–5 players180 min
Puerto Banana

Puerto Banana

6.8
Czech
2–6 players15 min
Puerto Rico

Puerto Rico

7.9
English
3–5 players150 min
Pulsar 2849

Pulsar 2849

7.6
Language-independent
2–4 players90 min
Quickshot

Quickshot

5.9
Czech
1–7 players10 min
Ra

Ra

7.7
Language-independent
2–5 players60 min
Race for the Galaxy

Race for the Galaxy

7.7
English
2–4 players60 min
Race for the Galaxy: Alien Artifacts

Race for the Galaxy: Alien Artifacts

7.5
English
2–5 players45 min
Race for the Galaxy: Rebel vs Imperium

Race for the Galaxy: Rebel vs Imperium

7.9
English
1–6 players60 min
Race for the Galaxy: The Gathering Storm

Race for the Galaxy: The Gathering Storm

8.1
English
1–5 players60 min
Railways of Europe

Railways of Europe

8.0
English
2–5 players120 min
Railways of the World

Railways of the World

7.7
English
2–6 players120 min
Rats of Wistar

Rats of Wistar

English
1–4 players90 min
Ready Set Bet

Ready Set Bet

7.5
Czech
2–9 players60 min
Rebirth

Rebirth

7.8
English
2–4 players60 min
Res Arcana

Res Arcana

English
2–4 players60 min
Res Arcana: Lux et Tenebrae

Res Arcana: Lux et Tenebrae

English
2–5 players60 min
Res Arcana: Perlae Imperii

Res Arcana: Perlae Imperii

English
2–5 players60 min
Resafa

Resafa

Language-independent
1–4 players150 min
River of Gold

River of Gold

Language-independent
2–4 players90 min
Roam

Roam

Language-independent
2–4 players45 min
Rurik: Dawn of Kiev

Rurik: Dawn of Kiev

7.7
English
1–4 players120 min
Rurik: Stone & Blade

Rurik: Stone & Blade

8.1
English
1–4 players140 min
S.T.A.L.K.E.R. The Board Game

S.T.A.L.K.E.R. The Board Game

English
1–4 players180 min
S.T.A.L.K.E.R. The Board Game: Stretch Goals Box

S.T.A.L.K.E.R. The Board Game: Stretch Goals Box

8.5
English
1–4 players180 min
S.T.A.L.K.E.R. The Board Game: Zone Companions

S.T.A.L.K.E.R. The Board Game: Zone Companions

7.9
English
1–4 players180 min
S.T.A.L.K.E.R. The Board Game: Zone Survival Mode

S.T.A.L.K.E.R. The Board Game: Zone Survival Mode

8.7
English
1–4 players180 min
SCOUT

SCOUT

7.8
Language-independent
2–5 players20 min
SETI: Space Agencies

SETI: Space Agencies

8.8
1–4 players160 min
Saboteur: 20th Anniversary Edition

Saboteur: 20th Anniversary Edition

7.7
Czech
2–12 players30 min
Safari Splash!

Safari Splash!

7.0
Language-independent
2–6 players1 min
Saltfjord

Saltfjord

7.8
Language-independent
1–4 players90 min
Samurai Sword

Samurai Sword

English
3–7 players40 min
Scarface 1920

Scarface 1920

English
1–4 players150 min
Scarface 1920: Bloody Business

Scarface 1920: Bloody Business

8.5
1–4 players180 min
Scarface 1920: The Enforcers Expansion

Scarface 1920: The Enforcers Expansion

8.3
1–4 players150 min
Scarface 1920: The Golden Oaks Gang

Scarface 1920: The Golden Oaks Gang

8.6
1–6 players150 min
Scarface 1920: The Red Dragons Tong

Scarface 1920: The Red Dragons Tong

8.5
1–6 players150 min
Scoville: 2nd Edition

Scoville: 2nd Edition

Language-independent
1–6 players90 min
Scythe

Scythe

English
1–5 players115 min
Scythe: Invaders from Afar

Scythe: Invaders from Afar

8.3
1–7 players140 min
Sea Salt & Paper

Sea Salt & Paper

Language-independent
2–4 players45 min
Seasons

Seasons

English
2–4 players60 min
Seasons: Enchanted Kingdom

Seasons: Enchanted Kingdom

English
2–4 players60 min
Seasons: Path of Destiny

Seasons: Path of Destiny

English
2–4 players60 min
Secret Hitler

Secret Hitler

7.5
Czech
5–10 players45 min
Seven Dragons

Seven Dragons

6.3
2–5 players30 min
Shipyard (Second Edition)

Shipyard (Second Edition)

Language-independent
1–4 players120 min
Shit Happens

Shit Happens

5.3
English
2–8 players60 min
Shrinkopolis

Shrinkopolis

7.2
Czech
1–4 players45 min
Sid Meier's Civilization: The Board Game

Sid Meier's Civilization: The Board Game

English
2–4 players240 min
Sid Meier's Civilization: The Board Game – Fame and Fortune

Sid Meier's Civilization: The Board Game – Fame and Fortune

English
2–5 players180 min
Sid Meier's Civilization: The Board Game – Wisdom and Warfare

Sid Meier's Civilization: The Board Game – Wisdom and Warfare

English
2–4 players180 min
Sitting Ducks Gallery

Sitting Ducks Gallery

6.2
Language-independent
3–6 players20 min
Sleeping Gods

Sleeping Gods

English
1–4 players1200 min
Sleeping Gods: Distant Skies

Sleeping Gods: Distant Skies

English
1–4 players600 min
Sleeping Gods: Distant Skies (Gamefound Edition)

Sleeping Gods: Distant Skies (Gamefound Edition)

English
1–4 players600 min
Sleeping Gods: Dungeons

Sleeping Gods: Dungeons

English
1–4 players840 min
Sleeping Gods: Tides of Ruin

Sleeping Gods: Tides of Ruin

English
1–4 players1200 min
Smart10

Smart10

7.4
Czech
2–8 players120 min
So Clover!

So Clover!

7.6
3–6 players30 min
Space Station Phoenix

Space Station Phoenix

English
2–4 players120 min
Spectacular

Spectacular

7.3
Language-independent
1–6 players30 min
Spirit Island

Spirit Island

English
1–4 players120 min
Spirit Island: Branch & Claw

Spirit Island: Branch & Claw

English
1–4 players120 min
Spirit Island: Feather & Flame

Spirit Island: Feather & Flame

English
1–4 players120 min
Spirit Island: Jagged Earth

Spirit Island: Jagged Earth

English
1–6 players120 min
Spirit Island: Nature Incarnate

Spirit Island: Nature Incarnate

English
1–6 players180 min
Spot it!

Spot it!

6.5
Language-independent
2–8 players15 min
Stadt Land Vollpfosten: Das Kartenspiel – Classic Edition

Stadt Land Vollpfosten: Das Kartenspiel – Classic Edition

6.3
English
3–6 players30 min
Stationfall

Stationfall

7.7
Czech
1–9 players150 min
Stephens

Stephens

7.1
English
1–4 players120 min
Stomp the Plank

Stomp the Plank

6.9
Language-independent
2–4 players20 min
Stroganov

Stroganov

English
1–4 players90 min
Survive The Island

Survive The Island

7.4
Czech
2–5 players45 min
Take a Guess!

Take a Guess!

7.3
Czech
3–6 players30 min
Tank Duel: Enemy in the Crosshairs

Tank Duel: Enemy in the Crosshairs

Czech
1–8 players180 min
Terraforming Mars

Terraforming Mars

8.3
1–5 players120 min
Terraforming Mars: Amazonis & Vastitas

Terraforming Mars: Amazonis & Vastitas

8.4
Czech
2–5 players120 min
Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition

7.6
English
1–4 players60 min
Terraforming Mars: Hellas & Elysium

Terraforming Mars: Hellas & Elysium

8.4
Czech
1–5 players120 min
Terraforming Mars: Prelude

Terraforming Mars: Prelude

8.8
Czech
1–5 players120 min
Terraforming Mars: Prelude 2

Terraforming Mars: Prelude 2

8.5
Czech
1–5 players120 min
Terraforming Mars: Utopia & Cimmeria

Terraforming Mars: Utopia & Cimmeria

8.5
Czech
2–5 players
Terraforming Mars: Venus Next

Terraforming Mars: Venus Next

7.6
Czech
1–5 players120 min
Texas Hold It

Texas Hold It

5.7
English
2–6 players15 min
The Bloody Inn

The Bloody Inn

7.1
English
1–4 players60 min
The Castles of Burgundy

The Castles of Burgundy

Language-independent
1–4 players120 min
The Crew: The Quest for Planet Nine

The Crew: The Quest for Planet Nine

7.8
English
2–5 players20 min
The First Tsar: Ivan the Terrible

The First Tsar: Ivan the Terrible

Language-independent
2–4 players120 min
The Fox in the Forest Duet

The Fox in the Forest Duet

2 players30 min
The Gang

The Gang

7.5
Czech
3–6 players20 min
The King Is Dead: Second Edition

The King Is Dead: Second Edition

Czech
2–4 players45 min
The Lord of the Rings: Duel for Middle-earth

The Lord of the Rings: Duel for Middle-earth

8.4
Czech
2 players30 min
The Lord of the Rings: Journeys in Middle-Earth

The Lord of the Rings: Journeys in Middle-Earth

7.9
English
1–5 players120 min
The Lord of the Rings: Journeys in Middle-Earth – Spreading War Expansion

The Lord of the Rings: Journeys in Middle-Earth – Spreading War Expansion

8.7
English
1–5 players120 min
The Lord of the Rings: Journeys in Middle-earth – Shadowed Paths Expansion

The Lord of the Rings: Journeys in Middle-earth – Shadowed Paths Expansion

8.6
English
1–5 players120 min
The Lord of the Rings: Journeys in Middle-earth – Villains of Eriador Figure Pack

The Lord of the Rings: Journeys in Middle-earth – Villains of Eriador Figure Pack

8.0
English
1–5 players120 min
The Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game

The Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game

8.0
1–4 players20 min
The Lord of the Rings: The Two Towers – Trick-Taking Game

The Lord of the Rings: The Two Towers – Trick-Taking Game

8.4
1–4 players20 min
The Old King's Crown

The Old King's Crown

English
1–4 players120 min
The Old King's Crown: Waking Kingdom

The Old King's Crown: Waking Kingdom

8.6
1–4 players90 min
The Red Cathedral

The Red Cathedral

Language-independent
1–4 players80 min
The Red Cathedral: Contractors

The Red Cathedral: Contractors

7.9
Language-independent
1–4 players90 min
The Traitors

The Traitors

5.4
Czech
4–6 players60 min
The Vale of Eternity

The Vale of Eternity

7.6
English
2–4 players45 min
The Vale of Eternity: Artifacts

The Vale of Eternity: Artifacts

8.0
English
2–4 players60 min
The Voyages of Marco Polo

The Voyages of Marco Polo

7.8
Language-independent
2–4 players100 min
The White Castle

The White Castle

Language-independent
1–4 players80 min
The White Castle: Matcha

The White Castle: Matcha

8.4
Language-independent
1–4 players110 min
The Witcher: Old World

The Witcher: Old World

7.9
Czech
1–5 players150 min
The Witcher: Old World – Adventure Pack

The Witcher: Old World – Adventure Pack

8.7
Czech
1–5 players150 min
The Witcher: Old World – Legendary Hunt

The Witcher: Old World – Legendary Hunt

8.4
Czech
1–5 players150 min
The Witcher: Old World – Mages

The Witcher: Old World – Mages

8.1
Czech
1–5 players150 min
The Witcher: Old World – Mounted Eredin Miniature

The Witcher: Old World – Mounted Eredin Miniature

7.8
Czech
1–5 players150 min
Through the Ages: A New Story of Civilization

Through the Ages: A New Story of Civilization

English
2–4 players120 min
Through the Ages: New Leaders and Wonders

Through the Ages: New Leaders and Wonders

English
2–4 players120 min
Ticket to Ride: Europe

Ticket to Ride: Europe

7.5
Language-independent
2–5 players60 min
Ticket to Ride: London

Ticket to Ride: London

7.0
Language-independent
2–4 players15 min
Ticket to Ride: San Francisco

Ticket to Ride: San Francisco

7.1
Language-independent
2–4 players15 min
Tiletum

Tiletum

7.9
English
1–4 players100 min
Tiletum: Prospect for Silver

Tiletum: Prospect for Silver

8.2
English
1–4 players100 min
Time's Up! Party

Time's Up! Party

7.6
Czech
4–12 players30 min
Tiny Epic Galaxies

Tiny Epic Galaxies

7.3
English
1–5 players45 min
Tiny Epic Galaxies: Beyond the Black

Tiny Epic Galaxies: Beyond the Black

7.7
English
1–5 players45 min
Top Ten

Top Ten

7.4
Czech
4–9 players30 min
Top Ten 18+

Top Ten 18+

7.2
Czech
4–9 players40 min
Toy Battle

Toy Battle

7.8
Czech
2 players15 min
Trickerion: Collector's Edition

Trickerion: Collector's Edition

English
1–4 players180 min
Trio

Trio

7.4
Language-independent
3–6 players15 min
Turbo Kidz

Turbo Kidz

6.9
Czech
2–6 players15 min
Tyrants of the Underdark: Board Game

Tyrants of the Underdark: Board Game

English
2–4 players90 min
UNO

UNO

5.5
Language-independent
2–10 players30 min
Unconscious Mind

Unconscious Mind

English
1–4 players120 min
Unconscious Mind: Nightmares

Unconscious Mind: Nightmares

8.1
English
1–4 players
Underwater Cities

Underwater Cities

English
1–4 players150 min
Underwater Cities: Biodome Promo

Underwater Cities: Biodome Promo

English
1–4 players150 min
Underwater Cities: MvM Island Facility Promo Card

Underwater Cities: MvM Island Facility Promo Card

English
1–4 players150 min
Underwater Cities: New Discoveries

Underwater Cities: New Discoveries

English
1–4 players180 min
Unmatched: For King and Country

Unmatched: For King and Country

8.2
Czech
2–3 players40 min
Vantage

Vantage

8.2
1–6 players180 min
Virus!

Virus!

6.7
Language-independent
2–6 players20 min
Viticulture Essential Edition

Viticulture Essential Edition

8.0
English
1–6 players90 min
Viticulture: Tuscany Essential Edition

Viticulture: Tuscany Essential Edition

8.5
English
1–6 players150 min
What Do You Meme?

What Do You Meme?

5.1
Czech
3–20 players90 min
Whistle Mountain

Whistle Mountain

7.5
Language-independent
2–4 players90 min
Windmill Valley

Windmill Valley

Language-independent
1–4 players90 min
Wingspan

Wingspan

English
1–5 players70 min
Wingspan: European Expansion

Wingspan: European Expansion

English
1–5 players70 min
Wingspan: Oceania Expansion

Wingspan: Oceania Expansion

English
1–5 players70 min
Winter

Winter

6.8
Language-independent
2 players10 min
Witchstone

Witchstone

Language-independent
2–4 players90 min
Wizards Cup

Wizards Cup

6.2
Czech
2 players30 min
Women vs. Men Alias

Women vs. Men Alias

5.8
Czech
60 min
Wonder Woods

Wonder Woods

6.7
Czech
2–5 players25 min
Woodcraft

Woodcraft

Language-independent
1–4 players120 min
Word Colony

Word Colony

5.7
English
2–4 players90 min
World Order (Extended edition)

World Order (Extended edition)

8.4
English
1–4 players180 min
Worms: The Board Game

Worms: The Board Game

7.0
English
2–6 players45 min
Zátoka Obchodníků

Zátoka Obchodníků

Czech
1–4 players90 min
boop.

boop.

7.0
Language-independent
2 players30 min
Škoda kouzla, které padne vedle

Škoda kouzla, které padne vedle

7.7
Czech
2 players30 min
Škoda kouzla, které padne vedle: velké rozšíření

Škoda kouzla, které padne vedle: velké rozšíření

7.0
Czech
1–4 players