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370 products
Rick and Morty: The Ricks Must Be Crazy Multiverse Game is an engine-building game (of sorts) that takes place in the four locations, a.k.a. "'verses", from the popular Rick and Morty episode "The Ricks Must Be Crazy": the Rickverse, Microverse, Miniverse, and Teenyverse. Due to time dilation and other pseudo-scientific malarkey, the lower you travel in the 'verses, the greater number of actions you have each round — but some of those lower 'verses are a bit primitive, so the contraptions you build to use all that sweet power on might not work that well!
During your turn, you spend your actions to build power supplies and contraptions, and you possibly move to a new 'verse to take advantage of some excess power there. At the end of each round, the power generates from the bottom 'verse up, and players can use that power as it travels from 'verse to 'verse to play one-shot abilities, use character abilities, and power-up their contraptions. Player order matters in each 'verse, so hopefully your opponents left you some power to use!
A fun and easy-to-learn board game that’s perfect for game night.
Great for families, new players, and longtime gamers alike.
Available in-store at Game Knights in Marinette — and shipped with care!
Welcome to the North! While traveling through Finland, Sweden, Norway and Denmark, you will get to know the most beautiful places in the Nordic countries. Relax in the bustle of the countries' port cities or be charmed by the wonderful fjords on the north side of the Arctic Circle. Build railways through the forests, countryside and fells that mark the region. Establish ferry lines between the picturesque Turku archipelago and the colorful city of Bergen. Create the greatest transport network in Pohjola!
Ticket to Ride: Northern Lights is standalone game in Ticket to Ride series. It's designed for 2–5 players and introduces various end game bonus cards – 4 of 11 are selected every game, so now there are games where, for example, longest route gives extra points, but in other games you will score some extra, if most unused trains are in your supply.
Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you'll be moving across water, of course, and that's where the sails come in.
As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they've created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead.
Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.)
Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap.
Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.
Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city.
Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.
Tides of Madness is a sequel to Tides of Time and features gameplay similar to that design. Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.
After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.
Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. More specifically, eight of the eighteen cards in the game feature a madness icon, and while scoring, you receive a madness token for each such icon in your collection of cards. Whoever has the most madness in a round either scores 4 points or discards 1 madness token — and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.
You are the mayor of a tiny town in the forest in which the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce, so you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don't let it fill up with wasted resources! Whoever builds the most prosperous tiny town wins!
In Tiny Towns, your town is represented by a 4x4 grid on which you will place resource cubes in specific layouts to construct buildings. Each building scores victory points (VPs) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 VP. The player with the most VP wins!
This is the game with the Pop-O-Matic dice roller. It's a simplified Pachisi variant in which only one die is rolled per turn.
The game is abstract, each player has set of pawns of his color. Each turn player rolls a die using the Pop-O-Matic and selects one of his pawns to move. Pawns can enter the track from Home base only on a roll of six. Each pawn needs to travel around the board and finish on the Finish lane. If pawn of another player is bumped, the bumped pawn is returned to home. The goal is to be the first one to get all the pawns to the Finish lane.
For advanced players, we suggest that when a piece gets bumped, it should only be bumped back to its START space, rather than to its HOME. Only when bumped from their START space are pieces sent HOME.
Tokyo, 1930. The morning wakes up lazy, but you have a lot of work to do. In Tsukiji, each player is a restaurant owner who faces other traders at tough auctions for the best batches of fish and seafood. Understand the logic of prices, manipulate quotes, set traps, sabotage your opponents, and seek the greatest possible profit in this tense fight for the best fish in all of Japan!
Tsuro is a beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else's, but as the board fills up this becomes harder because there are fewer empty spaces left and another player's tile may also extend your own path in a direction you'd rather not go. Easy to introduce to new players, lasts a mere 15 minutes.
Tsuro has an Asian spiritual theme - the lines representing the "many roads that lead to divine wisdom", and the game as a whole representing "the classic quest for enlightenment". This theme is very light and the game essentially plays as an abstract strategy game.
The game consists of tiles with twisting lines on them, a 6x6 grid on which to lay these tiles and a token for each player. Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on, until it is stopped by an empty space with no tile in (yet), the edge of the board or colliding with another player's token. If your token reaches the edge of the board or collides with another player's token, you are out of the game. The aim of the game is to be the last player left with a token on the board. Strategy therefore consists of trying to drive your opponents either into each other or off the board whilst extending your own route in directions that will make it difficult for your opponents to do the same.
The Lazax Empire has burned to ash, rejected by its subjects. The aftermath was tragedy and petty conflict in equal measure, a time of loss and exhaustion. In the ensuing Dark Years, the factions of the galaxy retreated and recovered their strength. Now, they look upon the stars and see an opportunity—a chance to reclaim what was lost. A chance to redefine galactic civilization. A chance to leave their mark upon the stars.
Twilight Inscription, an epic roll-and-write game for one to eight players, offers an experience unlike anything Fantasy Flight Games has done before. With a limited pool of resources at your disposal, you’ll need to carefully manage Navigation, Expansion, Industry, and Warfare as you amass victory points and earn your right to the throne on Mecatol Rex. Will your faction become the new rulers of the galaxy? Or will your fledgling empire fade into obscurity? Anything can happen in this strategic, infinitely-replayable game!
Unlock! Epic Adventures is the seventh release of the series and features three new "escape room" scenarios that you can play on your tabletop.
Unlock! is a co-operative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc. The three scenarios are:
• The Seventh Screening - Grab your popcorn! Tonight, the horror movie "The Werewolf's Final Night" premiers. Will you get through unharmed?
• The Dragon's Seven Tests - The Gold Dragons temple welcomes every seven years new disciples. Be worthy of Mater Li's teachings.
• Mission #07 - EAGLE, the secret organization, has been infiltrated. Agents, it's up to you to identify the mole!
Unlock! is a cooperative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc.
Unlock! Escape Adventures includes three separate scenarios for you to explore:
- In The Formula, you enter a secret laboratory to recover a mysterious serum that has been developed by a scientist. Will you solve all the riddles and get out in less than an hour?
- In Squeek & Sausage, you need to thwart the plans of the despicable Professor Noside!
- In The Island of Doctor Goorse, you must visit the island of an eccentric antique collector billionaire and overcome its traps!
An included ten-card tutorial allows you to learn how to play without reading the game rules.
Note: Unlock! requires a free application to be downloaded from the App Store or Google Play. Once downloaded, an internet connection is not required during game play.
Second box of Unlock! kids with 6 new adventures in 3 different universes:
Strolls through prehistory
The secrets of Hatsheput, Queen of Egypt
Welcome to Golden Town!
Designed for the 6-10 years of age, no app, no rules to read!
Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit.
UNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards.
UNO Show 'Em No Mercy is a brutal, ruthless version of the classic UNO card game. In addition to standard action cards like Skip, Reverse, and Draw 2, No Mercy comes with Wild Draw 6, Wild Draw 10, Skip Everyone, Discard All, and the new Wild Color Roulette - a card that forces the next player to choose a color and then draw until they get a card of that color.
In addition to new action cards, many popular house rules have been included in the actual rules. Stacking is legal. 7s swap and 0s pass hands. And when you can't play a card, you must draw until you can play.
But the biggest change in UNO Show 'Em No Mercy is the Mercy Rule. If you ever have 25 or more cards in your hand, you get kicked out of the game.
UNO Show 'Em No Mercy comes with 168 cards (compared to 112 in standard UNO).
The UNO classic card game goes revolutionary! When a spin card is played, someone must spin the wheel. Will luck be on your side? Will players get to discard cards, be forced to pick up more cards, or even exchange hands? In a single turn, everything can change! Players can come from behind and suddenly take the lead. It's fast-paced fun that'll make your head spin! Includes one UNO Spin? wheel and 112 UNO Spin cards and instructions.
UNO Teams is a new way to play the classic game! Players still match color, number and symbol but instead of every-man-for-himself, they team up in pairs of two and play together to win. Special cards and rules help teammates work together, but both players must get rid of all the cards in their hands to win. And remember, when you (or your partner!) are down to your last card, don't forget to yell 'UNO!'
Valheim is a co-operative board game in which survival depends on teamwork and strategy. Gather your fellow companions and venture forward to explore, build, collect resources, forge weapons, equip sturdy armor, battle enemies, and carve your path towards facing the ultimate evil. Take on a role in which you help tailor the adventure to your liking. The fate of everyone lies in your hands!
Your objective is to summon and defeat the Forsaken, but you will need to prepare before facing the challenge. To get ready, you’ll need to gather materials and craft gear, upgrade your house, and defend yourself against creatures while doing so.
Every session of Valheim is featured around a unique mission. Each features a map layout, a story introduction, a mission objective, and a few guidelines. To summon the Forsaken and progress to the endgame, you will need to complete the objective. If you fail to do so, you lose.
There is an option to play “campaign mode,” where you progress through a series of scenarios, or to design your own scenarios.
Vantage is an open-world, co-operative, non-campaign adventure game that features an entire planet to explore, with players communicating while scattered across the world. With nearly eight hundred interconnected locations on four hundred cards and over nine hundred other discoverable cards, the world is your sandbox.
You begin each game of Vantage on an intergalactic vessel heading towards an uncharted planet. After crashing far from your companions, you have complete freedom as to how you explore, discover, and interact with the planet. You view your location from a first-person perspective, and you can communicate with and support other players, but you are separated by vast distances, so only you can see your current location.
In addition to a mission victory, a destiny victory, or an epic victory (completing both the mission and a destiny), you may define success in Vantage through anything you pursue and achieve.
Vantage is not a campaign game. Each game is a standalone experience; you bring to future sessions only what you’ve learned about the world. It is completely self-contained with no expansions — just a few accessories like metal coins.
In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played.
In Marvel Villainous: Twisted Ambitions, players can forge their own twisted paths to victory as Doctor Octopus, Titania, and Kang the Conqueror. To win as Doctor Octopus, players must complete five schemes, such as defeating Spider-Man or amassing and paying power. Those who pick Titania will need to gain strength to become empowered and defeat She-Hulk. Finally, Kang the Conqueror will require players to unleash variants of Kang into other villains' decks and conquer four locations in other villain domains with robot duplicates.
Each of the characters in Marvel Villainous: Twisted Ambitions can be played on their own or be mixed and matched with villains from previous Marvel Villainous releases.
In the shadow of a living mountain, two warbands clash to see which one will be the hunter and which one will be vanquished. While they make both have come to Beastgrave with different goals in mind, now they simply fight for survival and glory within Direchasm.
Enter the ultimate competitive miniatures game with the Warhammer Underworlds: DIrechasm core set. Inside, you'll find everything you need to start gaming in the depths of the part of Beastgrave known as Direchasm, with dice, models, cards and more.
This set contains:
– The complete rules for Warhammer Underworlds, clearer, sharper and tighter than ever before, featuring thrilling new game mechanics like Primacy, as well as containing lore and art that further explores Beastgrave itself.
– The complete Myari's Purifiers warband – a company of Lumineth aelves seeking to quell the monstrous heart of Beastgrave. Build your warband with the four push fit plastic models, cast in coloured plastic to ensure they stand out even when unpainted, plus fighter cards and a number of warband-specific cards that let you unleash their noble strategies in battle.
– The complete Dread Pageant warband – a group of depraved Hedonites of Slaanesh tormenting the living mountain. Build your warband with the four push fit plastic models, cast in coloured plastic, and build your decks with fighter cards and a number of warband-specific cards that let you harness their power of excess in battle.
– 2 double-sided game boards that can be used to assemble your battlefield.
– Warhammer Underworlds tokens, including objectives, wound markers, glory points and many, many more.
– 32 universal cards – gambits, objectives and upgrades that can be used by any warband, perfect for deck-building with Myari's Purifiers and The Dread Pageant or bringing your favourite warband into Warhammer Underworlds: Direchasm
– 11 Dice – 5 Attack dice, 3 Defence dice and 3 Magic dice, enough for the most devastating blows, desperate defences and cataclysmic spells!
Whether you're a new player looking to start your journey, or a veteran gamer looking to update your game for Season 4, this set is a must-have.
Ready your blasters and scramble your missiles in this game of exponential chaos!
The Alliance of Six Planets has come to an end. Now you must do what it takes to defend your homeworld from the hordes of flying saucers that darken your skies and lay waste to your cities.
We Come in Peace is a fun, fast, strategic game for 2-6 players. Opponents roll invasion dice, sending flying saucers to attack your planet's cities. Use defense dice to fight back! Blasters repel invaders. Use rebuilds to repair and replace your destroyed cities, while missiles allow you to deal out some damage of your own to opponents' planets. Be the alien with the least damage at the end of the game to claim a victory of galactic proportions!