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From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Asylum, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed – but whose downfall will be the most entertaining?
Cthulhu Gloom takes the game play of Atlas' Gloom and puts a Lovecraftian spin on it. Each player controls a group of protagonists, and your goal is to make them as miserable and insane as possible – preferably with them dying quickly while your opponents' heroes remain sane and (at a minimum) alive. In the publisher's description: "While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins."
As in Gloom, the cards in Cthulhu Gloom are transparent, allowing you to stack multiple modifier cards on a character card to alter its stats or undo what an opponent has done to you. While Cthulhu Gloom can be played on its own or combined with Gloom and its many expansions, it does introduce two new types of cards:
• Story cards can be in play from the start of the game, and the first player to meet a Story card's conditions – e.g., drawing the attention of The King in Yellow or heeding The Call of Cthulhu – claims the card and gains its benefits (or drawbacks).
• Transformation cards mutate a character for the remainder of the game, no matter which modifiers might come its way later. What's more, the character's image is replaced with "something hideous and slimy". You'd expect no less really...
Gloomhaven: Second Edition is a revised and elevated version of the core game of Gloomhaven. This is the culmination of everything we have learned since the initial release of Gloomhaven, including feedback from the community, playtesters, co-designers, and developers.
The world, story, and challenging gameplay are all still the same, but there is a plethora of additional content to explore. Even for those who have played Gloomhaven before, this edition brings new material to the table, with rebalanced and redesigned mercenary classes, items, and scenarios, as well as brand new artwork, newly written narrative and events, updated miniatures, a new faction-based reputation system, and more.
Since the beginning of time, gnomes have been the humble caretakers of nature. In secret, they emerge from their underground homes to maintain meticulous rings of mushrooms known to the human folk as "fairy rings". But the work must be done quickly because as soon as a mushroom path is finished, the mushrooms are ready for picking. Who will be the cleverest gnome and harvest the most mushrooms by the end of the season?
Gnome Hollow is a spatial, tile-placement, worker-placement game in which you grow a tabletop garden of mushrooms and flowers. Every piece is a hand-painted watercolor that captures the whimsical feel of gnomes and nature. Turns are deceptively simple: Players place tiles into the garden, and move a gnome to take a single action on their turn. Come to Gnome Hollow and experience a peaceful garden, the thrill of competing to harvest buckets of mushrooms, and the reward of gathering in all your shiny treasures!
· Immerse yourself in Gnome Hollow, a captivating fun strategy game where players cultivate a vibrant garden of mushrooms and flowers using strategic tile and worker placement mechanics.
· Harvest valuable mushrooms by completing intricate rings, select rewarding bonuses, and sell your mushrooms at the market for the shiniest treasures for points in the hollow.
· Enjoy automatic score calculation on player boards, ensuring smooth game play and allowing you to focus on strategic decisions and garden development.
· MAGNETIC BOARDS - Gnome Hollow features magnetic player boards, breathtaking components, and an advanced variant for added depth and replayability.
· STUNNING ARTWORK - Designed by Ammon Anderson, Gnome Hollow features stunning art and intuitive game play, perfect for both new and experienced board game enthusiasts.
· EASY TO LEARN & FUN TO MASTER - With simple rules, strategic depth, and engaging mechanics, Gnome Hollow is ideal for 2-4 players seeking a delightful gaming experience.
Using four cones, three scoops, two hands and one challenge card in Go Go Gelato!, you want to scoop your way to victory as quickly as you can.
To start the game, each player takes four cones (one of each color) and three scoops of gelato (in three of the four colors), then places those scoops in the matching cones. Someone reveals a challenge card, then everyone races to maneuver the right scoops into the right cones — all without dropping the scoops or touching them by hand. No one will want to eat that! Fulfill the order first, and you claim the challenge card. Whoever collects five challenge cards first wins!
Gobblet Junior plays similar to Gobblet, but features a smaller 3x3 board (instead of a 4x4 board) with fewer pieces.
Your goal in Gobblet Junior is to place three of your pieces in a horizontal, vertical or diagonal row. Your pieces can nest into each other and they start the game off the board. On a turn, you either play one piece from off-the-board or move one piece on the board to any other spot on the board where it fits. A larger piece can cover any smaller piece.
Your memory is tested as you try to remember which color one of your larger pieces is covering before you move it. As soon as a player has three like-colored pieces in a row, he wins — except in one case: If you lift your piece and reveal an opponent's piece that finishes a three-in-a-row, you don't immediately lose; you can't return the piece to its starting location, but if you can place it over one of the opponent's two other pieces in that row, the game continues.
It’s Christmas in Who-ville! What trimmings will you choose? Oh no—the Grinch is taking the presents, the feast, and even the tree! But when the Whos celebrate anyway, the Grinch’s heart grows three sizes.
Take turns playing as the Whos or the Grinch. Draw cards and choose which Christmas goodies to keep. The Grinch steals cards away to improve his score, but each turn his heart grows! Collect sets and then score your cards to try to get the most points!
Will the Grinch steal Christmas this year or can you team up to stop him? This guessing board game is fun for the whole family and teaches valuable skills, including clue-giving and guessing based on colors, shapes, sizes, and more. The Grinchs sleigh and dry-erase clue board make the game even more engaging for little players! Includes 1 Clue Board, 1 Dry-Erase Marker, 12 Gift Tokens, 1 Grinchs Sleigh, 1 Grinchs Heart Board, 3 Grinchs Heart Puzzle Pieces, and Instruction Manual. Recommended for 2-6 players, ages 5+.
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!
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.
This pack expands Happy Little Dinosaurs to six players by adding two dinosaur player boards and the corresponding meeples, as well as fifty cards.
Happy Salmon is a simple, ultra-fast, very silly card game.
There are no turns. Players call out the action shown on their cards as fast as they can. When two players have a match, they celebrate by performing the action. Actions include the classic "High 5", the unifying "Pound It", the frantic "Switcheroo", and the delightful and bizarre "Happy Salmon".
Each time a player celebrates a match, they quickly discard a card. The first person to get rid of all their cards wins.
They were tough times, the days when swords and magic still ruled the world. A long, destructive war had ended, and the entire continent had been unified. Before the empire's subjects had even come to know peace, however, their great emperor fell victim to disease, having never declared a successor...
We must not return to that war-torn world! Thankfully you are an influential figure in the empire. Quickly lay claim to the throne and ensure the rock-solid unity and peace of the continent. Though the emperor had no son, there are seven candidates for succession, starting with the two lineal princesses. Now, let's get your favorite princess on the emperor's throne! Garner support from all over the country, clash with rival candidates and depend on your special skill!
Heart of Crown is a deck-building card game. Each player starts with the same deck, strengthens that deck with strategic cards, and finally one player will declare victory by throning the princess he controls. Each player's deck starts with seven "Rural" territory cards and three "Apprentice Handmaid" succession cards (an unreliable subject). Using the currency (coins) generated by your "Rural" territory cards, you incorporate cards from the market into your deck according to your own strategy.
Each player's main goal is to give the princess he's fielded the throne. First, collect stronger territory cards such as "City" and "Metropolis" to increase your coins, and declare fielding a princess using these coins. There are five princesses and one set of twin princesses, totaling six princess cards. Each princess has special support abilities, but with only one of each, you need to be quick to field the right princess and get the support you need!
For your princess to take the throne, you must collect Succession Points, which represent the support of your loyal subjects and influential figures in the empire. Once you control 20 Succession Points, you may declare a coronation. Your opponents get one more turn to interrupt your coronation, but if your points remain at or above 20 by your next turn, the coronation succeeds and your princess takes the throne!
Heart of Crown: Northern Enchantress is the second expansion for Heart of Crown. It requires either the base game or the Fairy Garden expansion to play and may be integrated with other Heart of Crown expansions.
The set contains 72 cards in the Japanese release:
- 1 new Princess Card: Anastasia, Witch of the Northern Limits
- 13 new types of Common Card (5 of each type)
- 1 Revised Princess Card from the Far East Territory expansion (Ouka, Far East Mathematician Princess)
- 1 Revised Common Card from the Far East Territory expansion, Samurai (5 copies)
The English release contains:
- 1 new Princess Card: Princess of the North Anastasia
- 13 new types of Common Card (5 of each type)
- 13 randomizer cards
- 13 dividers
The fifth expansion for Heart of Crown. It requires either the base set or the Fairy Garden expansion to play and may be integrated with the other Heart of Crown expansions.
The set contains 72 cards in the Japanese release:
- 1 new Princess
- 2 new Support cards
- 10 new types of Common Card (5 of each type plus randomizer)
- Completely revised versions of 8 support cards from the Six City Alliance expansion
- 1 placeholder card for the pile of Exiled cards
The English release contains:
- 1 new Princess
- 10 Support cards
- 10 new types of Common Card (5 of each type)
- 10 randomizer cards
- 11 dividers
Helionox is a movement based deck building board game where great leaders vie for control in a shattered solar system. One to four players can attempt mastery over competitive, cooperative, and solo modes. Designed to play fast with a quick setup and an imminent ending, Helionox has tension to spare from the first turn to the last.
The Deluxe Edition of Helionox brings together the original core set of Helionox: The Last Sunset and incorporates it with a brand new expansion called Mercury Protocol.
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!
A deeper strategy board game packed with meaningful choices and replayability.
Perfect for players who love big decisions, clever planning, and rewarding gameplay.
Ships securely from Game Knights in Marinette.
Oh no! A group of monsters has taken all the drinks in Barcadia! They've hoarded them away in an ever-changing dungeon, so it's up to you, brave adventurer, to reclaim the precious Drink Hoard!
Heroes of Barcadia is a 2-6 player tile-based, dungeon-crawling tabletop party game with a liquid twist: your character’s health is measured by the drink in your glass. It uses the Liquid Life System™ to determine HP, and the liquid you put in it is up to you. Will you use soda, water, alcohol, or another beverage of your choice?
Build out your dungeon, fight monsters, collect Power-Ups to advance your character's abilities, and use Loot Cards to stop your opponents from reaching the Grand Drink Guardian first. Nice guys finish last in this fast-paced, ever-changing, pun-tastic party game, so come ready to rum-ble and bring your thirst for adventure!
Includes:
6x Plastic Health Bar Character Cups
- Cups feature character art on the front, and the measurements for the Liquid Life System™ on the back.
6x Plastic Signature Move Cards
57x Plastic Room Tiles
16x Plastic Trap Tokens
75x Plastic Loot Cards + 5 Plastic DIY Loot Cards
25x Plastic Power-Up Cards
6x Plastic Reference Cards
6x 20-sided dice that correspond with the Character Cups
1x Rulebook
1x Box
The Eastern Front, October 1942 — Whilst the German armies have put their boot down and established firm control of the Western front, their counterparts on the Eastern front are kept very busy in the USSR. Some of them will soon be trapped in one of the larger Communist cities: Stalingrad.
Heroes of Stalingrad is a standalone wargame by Devil Pig Games. Make use of the dynamic and strategic HEROES SYSTEM: TACTICAL SCALE and dive right into one of the most decisive battles of the Second World War. Play as your favourite Hero alongside your friendly troops during two-player games of 30 minutes or more. Perform heroic deeds of derring-do as seen in many War movies.
Whether or not you know our other games that use the same system, Heroes of Stalingrad is an ideal game to discover the HEROES SYSTEM: TACTICAL SCALE.
The area lies in ruins after heavy bombing by the Luftwaffe. Yet the Russians refuse to give up the city. Intense combat ensues for control of every room in so many buildings as they are taken, lost, retaken,… time and again. The Germans call it the Rattenkrieg, the war of the rats. Imagine charging infantry, exploding grenades, bursts of MG34 and DP28 machine guns, artillery and tanks releasing their deadly ordnance…
At night and during lulls in the battle, loudspeakers amplify the dreary propaganda messages as they relentlessly echo through the air in order to demoralize the enemy. For a brief period nothing seems to stir in the omnipresent rubble. A sniper takes aim and fires a crisp single shot… one enemy less in Stalingrad...
Can you gather and secure more treasure than your fellow-adventurers from the Hoard of the sleeping dragon? Can you defend yourself from their attacks and perhaps perpetrate a few of your own? And can you end the hunt at the most opportune time, perhaps by actually wakening the fearsome beast?
Hoard is a dynamic game of hand management, set collection, and press-your-luck. Each turn players take one of four possible actions: 1) roll a custom die and move to take a new card, 2) secure a set of treasures or add to an existing set to score points, 3) affect the dragon, who wakes in stages from his tail to his head, by playing cards that soothe or rouse him, or 4) use a sword on an opponent or capture a used sword with a shield. The board is composed of 12 facedown cards surrounding the dragon. It changes as players remove and replace the cards. Dice rolls between 1-5 enable clockwise or counterclockwise movement and the special symbol allows access to all but one of the cards, so it is a game that rewards memory.
Hoard is meant to be played in rounds, with scoring tokens obviating the need for pencil and paper scorekeeping.
Hoppy Salmon features the same gameplay as Happy Salmon, but with an Easter twist.
Each player starts with a deck of cards that each feature one action: High Five, Egg Spin, Fish Bump, and Hoppy Salmon. When the game starts, everyone flips over the top card of their deck and calls out the action shown. When two players have a match, they celebrate by performing the action. (If you don't match anyone, you can wait or you can slide your top card to the bottom of your deck and reveal a new card.)
Each time a player celebrates a match, they discard that card. The first person to get rid of all their cards wins.
What hue do you think of when we say “apple”? Hues and Cues is a vibrant game of colorful communication where players are challenged to make connections to colors with words. Using only one and two-word cues, players try to get others to guess a specific hue from the 480 colors on the game board. The closer the guesses are to the target, the more points you earn. Since everyone imagines colors differently, connecting colors and clues has never been this much fun!
Gather around with three to ten people to play a quick and simple game with a prism of possibilities! First, a “cue giver” hides a specific color they’ve chosen out of a deck of cards. There are 480 shades on the board in front of you! After getting one- and two-word cues, everyone places their marker on which color they think is being described. “Coffee.” Is it dark brown, as in freshly brewed? “Au lait.” With milk. That means I should pick a lighter shade!
Use examples from everyday life, from nature to pop culture, or materials and moods. Everyone around the table gets a turn to give cues and guess. The better your hints or guesses, the more points you earn. Play off others' experiences to narrow down what they have in mind!
you can fill with their favorite food and fishy friends to score points. Watch out, though, as other players can sabotage your habitat with the menacing bull shark — oh, the hu-manatee...
Each player starts the game with one manatee on a starting tile that can hold up to four manatees. On a turn, take the bottommost tile from one of the four columns of tiles on the game board. Add this tile to your habitat, matching the half-symbols (or lack of symbols) on tiles that are adjacent to one another. When you place two half-symbols next to one another, you can get bonuses or score points. Next, take the action of the column from which you took a tile:
- Add a manatee to your starting tile (if you have room); for each completed breeding symbol in your habitat, add an additional manatee.
- Move a manatee in your habitat from one tile to another. Manatees can't pass through one another (or through the bull shark), and each tile other than the starting tile can have only one manatee on it. For each completed swim symbol, you can move an additional manatee.
- Take a photo card from the four on display: an orange card gives you points at game's end depending on how well you match the condition on it (e.g., a completed fish symbol), and a green card gives you points immediately...but you must match the condition on it to claim the card.
- Engage in shark sabotage, first moving the bull shark to an empty tile in another player's habitat, then taking the action on the shark die, either stealing a manatee from another player or placing an extra tile in your habitat.
When a player takes their fifth photo card or the last manatee is removed from the supply, each player takes one more turn, then the game ends. Each manatee in your habitat is worth 1 point per completed food symbol adjacent to it. Add these points to your photo points to see who wins.
Jump from one iceberg to another with your penguin friends to reach the ice floe. The main game board is a dual-layered tile with an opening on the layered side that allows ice to be shoved through and onto the main board.
Players take turns drawing an Ice Chunk tile randomly from a bag, and then sliding the tile onto the sea board. Similar to games where coins are dropped and pushed by a mechanical arm, players are pushing the ice chunks in so that more of them touch, creating a ‘racing’ lane without knocking pieces off the board.
When two chunks meet, you’ll have the opportunity to move penguins closer to the iceberg. They can hop to any ice chunk that touches their tile. They can even slide on the frosty, icy tiles as long as the tiles are touching and no other penguin is blocking them.
In cooperative mode, players try to get all the penguins across to the the iceberg.
In adventure mode, players use extra tiles with sea lions on them as a blocking mechanism - making saving the penguins harder.
It can also be played competitively with players moving their own penguin, while trying to knock others off the board.
Imaginarium is a strategy, combination and development game.
Through the mist, you can just about see the gigantic form of the factory. This is where the essence of dreams is shaped! We will enter the factory through the grand entrance. Here are the famous machines! You can repair, combine or dismantle them. They will produce the resources needed to repair more powerful machines. I am sure that you will quickly make the best use of your resources and the space available in your workshop to carry out the projects of the design office and gain Victory points!
Innovation: Echoes of the Past is an expansion for Carl Chudyk's Innovation, released in 2010, that mirrors the construction of the earlier game as both include 110 cards, 105 cards that are divided into different decks (labeled age 1 to age 10) and five cards that show special achievements that can be claimed. The expansion's 110 cards are all new.
In loose terms, Innovation is a Civilization-style game in which players first have access to low-powered cards in age 1, then build up to more powerful cards in later ages, stacking new acquisitions on old to build the strength of their holdings. Players meld cards, score points and take special actions (called "dogma actions") unique to their cards in play in order to claim achievements. The first player to claim 4-6 achievements, depending on the number of players, wins the game.
Innovation: Echoes of the Past changes game play from the base game in a number of ways. First, there are now two draw decks to get cards from in each age -- players draw Echoes cards or Base cards depending on the contents of their hand. Second, the maximum player count is increased to five.
Third, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that's from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
A team of infiltrators from the triad penetrated the police force. However, the police also has sent a team of undercover agents to infiltrate the triad. Ten years later, they are still undercover, but their minds have been twisted by the temptation of power, authority and money — and nobody is certain about their original roles anymore. Both groups learn that they have been infiltrated and want to ferret out the moles. Each mole has a secret code to lock their identity file, and once the code is cracked their identity is fully revealed. The battle of wits starts now. Either exposing the enemy or taking the chance to change the identity for good can save their lives as long as nobody knows who is who!
Internal Affairs is an intense elimination game between infiltrators from both the Triad and the Police Force Infiltrator. Each player has a set of secret ID cards which determine that player's allegiance. Each player also has a secret code, which when cracked reveals the player's real ID. At the beginning of the game, each player has five code cards and chooses three of them to be the secret code that locks the identity file. During their turn, players try to crack other players' codes to find out who is who and get their team to victory. Due to action cards, though, ID cards may be passed from player to player and this may change each player's allegiance. Players must be quick to win, as otherwise they may end up in the losing team when they least expect it.
Internal Affairs is designed for 5-8 players, but alternative rules have been included to allow for play with 2-4.