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355 products
Loonacy is a rapid fire card game in which players race to be the first to empty their hand by matching one of two images on each card in their hand with the images on the face-up piles in front of them. The number of piles varies depending on the number of players, and if players ever reach a moment in which no one can play, everyone draws a card and adds it to their hand at the same time, then the game play resumes.
The Mad Titan Thanos seeks the Infinity Stones to bend the universe to his indomitable will, but courageous heroes are assembling to stand in his path to ultimate power. Based on the beloved card game and set in the Marvel Universe, Infinity Gauntlet: A Love Letter Game features the elegant mechanics of the original, re-imagined in a one-vs-many twist for thrilling team play. While one player takes on the role of Thanos on a crusade to change the universe as we know it, 1-5 other players must deploy iconic heroes to defeat him before he can achieve his aims.
Throughout the game, players take turns drawing a card and playing a card, then executing its effect. Hero players can call upon the likes of Iron Man, Spider-man, Thor, and Scarlet Witch for their abilities to battle and gather intel about their opponent’s schemes. A worthy adversary, Thanos plays with a two-card hand, drawing from his own deck of minions and powerful Infinity Stones. The heroes will have to use their abilities in strategic combinations to knock his health down to zero before he can do the same to them—or find all six Infinity Stones and win with a snap of his fingers. Who will prevail in this battle for the universe?
The fast-rolling, hard-hitting, body-slamming, neck-crunching, chair-smashing, table-slapping dice game for 2 or 4 players...
Luchador! Mexican Wrestling Dice is a two-player dice game (with optional rules for four-player tag-team play) based on the popular world of professional Mexican wrestling, or "Lucha Libre" (a.k.a. free fighting). Players start with 21 points of health (or 18 in a tag-team match) and roll custom dice to try to either reduce the opponent's strength points to zero to win by a knock-out (KO) or hold the opponent down on the mat for a "count of three" to win by a pin.
The player sitting near the 'red' corner of the wrestling ring uses 4 'red' wrestling dice, the player near the 'blue' corner, the 4 blue wrestling dice.
Each player also has a HIT die and a PIN die.
Players begin by each rolling their own set of 'wrestling dice' at the same time, trying to ensure that they land in, or touching the wrestling ring.
The results of HITs, BLOCKs, COUNTERs, and MISS rolled are played off against each other then the HIT dice can be rolled to see what damage they did. i.e Drop Kick, Forearm smash, Table slam etc. Damage is recorded on the Strength Score Card of the player being hit.
If a player rolls two HITs in one round, instead of rolling the HIT dice twice, they can take a chance on the Luchador! die once which may result in their wrestler's trademark moves and inflict much more damage on their opponent.
Any PINs rolled in a round may be re-rolled, once only. However once an opponent is reduced on their strength to where they are pinable, the PIN die is held until after the HITs have been inflicted then the PIN die is rolled. If PIN comes up, the 'three count' begins. The player being pinned has three attempts to save, using their wrestling dice or lose the match.
In a tag-team match players have the choice of trying to tag-out to regain slight strength, but it can also cost them..., if they fail to tag and get dragged back into the ring by their eager opponent.
M.U.L.E. was first published as a computer game in 1983. Inspired by board games, it became a breakthrough, then a classic. Now this warm-hearted game of cut-throat capitalism is finally available as a board game!
In M.U.L.E. The Board Game, you are one of the pioneering and industrious species of a Galactic Federation. Together with your fellow colonists, you attempt to settle the distant Planet Irata with the so-called help of a mule-like machine you all learn to hate. But for now, he's all you've got. Well, him and your fellow colonists. I wouldn't count on their help, though — not unless there's profit. Good luck. You'll need it.
In M.U.L.E. (abbreviated from “Multiple Use Labor Element”), players claim plots of land and install mechanical robots (M.U.L.E.s) to work on them. M.U.L.E.s produce goods that colonists can use, sell for profit, or stockpile for (hopefully) even more profit:
- Smithore is a metal that cannot be used by players directly, but can be sold to The Store. The Store uses Smithore to manufacture M.U.L.E.s. Since players need M.U.L.E.s to produce their Goods, they must sell Smithore to increase their production.
- Crystite is a luxury mineral with a highly volatile price. It is not needed for anything on Planet Irata, but can be exported to other worlds for great profits (unless stolen by Pirates – you have been warned!)
- Food is needed by players to take Development Actions, such as Assaying Lands or Installing/Refitting M.U.L.E.s.
- Energy is needed to power M.U.L.E.s. You'll know the value of Energy when you lack it.
There will be unexpected surpluses and shortages of different goods, causing market prices to fluctuate. Players must plan ahead while maintaining flexibility to change their plans as all kinds of ”fun” planetary disasters hit them. Interaction between colonists is highly opportunistic: they will gladly help you if there's profit in it for them. Or maybe not. You'll get to see the true colors of your friends by playing M.U.L.E. with them. The most cunning settler and trader receives fame, fortune, and the honorary title of First Founder! There is also an overall Colony Retirement score, describing how your colony succeeded (or failed) as a whole.
Mafia is a game of lying, bluffing, and deceit where players try to eliminate the other team from the game. There are two teams; Mafia and Civilians. The game is divided into two phases; night and day. The Civilians win if they eliminate all the Mafia players and the Mafia win if they equal or outnumber the Civilian players. Mafia is played with a Moderator. The Moderator guides the players through the night and day phases, keeping the game on track and keeping the players engaged.
Mafia Deluxe features 47 unique roles on 84 role cards, a moderator field guide, and quick start guide.
Mage Wars Academy features gameplay similar to Mage Wars Arena (née Mage Wars) with two mages in head-to-head combat to see who will be victorious.
Mage Wars Academy is a two-player starter set that features two mages, two spellbooks, and a new "boardless" gameplay design that's more portable and fast-playing than Mage Wars Arena. All of the spell cards included in Academy are compatible with those in Arena.
Multiple core sets (or future expansions) can be added together to create a 3 or 4 player game.
The king was accidentally turned into a frog! Gather your friends, stride across the forest, and find the correct ingredients to prepare a potion that will cure him.
Magic Maze Kids is a cooperative game that makes the original mechanisms of Magic Maze accessible to young players. Everyone controls all of the heroes, but only in one direction! Tutorials gradually teach you the rules, and several levels make the game evolve with the children.
Management Material is a card game with a corporate theme where the players try to win by avoiding being promoted to management. This is done by playing Excuse cards to avoid the Project cards and passing the Project to the next player. Other players may also play Recognition cards on you, which make it more difficult to get out of the project with an Excuse. Ultimately, some player will end up completing the Project, and that player adds the card to their completed projects, pushing them closer to the 30 points necessary to be identified as Management Material and losing the game. The last player that avoids being promoted to management wins the game. Event cards provide an additional randomizing element.
This is a stand-alone expansion for Management Material (General Office Edition). This expansion adds more cards with the information technology theme. This set can be played by itself, or mixed in with other editions.
Management Material is a card game with a corporate theme where the players try to win by avoiding being promoted to management. This is done by playing Excuse cards to avoid the Project cards and passing the Project to the next player. Other players may also play Recognition cards on you, which make it more difficult to get out of the project with an Excuse. Ultimately, some player will end up completing the Project, and that player adds the card to their completed projects, pushing them closer to the 30 points necessary to be identified as Management Material and losing the game. The last player that avoids being promoted to management wins the game. Event cards provide an additional randomizing element.
The crew of the Normandy has one more mission. It is the year 2186, and the Reapers have invaded the galaxy. Because the Council ignored Commander Shepard's warnings, the Citadel Races are overwhelmed and on the verge of losing the war. Aboard the Normandy, Shepard carries out missions to prepare the Crucible, an ancient alien superweapon, for a last-chance attempt to defeat the Reapers. It's a race against time, and Shepard must seize every possible advantage.
On the remote world Hagalaz, a research cruiser from the terrorist organization Cerberus has crashed directly in the path of a deadly storm. With little time before the storm hits, Shepard must lead a squad through the cruiser to uncover its sinister secrets and keep them out of the hands of the enemy. However, the ship holds more dangers than just its former crew. Deep within the shattered cruiser stir creatures and enemies far worse than the Cerberus forces that guard them...
Mass Effect: The Board Game – Priority: Hagalaz is a co-operative, story-driven game set during the events of the video game Mass Effect 3. A branching, narrative campaign allows for multiple playthroughs with a different experience every time. Card-driven AI and evolving stories respond to your actions, with your early choices influencing later missions.
Gather Shepard's squad from a selection of teammates from the Mass Effect trilogy: Liara, Tali, Wrex, and Garrus. Customize and upgrade your squad's abilities, equipment, and powers as they gain experience. Enhance them further by unlocking unique powers with optional loyalty missions.
Meadow is an engaging set collection game with over two hundred unique cards containing hand-painted watercolor illustrations. In the game, players take the role of explorers competing for the title of the most skilled nature observer. To win, they collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire to discover the mysteries of nature. The competition continues at the bonfire where the players race to fulfill the goals of their adventures.
In this medium-weight board game for 1-4 players, you take turns placing path tokens on one of the two boards. Placing a token on the main board allows the player to get cards, but playing them requires meeting certain requirements. Playing a token on the bonfire board activates special actions (which helps to implement a chosen strategy) and gives the opportunity to achieve goals that provide additional points. Throughout the game, players collect cards in their meadow and surroundings area. At the end, the player with the most points on cards and on the bonfire board wins.
Meadow also includes envelopes with additional cards to open at specific moments.
Set in the Merchants & Marauders universe, Broadsides is a standalone game in which the two opposing players command pirate ships engaged in a fierce battle over a profitable sea lane. Sinking the enemy or taking out their Captain and First Mate are the only ways to seize victory and survive the day!
The card-driven game system allows players a wide variety of actions, triggered by playing cards in a variety of combinations.
Aim: zero in your cannons using an innovative targeting system
Hold: Draw more cards to increase your versatility
Reload: Load a variety of ammunition types (chain shot for rigging, canister for crew, solid shot for hull) into a variety of cannons (reliable 18-Pounders, thunderous Carronades, deadly Long Nines)
Broadside: Blast all your cannons at once in a fierce but costly salvo
Sheer Off: Correct your course just enough to disrupt your foe's plans
Repair: Send sailors where they are needed to man the guns, patch the hull, or replace ruined sails
Additionally, your Captain's unique Reputation and a handful of drafted Dirty Tricks means that every matchup will be different from the last. Multiple tactical approaches to either of the win conditions means that you can tailor your gameplay to your strengths and your foe's weaknesses. Outthink, outplay, outgun, and sail away the winner!
Similar to Streetcar, Tsuro, Tantrix and Spaghetti Junction, this game has players putting square tiles onto the board to form rail lines. The major difference in this game, however, is that players are not striving to make short, direct routes like those sought in Streetcar. Instead, the object of the game is to make the rail lines as long as possible. Players start with a number of trains ringing the board. Whenever a tile placement connects a train to a station (either on the edge or the center of the board), that train is removed and the player scores one point for each tile that the route crosses, which can cause one tile to score multiple times if the track loops around. However, players score double for city connections, which are the stations in the center of the board.
For those interested in graph theory, a key part of the Metro game design is that the routes will always connect a starting subway train station with an empty destination station, rather than routing to another starting subway train station. The tiles implement a design principle which allows any tile to be placed on any open grid space, subject to rules for alignment with existing tile edges. If correctly placed per the rules, the routing will allow for all trains to score, albeit not necessarily for the high run value the owner would like to attain.
The Game Includes:
Tokens:
Wolverine, Football, Letter M, The Rock, Michigan Megaphone
Board Spaces:
The Diag, The Rock, Brown Jug Pizza, MIchigan Theater, UGLI
Cards:
Michigan vs. Ohio State. Advance to Michigan Stadium. GO BLUE!
Carry on the tradition! Advance to the Brown Jug with the token of your chioce.
Library Fine! Pay $50.
Recite the Fight Song or Lose One Turn.
Parking in Faculty Parking! Pay $50.
Graduation Fee! Pay $25 for each Year of Credit and $100 for each Diploma.
A dwarven card game of mining and masonry. Each player has a team of specialist dwarven miners, each good at collecting the right precious metals and gems to create beautiful jewelry. Be the first to fulfill the necessary orders, gaining a reputation of being the best crafts person with the different gems, and ultimately gain the most favor with the Nobility.
The mining Dwarves all have a Friend and a Foe that can either help or hinder them.
Take Ruby for example:
As Ruby’s name implies, she is an expert at mining for rubies. She will produce +1 Ruby for you if you hire her. Her foe (on the left) is Diamond and her friend (on the right) is Sapphire. Diamond will rob Ruby of a gem if she gets a chance (hence the minus symbol), but Sapphire will get an extra gem from the ruby mine supply with the help of his friend (hence the plus symbol).
Friend Actions (+ pluses) are cumulative allowing you take several gems in one turn. Foe Actions (-minuses) rob other players of valuable gems. The crux of the game is to know how and when to take advantage of the Dwarfs’ friendships and rivalries for your gain.
In Mississippi Queen, players race their paddle wheelers down the Mississippi, picking up passengers along the way. But onboard coal supplies are limited, so each ship's acceleration and maneuvers must be carefully planned. The twists and turns of the river are unknown at the start of the game and are revealed only as ships progress downstream, so captains need to be alert at the wheel and ready to change course.
This version of Mississippi Queen includes the original base game that won the 1997 Spiel des Jahres as well as ''The Black Rose'' expansion that increased the player count to six and included the "Black Rose", a black paddle wheeler controlled by whichever player is currently in last place. This boat does not require any coal and can be used to hamper opponents in the lead.
The game has basic rules that more or less reflect gameplay in the original game, along with advanced rules that introduce elements such as floating logs and sand bars that were included in The Black Rose expansion.
Based on the hit Mistborn novel series by Brandon Sanderson, Mistborn: The Deckbuilding Game takes players into the world of Scadrial! From designer John D Clair, players get to control iconic characters from the series and "burn" metals to unlock Allomantic powers in fast-paced battles.
Mistborn is a standalone deck-building game in which you "purchase" cards as you play to build and improve your deck. "Burn" metals to activate cards. Each metal has its own strengths: damaging opponents, earning mission points, and manipulating allies. There are multiple ways to win! Defeat your opponents in furious allomantic battles or complete a series of perilous missions before your enemies do.
Play head-to-head against your friends, or take on the The Lord Ruler in solo or co-op play!
The dog goes “moo,” the cow goes “baa”? The mischievous Mixalotl has mixed up all the animal heads and bodies! Quickly restore order to the chaos by turning over the animal cards and making the right animal sounds – or grabbing the Mixalotl. The player who collects the most cards wins.
Monkey Palace is a jungle-themed game of light strategy that incorporates both collaborative and competitive elements.
Players must strategically work together to construct the Monkey Palace while competing for the highest brick income and points, all under the watchful gaze of the Monkey. The palace gradually takes form thanks to a construction using LEGO elements, and each time the board game is played, the building experience and final construction are unique.
Theme
Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes.
Gameplay
On their turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, they has the opportunity to buy it or auction it to the highest bidder. If a player owns all the spaces within a color group, they may then build houses and hotels on these spaces, generating even more income from opponents who land there. If they lands on a property owned by another player, they must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail.
Goal
The goal of the game is to be the last player remaining with any money. (though some editions end the game when the first player goes bankrupt)
Cultural impact on rules
Monopoly is unusual in that the game has official, printed rules, but most players learn how to play from others, never actually learning the correct way to play. This has led to the canonization of a number of house rules that make the game more palatable to children (and sore losers) but harm the gameplay by preventing players from going bankrupt or slowing down the rate of property acquisition. One common house rule has players put any money paid to the bank in the center of the board, which jackpot a player may earn by landing on Free Parking. This prevents the game from removing money from play, and since players collect $200 each time they pass Go, this results in ever-increasing bankrolls and players surviving rents that should have bankrupted them. Another house rule allows players to take "loans" from the bank instead of going bankrupt, which means the game will never end. Some house rules arise out of ignorance rather than attempts to improve the game. For instance, many players don't know that properties landed on but left unbought go up for auction, and even some that know to auction don't know that the bidding starts at $1, meaning a player may pay well below the listed price for an auctioned property.
Welcome in dressrosa! The straw hat crew sneak into dressrosa and divide into three teams; destroying artificial Devil fruit factory team, escorting caeser team and securing thousand sunny team. In this special one piece edition of Monopoly, you'll visit all the characters of the Anime one piece as well as trying to get Koala and soldier over to your side! Chest and flag cards might reward you for fights against the villains or bring an unexpected surprise... Buy, sell and trade with other fans to get a powerful one piece team and win the game!
- The world's favourite family Board Game brings this exciting edition of One Piece Monopoly
- Choose your favourite bespoke One Piece character playing token and tour your favourite One Piece characters
- Advance to Bellamy, Violet, or even Luffy - will you owe rent or reap the rewards?
- Build your house and hotels and trade your way to success
- The Fast-Dealing Property Trading Game is fun for the whole family
Imagine seeing a real alien stomping through your backyard. Now imagine describing what it looked like to a police sketch artist. That is exactly what you are expected to do while playing the frantic drawing party game MonsDRAWsity.
One player, known as "the Witness", has twenty seconds to examine a picture of a bizarre-looking creature, then they must describe it to the rest of the players, known as "Sketch Artists". At the end of the round, the witness awards points to the artist who was able to most closely match the monster seen by the witness!
Travel to the past with Jonon and Jada, two stone age children, to rediscover how the first humans settled the world around them.
In My First Stone Age, a children's version of the Stone Age family game, the players collect goods and build their own settlement.
Players first explore the location of forest tokens surrounding the village. Flipping a forest token over indicates the movement of the player's meeple to an action spot on the board. Gather or trade resources, visit the construction site or get a helper token for the kid's dog Guff who will fetch any resource when it's time to build a hut. The construction site is where huts can be build. Each requires a different set of resources. A visit the to construction site also resets the forest tokens: Flip the tokens back over and swap a couple of them to introduce some challenge.
Use your memory to find the fastest paths to gather resources and built 3 huts before everyone else to be the winner of My First Stone Age.
Mythwind is a cooperative & solo "cozy" board game with unique characters, magical sprites, engaging story and an unending adventure.
During the game, the characters are working together to establish and build a new town in the magical Mythwind Valley. They work to achieve various goals by constructing buildings within the town, adventuring throughout the region, navigating relationships with the mysterious sprites who inhabit the valley, and developing their character-specific professions.
As an open-ended game, Mythwind has no distinct conclusion. Although many players may find a natural end point to their game at the conclusion of the story, players can continue to play the game for as long as they would like over as many game sessions as they wish. As players progress through the game, their town will develop and grow, reacting to changing seasons and to the members of the community over time. Progress made can be easily saved using the provided game trays, which offer a quick and easy solution for both tear-down of the current game and setup of future games.
In Nessos, you must embody Greek heroes who imprison mythological creatures into sacred amphoras in order to offer them to the gods. If you capture enough, you will reach the rank of gods' chosen One! But beware for Charon the terrible roams and will by all means try to make you take a one way trip to Hell!
During the game, the players must bluff in order to win the Amphora cards which represent the most interesting creatures. When your turn comes, offer an Amphora card to another player. They can accept it, or refuse it by offering it to another player. Collect Amphora cards in order to be the first to reach the number of points required. But be careful, if you get three Charon cards, you lose the round.
—description from the publisher
Game Play
Players start each round with 5 cards in their hands.
The game takes place in a undetermined number of rounds, until one of the three game-end conditions is met.
The player who has the first player pawn chooses a card in her hand of cards and offers it by putting it face down in front of another player of her choice.
If the card offered is a Creature card, she must say out loud the number of the card without lying.
If the card offered is a Charon card, she can (and should) lie by saying out loud any number she wishes.
The player who gets the card has 3 choices:
- He accepts the card before looking at it, and then places it face up in front of him.
- He refuses the card without looking at it. It returns to the player who offered it, and she places it face up in front of herself.
- He adds a card from his hand, face down, and offers the two cards to another player. He is only allowed to lie about the Charon cards by announcing the number he chooses.
In this third case, the player who receives the two cards has the same choices.
Cards cannot be offered to a player who has already been offered cards in this round, nor to the player with the First player pawn. The last player must either accept or refuse the cards offered.
Then a new round starts, the first player pawn moves to the left and players draw cards from the deck to refill their hands to 5 cards.
Having a 1 card, a 2 card and a 3 card in front of you gives you 10 bonus points (=16 points).
Players who have three Charon cards in front of them are sent to Hell and are eliminated from the game.
The player whose Creature cards reaches or exceeds the number of points required, wins the game.
Relive the dawn of modern New York City, the historic years that made it what it is today. Build bigger and higher skyscrapers on some of Lower Manhattan's most iconic streets. Raise one of four legendary skyscrapers — the Park Row, the Singer, the Metropolitan Life, or the majestic Woolworth — and make one of them the crown jewel of your real estate empire!
In New York 1901, the players are building skyscrapers on a map of New York's Financial District. Players take location cards from a card's display and then use 2-3 of those location cards to place Tetris-shaped building tiles on the board. They first build bronze level buildings. Later in the game those buildings can be replaced by silver level and gold level buildings.
The fair is here and it's time to nosh on all your favorite treats! Unfortunately, you have only so much allowance to go around and you're not the only kid with a sweet tooth...
In Nosh, players bid their limited allowance on groups of treats available at each day of the fair. Everyone has their own secret favorites, and only certain combinations of treats can score each day. To win the game, a player has to carefully time their biggest bids on the treats they like the most and the ones that score the biggest on each day's Nosh cards.