Sort by:
355 products
355 products
There have been eight previous worlds. Each world stretched across vast millennia. Each saw civilizations flourish before dying, scattering, or transcending. Those that ruled these worlds spoke to the stars, reengineered their bodies, and mastered form and essence.
But now they are gone. The people of the new world—the Ninth World—live among the ruined majesty of an unimaginable past. Are you brave enough to seek adventure, fortune, and discovery in the remnants of the prior worlds? Treasures of unmatched wonder await—but in those ruins also sleep dangers and terrors of bygone eras.
Explore the vast, fascinating, and unique setting of Numenera—the Ninth World. Gather your friends, open this box, and begin playing right away! The game is easy to learn and fun to play. Whether you’re new to Numenera or new to roleplaying games, this box has everything you need to get started.
A perfect introduction to the Ninth World, this complete tabletop roleplaying game takes 3 – 6 players on their first journey into the science-fantasy world of Numenera.
The Numenera Starter Set includes everything you need to play:
- Rulebook
- Adventure book
- Poster map
- 5 pregenerated characters
- 2 dice
- 10 XP cards
- 12 GM Intrusion cards
- 1 cheat sheet
- An additional free adventure download
The vast oil reserves off of the Norwegian shores is an environmentally controversial topic, but it undoubtedly remains one of the most important contributors to the country's massive wealth. Offshore is a lightweight competitive strategy game about this highly specialized industry.
In the game, players build oil platforms in the North Sea. Opening a new oil field is, of course, not easy as it requires both technology and temporary co-operation between players. On your turn, you perform one of three actions:
- Buy a technology tile
- Export oil (selling it for points and money)
- Open a new oil field and drill for oil
Opening a new oil field is the most complex action: Alone, or together with one other player, you must have the required technology and also pay the opening cost. Who should use which technology and how the cost should be split must be agreed upon between the players. The players then drill for oil in a small press-your-luck mini game: The players must decide how deep they want to drill, all the while avoiding too much pressure building up as this could result in a blowout. The combination of technology tiles used for opening the field will also influence the drilling in various ways.
The temporary co-operations and players' shared interests in the drilling phases makes for an exciting game in which players share both successes and failures.
Grow a giant gourd with the help of your gardening tools and a Lucky Ladybug, but watch out! Clever critters, mean Mr. Frost, and big bad weeds will keep your gourd from growing. Protect your garden from unwanted guests and give it everything a growing gourd needs to win!
No moderator, no elimination, ten-minute games.
One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!
Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.
This game can be combined with One Night Ultimate Werewolf: Daybreak.
Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle.
Each player has two open cards that each display a possible move for any of her pieces. There is a fifth card that cannot be used by either player. On a player's turn, she chooses one of her cards, moves one of her pieces according to the chosen card, then replaces the card she used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card — which is, of course, the card the first player just used.
Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game.
!
Operation is a dexterity game in which you must extract silly body parts from a hapless patient. In the course of the game you acquire cards which dictate that you must remove a certain piece from the body of the patient. To do this you use a set of tweezers that are attached by wire to the game board. If you are sloppy and touch the metal sides of the hole where the item is located, the patient's pain is indicated by a sudden buzzer and light-up nose. Successful extractions net cash, and the player with the most cash at the end of the game is the winner.
Your inner superhero is ready to emerge, one chapter at a time. Reveal your backstory, gather gadgets and allies, develop a grudge against your archenemy, and unleash an ultimate ability as you transform. Use a combination of brains, love, speed, and strength to craft your origin story.
Origin Story is a 1-5 player competitive tableau-building, trick-taking game played over 5 rounds. Each round represents a chapter in your development and grants a new card to add to your player mat. Charge your cards and use their abilities to score more points than your opponents.
In Overboss, rival Boss Monsters emerge from their dungeons to conquer the Overworld. Each turn, players draft and place terrain tiles and monster tokens. Their goal: to craft the map with the greatest Power and become the ultimate Overboss!
Designed by Aaron Mesburne and Kevin Russ (Calico), this fast-paced game combines drafting, set collection, and puzzly tile laying. It's set in the retro-inspired pixel art world of Brotherwise Games' best-selling Boss Monster, but this is an entirely new experience.
Build your map by drafting Forests, Swamps, Caves, Camps, Graveyards, Dungeon Entrances and other landscapes. Each terrain type has a different point value, and some increase in Power as you acquire larger sets. Players must balance optimal placement, set values, and disrupt their opponents' sets. You'll also need to manage monsters, which award points when grouped together or placed on matching terrain.
The game includes everything needed for up to 5 players: over 120 terrain tiles, over 100 monster tokens, 5 double-sided player boards, a scorepad, and more.
Pagan: Fate of Roanoke is an expandable deduction card game set in the colonial America of 1587.
The essence of this asymmetrical game is a witch's struggle against a witch hunter. As the witch strives to complete a ritual of renaturation, the hunter tries to discover her true identity among nine villagers. Each turn, the two players use their action pawns on active villagers to draw cards, play cards, and gain influence. Each player has their own variable card deck of fifty cards; with these cards, the witch can brew powerful potions, improve their familiar, and cast enchantments and charms, while the witch hunter enlists allies, claim strategic locations, and ruthlessly investigates the villagers.
As the witch, your objective is to collect enough secrets to perform a ritual so potent that the entire region will fall under your spell and Mother Nature will reclaim the island. As the hunter, you gather all the allies and support you can muster to bring the witch to justice before her fatal ritual comes to fruition.
The Pagan: Until Proven Guilty card pack expansion focuses on the social fabric of the colony as it unravels.
The doubt and mistrust sown by the Witch is spreading like the plague, and darkness is darkening the hearts of the villagers as they turn on each other. In the midst of this chaos, the Hunter strives to remain clear-sighted and tries to discover the truth in this sea of lies.
To play this expansion pack, you need the base game Pagan and the Beyond the Palisades expansion pack.
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!
Disaster has struck! Cities around the world are in desperate need of food, water, vaccines, and other supplies. You and your team belong to the Crisis Response Unit (CRU), an elite team of doctors and specialists. With a specially equipped plane, you are uniquely capable of providing life-saving aid — anytime, anywhere.
Pandemic: Rapid Response is a race against time. Roll dice to create supplies, fly the plane, and make deliveries to cities in need. As the timer counts down, you must quickly coordinate and work together to react to new disasters. Will you and your team be able to respond in time?
The nations of the world have pooled their resources and assembled a diverse crew. Each of the seven unique role cards features its own ability. The Analyst, Adjoua Soro, is able to re-roll the dice up to two additional times. The Engineer, Soojin Sohn, can change any die result with a plane to a different symbol. Take turns as quickly as possible, using your role's unique ability and strategically allocating your dice to be as efficient as possible when creating supplies.
When you're ready for a new challenge, adjust the difficulty level or add crisis cards for a greater variety of obstacles to overcome. Now hurry — the timer is counting down and the world needs your help!
Beings of ancient evil, known as Old Ones, are threatening to break out of their cosmic prison and awake into the world. Everything you know and love could be destroyed by chaos and madness. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity.
In Pandemic: Reign of Cthulhu, you'll experience the classic Pandemic gameplay with an horrific twist that'll have you face twelve Old Ones, each threatening the world with their unique powers. As players take on the roles of investigators attempting to seal a series of portals before monsters of unspeakable horror pour into our world there is, of course, a high risk of the investigators losing their own minds.
Instead of curing diseases like in the original Pandemic, players seal portals and shut down cults in the classic New England fictional towns of Arkham, Dunwich, Innsmouth, and Kingsport. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity and the evil that lurks beneath your feet...
In Pandemic: In the Lab, the second expansion for Pandemic, you will use a new game board that allows you to move the pawns in a laboratory. The goal of this activity is the same as in the base game – finding cures for diseases – but this time in a new way. Behind sealed bio-hazard doors, scientists race against time to sequence diseases, take samples, and test cures.
Pandemic: In the Lab includes four new roles, new Virulent Strain events, and a Worldwide Panic Mutation scenario. Players can compete individually or on rival teams (when playing with four or six players). Can your team work together in the lab to save humanity?
Pandemic: In the Lab requires the base game. Two of the 3 scenarios also require Pandemic: On the Brink to play.
The world almost ended 71 years ago...
The plague came out of nowhere and ravaged the world. Most died within a week. Nothing could stop it. The world did its best. It wasn't good enough.
For three generations, we, the last fragments of humanity have lived on the seas, on floating stations called "havens." Far from the plague, we are able to provide supplies to the mainland to keep them (and us) from succumbing completely.
We've managed to keep a network of the largest known cities in the world alive. Things have been tough the past few years. Cities far away from the havens have fallen off our grid...
Tomorrow, a small group of us head out into what's left of the world. We don't know what we'll find.
Pandemic Legacy: Season 2 is an epic cooperative game for 2 to 4 players. Unlike most other games, this one is working against you. What's more, some of the actions you take in Pandemic Legacy will carry over to future games. No two worlds will ever be alike!
It is the dawn of the Industrial Age in the Netherlands. For centuries, the country has relied upon a series of dikes and wind-powered pumps to keep it safe from the constant threat of flooding from the North Sea, but this system is no longer enough.
In Pandemic: Rising Tide, it is your goal to avert tragedy by constructing four modern hydraulic structures in strategic locations that will help you defend the country from being reclaimed by the ocean. Storms are brewing and the seas are restless. It will take all your guile to control the flow of water long enough to usher in the future of the Netherlands. It's time to get to work.
Containing the water that threatens to consume the countryside is your greatest challenge. Water levels in a region are represented by cubes, and as the water containment systems currently in place begin to fail, more water cubes are added to the board. With water levels constantly on the rise, failure to maintain the containment system could quickly lead to water spilling across the board.
To successfully build the four hydraulic structures needed to win a game of Pandemic: Rising Tide, you must first learn to predict and manipulate the flow of water. Failing to maintain safe water levels throughout the country can bring you perilously close to failing your mission. Fortunately, water can be corralled by a strategically placed dike or slowed by pumping water out of a region. Correctly identifying and intervening in at-risk areas can get you one step closer to victory.
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player.
On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.
In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.
What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.
Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)
When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.
Patchwork Doodle is a roll-and-write version of Patchwork, with each player having their own 9x9 grid to fill in over the course of the game. Each player sets up by drawing a unique polyomino card from the starting deck, then drawing that on their sheet.
In each round, players lay out a number of polyomino cards in a circle, then place the rabbit between two cards. On a turn, someone rolls the die, moves the rabbit forward, then removes the card indicated by the rabbit. Each player must draw the polyomino indicated on this card in their grid. Once a certain number of cards have been played, the round ends, players score points, then you lay out more cards for the next round.
Each player has four special actions available to them during the game: You can choose to draw the card before or after the chosen card, you can cut a polyomino into two pieces before adding one piece to your grid, you can fill in a 1x1 space in your grid, and you can do one of the above actions a second time. When you take one of these actions, you mark it off as each can be used only once (except for the one you use a second time, if you know what I mean).
You lose a point for each space that you don't cover, so try to pack everything in as tightly as possible!
In Pavlov’s House, you take control of the valiant defenders of a Soviet strongpoint in Stalingrad as they hold out against constant German attacks for almost two months. You also control the key leaders throughout the Soviet 62nd Army that made the defense of Pavlov’s House possible.
Object of the Game
The goal of Pavlov’s House is to last until the 7th Company, 3rd Battalion, 42nd Guards Rifle Regiment of the 13th Guards Division is tasked with storming a key German strongpoint during the Battle of Stalingrad. In the game, this is depicted by playing through a deck of cards representing elements of the German 6th Army.
Pavlov’s House was a fortified apartment building used as a strongpoint by the Soviet 62nd Army during the pivotal Battle of Stalingrad in WW2. Soviet defenders - primarily from the 7th Company, 3rd Battalion, 42nd Guards Rifle Regiment of the 13th Guards Division - held out for almost two months from a constant German assault. The building’s name was drawn from Yakov Pavlov, a sergeant who led the initial storm group assault that resulted in the capture of the building from the Germans. The story of Pavlov’s House was a key piece of Soviet propaganda and was used as a symbol of the incredible resistance of Soviet forces during the Battle of Stalingrad.
In Perch, players fight for control of locations by commanding birds of their own and other players' flocks. Earn points and command woodland creatures by having the most birds on a location, pushing your foes off the perch, and breaking ties to take the lead.
Each round, players add their birds into a shared bag. Players then draw birds of their own, and other players take turns stacking birds on location tiles. Each location tile will award variable points for majorities and sometimes grant players a unique ability. The game ends after five rounds, and the player who has earned the most points wins.
With a modular tile configuration and a variety of woodland creatures to control, each game will present a new tactical challenge.
Phase 10 Flip uses double-sided cards to help you race through 10 color-based phases in this wild twist on the original card game.
Each card in Phase 10 Flip is normal on one side and wild on the other. Special Flip cards force everyone to flip their hand from the normal side to the wild side or vice versa. Use flipping to your advantage as you race to be the first player to complete all 10 phases of this rummy-style card game.
Can you prepare the hottest collection of chili sauces in Pick-a-Pepper, which was first released as Sauscharf?
Mild, hot or super hot? Depending on the selected level of difficulty, players start with 8-10 cards in hand. A card display is filled with the remaining chili pepper cards, with up to three cards of the same value being placed on top of one another.
The game is divided into two phases: In the first phase, players collect chilies, taking cards from the display and placing them on their personal ingredient stack. Whoever plays the highest combination of the same cards is the first to use the display. After all the ingredients have been taken, the card display is refilled and the chili collecting continues. This phase ends when no one has cards in hand.
For the second phase, the previously accumulated chilies are taken into hand. In addition, a new display with sauce tasks that can be fulfilled is made available. Now the players can decide each round whether they want to collect more ingredients or use their chili-card combinations to complete a sauce task to receive chili points. The hotter the sauce, the more points you score. Depending on the number of players, the game ends as soon as someone has prepared 3-6 sauces and has no more chili cards. Whoever collects the most chili points wins.
In Picnic Twist, players try to organize their picnic meals and tablecloths in the best way possible, drafting domino-style cards, then placing them in their playing area to create the largest possible number of similar elements, both food and tablecloth patterns.
Picnic Twist includes several game modes and bonuses.
Pies is a quick and tasty trick-taking game in which players play fruit cards over the course of three rounds with the goal of collecting combinations of ingredients to prepare the tastiest pies
Each round consists of six tricks (five in a five-player game). One card is played by each player, with the person playing the highest-value card drafting one card from the trick into their display, with others following in order of descending card value, with the last player also receiving a Plum card. Special actions can be triggered at this point, allowing players to steal fruit cards or call the dog to protect their fruit from other thieves!
At the end of the game, the player with the most valuable pie mixes wins.
Each turn in Pikit, you roll two dice, then if you roll doubles, you claim the mecha matching that value, whether from the table or another player; if you don't roll doubles, then use the die values — adding the numbers, subtracting them, etc. — to claim scoring cards, many of which also have abilities you can use to steal cards, draw additional cards, block an opponent's effect, and so on.
Pikit is a collision course of colossal proportions, as monstrous competitors duke it out to see who will reign supreme. In Pikit, players roll dice that will determine which cards they can take. Players can use their cards to activate special abilities, or hold on to them, scoring the points they’re worth at the end of the game. Once the deck of cards is depleted, the game ends and the player with the most points wins.
Pikoko is a trick-taking game that follows conventional trick-taking rules with two twists:
- Each round, players receive a hand of eight cards, but they don't see their own cards — only cards held by the other players.
- Each player plays cards of the player to their left, not their own cards.
he spark of life is about to jump from your hands to spread out in the world. Deploy your mountain ranges and your deserts, spread out your oceans and your glaciers. Handle wisely your continents to form environments suitable for the apparition of animal life and maybe you'll manage to create the most densely populated planet!
In Planet, each player receives a planet core without anything on it. Each turn, players choose a tile with mountain/ice/forest/desert on it and place it on the planet. Then the player who fulfills the most conditions for the appearance of certain animals gains its card.
A fearsome dragon is threatening to burn all the villages in the kingdom! Luckily dragons are greedy, so if you can bribe him with treasures from the battlefield like a barbarian's axe or a phoenix feather, you might persuade him to spare your village. Unfortunately, other villagers in the kingdom have the same idea. Who can best time their bribes to ensure their treasures are most valued by the dragon when the game comes to an end?
In Please Don't Burn My Village!, which is set in the world of Castle Panic, you want to bribe with the right treasure at the right time to keep the dragon's attention — while buying treasures at the black market and cursing the other villagers' treasures. When no treasure remains, the dragon will burn all of the villages except one. Will yours be the one that survives?
In more detail, players hold a hand of treasure cards that they can use to 1) bribe the dragon, 2) buy more treasure cards from the black market, or 3) draw a treasure card. When they bribe the dragon, they place the cards in sets in front of them, move the token up in value in the dragon's favor, and deal more cards into the black market.
If they instead choose to buy at the black market, they pay from their hand the number of cards indicated on a black market stall, take the cards from that stall into their hand, and move down a treasure in the dragon's favor that matches one of the cards they used to buy their cards. The number of spaces a player moves a token up (when bribing the dragon) or down (when buying at the black market) equals the number cards played. If players don't want to affect the values in the dragon's favor or are out of cards, they can simply draw a card.
The game features a push-your-luck ending: every time someone bribes the dragon, cards are turned over and placed in the black market spaces until a matching card or wild is revealed. When no card is found and the deck runs out, the game ends, play stops and players add any cards in their hand to bribes that match cards they previously played. The player with the highest score wins, sparing their village from disaster.