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196 products
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.
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.
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.
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.
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!
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.
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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.
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.
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.
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.
The PARTY POOPER Edition is a stand alone version of POOP and also combines with POOP to become playable for up to 10 players! All new interactive Wild Cards and Higher Flow Toilets!
Join the Gatewatch or pledge your loyalty to Nicol Bolas in Ravnica: Inquisition, a social-deduction game set on the Magic: The Gathering plane of Ravnica. Each player takes on the role of a representative of a Ravnican guild that is either loyal to the Gatewatch or an Agent of Bolas.
The Gatewatch loyalists are tasked with discovering who the Agents of Bolas are, while the Agents simply need to survive in order to further the schemes of Nicol Bolas.
Players will elect leaders for each of the five colors, but only players whose guilds’ color pairs contains the color may be voted for. Each color leader has a special power they can use to further their goals, and players must be careful when voting, as Nicol Bolas’s influence may grow. Once all the color leaders have been elected, a vote is held to eliminate one player. Once the dust has settled, players will reveal their roles, and if the Agents of Bolas were eliminated, the Gatewatch wins.
Explore the rifts of Storm Hollow, build an array of amazing powers, and trigger burst of magical energy to score big in this strategy card game for 2-4 players that plays in 30-45 minutes. In Riftwalker, players use a central grid of elements composed of earth, wind, fire, water, storm, and life to play rift cards from their hand or shift rifts they already have in play.
Shifting a Rift is a Riftwalker's magical ability to change the nature of a place by calling on and altering the elements. Shifting turns a card sideways and increases its point value. Every time a rift card is played or shifted, it activates a special power that alters a player's cards or the central grid in a useful way. As the game progresses, players will build up a unique set of abilities.
Earth rifts empower shifted rifts while fire burns them down for points. Water rifts spread more rifts across the land and life rifts grow them to great value. Storm rifts control the element grid and wind rifts play all kinds of tricks. However, a rift can only be shifted twice, so no power lasts forever. Eventually, players must create lines of elements on the grid to score their rifts. Some cards give bonus points for scoring the right kind of rifts. In the end, the player with the greatest rifts and the most points wins the game!
The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions. However, each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged, betrayal is inevitable, honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought, each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You, honorable Shōgun, lead one of these great clans. Do you have the strength of honor, virtue, and spirit, as well as the mastery of steel necessary to deliver on this ancient promise?
Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income, Starting Honor Rank, and Home Province.
Over the course of the game, players will forge and break alliances, choose political actions, worship the gods, customize their clans, and position their figures around Japan. In the process, Honor is a palpable element in Rising Sun: Having high Honor gives several advantages, while having low Honor may grant the allegiance of the darker elements of the world. But above all, Honor settles all disputes: Whenever there is a tie, the tied player with the highest Honor wins.
In Rising Sun, players are encouraged to use diplomacy, negotiation, and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding.
Victory Points can be gained in several ways, from winning battles, to harvesting the right provinces, to playing to the Virtues accumulated by your Clan.
The game is played over the course of 4 rounds or Seasons: Spring, Summer, and then Autumn; when Winter comes, the game draws to a close and players calculate bonuses to decide who is the winner.
Each Season is divided into five phases:
1) Seasonal Setup because every Season has a certain Season deck with different cards,
2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season,
3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces,
4) War Phase, during which players battle over several Provinces, and
5) Seasonal Cleanup.
As already mentioned, the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow, and a new Emperor will rise under the power of the great Kami.
Kami Unbound is a new ruleset which makes the presence of the Kami even more potent and vital in Rising Sun! Normally, the influence of the Kami is restricted to the bonuses each of them grant during the Kami turn, granted to the Clan who has the most Shinto worshiping them. With Kami Unbound, the Kami will get their own figure, which starts the game in a specific Province.
While no Clan worships that Kami, the figure just stands there, watching over the mortals' actions. However, as soon as one of the Clans sends one of their Shinto to worship that Kami, they take its Kami power card (an all new component), placing it next to their Clan Screen to mark that they have the favor of that god. While you have the favor of a Kami, its figure basically counts as one of your figures. It can be moved when you Marshal and counts as 1 Force to your Clan when deciding Harvests and Battles. Also, being the powerful forces they are, Kami can never be Taken Hostage, targeted with Betrayal, or even killed!
More than that, the Kami card lists a special power the player can choose to activate. In order to use the Kami power, the player must Consume one of the Shinto they have worshiping that Kami. In an overwhelming demonstration of faith, the Shinto is removed from the Temple tile and returned to your reserve (though not technically killed). When this is done the power on the Kami card is activated, granting its controller its power!
Players may lose the favor of a Kami, however, either by Consuming one of their Shinto to activate the Kami power, or because another player recruited more Shinto than them to that Kami (or is tied for Shinto but has more Honor than them). If that happens, the Kami card, and control of the Kami, immediately passes to the new player who now gains all the benefits of having the favor of that Kami (including being able to activate the Kami's power!).
How far does Robbi roll in about four seconds? Well, that depends on how quickly he moves!
As a team in Robots — first published as Wir sind die Roboter (We Are the Robots) — you try to work together to develop a sense of time and speed. If you can do this, soon you'll know exactly where Robbi will stop.
It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.
Scythe is an engine-building game set in a 1920s era, alternate-history. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player controls one of five factions of Eastern Europe, all of which are attempting to earn their fortunes and claim their stakes in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place). Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.
Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness. Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engines adds to the unique feel of each game, even if having played one faction multiple times.
The Scythe: Modular Board expansion allows you to change the landscape of Eastern Europa every time you play Scythe thanks to its double-sided game board and four large double-sided landscape tiles. Faction locations, i.e., the home base tiles, change each time you play.
The modular board adds a drafting element to set-up, along with a variant for a tighter map at lower player counts.
Featured Components
• 1 double-sided board (624x818mm, same size as the standard Scythe board)
• 4 double-sided tiles (7 hexes per tile)
• 8 home base tiles
• 8 structure bonus tiles
• 1 rulebook (11 languages)
• Automa rules for solo play