Strategy & War

7 Wonders

7_Wonders_c

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza's Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

 

Though the box is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.

 

Game Playing :

# of Players 2 - 7
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

7 Wonders: Cities

7_Wonders_Cities_c

7 Wonders: Cities, the second expansion for 7 Wonders, includes optional team rules, a new type of card (black, representing the remains of cities), and new cards of old types (two new wonders: Petras and Byzantium, new guild and leader cards associated with black cards). This expansion is more aggressive, with greatly increased interaction between players, who are still trying to score more points than anyone else.

With the team rules, you can play with up to eight players, with the players divided into teams who sit next to one another so that they can kibitz and choose the cards of most use to them.

The new black cards have a variety of effects, with nine cards being available in each age. Effects include:

  • The active player gaining gold, with his neighbors also gaining a bit.
  • Increased military strength in age 1 at a greater cost.
  • Embassy cards that remove you from the military competition for that age.
  • Cemetery cards that earn you points at the end of the game while costing opponents gold.
  • Spy cards that copy symbols from green (science) cards.
  • A black market that doubles a resource.
  • The ability to build cards for free by copying building chains from other players.

Game Playing :

# of Players 2 - 8
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

7 Wonders: Leaders

7_Wonders_Leaders_c7 Wonders: Leaders adds 42 new cards to the base game of 7 Wonders, comprising four new guilds, one new wonder card, and 36 (+1 blank) white "Leader" cards. At the start of the game, each player takes a hand of four leaders and may play one at the start of each of the three Ages. Unlike the standard cards, leaders cost money (not resources). The expansion comes with a new Wonder - the ancient city of Rome - and contains 6-gold tokens made of cardboard for more efficient money-management.

Game Playing :

# of Players 2 - 7
Playing Time 40 minutes
Mfg Suggested Ages 13 and up

 

 

 

 

 

 

 

 

 

 

 

A Game of Thrones: The Board Game (Second Edition)

A_Game_of_Thrones_The_Board_Game_Second_Edition

King Robert Baratheon is dead, and the lands of Westeros brace for battle.

In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!

To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.

Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.

The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!

During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.

In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.

Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.

Game Playing :

# of Players 3 - 6
Playing Time 180 minutes
Mfg Suggested Ages 14 and up

 

 

A Touch of Evil: The Supernatural Game

A_Touch_of_Evil_The_Supernatural_Game_cA Touch of Evil, The Supernatural Game is a fast-paced game of fiendish creatures, dashing Heroes, and high-adventure. Each player takes on the role of a unique monster-hunting Hero, racing against time to stop the forces of darkness from claiming another foothold in the world of man. Only by investigating the town and building your Hero’s strength can you hope to hunt down the Supernatural Villain to his Lair and defeat him in an epic Showdown. Players can race Competitively to be the first to defeat the Villain and save the town, or they can work together Cooperatively to defeat a much stronger Villain.
Featuring a gameboard map of Shadowbrook and its surrounding countryside, eight Heroes to choose from, and four different Supernatural Villains to hunt; each with its own host of unique Minions and powers to drastically change the game. A Touch of Evil is designed to create an adventurous cinematic feel as the story and game unfolds.
So grab up your Wooden Stake, stuff some shot in that Musket, and hold onto your Tri-corn Hat; no one is safe from the creatures of the night and no one can be trusted…for inside everyone lies A Touch of Evil.

Game Playing :

# of Players 2 - 8
Playing Time 120 minutes
Mfg Suggested Ages 12 and up

 

Aeroplanes: Aviation Ascendant

Aeroplanes_Aviation_Ascendant_c

Aeroplanes: Aviation Ascendant explores the dawn of commercial aviation, an exciting era between 1919 and 1939. Experience the difficulties and triumphs of commercial airlines in Europe, pioneering airports and service in continental Europe and around the world!

Aviation spurred the growth of intercontinental travel, and airlines struggled to dominate the regions of the globe that they served.

Rapid technological advances in planes play a vital role in this development as you compete to purchase newer more efficient aeroplanes, build airports, and move passengers around the globe. Earn bonuses and prestige for being the first to fly to North or South America, and win by maintaining the most airports around the world and by running your airline profitably.

Can you balance your investment in aeroplanes, customer service, and routes well enough to become the premier airline of the era? The fate and future of air travel lies within your hands!

Game Playing :

# of Players 3 - 5
Playing Time 120 minutes
Mfg Suggested Ages 14 and up

 

Alcatraz

Alcatraz c

Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.

 

Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in", you don't always keep your promises, and you don't do "what's best for the group". Instead you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players.

 

In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist.

 

The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.

 

Game Playing :

# of Players 3 - 4
Playing Time 60 minutes
Mfg Suggested Ages 15 and up

 

Arkham Horror

Arkham_Horror_c

 

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars.

 

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination.

 

Only a handful of investigators stand against the Arkham Horror. Will they Prevail?

Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!

 

 

 

 

Game Playing :

 

# of Players 1 - 8
Playing Time 240 minutes
Mfg Suggested Ages 12 and up

Arkham Horror: Black Goat of the Woods Expansion

(PRE-ORDER)

Arkham_Horror_Black_Goat_of_the_Woods_Expansion_c

A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the the town. It’s up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough to stop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods?

The Black Goat of the Woods is a small expansion for the Arkham Horror board game, and is a part of the Arkham Horror Series. This expansion features 88 new Mythos cards, 9 new monster markers, 1 Herald Sheet, and 76 new Investigator cards including new items, new spells, and the dangerous lure of corruption...

 

 

Game Playing :

# of Players 1 - 8
Playing Time 240 minutes
Mfg Suggested Ages 12 and up

 

 

Attack!

Attack_c

The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period. Each player starts with a few regions (one of which is his capital), and a few military units. Players expand their power bases by adding regions to their "sphere of influence". This may be done either through diplomacy (they join willingly), or military conquest (they join, period).

 

Game Playing :

# of Players 2 - 6
Playing Time 180 minutes
Mfg Suggested Ages 10 and up

 

 

Axis & Allies 1942

Axis__Allies_1942_cSpring 1942, The World is at War!
Five world powers struggle for supremacy: Germany and Japan are aligned against The United Kingdom, the Soviet Union, and the USA. You control the military and economic destiny of one of these countries in the titanic struggle that will decide the fate of the world. You will need the perseverance of Montgomery, the daring of Rommel, the courage of Patton, the timing of Yamamoto, and the steadfastness of Zhukov!
Axis & Allies celebrates it’s 25th Anniversary in August of 2009 with a new and updated edition of it’s original classic game. Axis & Allies 1942, designed and developed by Larry Harris, will utilize the updated rules established in A&A Anniversary Edition. Cruiser class ships will make their debut in A&A 1942, forever changing the naval line-up. Newly sculpted playing pieces and all new packaging will position this game as the cornerstone of the Axis & Allies game line for years to come. Decide the fate of a nation in a few short hours!

Game Playing :

# of Players 2 - 5
Playing Time 180 minutes
Mfg Suggested Ages 12 and up

 

 

Battlestar Galactica

Battlestar_Galactica_cBattlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival. Based on the epic and widely-acclaimed new Sci Fi Channel series, Battlestar Galactica: The Board Game puts players in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and must all work together in order for humanity to have any hope of survival. However, one or more players in every game secretly side with the Cylons. Players must attempt to expose the traitor while fuel shortages, food contaminations, and political unrest threatens to tear the fleet apart.

Game Playing :

# of Players 3 - 6
Playing Time 180 minutes
Mfg Suggested Ages 10 and up

 

 

Betrayal At House On The Hill

Betrayal_At_House_On_The_Hill_c

Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends. Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters. Betrayal_on_Haunted_Hill_3Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.

Game Playing :

# of Players 3 - 6
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

Bitter Victory

Bitter_Victory_cThe game uses the chit-pull activation system previously employed in America Triumphant, Red God of War and Alsace 1945. Players alternate pulling HQ activation chits and moving/fighting with the corresponding combat units. HQ units must be able to trace supply lines for their units to be able to fight and move at their highest efficiency.

Game Playing :

# of Players 1 - 2
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

Bridge Troll

Bridge_Troll_cIn Bridge Troll, you and your friends are hideous trolls who each guard a troll bridge. Each turn, you throw boulders to bid for travelers, who vary in number depending on the weather for that day. Travelers include fat merchants, pilgrims, poor monks (who make good eating), and if you are lucky, royal personages. As travelers come to your bridge, you use them to collect tolls.

Game Playing :

# of Players 3 - 6
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

 

Cadwallon: City of Thieves

Cadwallon_City_of_Thieves_c

Cadwallon: City of Thieves is a fast-paced board game of cunning thievery and ruthless skulduggery in a fantasy city steeped in magic and intrigue. Two to four players each control their own gang of four thieves, competing to amass the greatest haul of loot from the many carefully locked chests scattered about the board. This is no friendly competition, however, and there is little loyalty among thieves in Cadwallon! The most successful players are as likely to claim their loot from the other gangs as they are to do the time-consuming legwork themselves...

Get ready for a deviously fun battle for treasure! Good fortune in the Guild of Thieves is a double-edged sword that cuts to the bone; other thieves will want your loot, and they have no qualms about drawing your blood to get it. The result is a fast and furious brawl for control of the best treasures in the city. Precious jewels change hands rapidly, and you’ll quickly find yourself positioning your gang to not only grab the loot, but defend it desperately.

 

Game Playing :

 

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 12 and up

 

 

Carcassonne

Carcassonne_cA clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious.

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

Carcassonne Travel Edition

Carcassonne_Travel_c

The Travel Edition of Carcassonne. The rules of the game are (mostly) the same, but there are some changes between the two editions: There is No Expansions and The tiles size of the Travel Edition is smaller than the regular game, so it is not possible to add any expansion for the regular game. The game also includes a bag for the tiles that is printed with a counting table.

 

Game Playing :

# of Players 2 - 5
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

Carcassonne: 10 Year Special Edition

Carcassonne_10_Year_Special_Edition_cA special edition of the game packaged in a giant blue meeple-shaped case that included: the original game; a meeple-shaped scoreboard; colored, translucent meeples; and the small expansion 'The Festival' which comprises 10 new land tiles with their own special rules.

 

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 13 and up

 

 

Carcassonne: Hunters & Gatherers

Carcassonne_Hunters__Gatherers_cPlayers build a prehistoric landscape with tiles depicting forests, rivers, lakes and grasslands. They then send out members of their tribe to hunt, gather, fish and establish fishing camps. It includes many of the familiar mechanics from Carcassonne with a few new options.

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

 

 

Carcassonne: The New World

Carcassonne_The_New_World_cIn this Carcassonne game, players begin as the early settlers of the United States did on the east coast of America. As they explore westward, they build towns, farms, roads, and compete to score more points than the others players. As exploration moves to the west, players who are slow to complete the features they have started will find themselves left behind - with no points!

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

 

 

Cargo Noir

Cargo_Noir_cIn Serge Laget's Cargo Noir – his fourth standalone box game from Days of Wonder – players represent "families" that traffic in smuggled goods in a 1950s noir setting. Each turn, you'll set sail to various ports where cargo is known to get "lost" for the right price – Hong Kong, Bombay, Rotterdam, New York and more – and you'll make an offer for the goods on display. If another family then offers more in that port, you'll need to up your bid or take your money and slink away to look for goods elsewhere. Stand alone in a port, though, and you'll be able to discretely move the goods from the dock to your personal warehouse. Says Laget in a press release accompanying the game announcement, "Everything in Cargo Noir grew from a core auction mechanism that is simple and trivial to explain – you can only bid up, and the last bidder standing gets the goods."

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

 

Castle Panic

Castle_Panic_cThe forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.
Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

Game Playing :

# of Players 1 - 6
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

 

 

Cave Troll

Cave_Troll_cIn Cave Troll, each player controls a party of explorers raiding the cave troll’s lair. Using knights, dwarves, thieves, and other adventurers, the players search the lair for gold and magical artifacts. The players must be careful, however, because they aren’t only competing against each other, but against savage orcs, terrifying wraiths, and the fearsome cave troll itself!

Game Playing :

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

City of Horror

City of Horror c

City of Horror is a backstabbing survival-horror game. As in classic zombie movies, a shambling horde is invading the city. The goal is to survive the assault. (Un)fortunately, surviving often means sacrificing some of your fellow players to the undead...

Each player controls several characters with different abilities; these characters can move to various limited-capacity locations, which they can then barricade and scavenge for items and weapons. Critical situations, such as zombies breaking in and eating a character, are resolved using vote.

The basic game mechanisms are the same as in Mall of Horror (also designed by Nicolas Normandon), but City of Horror differs in both materials and game play in a number of ways: the city map changes each game, twenty characters are included, they can use antidotes (or die), action cards become scarce as the game goes on, you can gain points with other stuff than surviving characters...

Game Playing :

# of Players 3 - 6
Playing Time 95 minutes
Mfg Suggested Ages 13 and up

 

 

 

Civilization: The Board Game

Civilization_cCivilization: The Board Game, 2-4 players take on the roles of famous leaders in charge of historical civilizations, each with their own abilities. Players will be able to explore a module game board, build cities and buildings, fight battles, research powerful technology, and attract great people by advancing their culture. No matter what your play style is, there is a civilization for you!

Fans of Sid Meier’s classic video game franchise will find familiar footing in Civilization: The Board Game. Staying true to the foundations of its video game predecessor while creating a new and unique way to play, Civilization: The Board Game captures the spirit and grandeur of carving out a magnificent empire from modest beginnings.

Players start off with a single city, one army figure, and one scout, and from these meager origins you must forge through the ages and become the greatest civilization in the world.

Those unfamiliar with the video game series will find Civilization: The Board Game a great way to enter into the world of Civilization. The strategy and tactical decisions involved in Civilization: The Board Game will appeal to strategy gamers and war gamers alike, and the ability to win through culture and technological advancement will give those who only wish to focus on their own empire a chance at victory as well.

Game Playing :

# of Players 2 - 4
Playing Time 130 minutes
Mfg Suggested Ages 13 and up

 Civilization Fame and Fortune Expansion

Civilization Fame and Fortune Expansion c

The Fame and Fortune expansion for Sid Meier's Civilization: The Board Game provides players with new game options, and brings a host of enhancements.

  • Four new civilizations: The Arabs, the Spanish, the Greeks, and the Indians.
  • A new deck of "Great Person" cards that allows players to recruit the aid of specific figures from history, such as Joan of Arc, Marco Polo, Hannibal, or Gustavus Adolphus.
  • New map tiles, tech cards, culture event cards, and the introduction of the investment deck, which features cards that allow players to spend hard-earned coin to reap ongoing benefits.
  • Components for a fifth player.

With eleven new map tiles, over 150 cards, plus more than 120 markers and tokens, Fame and Fortune offers a remarkable set of engaging new options to guide your people to greatness!

Game Playing :

# of Players 2 - 5
Playing Time 180 minutes
Mfg Suggested Ages 14 and up

 

Clash of Cultures

Clash of Cultures c

From Christian Marcussen, the creator of Merchants and Marauders, comes Clash of Cultures, a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.

Advances
The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible and "realistic". Additionally you have a great overview of what advances other cultures have - no need to ask - just look.

Modular Board
Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider.

Playing Time
The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will.

City management
Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port, fort, temple and academy - all with different benefits! Additionally cities can be "angry", "neutral" and "happy". Everything integrated in an intuitive and elegant fashion.

Multiple paths to victory
Earn points through:
- Founding cities and increasing their sizes
- Advances
- Objectives
 
- Wonders
- Events

Game Playing :

# of Players 2 - 4
Playing Time 240 minutes
Mfg Suggested Ages 12 and up

 

CO2 Game

CO2 Game c

In the 1970s, the governments of the world faced unprecedented demand for energy, and polluting power plants were built everywhere in order to meet that demand. Year after year, the pollution they generate increases, and nobody has done anything to reduce it. Now, the impact of this pollution has become too great, and humanity is starting to realize that we must meet our energy demands through clean sources of energy. Companies with expertise in clean, sustainable energy are called in to propose projects that will provide the required energy without polluting the environment. Regional governments are eager to fund these projects, and to invest in their implementation.

If the pollution isn't stopped, it's game over for all of us.

In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise, while learning still more from others.

In CO₂, each region starts with a certain number of Carbon Emissions Permits (CEPs) at its disposal. These CEPs are granted by the United Nations, and they must be spent whenever the region needs to install the energy infrastructure for a project, or to construct a fossil fuel power plant. CEPs can be bought and sold on a market, and their price fluctuates throughout the game. You will want to try to maintain control over the CEPs.

Money, CEPs, Green Power Plants that you've built, UN Goals you've completed, Company Goals you've met, and Expertise you've gained all give you Victory Points (VPs), which represent your Company's reputation – and having the best reputation is the goal of the game ... in addition to saving the planet, of course.

Game Playing :

# of Players 1 - 5
Playing Time 120 minutes
Mfg Suggested Ages 12 and up

 

Cutthroat Caverns

Cutthroat_Caverns_c

"Without teamwork, you will never survive. Without betrayal, you’ll never win."

Cutthroat Caverns is played over 9 rounds, each with a random encounter. Essentially a game of 'kill stealing'. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game.

A unique combination of cooperative game play and opportunistic backstabbing.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

 

D-Day Dice Game

D-Day_Dice_Game_c

Normandy, June 6th, 1944 – as you land on the well-defended beaches, a German machine gun nest is killing your comrades like flies. You must do something!

In D-Day Dice, players are Allied soldiers trying to organize improvised units for an attack against the machine gun nest. Each player starts the game with a unit of a few soldiers and nothing else. As the game progresses, he will collect resources and advance on the beach, sector by sector, as his unit grows stronger and deadlier. He will succeed...or die trying.

D-Day Dice is a multiplayer co-op game, where all players play their turn simultaneously and must help each other in order to stay alive. It also includes solitaire optional rules. Although built around dice rolling, this game is about resource management (soldiers, specialists, items and courage) and knowing when to move your unit. Resources are kept from turn to turn, so the players can plan ahead.

Game Playing :

# of Players 1 - 4
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

Defenders Of The Realm

Defenders_Of_The_Realm_c

Our Liege is in desperate hour! From what grievous cause have these accursed races arisen? Orcs, Dragons, Demons and the Dead make haste towards Monarch City. The King and Countryside of Monarch City is in need of valiant Heroes!”

Will you answer the King's call?

In the ancient Citadel of Monarch City, the King calls to arms the finest Heroes to defend against a Darkness that engulfs the land. You and your allies must embark on a journey to defend the countryside, repair the tainted lands, and defeat the four creature factions before any of them enter the City. And they approach from all sides! Fast populating Orcs! Fierce Dragons! Undead that bring Fear! And Demons! All tainting the land in their wake. There are several paths to defeat, but only one path to victory, and only the most valiant Hero will be named King's Champion.

Defenders of the Realm is a cooperative fantasy board game in which 1-4 players take a role as one of the King’s Champions (Choose from Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer and Wizard). You, as one of the King's Heroes make use of strategy, special abilities, cooperation, card play and a little luck in Defenders of the Realm for a unique experience every adventure. But be forewarned! There is never time to rest. As each Enemy General is struck down in battle, the remaining dark forces only grow more difficult to vanquish and their march to Monarch City gets faster with each Hero victory!

Game Playing :

# of Players 1 - 4
Playing Time 90 minutes
Mfg Suggested Ages 13 and up

 

Descent: Journeys In The Dark Second Edition

Descent_Journeys_In_The_Dark_Second_Edition_c

Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot.

With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character's abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you'll need every advantage you can take...

Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.

Compared to the first edition of Descent: Journeys in the Dark, this game features:

  • Simpler rules for determining line of sight
  • Faster setup of each encounter
  • Defense dice to mitigate the tendency to "math out" attacks
  • Shorter quests with plenty of natural stopping points
  • Cards that list necessary statistics, conditions, and effects
  • A new mechanism for controlling the overlord powers
  • Enhanced hero selection and creation process
  • Experience system to allow for hero growth and development
  • Out-of-the-box campaign system

Game Playing :

# of Players 2 - 5
Playing Time 100 minutes
Mfg Suggested Ages 14 and up

 

Diplomacy

Diplomacy_c

This classic game of pure negotiation has taken many forms over the years. The first Avalon Hill-version has perhaps the widest release, but Avalon Hill (Hasbro) re-released the game in 1999, complete with a colorful new map and metal pieces. They recently released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies. In the game, players represent one of the seven "Great Powers of Europe" (Great Britain, France, Austria, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players make both Spring and Autumn moves each year. There are only two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: They can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold their position. Players instruct each of their units by writing a set of "orders." The outcome of each turn is determined by the rules of the game. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many a gamer.

Game Playing :

# of Players 2 - 7
Playing Time 360 minutes
Mfg Suggested Ages 12 and up

 

Domaine

Domaine_c

The king shall return... But before he does, the realm falls into anarchy and chaos. The lords of the kingdom struggle to improve their place and standing. New borders are drawn, and expanded through strength of arms and subtle maneuver. Each duke seeks to establish a claim over the most valuable parts of the kingdom before the king finally returns. In the dark of the Middle Ages, control of the land was the key to wealth and power. Can you control enough territory to become the most prestigious duke before the king’s return?

In Domaine, players try and form domaines by placing walls on the modular board. Completed domaines can then be expanded, even into your opponents'. Protect domaines by placing knights. Actions are taken by playing cards which have a cost associated with them. Gain money by selling cards and controlling mines.

 

Game Playing :

# of Players 2 - 4
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

Dominion

Dominion_cIn Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

Dominion: Dark Ages Expansion

Dominion_Dark_Ages_Expansion_c

Times have been hard. To save on money, you've moved out of your old castle and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice since no one has any money. You beg twigs from the villagers, and they beg them back, but no one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.

Dominion: Dark Ages is the seventh addition to the game of Dominion. It contains 500 cards but is not a standalone game. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can get only via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

Dominion: Intrigue expansion

Dominion_Intrigue_c

You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! You will bring civilization to these people, uniting them under your banner.

Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with Dominion. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in Dominion or with the basic game of Dominion.

Game Playing :

# of Players 2 - 6
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

Dominion: Prosperity expansion

Dominion_Prosperity_cReleased in late 2010, Prosperity is the 4th addition to the Dominion game family. It adds 25 new Kingdom cards to Dominion, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

Dominion: Seaside expansion

Dominion_Seaside_c

Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.

From the back of the box: "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers.
One day, all the rivers will be yours."

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

Earth Reborn

Earth Reborn c

After 500 years, two factions emerge from their underground cities into a new world, an Earth reborn from nuclear disaster.

12 highly detailed miniatures represent the two factions which are:

NORAD: military in thinking and origins. Scientists, engineers, add to their strength.

SALEMITES: occultists working with cadavers, bringing the dead to life.

Soon after emerging, these two factions meet - and it is determined that they cannot live together in peace.

Earth Reborn offers nine scenarios that take you through missions of rescue, retrieval, and escort through areas of labs, mansions, towns, and more. Each scenario builds upon the rules of a new chapter: the game system is built like a tutorial. There are core rules to start the game, and each chapter offers 1-3 new rules along with a scenario that uses these new rules.

The game also contains the innovative S.A.G.S. (Scenario Auto Generating System), where 2-4 players can make their own maps and mission objectives for near infinite replayability!

Other features include:

  1. A Tetris-like board construction using polyomino floor tiles.
  2. An order tiles system to give commands to your miniatures.
  3. Interrupt Duels with Bluff, betting command points to interrupt an enemy character and act during another player's turn.
  4. The I.P.S. (Iconographic Phrasing System) that allows almost any effect to occur with icons, totally language independent.
  5. Colored base arcs on miniatures to simplify Line of Sight, shooting, and close combat. It also multiplies characters’ variations and possibilities.
  6. The Search rule, giving a visceral feeling to searching in rooms to find equipment.
  7. A Mission Points track that also serves as a Morale Points track.
  8. Radio Scrambling to mess with your opponents' orders.

Game Playing :

# of Players 2 - 4
Playing Time 180 minutes
Mfg Suggested Ages 13 and up

 

 

Epic Spell Wars of the Battle Wizards: Duel At Mt. Skullzfyre

Epic_Spell_Wars_of_the_Battle_Wizards_Duel_At_Mt._Skullzfyre_c

Did you know that magical wizards are battling to the death ... and beyond ... right now!? "Why battle?" you might ask. "What have I got to prove, magic man?" Only who's the most awesomely powerful battle wizard in the entire realm, that's what! As a Battle Wizard, you'll put together up to three spell components to craft millions (okay, not really) of spell combos. Your spells might kick ass, or they could totally blow – it's up to you to master the magic. You will unleash massive damage on the faces of your wizard rivals in a no-holds-barred, all-out burn-down to be the last Battle Wizard standing. And it doesn't stop there! Powerful magic items bring on a whole new level of bloody carnage as you and your mighty wizard opponents tear each other limb from limb in an orgy of killing! Do you have what it takes to use epic spells in a war at Mt. Skullzfyre? Will YOU be the Ultimate Battle Wizard!?!

Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre is a humorous card game depicting a vicious, over-the-top battle between a variety of comically illustrated wizards. The game focuses primarily on creating three-part spell combos to blast your foes into the afterlife. The unique Dead Wizard cards allow players to stay in the game even after their wizards have been defeated.

 

Game Playing :

# of Players 2 - 6
Playing Time 30 minutes
Mfg Suggested Ages 15 and up

 

Evo

Evo_c

In Evo, you play a nomadic people in symbiosis with a primitive reptilian species. You travel the wild open spaces of Kumgath with your mounts, you will use your knowledge of biology to help them adapt and succeed against both the hostile and changing climate and other competing species.

Technically, you will earn mutation points during the course of the game. The player with the most at the end of the game is the winner.

Changes in this edition:
1) initiative is based on bidding position for the mutation/adaptation genes, and tails have been done away;
2) climate change is based on a token draw instead of a die roll;
3) combat die is no longer a regular D6, but has symbols which serves approximately the same odds as before;
4) there is a 1-in-6 chance for a stalemate, otherwise depending on the difference in horns, the defender will have a dinosaur removed from the board; the attacker dinosaur can never die
5) evolution occurs after climate change now, instead of later in the turn;
6) there are 12x climate tokens, delineating strictly 9 to 11 turns, with the a game-ending "meteor" event occurring in one of the last three climate tokens;
7) players only have 8x dinosaurs max, while the older game had 10x wooden disks;
8) there are 12x new "special" genes, 8x of which are mixed in with the regular genes, each having a unique power/ability, such as flying or amphibious movement, chameleon capability for defense, or ability to predict the future climate;
9) island size is based on number of players (it comes with islands for 2/3/4/5 players, just like in Small World), instead of adjusting the number of turns;
10) one event card is available each turn during bidding, with "number of players minus one" genes pulled out of the bag; winning the event card will give the player first initiative, only modified by number of dinosaurs on the board.

 

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 14 and up

 

Flash Point: Fire Rescue

Flash_Point_Fire_Rescue_c

A cooperative game of fire rescue.

The call comes in... "911, what is your emergency?" On the other end is a panicked response of "FIRE!" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack - then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger.

You must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day.

Flash Point: Fire Rescue is a cooperative game. All the players are on the same team and everyone either wins or loses together. To win, the players must rescue the victims trapped inside a burning building before the fire gets out of control or the building collapses.

 

Game Playing :

# of Players 1 - 6
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

Freight Train

Freight_Train_cAnyone familiar with Get the Goods/Reibach and Co.. The theme here is running and organising a freight yard. There are three days (rounds) and at the end of each you score for having the longest or second longest train in each car type, or one mixed train in which the cars all have to be different. On the first day you also get one point for every 2 cars in your private holding yard. On the last day you get -1 point for each car still there.

Game Playing :

# of Players 2 - 5
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

Gentlemen Thieves

Gentlemen Thieves c

Gentlemen Thieves is a board game with secret identities, bluffing and theft featuring Arsène Lupin and other characters inspired by author Maurice Leblanc. Whoever ends up with the biggest stack of loot at the end of the game wins!

At the start of the game, each player secretly takes one of the five burglar tiles, which come in five different colors; each player also receives 2-4 helping hand tokens. Five locations are set out, each with two randomly chosen equipment tokens next to them; equipment tokens come in five types, with each type appearing in the five colors of the burglars. A special tokens are place out as well: two loot tokens next to the bank, one lock on the museum, and one tunnel next to the manor; six additional loot tokens, along with a car token and the second tunnel, are placed to the side. Three randomly drawn equipment tokens are placed face up.

At the start of each round, the matchmaker determines the alliances for that round, placing two alliance markers – each showing a burglar in the appropriate color – in one area and the other three in the other area. Thus, the burglars form provisional teams for the round and are trying to work together to rob a location – any location! – but they don't necessarily know who's who. On a turn a player either:

  • Chooses one of the face-up equipment tokens, places it next to a location (with no more than three tokens of the same type being allowed at a location), then reveals a new equipment token.
  • Draws the top equipment token from the stack, then places it at a location.
  • Plays a helping hand token to move a special token or add a new special token to a location.

As soon as all five types of equipment are at a location, a burglary takes place there. Who steals the goods? The alliance that has the larger presence there based on the colors of tokens. These tokens are then flipped face down (becoming loot), added to any loot tokens present there, then split among the burglars in the alliance and placed on the scoreboard. The matchmaker token passes to a new player, who must move at least two alliance tokens, then a new round begins.

The special tokens naturally change the rules: The location with the lock cannot be robbed, although someone can choose to move the lock so that a burglary does take place. The car allows someone to move an equipment token to a new location. When the second tunnel is placed next to a location, the two locations with tunnels are now linked and the types of equipment present are considered to be together when determining whether a burglary takes place – although if the lock is on one of those locations, then nothing can be stolen!

A brigadier token is shuffled into the final six equipment tokens, and when it's drawn, the game ends immediately. Players then reveal their identities, and the player with the most loot wins!

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

Ghost Stories Board Game

Ghost_Stories_c

Ghost Stories is a cooperative game in which the players try to defeat the spirit of Wu-Feng, the lord of hell, and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a taoist monk ghost hunter who is working together with the others to fight off waves of spirits and other beings mostly inspired by eastern mythology.

Game Playing :

# of Players 1 - 4
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

Ghost Stories: Black Secret Expansion

Ghost_Stories_Black_Secret_Expansion_c

The cooperative game Ghost Stories often has players on the edge of their seats with uncertainty over whether their monks will be able to protect a village against the many aspects of Wu-Feng that threaten it. With Ghost Stories: Black Secret, the players will face an even more powerful dilemma: Wu-Feng himself.

Yes, the player count for Black Secret is 2-5 (instead of 1-4) as one player will take on the role of Wu-Feng and harass the monks in a more direct manner than they've experienced previously. Wu-Feng now chooses where the incoming ghosts will be placed on the individual monk boards. Instead of placing the ghost on the board, Wu-Feng can use that ghost to power colored spells matching the color of the ghost or to bring new figures in play that scour the catacombs underneath the village; these figures are searching for the remains of Wu-Feng by digging in the dirt located there, and should they find the three icons required, the shadow of Wu-Feng descends on the village to fight directly with the monks.

To aid the monks in their fight against this more devious incarnation of Wu-Feng, they have access to blood mantras, special abilities that come in different levels to adjust for the difficulty of play. With the level 2 mantra, for example, when a monk loses a life, the Qi token is placed on the mantra. When two tokens are on the mantra, one monk of the players' choice gains a Qi. With the level 4 mantra, all tiles will be de-haunted when it triggers.

 

Game Playing :

# of Players 2 - 5
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

Godzilla: Kaiju World Wars

Godzilla_Kaiju_World_Wars_Board_Game_c

GODZILLA: KAIJU WORLD WARS will recreate all the action with the kaiju of the famous Toho (licensed) movies. Kaiju will battle kaiju . . .and humans . . . to destroy cities and each other. This will be the first in a series of games that will all be playable by themselves but will add new and different kaiju to the series, as well as enabling players to "build" bigger cities. The games will include figures of the kaiju as well as building pieces to give players a great 3-D visual effect, as well as enabling them to destroy all those buildings. The game uses a unique Battle Card system to resolve combat. The first game will include Godzilla, Gigan, Rodan and King Ghidorah.

GODZILLA: KAIJU WORLD WARS will be fast, furious fun fighting game for ages 14 and up . . . with a playing time of one hour or less.

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 5 and up

 

 

Hell Rail

Hell_Rail_cMayfair's update of the Galloglass game, HellRail (Second Perdition). There are several refinements, but the major change is the addition of many more circle powers and the circle powers are now randomly distributed (and can change during the game). And yes, the train engines are wood instead of pewter.

Game Playing :

# of Players 3 - 4
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

 

Heroscape Marvel Base Set

Heroscape_Marvel_cMarvel Heroscape features plastic figures of Marvel Universe heroes and villains - each with a card to control movement and combat strength. Marvel HeroScape is part of the HeroScape series of games. Players can build many different battlefields by attaching and stacking terrain tiles of different sizes. The battlefield/scenario section includes 8 scenarios and 2 terrain layouts. Games can be opponent elimination, getting to a certain space, protecting a certain figure, or holding out for a certain number of turns.

The rulebook features two games: a basic and a master version. In the basic version, designed for younger players, characters move, attack, defend, and have range -- but there are no special powers and some other rules are minimized or eliminated. The master game includes special powers, wounds, engagement rules, falling rules, and a few other additions.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

Heroscape Marvel Base Set 2: Swarm of the Marro

Heroscape_Swarm_of_the_Marro_cFor years the Marro have been summoned to Valhalla to expand the will of Utgar at all costs. But rumors are spreading that within the uncharted jungle there is an even greater menace waiting. A great Marro Hive, hidden deep within in the jungle swamps and treacherous rock is continuously spawning new savage predators. These creatures, said to be venomous Marro, perhaps even Hivelords, will emerge from their colony and contaminate the world. Includes 24 detailed miniature figures and 75 interlocking terrain pieces.

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

Heroscape: Dungeons & Dragons Master Set - Battle for the Underdark

Heroscape_Battle_for_the_Underdark_c

The third Master Set for the HeroScape series of games, which crosses over into the realm of Dungeons and Dragons. Includes 10 rebased figures from Dungeons & Dragons Miniatures and 55 Heroscape-style terrain pieces.

Beware the Jaws of the Dragon

Evil monsters emerge from the darkest corners of Valhalla, spreading terror as they conquer and control the mystic portals that lead to other worlds. Sinister drow and brutal trolls gather in underground ruins, and rumors of black dragons are too terrifying to ignore.

The hordes of evil must be stopped. The Valkyrie Generals representing the forces of good have summoned brave adventurers, who together embark on a quest to defeat the black dragons and their wicked allies. Will they prevail or perish?

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

Ilium

Ilium_c"Ilium is another term for ancient Troy, and players are archaeologists following in the footsteps of Heinrich Schliemann, looking for artifacts in the newly excavated site of that fabled city.The board shows a number of dig sites, with paths of different lengths connecting the sites. To start the game, you place a number of discovery tiles on each site equal to the number of paths leading to it. The tiles show one of five types of artifacts, with 1-5 artifacts on a tile. Each player has his own deck of cards, and the card you draw each turn determines how many archaeologists (1-3) you place on one empty space on any path. When a path fills, the player with the most archaeologists on the path collects one tile from one of the adjacent dig sites – but in each site he may choose only the tile with the fewest artifacts; the player with the second most artifacts takes the tile that the first player didn’t. As the dig sites empty, the more valuable tiles can be claimed. The game ends after all five tiles with five artifacts on them have been claimed. Each player was dealt a secret card at the start of the game representing one of the types of artifacts, and players must now discard the tile of that type that contains the most artifacts. The player who ends up with the most complete sets wins the game."

Game Playing :

# of Players 2 - 4
Playing Time 35 minutes
Mfg Suggested Ages 8 and up

 

 

Jerusalem

Jerusalem_c

Jerusalem in the 12th Century was a city embroiled in intrigues and power struggles. The Crusader Houses established themselves as the city's rulers, but who would rule over them? Now you must join in the power politics of the holy city, using your resources to control the most important districts and building a castle that towers over your opposition. Prove yourself the most capable Baron, and take your rightful place as the ruler of Jerusalem!
The goal for each player is to control the key Sectors of the city: the King, the Church, the Market, the Military, the Nobilty and the Tower of David. This control is achieved gaining the favors of the most important roles of the city (such as the Constable) and by placing Men and Barons into these Sectors. Who owns the most forces gets the Revenue of that area: Men, Gold and Tower-Points. The players can use these new resources to improve their position in the city. At the end of each round the players can rise their Towers building new floors. Also players will have to manage the Special Privileges and bad Events that will take place at end of each Round.

Game Playing :

# of Players 2 - 4
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

Kemet

Kemet c

In Kemet, players each represent an Egyptian tribe and will use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories.

The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.

As the game progresses, they can use Prayer Points to enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!

Expect to see lots of detailed components, as in Matagot's Cyclades, to represent the armies and immortals.

Game Playing :

# of Players 2 - 5
Playing Time 90 minutes
Mfg Suggested Ages 13 and up

 

 

Lady Alice

Lady Alice c

In Lady Alice – a game of intrigue, flair, bluffing, and mischief – the players are the Baker Street Kids, children under the tutelage of Sherlock Holmes who must deduce the culprit behind the kidnapping of Henry Morton Stanley as well as the time and place the kidnapping occurred and which object was stolen at the same time.

Holmes gives each player the solution to one of these categories at the start of the game, and players must keep such information secret. On a turn, the active player voices his suspicions in the form of a sentence – "I suspect ....... of having been seen at ....... at around ....... hundred in possession of ......." – filling in the blanks with one of the eight possibilities in each category. All players then secretly note whether or not they hold the evidence card for one of the four things named by placing a verdict card inside a folder. The active player shuffles these folders to disguise who answered in which ways, then reveals them. If all four items guessed were false, then you cover those four guesses on the game board with Holmes' business cards; otherwise players mentally note how many of the items were correct and try to decipher which ones those might be.

Players then participate in a deduction round in which each player can:

  • Place a deduction token on a clue.
  • Say "I pass".
  • Attempt an accusation.

If all players pass successively, the round ends and the next player in clockwise order then voices a suspicion. Otherwise a player can pass, then place a deduction token or attempt an accusation later in the same round.

Each player has nine deduction tokens in his color, three each of 0, 1 and 2. To place a token, you place it face-down on the clue of your choice to the right of any tokens already present; if any of those tokens are face-down, you reveal those tokens. At most four tokens can be placed on a clue.

To attempt an accusation, you say, "I accuse (suspect) of having been seen at (place) at around (time) in possession of (object)", then all players submit their verdict cards the same way they normally do. If all of them are positive, you've solved the case – but not necessarily won the game. All tokens on incorrect clues and all tokens belonging to players who made a false accusation are removed, then players tally the numbers on their tokens, scoring bonus points if they have a token on each piece of evidence, or if they made a correct suspicion or accusation. The player with the most points wins. 

With three or five players, you decrease (increase) the number of evidence cards handed out at the start of the game and the number of tokens that can be placed on a clue.

Game Playing :

# of Players 3 - 5
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

Last Night On Earth - The Zombie Game

Last_Night_On_Earth_-_The_Zombie_Game_c

Last Night on Earth, The Zombie Game is a survival horror board game that pits small-town Heroes head-to-head against a limitless horde of Zombies (players can play on the Hero team or as the Zombies). A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play, adding lots of replayability. Fast Paced Game Play with Easy To Learn rules allows players to jump right into the action, while Strategic Depth and Strong Cooperative Play keeps the game interesting. To achieve a horror movie feel, all of the art for the game is photographic and the game comes with a CD Soundtrack of original music.

Game Playing :

# of Players 2 - 6
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

Le Havre

Le_Havre_c

In Le Havre, a player’s turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers. After every seven turns, the round ends: players’ cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

Game Playing :

 

# of Players 1 - 5
Playing Time 150 minutes
Mfg Suggested Ages 12 and up

 

 

Level 7: Escape

Level_7_Escape_c

Deep underground, in the middle of nowhere, lies Subterra Bravo – a top-secret military installation filled with the unspeakable horrors of science gone wrong. Within its impenetrable depths, the masters of this fortified facility conduct gruesome experiments on innocent prisoners cruelly abducted from their otherwise ordinary lives.

You are a captive of Subterra Bravo, imprisoned in the facility's deepest laboratory, the hall of nightmares known as LEVEL 7. Your singular goal is to escape, but to do that you will have to evade the human and inhuman denizens of this subterranean labyrinth before the entire base is locked down, sealing you in for the rest of your short, tormented life. Will you work together with your fellow prisoners to overcome Subterra Bravo's endless perils, or will you use them to secure your own escape? Ultimately, your chances of survival will depend on how well you manage your greatest weapon, which is also your greatest threat: fear itself.

Level 7 [Escape] is a semi-cooperative, story-driven survival-horror board game for 1–4 players with nerves of steel and a willingness to confront the impossible.

 

Game Playing :

# of Players 1 - 4
Playing Time 45 minutes
Mfg Suggested Ages 14 and up

 

 

Libertalia

Libertalia_c

Captain Swallow has always dreamed of pocketing a large nest egg in order to retire on a remote island – but he never counted on stiff competition from Captains Stanley Rackum, Dirk Chivers and others, greedy and cruel enemies who always manage to attack the same ships as him. If he wants to finally sink back and enjoy peaceful days in the sun, he must become the most cunning pirate!

In Libertalia, you must thwart the plans of competitive pirates over the course of three rounds while using cards that show the same crew members as your piratical comrades-in-arms. Yes, not only do they attack the same ships, but they employ the same type of ravenous scum that you do! Can you take advantage of the powers of your characters at the right time? Will you be outdone by a pirate smarter than you? Jump into the water and prove your tactical skills!

Game Playing :

# of Players 1 - 6
Playing Time 45 minutes
Mfg Suggested Ages 14 and up

 

Mage Knight

Mage_Knight_c

The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In coöperative scenarios, the players win or lose as a group. Solo rules are also included.

Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience.

Game Playing :

# of Players 1 - 4
Playing Time 150 minutes
Mfg Suggested Ages 14 and up

Mage Knight: The Lost Legion Expansion

Mage Knight Board Game The Lost Legion c

Stories about General Volkare and his Lost Legion are whispered amongst the Atlanteans – some in hope, all with at least a sliver of fear. Now with word of what appears to be Volkare and his Lost Legion reappearing and yet another new Mage Knight to contend with, the scattered forces across the land are deciding which side is likely to be victorious. Are the Mage Knights the lesser of evils, or is Volkare the true savior they have been waiting for?

Continuing the saga of the worldwide acclaimed hit Mage Knight Board Game, designer Vlaada Chvatil and WizKids present Mage Knight Board Game: The Lost Legion, an expansion that offers players a new Mage Knight — Wolfhawk — and also adds a new foe for the Mage Knights: the mysterious and powerful General Volkare! Included in the expansion set are new location tiles, enemy/ruin tokens, Unit cards, Advanced Action cards, Artifact cards, Spell cards and a rulebook expansion that features new game scenarios and rules to support play for five players.

Whether you and your fellow Mage Knights decide to work together or at cross purposes this expansion supports new play styles and tactics and a new foe that can challenge even the most veteran players.

Game Playing :

# of Players 1 - 5
Playing Time 240 minutes
Mfg Suggested Ages 14 and up

 

Mansions Of Madness

Mansions_Of_Madness_c

Horrific monsters and spectral presences lurk in manors, crypts, schools, monasteries, and derelict buildings near Arkham, Massachusetts. Some spin dark conspiracies while others wait for hapless victims to devour or drive insane. It’s up to a handful of brave investigators to explore these cursed places and uncover the truth about the living nightmares within.

Designed by Corey Konieczka, Mansions of Madness is a macabre game of horror, insanity, and mystery for two to five players. Each game takes place within a pre-designed story that provides players with a unique map and several combinations of plot threads. These threads affect the monsters that investigators may encounter, the clues they need to find, and which climactic story ending they will ultimately experience. One player takes on the role of the keeper, controlling the monsters and other malicious powers within the story. The other players take on the role of investigators, searching for answers while struggling to survive with their minds intact.

Do you dare enter the Mansions of Madness?

 

Game Playing :

# of Players 2 - 5
Playing Time 120 minutes
Mfg Suggested Ages 12 and up

 

Midgard

Midgard_c"In this area-control boardgame with a mythic Scandinavian theme, players draft cards to place their viking warriors and leaders in the different realms found in Norse mythology. Beware! Some regions will suffer Ragnarok, sending your pieces to Valhalla.

Game Playing :

# of Players 3 - 5
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

 

Ming Dynasty

Ming_Dynasty_cIn the middle of the 14th Century the Chinese people succeeded to free themselves from the rule of the Mongols. With the accession to the throne of emperor Tai-Tsu they developed a rising country: China. Each player takes the role of an imperial prince and tries to gain influence with his family members at the growth of the Chinese people during the Ming dynasty. Place your fellow men securely into the 6 Chinese provinces, which are divided each into 3 prefectures. In order where your own family members get majorities into the administration you will be recompensed during the election rounds with gifts from the emperor. Only the player with the most balanced collection of influence chips will be able to continue as next emperor of the Ming dynasty.

Game Playing :

# of Players 2 - 4
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

Munchkin Deluxe Edition

Munchkin_Deluxe_EditionMunchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items!

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

What makes this edition "deluxe"? It's got a big gameboard to keep your cards in place, and six colored pawns that you move on the gameboard as you level up! Plus a card to go with each pawn, to make it easy to remember who is what color and whose sex has changed!

Game Playing :

# of Players 3 - 6
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

Mystery Express

Mystery_Express_cPlayers board the famous Orient Express in Paris just as a murder occurs. The rest of the trip - through Strasbourg, Munich, Vienna, Budapest and their final destination of Istanbul - is consumed with determining the who, what, when, where and why of the crime. Players use their special powers of deduction; information gleaned from others in various train cars; and investigative actions to determine the exact circumstances of the murder. The one who correctly identifies the most elements of the crime by the time the train reaches Istanbul wins the game.

Game Playing :

# of Players 3 - 5
Playing Time 75 minutes
Mfg Suggested Ages 10 and up

 

 

Ninja: Legend of the Scorpion Clan

Ninja_Legend_of_the_Scorpion_Clan_c

A Strategy Game of Hidden Movement

The night is quiet, but somewhere in the darkness shadows are moving. A ninja and a double-crossing samurai sneak into the Lion Clan castle, intent on completing their dastardly tasks. Though alert, the Lion guards are as yet unaware that anything is amiss...

This tense standalone game pits Lion Clan samurai guards against a Scorpion Clan ninja and his traitor ally. As the ninja or the traitor, you will use hidden movement to sneak into the castle, eliminate guards, find your mission objective, and escape. As the guards, you will use your wits and superior numbers to thwart the sinister Scorpion.

In this exciting new game set in the world of Legend of the Five Rings, you must use your limited resources, powers of deduction, and a touch of guile to outthink and outmanoeuvre your opponent. Daring, planning, and a little luck will determine whether you triumph or meet your end on 3 feet of steel.

 

Game Playing :

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 12 and up

 

 

Oregon

Oregon_cThe players have already reached Oregon. They build ports on the lakes and rivers, churches, warehouses, post offices, and train stations on the plains. To win, a player must choose the right times to farm and the right times to build, for planning is necessary, even here in the untamed wilderness of Oregon!

Game Playing :

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

Oregon_1

 

 

Pirates PMG: Quest/Davy Jones Gold

Pirates_PMG_Quest_Davy_Jones_Gold_cOwn a pirate ship, conquer an island, choose your treasure, avoid opponent ship and monsters who try to sink you due to frustration, jealousy or pure bored before you reach your home sweet island!

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

 

Power Grid

Power_Grid_cThe object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants ), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.

Game Playing :

# of Players 2 - 6
Playing Time 120 minutes
Mfg Suggested Ages 12 and up

 

 

Power Grid: The First Sparks

Power_Grid_The_First_Sparks_c

The First Sparks is much faster and far more direct. You are immediately part of the action. Each turn, each decision is important. As a clan leader you decide on the well-being of your clan during the Stone Age. You need to develop new hunting technologies and get new knowledge - to successfully hunt food or to learn to control fire. With the help of these skills, you will harvest enough food to feed your clan and spread it far enough to reach new hunting areas.

In a game of The First Sparks you are always confronted with many decisions: Which technology cards offer you the biggest advantages? When is the right time to spread your clan on the game board? Which hunting areas will grant the most food? Reaching new hunting areas or trying to secure parts of the game board for your own clan are important factors for your strategy. Empty spaces are cheaper for you to settle compared to spaces in which other clans are already settled. If you are the first to increase your clan size to 13 clan members, you win The First Sparks.

Game Playing :

# of Players 2 - 6
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 Power Grid: France & Italy Expansion

(PRE-ORDER)

Power_Grid_France__Italy_Expansion_c

Two new expansion maps for Power Grid: Italy on one side and France on the other.

Includes minor rules changes based on real-world factors in those regions.

Game Playing :

# of Players 2 - 6
Playing Time 120 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

 

 

Primordial Soup

Primordial_Soup_cThe Primordial Soup is supposedly where all life came from. Players take charge of a tribe of amoeba as they struggle to survive. In order to help their quest, tribes will take various genetic advantages, which allow them to 'break' the rules of life. For instance, instead of going hungry, your amoeba could learn to attack foreign amoeba for food. Or perhaps your amoeba could be taught to need less food to survive. Either way, this is a very interesting take on the game of life.

Game Playing :

# of Players 3 - 4
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

Princes of Florence

Princes of Florence cPlayers attract artists and scholars trying to become the most prestigious family in Florence. Each player is given a palace grid and reference chart and attempts to gain the most victory points after seven rounds. Scoring victory points can be done in a variety of ways although most will be earned by playing profession cards to generate work points. There are a variety of professions such as astronomers, organists and architects. Each is attracted to a particular combination of building, landscape feature, and social freedom. The more the player can match these preferences then the more work points are generated. If a player satisfies the minimum requirement of work points, which increases each round, then the work can be created and the player can then trade the work points for cash and/or victory points.

Game Playing :

# of Players 2 - 5
Playing Time 90 minutes
Mfg Suggested Ages 13 and up

 

Quarriors! Dice Building Game

Quarriors_Dice_Building_Game_c

Players take on the roles of Quarriors - mighty mystical warriors who have the power to capture dangerous quarry from the untamed Wilds! They must conjure the mysterious powers of Quiddity, cast powerful spells, and summon their creatures to battle if they hope to overcome rivals and earn their rightful place as the Champion!

Quarriors has the frenetic excitement of a dice battle game, with an added ‘deckbuilding’ twist: players customize their dice pools during the game using resources generated by their rolls.

Quarriors takes the best of deckbuilding games without the tedium of shuffling. Take a typical deckbuilding game, add the speed and fun of dice and in 60 minutes you’re on your second or third game trying unique strategies against your opponents.

Alternate Description of Quarriors

In Quarriors, each player plays as a Quarrior competing for Glory in the eyes of Quiana, the Empress of Quaridia. Each player starts with an identical set of 12 dice in their dice bag. At the start of the game, Creature and Spell dice (Quarry) are dealt at random to form "the Wilds" in the center of the table. As play progresses, players roll their dice to attempt to summon Creatures, cast Spells, and harness the magical power of Quiddity (the in-game resource) to capture Quarry from the Wilds to add to their repertoire and into their dice bag. Players draw and roll 6 dice a turn from their bag, making that controlling bag composition is key to victory.

Quarriors is a fast-paced game where players must strategically balance their choices each turn. Do I use my Quiddity to summon Creatures in the hopes of scoring Glory or should I spend it all to capture more powerful Quarry from the Wilds? Players must outmaneuver their opponent's through strategic Spell use, the acquisition of powerful Quarry, and ultimately, by striking down opponent's Creature in combat. If your Creatures survive until your next turn, you will score Glory points and move closer to victory!

 

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 14 and up

 

 

Race for the Galaxy

Race_for_the_Galaxy_cIn Race for the Galaxy, players build galactic civilizations by game cards that represent worlds or technical and social developments. Each turn each player chooses one action, but the others will share in the actions chosen, each player secretly and simultaneously chooses one of seven different action cards and then reveals it. Only the selected phases occur. For these phases, every player performs the phase’s action, while the selecting player(s) also get a bonus for that phase.

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

 

Rattus

Rattus_cEurope, 1347. A disaster is about to strike. The Black Death reaches Europe, and during the next 4-5 years, the population of Europe will be halved.The players settle in the various regions of Europe, while the plague spreads throughout all of the continent. The players gain help from the various classes of the middle ages: The Peasants provide population growth, the wise Monks keep the rats away, the rich Merchants flee when the plague approaches, the warfare conducted by the Knights spreads the plague to new areas, the Witches controls the spread through magic and witchcraft, whereas the Kings avoid the plague by staying in their fortified palaces. But the plague does not make any distinction: When the rats arrive, no one can feel safe.
When the plague withdraws and the game ends, the player with the highest surviving population wins
. Rattus ia a medium-strategy game which handles in the Dark Ages during the black plague. The players try to hold the disease.To do this they get help from farmers, magicians, knights, nobles, ... But nothing helps as long as the rats keep coming.

Game Playing :

 

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

 

Red November

Red_November_cA cooperative game in a gnomish attack submarine where everything is going wrong. Nuclear reactor is overheating, fires and water leaks are everywhere, there's a giant Kraken looming nearby. The players must get organized to solve the problems, divide the tasks among themselves to minimize the risks, and sometimes accept to sacrifice themselves for the common cause.

Game Playing :

# of Players 2 - 8
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

 

 

 

Resident Evil Deckbuilding Game

Resident_Evil_Deck_Building_Game_c

In Resident Evil, a deadly virus has caused the dead to rise and infect any living thing they encounter! Fleeing to a mysterious mansion, you must gather any materials you can find to protect yourself and fight for your survival against a legion of infected beings!

The Resident Evil DBG brings the story to life in a game of strategy where players construct their card decks while they play. Choose one of your favorite characters from Resident Evil such as: Chris Redfield, Jill Valentine, or Albert Wesker among others. Players start with only the most basic of items and weapons. As the game progresses, players build their arsenal with additional Weapons, Ammunition, Action or Item cards to customize their deck and improve their ability in defeating the Infected! Your deck will be your lifeline to survival. How will you survive the zombie outbreak?

The Resident Evil DBG will consist of 250 playing cards, 3 different game modes (Story, Mercenary and Versus) and hundreds of possible scenarios within each mode for unlimited replay value. No two games will ever be the same!

  • Story mode is the main version of the game where players must race to claim the best weapons, items, and ammunition before others get to it first. Quick thinking and a good instinct will help you survive the Mansion and be the one to escape to safety.
  • Mercenary mode is similar to Story mode but this mode rewards the players that take the offensive. Players must prove their skills by defeating as many zombies as they can in a limited amount of time. This mode can be played in teams.
  • Versus mode removes the Infected from the game and pits the human characters against each other in a battle for dominance. Players must watch their back as they attempt to defeat each other while staying alive themselves. Watch out because you may find that players are not as merciful as the Infected!

Players take on the role of one of the Heroes of Resident Evil. They start with a deck of 10 cards, which consist of Weapons and Ammo. Players must use their resources to obtain more powerful Weapons, Ammo, Items, and Action Cards that they add to their deck. As you progress in the game your Deck will become stronger and more efficient. You must use the cards in your deck to fight the "Infected" creatures which awards you Decorations . To win the game you must defeat more "Infected" creatures then your opponents, but the game only ends when the strongest "Infected" creatures is killed. Once he is killed, the player that has gained the most Decorations wins the game.

Ammo cards are used to power your Weapons as well as purchase new cards.

Weapon cards are used to battle the "Infected" creatures. Stronger weapons require more ammo.

Item cards allow you to strengthen and Heal your Character.

Action cards give you additional actions that you can take during your turn, such as drawing more cards or improving the power of your weapons.

Game Playing :

# of Players 1 - 4
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

Resident Evil DBG Alliance

Resident_Evil_DBG_Alliance_c

In Resident Evil, a deadly virus has caused the dead to rise and infect any living thing they encounter! Fleeing to a mysterious mansion, you must gather any materials you can find to protect yourself and fight for your survival against a legion of infected beings!

The Resident Evil Deck Building Game brings the story to life in a game of strategy where players construct their cards decks while they play. Choose one of your favorite characters from Resident Evil such as: Chris Redfield, Jill Valentine, or Albert Wesker among others. Players start with only the most basic of items and weapons. As the game progresses, players build their arsenal with additional Weapons, Ammunition, Action or Item cards to customize their deck and improve their ability in defeating 'the Infected'! Your deck will be your lifeline to survival. How will you survive the zombie outbreak?

Resident Evil DBG: Alliance is a stand-alone expansion that can be played on its own or with the top selling Resident Evil Deck Building Game. Play with new additional Characters such as Hunk, Carlos Oliveira, Steve Burnside, Josh Stone or Billy Coen. New Weapons, Actions and Infected have been added to this set to create even more powerful combinations and dangers. Alliance also introduces the new partner mode of play where you take on the mansion with not just one character but two!

Game Playing :

# of Players 1 - 4
Playing Time 45 minutes
Mfg Suggested Ages 13 and up

 

 

 

RISK Reinvention

RISK_Reinvention_c

The classic wargame Risk has been updated and revised for 2008. The graphics and components are brand new. Major and minor objectives have been added, along with cities and capitals, plus rewards for completing objectives. The new version has a drastically changed victory condition: complete three objectives while controlling your capital. This shortens the game playing time to around 90 minutes. There are three rule sets: Basic Training, Command Room and World Conquest. Basic Training is an introduction to the new Risk rules and includes a pre-existing setup for 3, 4 or 5 players. Command Room adds a randomized setup and rewards for achieving objectives. Both Basic Training and Command Room end when a player controls three objectives. World Conquest is an updated version of the classic Risk game of Global Domination: play continues until one player controls all territories.

Game Playing :

# of Players 3 - 6
Playing Time 20 minutes
Mfg Suggested Ages 8 and up

 

 

Scandaroon

Scanderoon_c

Scandaroon is an engaging and quizzical card game for 3 or 4 players played over four rounds. Players are dealt a hand of cards each round, with which they will compete to create their own high scoring row, while seeking to minimize their opponents’ scores.

Players are awarded victory points for specific achievements during the game, such as getting the highest score in a single round, and victory points may change as the game develops.

Scandaroon has a scoreboard, a set of wooden markers for each player and a pack of special cards, each of which has a scoring value, a suit, and an effect or ability that will modify the scoring values of other cards.

 

Game Playing :

# of Players 3 - 4
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

 

Seasons

Seasons_c

Seasons is a game of cards and dice which takes place in two phases:

The first consists of a draft. The goal during this phase will be to establish a strategy for the rest of the game with 9 cards that can be selected (Each card has a specific effect and earns victory points). Once the draft is complete, each player must separate its 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive two packets of three cards.

Then comes the second phase of play at the beginning of each round a player will roll the dice seasons (1 dice per player + 1).

These cubes offer a variety of actions to the players:

- Increase your invocation (maximum number of cards you may have placed on table)
- Harvesting energy (water, earth, fire, air) to pay the cost of invocation maps
- Crystallization energy (during the current season) to collect crystals. These serve both as a resource to rely on some cards, but also many points of victory in the endgame.
- Draw new cards ...

 

Each player can choose only one die per turn. The first player will choose among those launched, then the following among those remaining and so on. At each turn, the dice indicates how many remaining cells (1, 2 or 3 boxes) the marker of the seasons ahead. In addition, all the dice are different depending on the season. For example, there is not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes.

At the end of the game we add the points of victory on the cards given the number of crystals possessed. The player with the most victory points wins.

 

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 14 and up

 

Settlers of Catan

Settlers_of_Catan_cPlayers try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources to build up their civilizations to get to 10 victory points and win the game.

Game Playing :

# of Players 3 - 4
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Settlers_of_Catan_5_to_6_extension_c5-6 Player Extension

Settlers of Catan: Cities & Knights Game Expansion

Settlers_of_Catan_Cities__Knights_c

Adds several new aspects to Settlers of Catan but the two major ones are creating knights to protect the land from invading barbarians and building city improvements that confer benefits upon that city's owner. Adds tactical complexity to the game and game length.

Game Playing :

# of Players 3 - 4
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

Settlers_of_Catan_Cities__Knights_5-6_Player_Extension_c5-6 Player Extension

Settlers of Catan: Seafarers of Catan Expansion

Seafarers_of_Catan_Expansion

This is an expansion for The Settlers of Catan. Players can build shipping lanes, which are very similar to roads. Additionally, the game comes with many different water-hex-heavy variant setups. The American version (Mayfair) should only be used with the American base game, instead of the German one (Kosmos), because of matching components and for the same reason, the Kosmos German version should only be used with the German base game. Additionally, several different editions exist; 4th edition is the most recent. Editions should only be used with same edition, otherwise the purchase of adapter kit is required.

Game Playing :

# of Players 3 - 4
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Settlers_of_Catan_Seafarers_of_Catan_5-6_Expansion_c5-6 Player Extension

Settlers of Catan: Traders & Barbarians Expansion

Settlers of Catan Traders  Barbarians c

Traders & Barbarians is distributed as the third major expansion for The Settlers of Catan, although it is actually a compilation of small expansions and variants. (It is independent of the Seafarers and Cities & Knights expansions, but can be combined with them.)

All of the variants and three of the scenarios have been available from various sources in Europe and the United States or through official websites. The Great Rivers and the Fishermen of Catan have been expanded somewhat for this expansion through extra tiles and player pieces.

This compilation includes 5 scenarios:

  • The Fishermen of Catan - Originally released in the 05/2006 Spielbox magazine and then subsequently released in Games Quarterly magazine. Expanded in this edition.
  • The Rivers of Catan - Originally released in the Atlantis scenario box, then subsequently in Games Quarterly magazine as "The Great River". Expanded in this edition to include two rivers, one occupying 4 tiles, and one occupying 3.
  • The Great Caravan - Originally released as a free expansion in Germany.
  • Barbarian Invasion - New in this edition. - Barbarians are invading Catan and the players have to try to stop them with new knight pieces. This plays very similarly to the flood mechanic in the Atlantis scenario from the Atlantis and Das Buch scenario packs.
  • Traders & Barbarians - New in this edition. - You get new hexes, one for the castle, one to produce glass, and one to produce marble. You try to rebuild Catan after the invasion. You get gold and victory points if you finish tasks in the castle, but to do so you have to travel back and forth to the castle on roads and undeveloped paths. There are still some barbarians around who interfere with trade routes.

It also includes 4 minor variants:

  • 2-Player Rules - Use the new "Commercial Chips" to force trade with your opponent. Use 3rd and 4th neutral player to block your opponent. Also available online: Klaus2player.pdf
  • Catan Event Cards - Originally released in the Atlantis scenario box, then subsequently released for sale separately. Replaces the dice with a deck of cards to minimize randomness.
  • The Harbormaster Card - Originally released in the Atlantis scenario box, then subsequently available online: harbormaster.pdf. Gives two victory points to the player with the most harbor points.
  • Friendly Robber Rules

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

Settlers of Catan Traders  Barbarians 5-6 Players Expansion c5-6 Player Extension

 

Shadow Hunters

Shadow_Hunters_cA survival board game where three groups of characters, "Shadow (Monster like a Vampire)" "Hunter (exorcists)" and "Neutral (ordinary human)" struggle against each other to survive. But your identity remains secret until someone outs you through your actions and through Hermit cards or you reveal yourself to use your special ability. The key to victory is to identify your allies and enemies early.

Game Playing :

# of Players 4 - 8
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

Shadow Hunters Expansion

Shadow_Hunters_Expansion_cSHADOW HUNTERS Expansion Kit adds 10 new characters to the original Shadow Hunters product. 10 new special abilities and new win conditions of "Neutrals" make the gameplay of "SHADOW HUNTERS" more exciting. You can choose from 20 characters in total! You can mix freely this expansion's additional 10 characters and the original 10 characters.

Game Playing :

# of Players 4 - 8
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

 

 

Shadows Over Camelot

Shadows_Over_Camelot_c

In most games, players compete against each other to achieve victory. Shadows over Camelot proposes a journey of a very different kind, where you and your fellow players, as Knights of the Round Table, will collaborate to jointly defeat... the game!

At first glance, this task seems simple enough. After all, shouldn’t a band of young and noble Knights - fleet of foot and sound of mind - easily defeat a game that plays itself? Alas your quest is further complicated by the ever-present possibility of a Traitor in your midst, biding his time, waiting to strike at the worst possible moment...

But enough words... Don your cloak, climb astride your warhorse and gallop into the Shadows to join us in Camelot!

Game Playing :

# of Players 3 - 7
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Shogun

(PRE-ORDER)

Shogun_c

Shogun is based on the Wallenstein game system. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate. The game is an international edition with language-independent components and five language-dependent rule booklets. Japan during the Sengoku or “Warring States” Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill. Each round, the players decide which of the actions are to be played out and in which of their provinces. If battle ensues between opposing armies, the unique Cubetower plays the leading role. The troops from both sides are thrown in together and the cubes that fall out at the bottom show who has won immediately. Owning provinces, temples, theaters, and castles means points when scores are tallied. Whichever Daimyo has the highest number of points after the second tally becomes – SHOGUN!

Game Playing :

# of Players 3 - 5
Playing Time 150 minutes
Mfg Suggested Ages 12 and up

 

 

Small World

Small_World_c

Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!

Game Playing :

# of Players 2 - 5
Playing Time 80 minutes
Mfg Suggested Ages 8 and up

Small World Realms

Small_World_Realms_c

Small World Realms includes scores of puzzle-like geomorphic Terrain regions that are assembled into variously sized and shaped board maps. Map designs are based on any of the 12 preset Scenarios created by the game's designer, Philippe Keyaerts. Players can also create their own maps and scenarios using the components included.

Small World Realms can be used with either of the series' base games: Small World or Small World Underground. To accomplish this, the tiles are two-sided with one side for the base game and the other for the underground version.

 

Game Playing :

# of Players 2 - 6
Playing Time 40 minutes
Mfg Suggested Ages 8 and up

 

Small World Underground

 

Small_World_Underground_c

"This world's not big enough for all of us, so it's time you step aside to make room for me."

That's the spirit of Philippe Keyaerts' award-winning Small World, and the 2011 release Small World Underground is a standalone game that keeps that spirit intact, while putting a new spin on the game play.

Small World Underground includes 15 fantasy-themed races of creatures along with 21 special powers. Each player will control several creature/power combinations over the course of the game – spending points to draft these combinations – and will use those creatures to claim control of various subterranean locations. Some locations hold relics or are designated as "places of power", and monsters must first be conquered before a player can claim these special benefits. At the end of each turn, a player scores points for the regions he holds, and the player with the most points at game end wins.

Small World Underground is playable on its own, but can be combined with other Small World releases. The publisher recommends that players be familiar with Small World before playing Small World Underground.

 

 

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

Star Trek Expeditions

 

Star_Trek_Expeditions_c

Star Trek: Expeditions is a board game for up to four players, set in the "New Universe" of Star Trek, as seen in the 2009 movie. It is built upon the cooperative board game model and the players will work together against the game itself.

In the game, players assume the roles of Kirk, Spock, Bones and Uhura. The premise is the Federation has received a petition for membership from a planet and the Enterprise is dispatched to assess their application. When the Enterprise arrives, they discover:

  • A Klingon battle cruiser is in orbit;
  • Civil war is threatening to break out on the planet;
  • And the planet is (coincidentally?) reconsidering its application for UFP membership.

Your mission is threefold; defuse the threat of civil war, deal with the Klingon threat and get the planet to join the UFP. And you only have 30 days (roughly equaling 30 turns) in which to do it. or a Klingon battle fleet will warp in and you will be forced to withdraw (thus failing your mission).

Each objective is tracked on a scoresheet that monitors your progress. Decisions you make in the game as well as how you interact with the other players will affect the outcome of the mission.

The four figures are fully rendered, 3D versions of the four Bridge officers. The four figures and two spaceships are similar to Heroclix figures, with the clicks on the dials at the base of the figure representing damage and corresponding diminished abilities.

This product is designed as a non-collectible, non-blind, all-in-one-and-done game, but is built upon the "expandable" board game model meaning that down the line, new missions and crew members will be made available for folk to play other "episodes"!

 

 

Game Playing :

# of Players 1 - 4
Playing Time 60 minutes
Mfg Suggested Ages 14 and up

 

 

Stone Age

Stone_Age_c

Players struggle to survive the Stone Age by working as hunters, collectors, farmers, and tool makers. As you gather resources and raise animals, you work to build the tools needed to build your civilization. Players use up to 10 tribe members each in 3 phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.

 

 

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

 

 

Stronghold

Stronghold_c

Stronghold is a 2-4 player game telling the story of a siege. Players take opposite sides, one has to defend the stronghold, the other has to break into the castle as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls.

The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and from where they proceed to the walls.
 
The defender has a small amount of soldiers manning the walls, while the invader has an infinite legion of them! A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers and do everything they can to hold the castle as long as possible.

 

Game Playing :

# of Players 2 - 4
Playing Time 120 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

Back To Top

Submarine

Submarine_cIt takes a few cards to make sure that your salvage mission proceeds without incident. Up to 60 treasures are sunk on the game board and the players must try to raise as many different ones as they can. The first player to fill the storage bay of their ship or who has the most treasures at the end of the game is the winner.

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

Talisman Revised 4th Edition

Talisman_Revised_4th_Edition_c

Talisman is a cult classic board game with a fantasy theme. There are 14 characters a player can control, from the heroic Warrior to the powerful Sorcerer. In this perilous adventure, play centers around the journey of these gallant heroes to find and claim the Crown of Command, a magical artifact with the power to destroy all rivals and make the bearer the true ruler of the kingdom. Only with strength, courage, wisdom and a few good dice rolls will players be able to survive the ultimate test and beat their opponents to victory. Part of the Talisman series of games.

Game Playing :

# of Players 2 - 6
Playing Time 90 minutes
Mfg Suggested Ages 13 and up

 

 

The Hunger Games District 12 Strategy Game

The_Hunger_Games_District_12_Strategy_Game_c

In The Hunger Games: District 12 Strategy Game, set in the world created by Suzanne Collins in The Hunger Games, the players are citizens of District 12, using their wits to acquire food, clothing, medicine and fuel, while trying to avoid taking Tesserae and increasing their chances at being selected as a Tribute for the Hunger Games!

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 14 and up

 

 

 

The Lord of the Rings Dice Building Game

The Lord of the Rings Dice Building Game c

Dice-building comes to Middle-earth! In The Lord of the Rings Dice Building Game, which uses the dice-building game engine from Quarriors, players lead an army of brave men, wise elves, battle-hardened dwarves, and even the short-statured but stout-hearted hobbits – represented by custom dice – to stand between Sauron and his armies of orcs, goblins, trolls and ringwraiths as they scour the land to find The One Ring.

 

Gain glory for your people as you work together to defeat Sauron and save Middle-earth!

 

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 14 and up

 

The Lord Of The Rings: The Board Game (Silver Line Edition)

The_Lord_Of_The_Rings_cLord of the Rings is a co-operative game where the object is to destroy the Ring while surviving the corrupting influence of Sauron. Each player plays one of the Hobbits in the fellowship, each of which has a unique power. The game is played on a number of boards: the Master board indicates both the physical progress of the fellowship across Middle Earth and the corrupting influence of Sauron on the hobbits, and a number of scenario boards which detail the events and adventures of particular locations. Progression across the boards is determined by playing cards (many of which represent the characters and items of Middle Earth), and the effects of corruption are represented by a special die. The game is lost if the ring-bearer is overcome by Sauron, or won if the ring is destroyed by throwing it into the volcanic fires of Mount Doom.

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

The Manhattan Project

The Manhattan Project c

Global Power Struggle Begins
Which nation will take the lead and become world's dominant superpower?

The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival's hard work!

You alone control your nation's destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future! 

Additional description:

The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities.

The game features worker placement with a twist; There are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).

An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.

Game Playing :

# of Players 2 - 5
Playing Time 120 minutes
Mfg Suggested Ages 13 and up

 

The Speicherstadt

The_Speicherstadt_cHamburg around 1900 - the gate to the world. Within the harbour there stretches a unique complex of storehouses: Speicherstadt. The network of canals and bridges houses a terminal for spices, coffee, tea and carpets from all over the world.As one of Hamburg´s wholesaler at the heyday of the Speicherstadt you acquire shiploads for the storehouses, not too expensive, of course, as you like to make a profit selling them. Who makes the best deals within a year and supplies his clients with the right goods will be the winner of the game. But beware! Sudden fires cause heavy losses. You might be adviced to invest in fire protection early.

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

 

The Swarm

The_Swarm_c

Based on the novel by Frank Schätzing, continuing the Kosmos line of literature-based games. The world is facing an ecological catastrophe caused by previously unknown marine life forms. Each player represents a nation sending their scientists out to confront the threat.

The action cards form the core of the game. For each round, the cards are shuffled and placed in a row. Each player in turn order takes the leftmost card from the row, until there are no more cards left. Instead of the leftmost card, players can also buy a different card by paying with victory points.

At the end of each round, players score points according to the sizes of their largest research networks. At the end of the game, extra points are given out based on whether research stations are connected to the center of the game board.

 

Game Playing :

 

# of Players 2 - 4
Playing Time 75 minutes
Mfg Suggested Ages 12 and up

 

 

The Walking Dead Board Game (TV)

The_Walking_Dead_Board_Game_TV_cIn The Walking Dead Board Game, based on the AMC television program of the same name, you can play as survivors or zombies. Create unexpected alliances to get back to camp alive, blasting zombies with shotguns or crossbows – or stalk your former friends as a risen corpse.

This easy-to-learn game includes two scenarios: Survival Mode and Team Game. Ever-dwindling resources make every decision "life or death", and as the supplies run out, the tension ramps up.

Game Playing :

# of Players 1 - 4
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

 

Ticket To Ride

Ticket_To_Ride_c

With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

"The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor."

Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

Ticket to Ride: Alvin & Dexter Monster Expansion

Ticket_to_Ride_Alvin__Dexter_cAlvin & Dexter – A Ticket to Ride Monster Expansion can be added to any of the various standalone Ticket to Ride games that designer Alan R. Moon and publisher Days of Wonder have released since 2004.

These monsters stymie players both during the game and once it ends. During play, no routes can be built into or out of a city where Alvin or Dexter are currently nesting, and during the final score tallying, any destination ticket showing a city where either monster stands is worth only half its normal value.

Desperately need to build a route to Seattle, Paris or wherever else a roaming monster has set up shop? Discard one (or two) wild locomotive cards, and you can move the monster up to three (or six) cities away from its current location. Move a monster more than any other player, and you'll pick up an endgame bonus for your role as monster minder.

Game Playing :

# of Players 2 - 5
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

Ticket To Ride: Asia Map Expansion

Ticket To Ride Asia Map Collection Volume 1 cDays of Wonder's Ticket to Ride Map Collection is a series of expansions for Alan R. Moon's Ticket to Ride, with each expansion including a double-sided game board and destination tickets and rules for those locations.

Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia presents players with two set-ups on Earth's largest continent:

• Team Asia from Alan R. Moon – Four or six players compete as two-player teams, with teammates sitting next to one another at the table. Each player has her own secret hand of cards and tickets, in addition to some cards and tickets being placed in a shared cardholder that either player on the team can access.

When a player draws cards, she must place one card in the cardholder and the other in her hand (unless she takes a face-up locomotive, in which case it must be shared); when a player draws tickets, the first ticket kept must be placed in the cardholder and any additional tickets kept added to her hand. A player can spend her turn to add two tickets from her hand to the cardholder. A team's points are tracked collectively, and the team with the highest score wins.

• Legendary Asia from François Valentyne – The main change in this set-up is that some of the routes through Asia are labeled mountain routes, with one or more spaces on the route bearing an X. Whenever a player claims one of these routes, she must place a train from her reserve in the Mountain Crossing area of the game board, earning two points for each such train but losing access to them for the rest of the game. The player who connects to the most cities in a single network earns a ten point "Asian Explorer" bonus.
 
Ticket to Ride or Ticket to Ride: Europe is required to use the maps in this expansion.

Game Playing :

# of Players 2 - 6
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

Ticket To Ride: Europe

Ticket_To_Ride_Europe_c

Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. More than just a new map, Ticket to Ride: Europe features brand new gameplay elements including Tunnels, Ferries and Train Stations. The game also includes larger format cards and Train Station game pieces.

Ticket to Ride: Europe is a complete, new game and does not require the original version.

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

Ticket To Ride: Marklin Edition

Ticket_To_Ride_Marklin_Edition_c

The third installment in Days of Wonder's best-selling Ticket to Ride series. The board for the Märklin Edition is based on a map of Germany and each individual card in the deck depicts a different Märklin Trains model. A DVD introducing players to the Märklin line of model trains is included.

Passenger figures are used to pick up merchandise tokens worth different numbers of points along the routes that they claim.

The player who completes the most destination tickets receives a 10 point bonus (instead of the base game's longest route bonus).

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

Ticket To Ride: Nordic Countries

Ticket_To_Ride_Nordic_Countries_c

Ticket to Ride: Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm.

This version was initially available only in the Nordic Countries of Denmark, Norway, Sweden and Finland; a worldwide limited-edition release occurred in August 2008.

Game Playing :

# of Players 2 - 3
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

 

Ticket to Ride: The Heart of Africa Expansion

Ticket to Ride Map Collection Volume 3 The Heart of Africa c

Set in the vast wilderness of Africa at the height of its exploration by intrepid explorers, missionaries and adventurers, Ticket to Ride Map Collection: Volume 3 - The Heart of Africa, a single-sided expansion map for Ticket to Ride or Ticket to Ride: Europe, focuses on the central and southern "heart" of the continent displayed in a vertical format.

This expansion introduces 45 new terrain cards, divided into three different terrain types. Each type is associated with different route colors: Desert/Savanna cards for yellow, orange and red routes; Jungle/Forest cards for green, blue and purple routes; and Mountain/Cliff cards for black, white and grey routes. Players can draw terrain cards just like train cards and they may use these to double the value of the routes they claim, under certain conditions.

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

 

Toboggans of Doom

Toboggans_of_Doom_cA unique bidding system where each player uses a collection of dice to bid on different upgrades. Designed for fantastic two person play, up to four players can join in just by adding additional dice to the game, beautifully illustrated by CCG artist Jason Engle. Toboggans of Doom plays simple and fast, with three rounds of building toboggans, hurtling down the hill, and sledding for your life!

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

 

 

Tomb: Cryptmaster

Tomb Cryptmaster c

Once again, it is time to assemble a party and delve into the dangers of the Tomb! Tomb: Cryptmaster is a stand-alone expansion to the 2008 game Tomb, a dungeon adventure game in which each player recruits a unique party and races to clear more of the dungeon than any other player. Tomb: Cryptmaster introduces two new boards, 80 new characters, 400 new cards, more spells, items, prayers, and tactics, and a new deck: the Cryptmaster deck, which contains cards you can use to terrorize your opponents when they foolishly enter a crypt with surprises you have prepared.

The game is playable on its own, or it can be used in conjunction with the original Tomb game. Featuring a revised and expanded rulebook, players may try new variations such as Overlords and Player vs. Player action. Other new features include Henchmen you can hire out to other parties for a share of their loot and hideous Curses you can use to torment other parties foolish enough to get in your way. As with the original game, Tomb: Cryptmaster includes a basic board, this one specially designed for normal or player vs. player action, and an advanced board designed to test the hardiest adventurer!

Recruit a party. Kill the monsters. Take their stuff.

Game Playing :

# of Players 2 - 6
Playing Time 120 minutes
Mfg Suggested Ages 13 and up

 

 

Tzolk'in The Mayan Calendar

Tzolkin The Mayan Calendar c

Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...

 

Game Playing :

# of Players 2 - 4
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

Uncharted

Uncharted_cWelcome to the world of Uncharted: The Board Game! In this game, you take on the role of a treasure hunter and compete with other players to gain the most Victory Points. The variety of cards that you collect represent skills and items necessary for or sought after by treasure hunters. You can increase your chances of winning by adding useful cards to your play area. Venture into dangerous ruins, search them thoroughly, and defeat waves of enemies to become a legendary treasure hunter!

Game Playing :

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 13 and up

 

 

 

 

Van Helsing    

Van_Helsing_cA team of vampire hunters, with its leader Doctor Van Helsing, prepare for a fierce battle with Count Dracula. Explore Dracula's castle to find the equipment necessary to properly outfit the team. Watch each other's backs and beware Dracula; he is able to disappear and appear suddenly. Should he catch you unawares, he can turn you into a vampire and have you join his side! In Van Helsing, one player plays Dracula, moving through his castle searching for his brides. The other players portray Van Helsing and his associates, trying to avoid being bitten and searching for weapons and equipment that will help them defeat Dracula. Players bitten by Dracula become his minions and assist in catching the other players. Will Van Helsing and his brave team of vampire hunters stop Dracula before he can return his brides to his coffin or will them become his minions?

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 10 and up

 

 

Village

Village cLife in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.

Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and uinique new action mechanism is reposible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death, as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Game Playing :

# of Players 2 - 4
Playing Time 75 minutes
Mfg Suggested Ages 12 and up

 

Wiz-War

Wiz-War_c

In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

 

Wonderland

Wonderland_The_Board_Game_c

Now fans can experience Wonderland in a way no one has ever experienced before as the comic book series Wonderland from Joe Brusha, Ralph Tedesco, and Raven Gregory comes to life in this exciting, strategy filled game. Experience a vibrant, twisted world, full of surprises! Players can choose to play as one of their favorite characters including Calie, the Mad Hatter, Brandon, the Queen of Hearts, the White Knight and a number of others.

The board game Wonderland features two separate realms: Earth and Wonderland. The realms are artfully depicted on the double-sided board and switching between them adds a unique twist and an added level of complexity to the game that few other board games offer. Players compete against each other, each player trying to complete specific goals while the other players try to foil their attempts at progressing.

Game Playing :

# of Players 2 - 6
Playing Time 45 minutes
Mfg Suggested Ages 15 and up

 

 

 

World Without End

World Without End c

World Without End is based on the novel by Ken Follett, a sequel to his bestselling The Pillars of the Earth. This is the 2009 game in the Kosmos line of literature-based games.

World Without End shares the Kingsbridge location of the earlier novel, but occurs 200 years later. Similarly, the game shares many themes but is a new standalone game.

As citizens of Kingsbridge, players need to take care of the following areas: Building, Trading, Religion, Feeding, and Medical Knowledge. Each turn an event card is flipped that defines available player actions. Victory points can be won in numerous ways, e.g. by creating buildings or taking care of sick people.

Game Playing :

# of Players 2 - 4
Playing Time 90 minutes
Mfg Suggested Ages 12 and up

 

 

 

Zombies!!! 2nd Edition 

Zombies_2nd_Edition_c

Players take on the role of a survivor amid city streets sprawling with Zombies.

Movement is determined by dice roll as is combat when the player's piece is in the same square as a Zombie. Players must conserve bullets and protect their life counters. At the end of the turn a dice roll directs the player to move a number of Zombies one square (because they are the slow George Romero type).

First player to reach the center of the Helipad tile and kill the Zombie there, or kill a total of 25 Zombies wins. When a player is killed they move back to the starting tile and lose half their Zombie kills.

Game Playing :

# of Players 2 - 6
Playing Time 120 minutes
Mfg Suggested Ages 10 and up

 

 

 

Zombie Survival: the boardgames

Zombie_Survival_cIn Zombie Survival, you choose your provisions to survive a zombie apocalypse. Each player selects items to place in their house, including weapons, lumber, gas, first aid, etc.
Second part of the game brings your fears to light as the zombies start heading towards your house, tearing down your barricades and creeping in. You may have a chance to make it to town for some additional supplies, hopefully avoiding the zombies there, leaving your family to defend against the walking dead. Did you prepare for the possible power outage, contaminated water, sickness and fatigue? How long can you feed your family and keep them healthy?
The best prepared will win.

Game Playing :

# of Players 1 - 4
Playing Time 90 minutes
Mfg Suggested Ages 13 and up

 

 

 

Copyright 2010 BoardGames Rejuvenate
Web Design by 199 Web