Coming Attractions

These Coming Attraction games are new game titles that are yet to be available in our shop for sales. We will bring in once the games are available at our supplier.

Make N Break Party Game

Make N Break Party Game c

BoardGameGeek Rating: 6.05/10

In Make 'n' Break Party, players try to complete tasks – or get their teammates to complete tasks – with all of the tasks involving building blocks in some manner. One player on your team, for example, might have to build something that his teammates describe to him; another might have to build a structure while blindfolded; still another might need to create words from the blocks in order to have his teammates guess specific words. All of these tasks must be completed against a running timer, mind you, so you don't have much time to make it...

 

  # of Players
3 - 9
Playing Time
NIL
Mfg Suggested Ages 10 and up

 

Flash Point Fire Rescue: 2nd Story Expansion

Flash Point Fire Rescue 2nd Story Expansion cBoardGameGeek Rating: 7.81/10

Flash Point: Fire Rescue - 2nd Story, an expansion pack for Flash Point: Fire Rescue, contains two double-sided mounted game boards and a counter sheet that contains ladders, windows, an explosion marker, and more. Each game board represents one floor of a building, and the player firefighters will need to cover more area in this expansion to keep things under control. Ladders and stairs provide access to the upper building level, and windows let firefighters enter and leave the building without causing structural damage.

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

 

Trajan

Trajan cBoardGameGeek Rating: 7.93/10

Set in ancient Rome, Trajan is a development game in which players try to increase their influence and power in various areas of Roman life such as political influence, trading, military dominion and other important parts of Roman culture.

The central mechanism of the game uses a system similar to that in Mancala or pit-and-pebbles games. In Trajan, a player has six possible actions: building, trading, taking tiles from the forum, using the military, influencing the Senate, and placing Trajan tiles on his tableau.

At the start of the game, each player has two differently colored pieces in each of the six sections (bowls) of his tableau. On a turn, the player picks up all the pieces in one bowl and distributes them one-by-one in bowls in a clockwise order. Wherever the final piece is placed, the player takes the action associated with that bowl; in addition, if the colored pieces in that bowl match the colors shown on a Trajan tile next to the bowl (with tiles being placed at the start of the game and through later actions), then the player takes the additional action shown on that tile.

What are you trying to do with these actions? Acquire victory points (VPs) in whatever ways are available to you – and since this is a Feld design, you try to avoid being punished, too. At the Forum you try to anticipate the demands of the public so that you can supply them what they want and not suffer a penalty. In the Senate you acquire influence which translates into votes on VP-related laws, ideally snagging a law that fits your long-term plans. With the military, you take control of regions in Europe, earning more points for those regions far from Rome.

All game components are language neutral, and the playing time is 30 minutes per player.

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

 

Tentacle Bento

Tentacle Bento cBoardGameGeek Rating: 5.59/10

Tentacle Bento is a cheeky, fast-playing trick-taking card game for 2 to 4 players. Each game puts you in the enviable position of being a horrid, tentacle-flailing, slime-oozing monster from outer space – cleverly disguised (of course) as an adorable and newly enrolled student at Takoashi University, an all-girls school nestled in scenic Japan.

Play requires matching a student, a location, and an action in order to get points for that student. Any suit combination of these cards is sufficient for a "sloppy capture", but a "noble capture" (all items of the same suit) allows you to capture up to three students simultaneously. Noble captures also allow additional game actions.

Suits in the game are "cute", "sexy", "sporty", and "smart". Cultural events (such as Sports Day) and special personalities can also modify the basic game play.

 

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  # of Players
2 - 6
Playing Time
60 minutes
Mfg Suggested Ages 16 and up

 

 Myrmes

Myrmes_cBoardGameGeek Rating: 7.77/10

In Myrmes, originally shown under the name ANTerpryse, players control ant colonies and use their ants to explore the land (leaving pheromones in their wake); harvest "crops" like stone, earth and aphids; fight with other ants; complete requests from the Queen; birth new ants; and otherwise dominate their tiny patch of dirt, all in a quest to score points and prove that they belong at the top of the heap, er, anthill. After three seasons of scrabbling and foraging, each ant colony faces a harsh winter that will test its colonial strength.

In game terms, each player has an individual game board to track what's going on inside his colony – that is, whether the nurses are tending to larvae or doing other things, where the larvae are in their growth process, what resources the colony has, which actions are available to workers when they leave the colony, and so on. The shared game board shows the landscape outside the exit tunnel that all colonies share; after exiting this tunnel, workers ants can move over the terrain to place pheromones (which gives them access to resource cubes), clean up empty pheromones (to make space), hunt prey (by discarding soldiers) or place special tiles (but only if they've developed the ant colony).

The game lasts three years, and at the start of each year three season dice are rolled to determine the event for each season: extra larvae or soldiers, more VPs for actions, and so on. Within each season, players can spend larvae to adjust the event for themselves on their personal player board. (Put the kids to work!) After adjusting the event, player allocate nurses to birth larvae, worker or soldier ants or to use them for other actions. The worker ants then do their thing, working within the colony itself (although only one colony level is open initially) or traveling to the outside world to hunt prey (ladybugs, termites, spiders), lay down pheromones (which later lets them claim resources on these spaces), place special tiles (like an aphid farm or sub-colony), or clear out pheromones left by ants from any colony. After harvesting, nurses who didn't tend to births then take additional actions, such as opening a new tunnel that only your colony can use, clearing a new level within your colony, or meeting one of the six objectives (capture a certain number of prey, build special tiles, and so on) laid out at the start of the game.

After three seasons, players must pay food to get their colony through winter, losing points if they can't. Whoever has the most points after three years wins. All hail our new ant overlords!

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

 

Arctic Scavengers

Arctic_Scavengers_cBoardGameGeek Rating: 6.63/10

In the year 2097, the entire Earth was enveloped in a cataclysmic shift in climate, plunging the globe into another ice age. Nearly 90% of the world’s population was eliminated, driving the survivors to band together into loose communities and tribes.

In Arctic Scavengers, you are the leader of a small tribe of survivors. Resources, tools, medicine, and mercenaries are all in scarce supply. You and your tribe are pitted against up to four other tribes in a fight for survival. Build up your tribe, skirmish against other players head-to-head, or even bluff your way to victory.

The player with the largest tribe at the end of the game is declared the winner!

 

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

 

Nefarious: The Mad Scientist Game

 Nefarious_The_Mad_Scientist_Game_cBoardGameGeek Rating: 6.61/10

Your genius could have been such a boon to humanity. Your death ray had wonderful pest control applications, and your volcano activator was perfect for fighting global warming. But the fools at the institute, they wouldn't listen. They called you mad! You built a monster to rend them limb from limb, which your minions assured you was the very worst way to be rended. When it became clear that the only hope for the world was your own benign leadership, you took control of TV to announce this fact. But your broadcast was interrupted by someone else taking control of TV and announcing his own plan for world domination – and then that broadcast was interrupted by yet another interloper. So. Competition. Well, the world will never be as scared of these upstarts as it will be of you. Archimedes once said, "Give me a long enough lever and a place to stand, and I will move the world." You will be the most terrifying lever the world has ever seen.

Nefarious is a quick-playing game in which the players race to build inventions like a freeze ray, cloaking device, or robotic pet before their opponents can do the same. (Interesting side note: Eighteen different artists contributed to the artwork on the different inventions in the game.)

Nefarious is played over several rounds. In each round the players simultaneously choose and reveal one of their actions that will allow them to allocate one of their Minions to an area on their Lair, obtain money, obtain a blueprint for an invention, or build one of their inventions if they have enough money to do so. The minions that you allocate to your Lair can earn you additional income depending on the actions that your neighbors choose. The first player to build 20 or more points worth of Inventions AND have more points than any other player wins.

There is a twist to the game, though – actually, two twists! At the beginning of the game, you randomly draw two Twist cards, which change the environment so that the game plays differently each time. This means that in order to win, the players will have to revise their strategies each time they play Nefarious.

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

 

 Sky Traders

Sky_Traders_c BoardGameGeek Rating: 6.27/10

Command your own skyship and become a master merchant in Sky Traders, a board game of commerce and intrigue for two to five players. Evade the ruthless Wind Pirates as you collect influence with the powerful Sky Guild. Manipulate the commodity market using your powers of persuasion. Through clever trades and resourceful captaining, you can seize the title of Master of the Sky Guild!

Each round of Sky Traders takes place in two main phases. In the first phase, players sail their ships and perform actions. To start, each player draws an Ill Wind card, which has a variety of effects that can help or hinder players. The Sky Patrol could attack you for carrying contraband, or the Wind Pirates might try to board your vessel in hopes of plundering valuable goods. If you're lucky, you'll stumble upon a treasure map that leads to riches. It's all up to fate when you draw from the Ill Wind deck.

You'll add new members to your crew to gain various improvements. Skymen lend their blades to fight off Wind Pirate attacks. Other shipmates can help you earn more money when selling goods. Some crewmembers even make it possible to disregard the results of an Ill Wind card. You'll want to be judicious when hiring crew since they take up valuable space on the ship that could be used for trade goods.

If your skyship requires repairs or refueling, visit a city. While there, line the ship's cargo hold with valuable textiles, spices, or even jewels, then deliver the goods to another city where entrepreneurs will pay large sums of money for the items. Make sure to stock up on goods when the price is low and sell them off when their value increases.

In the second phase of each turn, the Guild Council takes place. During this round, players deliberate with each other in hopes of persuading their peers to help influence the price of goods. Strike a deal with your peers and you could force a surge in the value of the commodities you own, but if you've angered your rivals, they may choose to team up and devalue the wares you are selling.

At the end of the Guild Council phase, each captain also has the opportunity to purchase Influence, which increases his ability to control prices and moves him a step closer to victory. Influence is expensive, but you cannot become the Master of the Sky Guild without it.

As captain of your own skyship, you'll have to decide each turn how to best service your needs. Buying cargo at one port and delivering it to another city where the goods are highly desired is a great way to turn a profit. However, a captain also must consider hiring new crew, checking the ship’s phlogiston (fuel for skyships) levels, repairing damage sustained in pirate attacks, and undertaking other important tasks to keep the ship running at peak performance. When money is tight, haul toxic sludge or collect minerals from the countryside to make some quick money.

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

 

Spot It! On The Road

Spot It On The Road c BoardGameGeek Rating: 8.38/10

Spot It! On the Road uses the same game play as Spot It!, a simple pattern recognition game in which players try to find an image shown on two cards, but includes a new twist. 

Each card in Spot It! On the Road features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one animal in common. For the basic Spot It! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins! 

Rules for different games – each an observation game with a speed element – are included, with the first player to find a match either gaining or getting rid of a card. 

What's more, the symbols in Spot It! On the Road are all items that you'd see during a typical road trip, and this edition contains a new way to play: One card is revealed, and all players scan the scenery to spot items shown on the card. Whoever spots such an item first claims the card.

Spot It On The Road d1

# of Players
2 - 8
Playing Time
15 minutes
Mfg Suggested Ages 7 and up

 

Batman: Gotham City Strategy Game

Batman_Gotham_City_Strategy_Game_c BoardGameGeek Rating: 7.09/10

Behind the façade of the great Gotham City lies an active underworld of criminal activity. In Batman: Gotham City Strategy Game, you'll play as one of Gotham City's greatest villains – The Joker, The Penguin, Killer Croc, or Two-Face — and lead your gang of henchman to try to become the King of Crime in Gotham City! But beware, as your hold on the city increases, so does the chance of your plans being foiled by Gotham's protector – Batman!

During the game, players collect resources of information, money and threat; threat is used to exert your rule over blocks in Gotham City, and control of blocks allows you to collect income on these blocks of either information or money. Money is used for leveling and to hire henchmen who will help you rule city blocks and fight better against other villains and Batman. Information is used for leveling and moving your villain and henchmen through the city blocks. Leveling works as follows: Each villain has a combat dial with ten levels. Each click of the dial shows a requirement that you will need to advance to the next level: information, money, henchmen, or blocks controlled. The first player to reach level 10 with his villain wins. On every even number level, players will acquire special abilities unique to their villain.

Each turn a player will play a Criminal Plot card which will either produce an income for the ruler of a certain block or trigger the Bat Signal, which calls in Batman! When Batman moves into a block with a Villain, a fight occurs using the two custom Batman dice included with the game. If Batman wins, the villain and his henchmen must flee to their hideout and Batman restores order in that block of Gotham City; if the villain wins, they have defeated Batman (for the time being) and Batman returns to the Batcave, increasing his combat effectiveness as he plans for the next encounter.

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

 

 

 

 

 

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