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We are always updating our game library and taking in old games for your enjoyment! Browse our list here online!

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Alphabetical Game List

We have initially organized our game list as alphabetical only. Click on a letter to see all of our games in that category, and click on a game name to find out more about the game in question. The number icons beside each game name indicate the optimal number of players (even if the game supports more), a childs face icon indicates that a game is designed for children and family play. A clock indicates that you can expect to play for at least an hour, and a heart indicates that the game is a staff and guest favorite.

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    • access_time filter_2A House Divided
      2 Players | 240 Min | 12+
      A House Divided simulates the epic struggle of the American Civil War that was fought over the twin issues of slavery and state's rights. The period from 1840 to 1861 saw these issues brought to a boil, and in 1861 the nation became tangled in a terrible war that lasted four long years. The game depicts the war between North and South from the First Battle of Bull Run (or Manassas Junction) to Lee's surrender at Appomattox Courthouse – or Grant's surrender at Harrisburg... Each player leads one of these two nations and makes the strategic decisions which determine the outcome of the war. The game board represents the United States, north and south and from the Atlantic coast to just west of the Mississippi. [...] The play map contains a number of boxes, each representing a city, town or locations important to the war. These boxes are connected by transportation lines – blue for rivers, tan for roads and black for railroads – which provide the paths to victory or defeat. Can you keep the Union whole or force the separation of the United States?
    • access_time filter_9_plusA Question of Scruples
      4-12 Players | 60 Min | 18+
      Scruples... The game that poses 252 moral dilemmas on issues of work, money, friends, family, neighbors and, of course relationships! Each player is dealt five dilemma cards, each with a question of scruples, and one reply card. Each reply card says, "Yes," "No," or "Depends." If the player can correctly match another's reply with a dilemma card from one's own hand, then the dilemma card is discarded. Otherwise, the dilemma card is replaced with another card from the dilemma card deck. Mismatched responses can be challenged and put to a vote of the other players. The first player to surrender all of one's own cards is the winner.
    • access_time filter_4Above And Below
      2-4 Players | 90 Min | 13+
      Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?
    • favorite_border filter_6Absolute Balderdash
      2-6 Players | 45 Min | 10+
      Beyond Balderdash is the expanded second edition of Balderdash. Balderdash is based on bluffing your opponents into guessing your false definitions to obscure words. Beyond Balderdash adds several new categories to the mix: Movies (make up a plot), Dates (say what happened on it), People (say what the person did), and Initials (make up what they stand for). The real answers are often even more outrageous than the bluffs, so the game offers plenty of laughs.
    • plr filter_9_plusAct One
      4-99 Players | 30 Min | 12+
      Players are given lines from well known movies or television shows and must act them out in order to get team-mates to guess the film. The first team to get 35 points wins.
    • plr filter_2Adventure Time Card Wars: Finn vs. Jake
      2 Players | 30 Min | 10+
      Adventure Time Card Wars is the most epic card game ever found in the Land of Ooo, or anywhere for that matter! In the Adventure Time episode "Card Wars", Jake begs Finn to play his favorite trading card game. Finn accepts, despite warnings from Beemo on how very competitive Jake can be while playing the game. Finn and Jake battle against each other to decide who will be the Dweeb and who will be the Cool Guy.
    • plr filter_4Agricola
      1-5 Players | 30-150 Min | 12+
      In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
    • plr filter_3Alhambra
      2-6 Players | 45-60 Min | 8+
      Granada, 1278. At the foot of the Sierra Nevada mountains, one of the most exciting and interesting project of the Spanish Middle Ages begins: the construction of the ALHAMBRA. The best master builders in the whole of Europe and Arabia want to demonstrate their skill. Employ the most suitable teams of builders and make sure that you always have enough of the right currency. Because no matter whether they are stonemasons from the north or horticulturalists from the south, they all want a proper wage and insist on their "native" currency. With their help towers can be constructed, gardens laid out, pavilions and arcades erected and seraglios and chambers built. In Alhambra, players are acquiring buildings to be placed within their Alhambra complex.
    • plr filter_3Alles Kanone!
      2-8 Players | 15-20 Min | 6+
      On a turn, one player reveals a yard card and the first player to name the yard card of the same color currently face-down in the display claims that card, with the newly revealed card put in its place. If two players name the card at the same time, each player claims a card with extra drawn off the deck as needed; if no one names the card, the face-down card is placed back in the deck while the new card is put in its place. When the yard deck runs out, the player with the most cards wins.
    • favorite_outline filter_2Android: Netrunner
      2 Players | 45 Min | 14+
      Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view. Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners..
    • favorite_outline filter_6Apples To Apples Party Box
      4-10 Players | 30 Min | 12+
      The party game Apples to Apples consists of two decks of cards: Things and Descriptions. Each round, the active player draws a Description card (which features an adjective like "Hairy" or "Smarmy") from the deck, then the other players each secretly choose the Thing card in hand that best matches that description and plays it face-down on the table. The active player then reveals these cards and chooses the Thing card that, in his opinion, best matches the Description card, which he awards to whoever played that Thing card. This player becomes the new active player for the next round.
    • phr filter_4Awesome Kingdom: The Tower of Hateskull
      2-4 Players | 30-45 Min | 12+
      Awesome Kingdom: The Tower of Hateskull is a lightweight, fast and funny dungeon-crawling card game in which players compete to be the most awesome hero after three days of adventuring. Players enter the dungeon as one of eight epic characters, such as the Ragebarian, Prestidigimancer, or Paladude, with each character being bestowed with an appropriately amazing ability. The dungeon is formed out of a circle of dungeon wall tiles, with dungeon cards filling most of those spaces and heroes filling the rest. A day lasts three turns, and on a turn, you play an action card from your hand, normally moving your hero around the circle of cards (skipping over other heroes) and claiming the card on which you land, which could be treasure, a monster (which wounds you before you defeat it), a trap, or even a magic item. Cards are worth various amounts of awesomeness, and you want to be the most awesome hero at the end of the third day.
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    • phr filter_3Baby Blues
      2-4 Players | 30 Min | 8+
      In Baby Blues, every player is an employee in a daycare center. You are responsible for five babies, and you will have to do anything that is needed to keep them happy. As soon as they start crying, you won't be able to make them happy again. When a player is faced with five crying babies, the game is over and the other players score points for all non-crying babies. Every baby has a point value that is known only by the owner of the baby. To make your life hard in the daycare center, opponents will attach bad cards to your babies so that they become unhappy. At the end of your turn, you have to find a solution for an unhappy baby or he'll start crying. A few things that happen in the game are stolen pacifiers, babies that need a diaper change, and crying babies that receive a toy horn so they can make even more noise. For almost every card played there is a reaction. For example, if an opponent makes your baby nervous, you can play calming music from a mobile, but as a reaction they can break your mobile to keep the baby nervous. You can feed your baby, but your opponents can steal your food...
    • phr filter_2Backgammon
      2 Players | 30 Min | 8+
      Backgammon is a classic abstract strategy game dating back thousands of years. Each player has a set of 15 "men" that must be moved from their starting positions, around, and then off the board. Dice are thrown each turn, and each player must decide which of his men to move based on the outcome of the roll. Players can capture each other's men, forcing the captured men to restart their journey around the board. The winner is the first player to get all 15 men off the board. A more recent addition to the game is the "doubling cube", which allows players to up the stakes of the game, as it is often played for money. Although the game relies on dice to determine movement, there is a large degree of strategy in deciding how to make the most effective moves given each dice roll as well as measuring the risk in terms of possible rolls the opponent may get.
    • access_time filter_5Balderdash
      2-6 Players | 60 Min | 12+
      A clever repackaging of the parlor game Dictionary, Balderdash contains several cards with real words nobody has heard of. After one of those words has been read aloud, players try to come up with definitions that at least sound plausible, because points are later awarded for every opposing player who guessed that your definition was the correct one. Versions of the game as a parlor game go back at least as far as 1970, although Balderdash itself was not published until 1984.
    • phr filter_4Bandu
      2-8 Players | 15-45 Min | 7+
      Bandu is based upon the game of Bausack. Each player is given a base block and a number of beans. During a turn, a player chooses a wood block from a common supply and either holds a Refuse or Use auction. All player bid with their beans and the winner/loser must place the piece on their tower. If your tower falls you are out of the game. The last tower standing wins.
    • phr filter_6BANG! The Walking Dead
      2-8 Players | 15-30 Min | 8+
      The Walking Dead Bang! Dice Game allows players to face off against one another in this fast-paced stand-alone version of Bang! Roll, shoot Bang! Test your survival skills with this fast moving version of BANG! The Dice Game: The Walking Dead. Based on the world's best-selling shoot 'em up card game Bang!, where players battle one another for supremacy! With each roll of the dice, Walkers get closer to overrunning the Survivors, can you survive?
    • phr filter_6Battle of the Sexes: The Battle Continues
      2-8 Players | 12+
      Teams are created split by male vs female. Then to progress across the board they are asked a series of questions about the opposite gender. One example of a question for the male team is "What fruit removes under-eye puffiness?". An example for the female team is: "In boxing what is a TKO?"
    • phr filter_2Battleship
      2 Players | 30 Min | 8+
      Battleship was originally a pencil-and-paper public domain game known by different names, but Milton Bradley made it into the well known board game in 1967. The pencil and paper grids were changed to plastic grids with holes that could hold plastic pegs used to record the guesses. Each player deploys his ships (of lengths varying from 2 to 5 squares) secretly on a square grid. Then each player shoots at the other's grid by calling a location. The defender responds by "Hit!" or "Miss!". You try to deduce where the enemy ships are and sink them. First to do so wins.
    • phr filter_2Battleship: Star Wars Advanced Mission
      2 Players | 20 Min | 8+
      Be the first to eliminate all five of your opponent's starships. Differences from the regular electronic "Advanced Mission" Battleship: You don't have the two fighter jets that take off from your carrier (or five holed piece). Also, you can only do a nine-space search three times (with your two holed piece), whereas in the regular version you can do nine-space searches as many times as you want as long as your sub is still in play. This version has a special one-hit blows up the ENTIRE ship weapon. All these things in total end up making the two games play quite differently.
    • phr filter_5Bear Valley
      2-6 Players | 15-30 Min | 8+
      In Bear Valley, you must be the first to survive the treacherous wilderness and escape to the safety of the camp at the end of the valley. Players start as 2-6 campers along the Bear River and must navigate the wilderness, avoiding bears and trying to not get lost. The map of trails and challenges is built by the players as they explore the wilderness. These wilderness cards feature beautifully illustrated realistic art and have between three and six exit points along with a variety of features, both man-made and natural in origin. No two games will ever play the same. Gameplay is structured around a clever movement mechanism in which the first player moves one card, the second player moves up to two cards, the third player three, and so on. Each of the six player characters has both advantages and disadvantages that can be used across a variety of play options — short or long play, regular or advanced.
    • phr filter_6Bed, Wed, Dead: A Game of Dirty Decisions
      2-10 Players | 20 Min | 17+
      In Bed, Wed, Dead: A Game of Dirty Decisions, a roll of the dice gives you three names, then the rest is up to you! Will you choose to wed Maid Marian and murder Morgana? How about one night with Jimmy Fallon vs. a lifetime with Jimmy Kimmel? There are no easy choices — only easy laughs as your friends watch you struggle while wagering on what you'll decide. Featuring three hundred cards in different categories with more than three thousand names PLUS blank cards for you to make the game your own, Bed, Wed, Dead will have your rolling with raucous laughter.
    • phr filter_4Bell-Bottomed Badassses on the Mean Streets of Funk
      2-6 Players | 20 Min | 13+
      A stand-alone card game by Z-Man Games. It is part of the B-Movie Series of card games and compatible with titles like Kung Fu Samurai on Giant Robot Island, Grave Robbers from Outer Space and Cannibal Pygmies in the Jungle of Doom. Players try to create the most powerful movie by combining characters, props and locations. In addition, there are creature-cards that can be used to attack other players' movies and special effects that break the usual flow of the game by allowing killing of characters, changing of targets and canceling attacks.
    • access_time filter_5Betrayal At House On The Hill
      3-6 Players | 20 Min | 12+
      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. Secretly, 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.
    • phr filter_3Biblios
      2-4 Players | 30 Min | 10+
      You are an abbot of a medieval monastery competing with other abbots to amass the greatest library of sacred books. To do so, you need to have both the workers and resources to run a well-functioning scriptorium. To acquire workers and resources, you use a limited supply of donated gold. In addition, you must be on good terms with the powerful bishop, who can help you in your quest. The object of the game is to score the most Victory Points. You win Victory Points by winning any of the 5 categories: Illuminators, Scribes, Manuscripts, Scrolls, and Supplies. You win a category by having the highest total number of workers (Scribes, Illuminators) or resources (Manuscripts, Scrolls, Supplies) in that category. This is determined by the numbers in the upper left corner on the cards. At the start of the game, each category is worth 3 Victory Points. As the game progresses, the values on the Value Board will change and some categories will become worth more or less Victory Points than others.
    • access_time filter_4Blood Rage
      2-4 Players | 60-90 Min | 14+
      In Blood Rage, each player controls their own Viking clan's warriors, leader, and ship. Ragnarök has come, and it's the end of the world! It's the Vikings' last chance to go down in a blaze of glory and secure their place in Valhalla at Odin's side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan's stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom. Most player strategies are guided by the cards drafted at the beginning of each of the three game rounds (or Ages). These "Gods' Gifts" grant you numerous boons for your clan including: increased Viking strength and devious battle strategies, upgrades to your clan, or even the aid of legendary creatures from Norse mythology. They may also include various quests, from dominating specific provinces, to having lots of your Vikings sent to Valhalla. Most of these cards are aligned with one of the Norse gods, hinting at the kind of strategy they support. For example, Thor gives more glory for victory in battle, Heimdall grants you foresight and surprises, Tyr strengthens you in battle, while the trickster Loki actually rewards you for losing battles, or punishes the winner.
    • phr filter_8Blurble Deluxe
      2-12 Players | 30 Min | 6+
      In Blurble, you need to think quickly — and obliquely — to grab more cards than any other player. Each round, the active player takes a stack of face-down image cards and holds a duel with each other player in the game. The player flips over a card between themselves and the player to their left, and whoever first yells out a word that starts with the same letter as the image shown on the card wins that card. Proper names are not allowed. For instance, if the card shows a dog, words such as "drain" or "dairy" would be acceptable, whereas "David" or "Denmark" would not. After this duel, the active player duels with the next player in clockwise order until they've faced all of the players at the table. The game can last multiple rounds or to a predetermined point total.
    • phr filter_4Boggle
      1-8 Players | 10 Min | 8+
      In Blurble, you need to think quickly — and obliquely — to grab more cards than any other player. Each round, the active player takes a stack of face-down image cards and holds a duel with each other player in the game. The player flips over a card between themselves and the player to their left, and whoever first yells out a word that starts with the same letter as the image shown on the card wins that card. Proper names are not allowed. For instance, if the card shows a dog, words such as "drain" or "dairy" would be acceptable, whereas "David" or "Denmark" would not. After this duel, the active player duels with the next player in clockwise order until they've faced all of the players at the table. The game can last multiple rounds or to a predetermined point total.
    • favorite_outline filter_4Boss Monster: The Dungeon Building Card Game
      2-4 Players | 20 Min | 13+
      Inspired by a love of classic video games, Boss Monster: The Dungeon Building Card Game pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of Boss Monster is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated — but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon. Playing Boss Monster requires you to juggle two competing priorities: the need to lure Heroes at a faster rate than your opponents, and the need to kill those Heroes before they reach your Boss. Players can build one room per turn, each with its own damage and treasure value. More attractive rooms tend to deal less damage, so a Boss who is too greedy can become inundated with deadly Heroes. Players interact with each other by building rooms and playing Spells. Because different Heroes seek different treasure types, and rooms are built simultaneously (played face down, then revealed), this means that every "build phase" is a bidding war. Spells are instant-speed effects that can give players advantages or disrupt opponents.
    • phr filter_6Brick Party
      2-9 Players | 15-30 Min | 5+
      Are you better at building with plastic bricks...or explaining how to do it? What if you have to build with your eyes closed or using only one hand? Or if you must explain it without speaking? Can you still be faster than your opponents? Brick Party is a funny and frenzied game of crazy building! Reveal the special rule for the round, choose your teammate, and get ready. Then grab the blocks and build the shape you choose faster than the others! And in the next round? A new special rule, new partners, and new shapes...for a game that's never boring!
    • phr filter_4Brain Quest
      2-4 Players | 1 Min | 6+
      Brain Quest is a roll and move trivia game for players in grades 1 to 6. Players roll a die then are asked a question. Each card has 6 questions on it, one for each grade level. A player may only select a question from a grade equal to the grade he/she has started or higher. If the correct answer is given, the player moves ahead a number of spaces equal to the die roll plus the difference between the lowest grade he/she could have selected and the grade level actually selected. The board has a few design differences from a simple straight path but is essentially a "move from A to B" setup. The winner is the player to make it to the end first.
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    • child_care filter_4Candy Land
      2-4 Players | 30 Min | 3+
      A child can begin by just recognizing basic colors. Each player advances along the rainbow path through the peppermint stick forest, the gingerbread plum tree and the gumdrop mountain. The players use the plastic gingerbread man as the playing pieces. There are colorful pieces in four colors and cards. "The Legend of the Lost Candy Castle" is printed inside the box and can be read out loud. The game parts can be stored below it. The game board is colorful and has lots of yummy candy references. You play the game by moving the gingerbread playing pieces on the gameboard spaces that match the colors and pictures of the drawn cards. The object is to be the first player to reach the candy castle. There are specific directions to play. You can play with one color block, two color blocks and picture cards. If you are the first person to reach the last purple space, or move beyond the last purple space, you reach candy castle and have won the game. There are barriers along the way, like the gooey gumdrops, getting lost in the lollipop woods, or stuck in the molasses swamp.
    • phr filter_4Card Of The Dead
      2-5 Players | 15 Min | 10+
      In the survival action card game Card of the Dead, players are trapped in a town full of zombies; engulfed in the scourge of terror, they must try to survive the zombie horde. Some will frantically seek to flee the city, others will seek to barricade themselves in buildings against the terrible siege. By not getting surrounded, and through the use of both luck and brains(!), you will be able to survive the night. In game terms, from a deck of cards containing zombies, items and events, players are dealt a hand of cards. Each turn, players draw a card. If the card's a zombie, the player places it in front of himself; if not, he adds the card to his hand and plays one card of his choice. Certain items give the player a chance to flee. The player who first lays down a predetermined number of escape cards – or who is simply the last one alive – wins the game.
    • favorite_outline filter_2Caro
      2-4 Players | 15 Min | 8+
      The strategy game for the whole family. With Caro, lateal thinking is required to win game points. One after the other, the players lay one square next to another, and produce scoring colour combinations. When doing this, the caros need to be placed cleverly, so that the maximum number of points can be collected. Easier said than done, because space is limited and not every combination is allowed! And there are also other players in the game, who place obstacles in the way at every opportunity.
    • phr filter_2Castle Panic
      2-4 Players | 15 Min | 8+
      The 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! Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
    • access_time filter_4Castles of Mad King Ludwig
      1-4 Players | 90 Min | 13+
      In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players. In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards. After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.
    • child_care filter_5Catch a Falling Star
      1-5 Players | 15 Min | 5+
      Catch a Falling Star, aka Die geheimnisvolle Sternschnuppe, is a game of skill in the vein of Klickado. The players attempt to re-light an extinguished fallen star. The star is positioned on top of a rod, and each player has several rays of light (sticks) that have to be added to the star. Some of the sticks have a magnet and can easily be attached; others have to be carefully piled on top. The first player to add all of his rays of light to the star wins.
    • favorite_outline filter_5Celestia
      2-6 Players | 30 Min | 8+
      In Celestia, a revamped version of Cloud 9, you board an aircraft with a team of adventurers to perform many trips through the cities of Celestia and recover their wonderful treasures. Your journey will not be safe, but you will attempt to be the richest adventurer by collecting the most precious treasures! During the journey, each adventurer can try to pull out of the game with fabulous objects (a jetpack, astronomy glasses, etc.) or by changing the trip (modifying the travel or abandoning an explorer in the city). As soon as a player earns treasure worth at least fifty points, the game ends and this player wins.
    • phr filter_5Chez Geek
      2-5 Players | 60 Min | 13+
      In this light, humorous, and fast-paced card game that parodies geek culture and co-habitation, players are roommates just trying to get through life with as little work as possible. At setup each player is dealt a Job card which lists their free time, income, a special ability that they possess and their Slack goal. Players are also dealt five Life cards. The space directly in front of a player is their Room, where cards will be played during the course of the game. Slack can be represented using any available chit or counter, but every player begins with a Slack total of zero. The first player whose Slack total equals or exceeds their Slack goal is the winner.
    • child_care filter_2Choco
      2-4 Players | 25 Min | 3+
      A childrens' game where two players take turns picking one of many (plastic) chocolate-covered candies hoping not to find "the critter in the candy." Before the game, all of the candies are turned right-side up and mixed around randomly. All of the candies have a picture of a cherry or a peanut on the bottom, except for one. One of the candies has a bug (the "Critter"). Each player in turn pops the "Pop-O-Matic" and then tries to select a matching candy (either peanut or a cherry). If you select the correct type, you keep it. If you select the other type, you put it back. If you select the critter, you return one of your chocolates to the pile, in addition to returning the critter. At the end of the game, when the critter is the only candy left, the player with the most chocolates wins.
    • access_time filter_6Citadels 2016
      2-8 Players | 30-60 Min | 10+
      In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their eighth building. Players then tally their points, and the player with the highest score wins.

      Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on.

      On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.

      The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay.
    • phr filter_4Clearing Coffins
      2-6 Players | 15 Min | 8+
      Players in Clearing Coffins are trying to do just what the name suggests — shove their coffins away from them — but they can move a coffin only when the conditions are just right. To start, shuffle the coffin cards, then deal four face up to each player; each coffin card features a charming-looking vampire as well as a symbol (bat, moon, skull) on a yellow or purple circle. A garlic card is placed in the center of the table, and the remaining cards stacked to the side. On a player's turn, she rolls both the color die and symbol die. If the combination of dice matches a coffin card in front of you, slap the garlic card as quickly as you can; if you're the first to do so, you turn that coffin card face down; if that coffin card was already face down, show it to others, set it aside, then draw a new coffin card and place it face up with your other cards. If you slap the garlic first when someone else has a matching vampire, then you keep that player from advancing. If the exclamation mark shows up instead of a color, then what you do depends on the symbol: With the bat, you want to slap the garlic first to turn over or clear any one of your cards; with the moon, you can slap first to swap two cards held by other players; with the skull, you don't want to slap at all! Any time that you slap the garlic when you shouldn't, you must turn over one of your face down cards; if you have no face down cards, then you must add a new card to those you already have. Whoever first clears four coffins wins!
    • phr filter_5Clue
      3-6 Players | 45 Min | 8+
      The classic detective game! In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out.
    • phr filter_6Codenames
      2-8 Players | 15 Min | 14+
      Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Codenames: Win or lose, it's fun to figure out the clues.
    • phr filter_6Codenames Pictures
      2-8 Players | 10-20 Min | 10+
      What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent – or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.
    • phr filter_4Colorology
      3-6 Players | 10-20 Min | 8+
      When you hear the word frozen do you think of the color blue, white or grey? Is Christmas red, white, or green? How does the color you think of change if words are combined, such as frozen Christmas? Each player takes a turn as the COLORologist and draws a word card and chooses the color that they think best describes the word. How many of the other players will choose the same color for the word? Any player that matches the same color as the COLORologist moves forward one space. The first player to reach the finish space wins the game.
    • access_time filter_2Commands And Colors Ancients
      2 Players | 60 Min | 12+
      "Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama." "The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time." "Unlike its older brother, Battle Cry by Avalon Hill Games, Inc., Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour."
    • child_care filter_2Connect 4
      2 Players | 10 Min | 6+
      Connect 4 is a well known vertical game played with "checkers" (it is more akin to Tic Tac Toe or Go Moku). The board is placed in the stand to hold it vertically and the players drop checkers into one of the 7 slots, each of which holds 6 of the "checker's" men, until one player succeeds in getting 4 in a row--horizontally, vertically or diagonally. The game is actually non-proprietary and nicer adult versions can be found under the name The Captain's Mistress.
    • access_time filter_4Conquest of Planet Earth: The Space Alien Game
      1-4 Players | 60 Min | 12+
      A fast paced game of terrifying alien invaders, futile human resistance, and 50's SciFi Movie Action. Players each take on the role of a different alien Race, all part of invading armada, but each with their own unique abilities and ambitions. Unleash waves of flying saucers to blast human resistance into submission with death rays and terrifying weapons of war as you unleash powerful alien technologies on earth (and other alien races if they get in your way). But beware these pitiful humans are not defenseless. They will fight to the last to defend their planet, aided by countless platoons of army soldiers, powerful human heroes, and their most deadly weapon, the dreaded atomic bomb. Featuring a modular game board, 10 different alien races to play (such as the Orzax, master of technology, or the Venezian Matriarchy, beautiful but deadly space amazons) a host of Human resistance to battle, and four game types - competitive, cooperative, team game, and Solo Play. Conquest of Planet Earth is a strategic game of maneuvering, backstabbing, and fantastic battles for alien conquest.
    • phr filter_4Cornwall
      2-4 Players | 30 Min | 8+
      In Cornwall, players try to enlarge the landscape by adding tiles to it and placing pawns on these tiles. By doing so, they earn money, which is desperately needed to bring their pawns back from the pub! Since all pawns move to the pub to celebrate the end of the workday once an area is complete, it becomes tricky to have enough pawns available to conquer new areas. You can leave pawns on an area in order to continue to increase the size of it, but then the area might become attractive for other players, too, with them joining you — or possibly even taking it over for themselves...
    • phr filter_4Corruption
      3-7 Players | 45 Min | 10+
      Described by the designer as a cross between Doris & Frank's Banana Republic and stud poker, this game casts players as construction company owners who are seeking to bribe various government officials for lucrative building contracts. Each turn, six new contracts are up for grabs, and players compete for them by placing secret bribe amounts. At the end of each round, whoever offered the most bribe money for each contract gets it. Special cards, whose backs look just like bribe cards, can alter the contest significantly, but while the bribe cards are recycled after each of the three rounds, the special cards are not.
    • favorite_outline filter_4Coup
      2-6 Players | 15 Min | 9+
      You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
    • access_time filter_6Cranium (Cranium WOW)
      4-16 Players | 60 Min | 13+
      Cranium bills itself as the "whole-brain" game. It's a party game that borrows from a host of other popular party games of recent times. Players have to successfully complete activities in each of four sections to win:

      - Creative Cat : A player must clue a word to his or her teammates by drawing it, sculpting it in clay, or drawing it with his or her eyes closed.
      - Data Head : A variety of trivia questions.
      - Word Worm : Players unscramble words, spell challenging words, guess definitions, identify words with letters left out, or spell words backwords.
      - Star Performer : players must whistle a song, impersonate a celebrity, or act out a clue.

      Cranium has elements similar to those of Pictionary, Charades, Trivial Pursuit, Celebrities, Huggermugger, Claymania, etc.
    • access_time filter_6Crib Wars
      2-6 Players | 90 Min | 13+
      A plastic cribbage board like no other, Crib Wars has 363 holes from start to finish instead of the usual 121. Along the twisting track are slide-aheads, reverse loops, shortcuts and setbacks that the players must follow if they land on certain spaces via play, hand or crib count. Use strategy to avoid the traps and utilize the advances. Crib Wars takes a lot longer to play than cribbage so beware, the official rules forbid you to quit!
    • phr filter_2Cribbage
      2-4 Players | 30 Min | 10+
      A plastic cribbage board like no other, Crib Wars has 363 holes from start to finish instead of the usual 121. Along the twisting track are slide-aheads, reverse loops, shortcuts and setbacks that the players must follow if they land on certain spaces via play, hand or crib count. Use strategy to avoid the traps and utilize the advances. Crib Wars takes a lot longer to play than cribbage so beware, the official rules forbid you to quit!
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    • access_time filter_5Dark World
      2-5 Players | 90 Min | 10+
      Along the lines of HeroQuest comes a much more heavily produced game called Dark World. One player is the evil lord who controls the dungeon in which the rest of the players move their characters from room to room, fighting monsters and gaining treasure. Real working treasure chests with magic weapons inside and the figures even get to put their new weapons in their character's hands.
    • phr filter_6Dark Stories
      2-15 Players | 20 Min | 10+
      50 black stories, 31 crimes, 49 corpses, 11 murders, 12 suicides and one deadly meal. How could that have happened? Black Stories are fiddly, morbid and mysterious riddles for teenagers and adults. The players try to reconstruct the crime by asking, guessing and fiddling about. A spooky card game just right for any party..
    • phr filter_6DC Comics Deck-Building Game
      2-5 Players | 45 Min | 15+
      Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!

      To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains and super-villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when a super-villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defenses – like superspeed or bulletproof powers, or The Batsuit equipment – to protect yourself from harm. Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for victory (points)!
    • phr filter_6Dead Man's Draw
      2-4 Players | 10-15 Min | 13+
      Dead Man's Draw is a simple and strategic card game of risk and reward for 2 to 4 players. Players take turns drawing cards and combining their special abilities to plunder the most loot without busting their entire hands. The core of your turn in Dead Man's Draw is all in the flip: pulling the top card off the deck and using its special ability. Your turn isn't over until you say it is, though. You can keep pulling cards as long as you like – until you play a card of a suit already seen, at which point you lose everything. Knowing when to stop and "bank" your cards is the biggest decision you make in Dead Man's Draw, but being too timid lets braver opponents pass you up with bigger, more profitable turns. The cards' special abilities are key to success in Dead Man's Draw, and they build off of each other. Each suit in DMD has an effect that the player can target when they flip a card of that suit. Many of these work well together, like using a Hook to re-play a Sword from your hand to steal an opponent's Chest to go with your Key – racking up huge points by playing abilities well and not solely through the luck of the draw. As soon as the deck is depleted, players total up the value of the highest card they've banked from each suit. High score wins.
    • phr filter_6Dirty Minds: The Game of Naughty Clues
      2-6 Players | 45 Min | 18+
      DIRTY MINDS The Game of Naughty Clues... is also known as "The world's cleanest dirty game." The dirtier a mind you have, the worse you will be at playing DIRTY MINDS because all of the answers are clean!

      A player draws a card, and reads one of the facts about the word (they may choose). Then the other player gets to make one free guess. If they're right, they get three letter cards. If they're wrong, the other players get a chance to steal. If they guess the word, they get one letter card. If they have cards, and get it wrong they lose a letter card. If no one guesses the word, another clue is read. If no one gets it the next time around the players will only receive one letter card from that point on.

      Letter cards can be the letters D, I, R, T, or Y; they can also be ~ cards, Wild cards, or Action cards. Players win when they can spell DIRTY.

      DIRTY MINDS will provide two or more adults with hours of laughter as seemingly filthy clues point towards the most innocent of answers. Some people say a dirty mind is a terrible thing to waste. Use yours to play DIRTY MINDS, but remember... NOTHING IS AS DIRTY AS IT SEEMS!
    • access_time filter_9_plusDisturbed Friends
      4-10 Players | 10-90 Min | 18+
      A party game designed to find out how disturbed your friends are, but, more importantly, how disturbed they think you are.

      Disturbed Friends is an adult party game designed to find out how disturbed your friends are, but, more importantly, how disturbed they think you are.

      You will be faced with horrible situations, sexual scenarios and unethical debates that may cause you to re-evaluate your friendships.

      Each player receives a Set of Voting cards. On your turn, you pick a Question Card and read it out loud. Your friends simply vote on which answer they believe you will choose and place their vote face down. Once all players have voted, you indicate your answer. Each player turns over their card revealing the answer they think you chose. Players that predicted your answer correctly receive a #winning Card. The first player to get 10 #winning cards wins!
    • access_time filter_4Doctor Who: The Card Game – Classic Doctor Edition
      2-4 Players | 20-60 Min | 14+
      Daleks, Cybermen, The Master – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.

      In Doctor Who: The Card Game – Classic Doctor Edition, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.

      Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!
    • favorite_outline filter_3Dominion
      2-4 Players | 30 Min | 13+
      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! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.

      But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.
    • access_timeaccess_timeaccess_time filter_5Doom: The Board Game
      2-5 Players | 120-180 Min | 14+
      DOOM: The Board Game is strategy board game of tactical combat for 2-5 players based on Bethesda and id Software's video game of the same name. Featuring two distinct player roles, the game brings the epic battle between elite marines and Hell's most threatening monsters to the tabletop.

      DOOM immerses players in a fierce battle between legions of demons — which are controlled by one invader player — and a cooperative team of up to four marines. The game guides players through two cohesive operations, during which the marines strive to achieve objectives like restoring power to the United Aerospace Corporation's facilities or manning expeditions right down into the pits of Hell. Meanwhile, the invader commands their demons to slaughter the soldiers time and time again in an attempt to protect their fiery domain and destroy all of humanity.

      The game features custom dice, double-sided map tiles, and thirty-seven detailed plastic miniatures representing four marines and thirty-three demons. It includes two operations, Black Bishop and Exodus, consisting of six missions each.
    • phr filter_6Duck Dynasty: Redneck Wisdom
      2-12 Players | 15-30 Min | 12+
      A trivia game about the popular TV series, Duck Dynasty. Answer questions and complete famous quotes to see who knows this show better among your family or friends! Fool other players with your believable answers and spot the genuine quotes from among the decoys to score.

      Players race to answer the most questions correctly for the first player/team that makes it once around the board wins!
    • favorite_outline filter_4Dungeon Lords
      2-4 Players | 90 Min | 12+
      In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down.

      Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective!

      Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn.

      There are 4 turns to place actions for each game "year" and two game years in a whole game. Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare.

      At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for.

      Finally, at the end of each year, the heroes will travel down into the dungeon to fight.

      Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.
    • access_time filter_5Dungeon Raiders
      3-5 Players | 20-60 Min | 8+
      Join a brave party of adventurers! Explore a dungeon filled with monsters, traps and treasure!

      In Dungeon Raiders, each player takes the role of a different adventurer. You'll need to work together to survive the dungeon, but only one of you will make it out with the most treasure and win the game! The dungeon is different each time you play, offering new surprises as you collect treasure, trigger traps, and fight off horrible monsters.
    • access_time filter_5Dungeon Scroll
      3-5 Players | 20-60 Min | 8+
      Join a brave party of adventurers! Explore a dungeon filled with monsters, traps and treasure!

      In Dungeon Raiders, each player takes the role of a different adventurer. You'll need to work together to survive the dungeon, but only one of you will make it out with the most treasure and win the game! The dungeon is different each time you play, offering new surprises as you collect treasure, trigger traps, and fight off horrible monsters.
    • favorite_outline filter_5Dungeon!
      3-5 Players | 20-60 Min | 8+
      Join a brave party of adventurers! Explore a dungeon filled with monsters, traps and treasure!

      In Dungeon Raiders, each player takes the role of a different adventurer. You'll need to work together to survive the dungeon, but only one of you will make it out with the most treasure and win the game! The dungeon is different each time you play, offering new surprises as you collect treasure, trigger traps, and fight off horrible monsters.
    • access_time filter_5Dungeons & Dragons: Basic Game
      2-5 Players | 90 Min | 12+
      A simplified version of the 3rd Editon/3.5 Dungeons and Dragons roleplaying game, designed as an introduction to roleplaying, but is - in essence - a boardgame not unlike HeroQuest.

      Includes 16 pre-painted miniatures from the D&D Miniatures range (but aren't randomized - each box includes the same 16 miniatures), and the rules are very similar to this game.
    • access_time filter_4Dungeons & Dragons: Wrath of Ashardalon Board Game
      1-5 Players | 60 Min | 12+
      A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons.

      A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!

      Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.

      Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord.
    • access_time filter_4Dutch Blitz
      2-4 Players | 15 Min | 8+
      In Dutch Blitz, each player has her own deck of forty cards, with cards 1-10 in four colors; red and blue cards show a Pennsylvania Dutch boy, while yellow and green cards show a Pennsylvania Dutch girl. Each deck has a different symbol on the back to aid with card sorting between rounds.

      At the start of each round, each player lays out three cards face up in front of her to create her post piles; places a face-up stack of ten cards, seeing only the top card, next to her post piles to create her blitz pile ; and holds the remaining cards in hand face down.

      Playing at the same time, each player tries to empty her blitz pile. If she has a 1 on the top of any face-up stack, she plays it to the center of the table to create a Dutch pile. If she has a 2 of the same color as any 1 on top of a Dutch pile, she can place the 2 on the 1. All cards on a Dutch pile must be played in ascending order and must be the same color. A player can also play from the blitz pile onto a post pile, or from one post pile onto another, but only if the numbers are in descending order and the boys and girls alternate.

      If a player can't play anything, she can reveal cards from the stack in her hand, counting them out in groups of three, then laying them face up while revealing only the top card. She can play this top card onto a Dutch pile or post pile as long as she meets the rules for doing so.

      As soon as a player empties her blitz pile, the round ends. Each player scores 1 point for each of her cards among the Dutch piles, then loses 2 points for each card remaining in her blitz pile. Players then sort all the cards and play another round. As soon as at least one player has at least 75 points, the game ends and the player with the most points wins.
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    • access_timeaccess_timeaccess_time filter_4Eldritch Horror
      1-8 Players | 120-240 Min | 14+
      Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?

      Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas.

      While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space.

      Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate.

      All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries.

      With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.
    • favorite_outline filter_4Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre
      3-5 Players | 30 Min | 15+
      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.
    • phr filter_5Evil Baby Orphanage
      3-6 Players | 15 Min | 13+
      The semi-educational game of time travel and abduction!

      Evil Baby Orphanage is a communal deck party card game for three or more players. Each player takes on the role of a Time Nanny using advanced time out technology to rid the time stream of the world's worst villains and "prehabilitate" them to be accountants, or ballerinas, or something.

      The game consists of two decks; the baby deck and the nanny deck. During your turn play nanny cards from your hand to "adopt" babies from your friends, keep your babies in check, and make your opponent's babies go nuts. Then each of your babies takes its "unsupervised actions" unless you can calm them down with toys or nap time. Finally, adopt an evil baby from the time stream (three face up babies from the baby deck), draw more nanny cards, and end your turn.

      Start your turn with ten mischief and win the game, but be careful, containing the world's most mischievous babies isn't easy! Keep your babies from burning down your orphanage as you try to keep the Unabomber away from the arts and crafts table, Kim Jong Il away from the toy rocket ship, and Caligula away from everyone...
    • placeExploding Kittens NSFW
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    • phr filter_4Five Crowns
      2-7 Players | 30 Min | 8+
      Five Crowns is rummy with a five-suited deck and a twist. The set collection aspect of rummy is basically the same, with groups of three cards in either runs or denominations making a valid meld. The twist is that in each hand the number of cards required to create a meld increases, from three cards in the first hand to thirteen in the last. The game, therefore, consists of eleven hands. In each hand, in addition to the six Jokers, other cards are designated as wild: in the first hand 3s are wild; in the second hand 4s are wild, and so on until in the last hand the Kings go wild. (You can remember which cards are wild because it matches the number of cards in hand, i.e., in the first hand you hold three cards and 3s are wild.) A hand ends when a player can meld all cards in her hand after the discard.
    • phr filter_4Flash Point: Fire Rescue
      1-6 Players | 45 Min | 10+
      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 of fire rescue.

      There are two versions of game play in Flash Point, a basic game and expert game. In both variants, players are attempting to rescue 7 of 10 victims from a raging building fire. As the players attempt to rescue the victims, the fire spreads to other parts of the building, causing structural damage and possibly blocking off pathways through the building. Each turn a player may spend action points to try to extinguish fires, move through the building, move victims out of the building or perform various special actions such as moving emergency vehicles. If 4 victims perish in the blaze or the building collapses from taking too much structural damage, the players lose. Otherwise, the players win instantly when they rescue a 7th victim.

      The expert variant included in the game adds thematic elements such as flash over, combustible materials, random setup, and variations on game difficulty from novice to heroic. The game includes a double sided board with two different building plans and several expansion maps are available.
    • phr filter_4Flea Market
      3-5 Players | 20-40 Min | 8+
      It's Market Day, so head down to the flea market to see what hidden treasures you can find. As a buyer's agent, you are trying to find popular items, buy them cheap, and sell them for a profit! If you are the first player to earn $45 in Flea Market, you win!
    • phr filter_4Fluxx
      2-6 Players | 5-30 Min | 8+
      Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.

      At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.
    • phr filter_4Forbidden Desert
      2-5 Players | 45 Min | 10+
      Gear up for a thrilling adventure to recover a legendary flying machine buried deep in the ruins of an ancient desert city. You'll need to coordinate with your teammates and use every available resource if you hope to survive the scorching heat and relentless sandstorm. Find the flying machine and escape before you all become permanent artifacts of the forbidden desert!

      In Forbidden Desert, a thematic sequel to Forbidden Island, players take on the roles of brave adventurers who must throw caution to the wind and survive both blistering heat and blustering sand in order to recover a legendary flying machine buried under an ancient desert city. While featuring cooperative gameplay similar to Forbidden Island, Forbidden Desert is a fresh, new game based around an innovative set of mechanisms such as an ever-shifting board, individual resource management, and a unique method for locating the flying machine parts.
    • favorite_outline filter_4Forbidden Island
      2-4 Players | 30 Min | 10+
      Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss!
    • phr filter_4Foreclosed!
      2-6 Players | 30 Min | 13+
      After years of taking advantage of hotel guests and tenants, Wealthy Uncle Moneybag's financial empire has crumbled into foreclosure. The millionaire's lavish property must be sold off to satisfy his debts, and you are one of the creditors! You may not need a diamond-encrusted watch or a rare fossil collection, but with 2-6 creditors sniffing around, maybe you should just take all that you can grab?! Playing a round of Foreclosed! is simple, but the strategies are endless. Each turn, you'll be awarded a single item from Wealthy Uncle Moneybag's outrageous collection. If you receive some expensive silverware which you're not interested in collecting, and another player has received the fancy automobile you had your eye on, just make that player an offer. If the other player wants to keep their item, they'll be forced to "protect" it by paying more money than you offered them. If a player does not have enough money, or does not want to spend the money they have, they must accept your offer. Once all players have had a chance to make offers, the round ends and all acquired items are added to their new owner's collection. Sometimes you will find it is just as rewarding to force other players to spend their money protecting items you didn't really want in the first place!
    • child_care filter_4Fox Party
      3-5 Players | 10 Min | 6+
      Fox's Party is a fast playing push your luck and memory game in one. Each player starts with a deck of twelve face-down cards, each card shows one of seven animals on it, but since those cards are face-down you don't know which animals you have, at least not at first.

      The remaining cards are placed face up in the center of the table so that everyone can see the critter on the top card; the face of each card also shows a "size chart" of how the animals relate to one another in size: the ant is the smallest, followed by the snail, the frog, the hedgehog, the fox, the deer and the bear.

      On a turn, you state whether you think the card on top your deck features an animal that's larger, smaller, or the same size as the animal on top of the deck, then you reveal that card.

      If you're wrong, you place the card face down on the bottom of your deck and end your turn.

      If you're correct, you can stop or decide to take another guess, but this time you'll compare the hidden animal on top of your deck with the animal that you just revealed.

      Anytime you're wrong, you bury all revealed cards in the same order face down under your deck. But if you stop after one or more correct answers, you then place all of those cards (in the order guessed) on top of the central deck.

      The first player to play all the cards in his deck wins.
    • phr filter_8Fred
      4-8 Players | 10 Min | 10+
      Players take turns drawing cards that require them to pass a test. There are six types of tests: uncomfortable, revolting, awkward, mischievous, easy, and self-serving. When players pass a test, they may receive Credit or No Credit.

      If a player does not pass a test, he may be eliminated from the game. If a player cannot pass a test due to circumstances outside of his control, the test is declared a dud and the player draws again.

      The goal is to remain in the game and collect 4 credits.
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    • phr filter_4Gang Of Four
      3-4 Players | 40 Min | 8+
      Gang of Four™ is an exciting game of Cunning, Strategy and Power. The game's premise is simple - be the first to rid yourself of all your cards and ascend to supreme power. But beware - a strategic misstep may find you in a struggle to survive.

      The term, Gang of Four, was first used to describe four powerful radicals in Communist China that rose to power during the Cultural Revolution (1966-1976) and dominated Chinese politics during the early 1970s. Led by Jiang Qing, a former actress and the power-hungry wife of Chairman Mao, the Gang of Four dominated political, economic and cultural life in China for years. One month after Mao's death, they were arrested and jailed, thus ending China's slide into radicalism.

      The Gang of Four card game was first conceived during the upheaval of the Cultural Revolution. The game's inventor, Lee Yih, wanted to convey the mystery, intrigue and intense struggle for power that embodied not only China's recent political history - but also its past.

      Like the political Gang of Four, the game embodies a never-ending battle for supremacy - where the weak perish and the strong dominate. Good players, like good politicians, must show cunning, flexibility and ruthlessness.
    • phr filter_9_plusGeek Out
      2-99 Players | 30 Min | 10+
      Geek Out! is a party game that can determine once and for all which player is the most knowledgeable about your favorite pop culture subjects!

      In the game, you draw cards asking you to list a certain number of things which fall under a certain category: comic books, fantasy, games, science fiction, and miscellaneous. Before you begin, however, the other players may try to steal your points (and bragging rights!) by bidding to list even more than the card requires. The bidding continues until one player is ready to "out-geek" their friends. Collect a predetermined number of cards, and you win!
    • phr filter_6Get Bit Deluxe
      3-6 Players | 20 Min | 7+
      Get Bit! is a card game where players are competing to stay alive as the others are being eaten by the shark.

      The order of the swimmers is determined by simultaneously playing cards face-down then revealing the values. The number on each player's card determines position in line (higher numbers in front, lower numbers in back), however ties don't move. The swimmer at the back loses a limb to the shark and is flung to the front of the line! The process is repeated until only two swimmers remain on the table. When this happens, the swimmer at the front of the line wins the game!
    • phr filter_6Get Lit
      3-6 Players | 15-20 Min | 8+
      In Lunte, signed from a 2012/2013 game author's competition, the fuse is burning. Players take turns quickly adding more fuse cards to a continuously growing fuse until someone lets the bomb explode by playing one of his bomb cards, thereby earning him all of the fuse cards in play. He takes these cards, leaving only the starting match in play, then the fuse is lit once again.

      Each fuse card has a value, and playing the bomb cards too early doesn't bring many points; that said, waiting too long to score lets others play their defuse cards — which cuts the fuse back to the match and removes those fuse cards from the game — or jump in with a bomb card of their own (which nets them any defuse cards played since the previous bomb). You might want to hold on to high-valued fuse cards rather than let others snatch them up, but the game ends when all bombs have been played or the time bomb (inserted in the deck at the start of play) goes off. When that happens, everyone tallies their cards, then loses points for all the fuses in hand. Whichever bomb thrower has the highest score wins!
    • favorite_outline filter_6Ghost Blitz
      2-8 Players | 20 Min | 8+
      Balduin, the house ghost, found an old camera in the castle cellar. Immediately he photographed everything that he loves to make disappear when he is haunting – including himself, of course. Unfortunately, the enchanted camera takes many photos in the wrong colors. Sometimes the green bottle is white, at other times it's blue. Looking at the photos, Balduin doesn't really remember any more what he wanted to make disappear next. Can you help him with his haunting and quickly name the right item, or even make it disappear by yourself? If you grab the right items quickly, you have a good chance of winning...

      The lightning fast shape and color recognition game that is sure to test the reflexes of kids, families and gamers alike. In Ghost Blitz, five wooden items sit on the table waiting to be caught: a white ghost, a green bottle, a cute grey mouse, a blue book, and a comfortable red chair. Each card in the deck shows pictures of two objects, with one or both objects colored the wrong way. With all players playing at the same time, someone reveals a card, then players grab for the "right" object – but which object is right?
    • access_time filter_4Ghostbusters: The Board Game
      1-4 Players | 30-120 Min | 15+
      Are you troubled by strange noises in the middle of the night? Do you experience feelings of dread in your basement or attic? Have you or your family ever seen a spook, spectre, or ghost? If the answer is "yes", then don't wait another minute. Pick up the phone and call the professionals!

      Ghostbusters: The Board Game is an episodic adventure game for one to four players, who are charged with busting ghosts and sealing gates to the Spirit World. In the game, players choose one of the four Ghostbusters character figures — Peter Venkman, Egon Spengler, Winston Zeddemore and Ray Stantz — then select one of the game's pre-written scenarios, beginning a game session that lasts from 30 minutes to two hours, depending on the chosen scenario(s) and degree of difficulty. Each of the Ghostbusters has unique traits and talents that can assist the entire team, with highly co-operative gameplay. As players gain experience from banishing spirits, the Ghostbusters level up, gaining new abilities that help them take on greater challenges. The team can also hop in the Ecto-1, the Ghostbusters' converted ambulance, to help them quickly move through the city.

      Ghostbusters: The Board Game comes with more than forty plastic figures, including the four Ghostbusters, Slimer, Stay Puft Marshmallow Man, Indulnas, and numerous Galloping Ghouls, Gruesome Twosomes and Boogaloo. The game board is created with double-sided modular pieces, increasing the game's replayability for scenarios and customization.
    • access_time filter_4Gloom
      2-4 Players | 60 Min | 13+
      The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.

      In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.

      Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!

      Each of the three expansions for Gloom adds one more player, thus with all three expansions, this should be playable with seven players.
    • access_time filter_2Go
      2 Players | 30-180 Min | 8+
      By all appearances, it's just two players taking turns laying stones on a 19×19 (or smaller) grid of intersections. But once its basic rules are understood, Go shows its staggering depth. One can see why many people say it's one of the most elegant brain-burning abstract games in history, with players trying to claim territory by walling off sections of the board and surrounding each other's stones. The game doesn't end until the board fills up, or, more often, when both players agree to end it, at which time whoever controls the most territory wins.

      The earliest mention of Go (圍棋 (wéi qí)- "surrounding game") appears in the "Analects" of Confucius (551-479 BC), while the earliest physical evidence is a 17×17 Go board discovered in 1952 in a tomb of the former Han dynasty (206 BC- 9 AD). There is a tangle of conflicting popular and scholarly anecdotes attributing its invention to two Chinese emperors, an imperial vassal and court astrologers. One story has it that Go was invented by the legendary Emperor Yao (ruled 2357-2256 BC) as an amusement for his idiot son. A second claims that the Emperor Shun (ruled 2255-2205 BC) created the game in hopes of improving his weak-minded son's mental prowess. A third says the person named Wu, a vassal of the Emperor Jie (ruled 1818-1766 BC), invented Go (as well as games of cards). Finally, a fourth story suggests that Go was developed by court astrologers during the Zhou dynasty (1045-255 BC).

      A Go set, consisting of a very general-purpose grid and colored stones, can also be used to play a variety of other abstract strategy games, such as Connect6, Go-Moku, Pente, and others.
    • access_time filter_2Gobbit
      2 Players | 30-180 Min | 8+
      By all appearances, it's just two players taking turns laying stones on a 19×19 (or smaller) grid of intersections. But once its basic rules are understood, Go shows its staggering depth. One can see why many people say it's one of the most elegant brain-burning abstract games in history, with players trying to claim territory by walling off sections of the board and surrounding each other's stones. The game doesn't end until the board fills up, or, more often, when both players agree to end it, at which time whoever controls the most territory wins.

      The earliest mention of Go (圍棋 (wéi qí)- "surrounding game") appears in the "Analects" of Confucius (551-479 BC), while the earliest physical evidence is a 17×17 Go board discovered in 1952 in a tomb of the former Han dynasty (206 BC- 9 AD). There is a tangle of conflicting popular and scholarly anecdotes attributing its invention to two Chinese emperors, an imperial vassal and court astrologers. One story has it that Go was invented by the legendary Emperor Yao (ruled 2357-2256 BC) as an amusement for his idiot son. A second claims that the Emperor Shun (ruled 2255-2205 BC) created the game in hopes of improving his weak-minded son's mental prowess. A third says the person named Wu, a vassal of the Emperor Jie (ruled 1818-1766 BC), invented Go (as well as games of cards). Finally, a fourth story suggests that Go was developed by court astrologers during the Zhou dynasty (1045-255 BC).

      A Go set, consisting of a very general-purpose grid and colored stones, can also be used to play a variety of other abstract strategy games, such as Connect6, Go-Moku, Pente, and others.
    • phr filter_4GobbleStones
      2-4 Players | 30 Min | 8+
      GobbleStones is a tile-laying game in which players are hungry little goblins who love to eat stones. During play, you gobble up the most valuable stones across the board, and in the end the fattest goblin wins. It's CRUNCH time!!!

      In more detail, players set up the game board by laying nine game boards in a 3x3 square; each game board features 25 spaces on it in a 5x5 array, and each space has both a color (one of five) and a number (one of six). Thus, you'll have a game board that measures 15 spaces on each side.

      Players start with several 1x1 tiles, with each tile being one of the five colors. On a turn, you take exactly five actions, first playing 0-5 tiles, then drawing 5-0 tiles, e.g., playing three tiles, then drawing two. You play tiles onto the game board akin to playing words in Scrabble, with you covering the appropriate colors with your tiles as a single word and scoring the numbers that you cover. One tile-laying restriction: You can't place tiles so that a 2x2 area of the game board is covered.
    • child_care filter_4Guess Who: Star Wars Edition
      2 Players | 30 Min | 12+
      The mystery face game where you flip over a collection of faces with different color hair, eye color, hair, hats, glasses etc. to deduce who the secret person is that your opponent has chosen. You flip over the hooked tiles as you narrow your choices by asking characteristic questions.
    • phr filter_2Guillotine
      2-5 Players | 20 Min | 6+
      The French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the least popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before 'harvesting,' which is what makes the game interesting. After three days worth of chopping, the highest total carries the day.
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    • child_care filter_6Happy Salmon
      3-6 Players | 2 Min | 6+
      Happy Salmon is a simple, ultra-fast, very silly card game.

      There are no turns. Players call out the action shown on their cards as fast as they can. When two players have a match, they celebrate by performing the action. Actions include the classic "High 5", the unifying "Pound It", the frantic "Switcheroo", and the delightful and bizarre "Happy Salmon".

      Each time a player celebrates a match, they quickly discard a card. The first person to get rid of all their cards wins.

      The "FIN-tastically" unique and cute fish pouch makes Happy Salmon perfect to take to camp, vacation or if you are just traveling upstream.
    • access_time filter_4Harbour
      1-4 Players | 60 Min | 8+
      Dockmaster Schlibble and Constable O'Brady cordially invite you to visit their bustling Harbour town! Attend to business at the Trader's Guild or the Masoner's Hall. Break for lunch at the Sushi Shop, or stop off for a drink at the Pub. Don't forget to check out the Wizard's Traveling Imaginarium before you go! But no matter where you go, keep on the lookout for a bargain... the denizens of this town are always wheeling and dealing! Collect and trade resources as you visit the various buildings of Harbour, and cash them in to buy your way into the town. Whoever has the most points worth of buildings when the game ends, wins!

      Harbour is a worker placement game where players move their worker from building to building, collecting and trading Fish, Livestock, Wood, and Stone; and cashing those resources in to purchase buildings (which are the worker placement spots) from the central pool. Once a building is purchased, it is replaced from the deck, and the central pool is a small subset of the deck, and is therefore different every game.

      The game ends when a player has purchased his fourth building. After that round finishes, the player with the most points worth of buildings is the winner!

      At the heart of Harbour is a dynamic market mechanism. Each time a player purchases a building, the value of the resources they used drops, while the value of the other resources rise. You'll have to carefully time your purchases to take advantage of the ebb and flow of market prices, or be prepared to waste some resources!
    • access_time filter_5Hoax
      3-6 Players | 10-20 Min | 14+
      When an unscrupulous business magnate meets an undignified end, a fierce competition for his estate begins.

      In Hoax, three to six players each take on the secret identity of a member of Vargas' family or household. No matter what your identity, your goal is to eliminate all your competitors by catching them in a lie – but making a false accusation will take you out of the game. If you want to make informed accusations, you must amass resources and spend them to investigate other players. To win, you have to both avoid accusations and judiciously make them, all the while making your opponents believe that all your lies are true. Whoever is devious enough to outlast all the other players wins!
    • phr filter_5Hogger Logger
      3-5 Players | 20 Min | 7+
      As the "guesser", you must guess whether the next number card is higher or lower, or in the world of lumberjacking pigs, "Hogger" or "Logger." Use the cards in your hand to help yourself guess correctly. But watch out for your opponents who can also play cards and steal cards to change your odds. The tricky part is that only one player can be the guesser, and each time there's an incorrect guess, the guesser rotates one spot to the left. You win the round by being the player to guess the last card correctly, so you must know when to swine-and-dine your opponents or when to cut down them down at the most opportune time. Make your guess, knock on wood, and go hog wild in this exciting game of highs and lows.
    • phr filter_2Holmes: Sherlock & Mycroft
      2 Players | 20-30 Min | 10+
      In February 1895, London woke up to a loud bang. A large pillar of smoke showed that a bomb had exploded in the Houses of Parliament. Security forces were activated immediately and they arrested a suspicious young laborer near the area.

      Mycroft Holmes, at the service of the crown, was commissioned to investigate the relationship of the young laborer with anarchist groups. He thinks it will be an easy task that he can do from the comfort of his armchair in the Diogenes Club — until he is informed of disturbing news; his younger brother Sherlock Holmes, Consulting Detective, has been hired by the boy's parents to prove the innocence of his son, who believes to be a scapegoat of a dark conspiracy.

      For the first time, the brightest minds in London face each other. Was the young laborer involved in this terrible attack or he is just a scapegoat for a dark conspiracy?

      A game of Holmes: Sherlock & Mycroft lasts seven turns (days of investigation). At the beginning of each day, famous characters extracted from the books of Arthur Conan Doyle appear in London.

      Each player has three action tokens that move from one character to another to use their special abilities, knowing that a player can never have two tokens on the same character. Therefore, a character must be freed before reuse. The abilities of each character allow them to obtain Evidence Cards or gain Investigation Tokens in multiple ways. The game has great replay value because it is not known whether a character with a specific ability will make their appearance on the board in the Day 1 or in the final Day 7. Each game is different!
    • access_time filter_5Hospital Rush
      3-5 Players | 30-60 Min | 10+
      Paging all interns! New patients have arrived in the ER, and you want to fight — whether fairly or not – against the other interns to prove that you're the right person for the open doctor position at the hospital.

      In Hospital Rush, the player interns compete against one another to be the first with ten prestige points. Each round, players place two pawns on various fair and unfair actions, with unfair actions possibly being punished later by other players. During the game, the players collect medicine, learn new skills, take exams, and treat patients. May the best (or most devious) intern win!
    • phr filter_2Hounded
      2 Players | 15-20 Min | 13+
      In Hounded, players will either be the cunning fox, trying to elude capture, or the determined hunter, trying to hunt down the fox.

      In the game. each player moves their pawns and turns over tiles as they do, sometimes triggering effects and sometimes not. While the fox character is alone, the hunter has a team of hounds to help him hunt the fox. All the hunter has to do to win is either corner the fox with his dogs or force the fox to end his turn next to the hunter himself. For the fox to win, it has to run out the clock, which is done by either finding the three timepiece tiles or flipping over 43 of the 49 tiles. Once time runs out, the hunter has to retire for the day and the fox escapes!
    • favorite_outline filter_7Huh?
      3-17 Players | 20-40 Min | 10+
      —"It's a movie that begins with Irish dancing and ends with swimming..."
      —"HUH?"
      —"...because of a bit of ice..."
      —"I got it!"

      HUH? is a game in which confusing others can make you the winner! During the game, players attempt to describe movies, famous people, or characters in unusual and entertaining ways. Speak, act, sing — whatever you do, the goal is to have the fewest number of players possible understand what you are talking about! The fewer players who catch on, the better the score — but at least one person must figure out your clues.

      Be careful not to say too much and keep an eye on which players might have caught on so that you know when to stop!
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    • phr filter_8Ifs & Butts
      5-8 Players | 45 Min | 14+
      This party game is played over an agreed-upon number of rounds. During each round, an "If" scenario is read aloud; for example, "If you needed to break the ice on a date, what would you say?" Every player except the reader writes a response and gives it to the reader, who chooses one to read to the group. Each player besides the reader then writes down who he thinks wrote that response. The correct guessers get points, and the process is repeated for each response.

      Meanwhile, at the beginning of each round, "Butts" are assigned to certain players, who will receive points if they perform those "Butts" correctly throughout the round. An example would be, "Raise your arms in the air whenever you speak."
    • access_time filter_4In The Shadow Of The Emperor
      1-4 Players | 90 Min | 14+
      In the Shadow of the Emperor is a tactical game for 2-4 players. Players represent aristocratic families at the Court of the Holy Roman Emperor. Players seek to get their family members into influential positions with the various electorships of the Empire. Once there they accumulate votes towards being elected to be Holy Roman Emperor. Players choose actions for their family members to take, which allow them to wrest control of the various Elector States (each of which has a special ability in addition to its voting power) whilst displacing their opponents. However, family members age and die and the number of action cards is limited, restricting the tactical options. As players build their influence they collect victory points and the player with the most points at the end of the game wins.
    • access_time filter_8Inferno of Rock: The Hard Rock Game From Hell
      2-10 Players | 20-120 Min | 12+
      Inferno of Rock is a unique Hard Rock Trivia Card Game that steers away from the traditional board game format. All players face off and answer trivia questions while collecting platinum records to win.
    • phr filter_5Intrigue
      3-5 Players | 45 Min | 14+
      This pure negotiation game pits the players as Renaissance era families that are engaging in rampant nepotism. Players are seeking positions in the other families' businesses, and to further that pursuit players offer bribes. However, once accepting a bribe, the 'bought' player is under absolutely no obligation to honor the highest briber or any other verbal deal. In a word, this game is vicious.

      The new AMIGO Spiel + Freizeit GmbH edition came out in 2005.

      The main difference between the F.X. Schmid and the AMIGO Spiel + Freizeit GmbH versions are that the the F.X. Schmid version uses five houses/buildings per player, with values of 1,2,3,5, and 10, but the AMIGO Spiel + Freizeit GmbH version uses four buildings/houses per player, with values of 1,3,6, and 10. Accordingly, the F.X. Schmid version has five professions - knight, merchant, lawyer, writer, and clergy - but the AMIGO Spiel + Freizeit GmbH version retains only clergy and writer, and adds chemist and doctor.
    • phr filter_3Iota
      2-4 Players | 30 Min | 8+
      IOTA is a card game in which players score points by adding cards to a grid. The deck consists of 64 regular cards and two wild cards; each of the 64 cards contains three properties – color, shape and number – with each property coming in four different types. The two wild cards are identical and can be played in place of any other specific single card. They can also be recycled by a player who can replace a wild card with a card that works in that position.

      To set up the game, each player is dealt a hand of four cards and one card – the "starter" – is placed face-up on the table. The remaining cards for a draw deck.

      On a turn you can add 1-4 cards connected to the grid established by the starter card. All cards must be placed in the same line. A line consists of 2, 3 or 4 cards in a row in which each individual property (color, shape and number) is either the same on each card or different on each card. You can also choose to pass and place some, none or all of your cards on the bottom of the draw pile and take new ones.

      Maximum line length is four cards. Cards needn't be placed right next to each other as long as they are in the same line, and some spaces on the grid will be impossible to fill.

      To score a turn, add up the face values of cards in lines either created or extended on that turn. If any of those cards are part of two lines, they're counted twice. If on a turn a player completes a line that is four cards long, all points for the entire turn are doubled. Double again for any additional four card lines created. Double again if you play all four cards on a single turn. A four-card line is called a lot.

      The game ends when the draw pile is depleted and one player plays his last card. Double points for that turn. The game is over. High score wins.
    • phr filter_4Isle of Skye: From Chieftain to King
      2-5 Players | 30-50 Min | 8+
      Isle of Skye is one of the most beautiful places in the world, with soft sand beaches, gently sloping hills, and impressive mountains. The landscape of Isle of Skye is breathtaking and fascinates everyone.

      In the tile-laying game Isle of Skye: From Chieftain to King, 2–5 players are chieftains of famous clans and want to build their kingdoms to score as many points as possible—but in each game only four of the sixteen scoring tiles will be scored.

      Thanks to the scoring tiles, each game is different and leads to different tactics and strategies, but having enough money is useful no matter what else is going on. Managing that money can be tricky, though. Each turn, each player places two area tiles in front of them and sets the selling price for the tiles. Setting a high price is great, but only so long as someone actually pays the price because if no one opts to buy, then the seller must buy the tiles at the price they previously requested.

      In the end, the player with the best kingdom—and not the richest player—becomes the sovereign of the island.
    • phr filter_4Istanbul
      2-5 Players | 40-60 Min | 10+
      There's hustle and bustle at Istanbul's grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.

      In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything...

      In more detail, on a turn you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant at that location or collect an assistant left earlier, then perform the action. If you meet other merchants or certain individuals at the location, you might be able to take a small extra action. Possible actions include:

      Paying to increase your wheelbarrow capacity, which starts the game with a capacity of only two for each good. Filling your wheelbarrow with a specified good to its limit. Acquiring a special ability, and the earlier you come, the easier they are to collect. Buying rubies or trading goods for rubies. Selling special combinations of goods to make the money you need to do everything else. When a merchant has collected five rubies in his wheelbarrow, players complete that round, then the game ends. If this player is the only one who's reached this goal, he wins immediately; otherwise ties are broken by money in hand.
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    • phr filter_9_plusJitters
      1-99 Players | 30 Min | 10+
      Jitters is a timed word game where players draw cards with pre-arranged crossword puzzles on them. A player starts the timer and then rolls "lettered" dice and must use the face up letters to fill in the crossword with qualifying words before time runs out. Each crossword puzzle card has a point value that increases with the card's difficulty. This game is somewhat stressful as you must think quickly, making words to fit the blanks on the card...of course when the timer runs out making a loud smacking noise as you were about to finish your last word - you jump every time...
    • phr filter_8Jobstacles
      3-8 Players | 15-20 Min | 13+
      Jobstacles is an adult party game that mocks the job interview process.

      To win, players must convince the designated hiring manager that their really, really, really bad applicant is always the best person for the job.

      To begin a round, choose a player as the hiring manager and deal three Jobs Cards and three Jobstacles cards to each player. Job Cards are simply jobs like circus performer, yoga instructor and assassin, while Jobstacle Cards are quirks like practices nudism, smells terrible and believes the moon landing was faked.

      Next, select a Job Card to act as the Job posting (e.g., rocket scientist) and ask all players except the hiring manager to submit the best job applicant using a Job card from their hand.

      The hiring manager will collect all the cards and then show the full applicant pool to the group. With full knowledge of the pool, players will have an opportunity to sabotage the applicants they feel are most threatening by placing one Jobstacle card from their hand on the applicant per round. This additional round is what distinguishes Jobstacles from similar games within the category.

      Finally, the hiring manager will select a winner. The first player to win three rounds wins the game.
    • phr filter_6Jungle Speed
      2-8 Players | 10 Min | 7+
      In Jungle Speed, you must rely on your keen sense of observation and quick reflexes. It requires a steady hand -- which can be hard to maintain during the many fits of maniacal laughter! The wooden Totem sits in the middle of the table, waiting for the player with the fastest reflexes to snatch it up and win the game.

      Each player is dealt a hand of cards. In order to win you must be the first player to get rid of all of your cards. Each turn, all of the players reveal one of their cards. If two cards are identical, those players must make a grab for the Totem. The faster player then gives their cards to their unfortunate adversary.

      To add to the difficulty, certain cards are almost identical, which can trick a hapless player into grabbing the Totem by mistake -- a grave error. Other cards force all players to make a grab at once, change the method of play, or otherwise add to the difficulty.

      Jungle Jam, Медвед, and Prawo Dżungli are unauthorized reproductions of Jungle Speed/Arriba!
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    • phr filter_3Kairo
      2-4 Players | 45 Min | 8+
      In the bustling market of Cairo, traders build their stalls and try to entice customers with attractive goods, with each customer bringing money that the trader can then use to expand that stall or establish new stalls.

      To set up Kairo, players first take turns placing three colored stalls (out of six) on the game board. They also take three stall cards (which highlight one or more sections on the game board) and one coin of each of the six colors. Five colored customers start at particular locations on the game board, with the sixth customer placed to the side. On a turn, a player either:

      Draws two cards (face-up or face-down stall cards or market barker cards). Moves a customer to a stall of that customer's color. Plays a stall card; then builds a new stall, expands an existing stall, or moves a blocked-off stall. The active player can choose to move any customer, and that customer will move to the closest stall (measured on orthogonal paths) of the same color. Additionally, this player can choose to play one or more market barker cards to "call" the customer past one or more stalls, presumably to bring the customer to that player's own stall. If the active player owns the visited stall, he receives one coin of the stall's color for each tile in that stall; if not, the active player receives a one coin commission while the owner receives the normal payout. This customer is then swapped with the customer off the board.

      When building a new stall, a player cannot place it in the same region as another stall of the same color. Regulations! Restaurants must be placed in an area designated for them, while all other stalls must go in the market area. When expanding an existing stall, the player must pay one coin of the same color for each tile in the enlarged stall. By expanding, you can earn more coins when customers visit, create longer paths to opponents' stalls, reserve area in which to expand further, and (most importantly) earn victory points. You score VPs each time you expand, and if your stall is the largest (or tied for the largest) of that color, you'll take one or two medals that provide a VP bonus.

      Once the expansions run low in one or two colors, players can only build or expand. Once everyone has finished building, the game ends, with players earning VPs for the medals and money they have in hand. The player with the most points wins.
    • child_care filter_2Kerplunk
      2-4 Players | 20 Min | 5+
      Kerplunk is the game where you take your pick and pull a stick. If all the marbles fall, you lose it all! You're only sunk if they go...Kerplunk!"

      This classic game of skill can be learned in seconds, but it offers a fun test of hand-eye coordination that is challenging to people of all ages and skill levels. As a result, Ker Plunk was a popular favorite among skill-game enthusiasts throughout the 1960s and '70s.

      The game consists of a clear plastic tube, 30 thin sticks, and 32 marbles. Play begins with the players inserting the sticks through the tube and then pouring the marbles into the top of the tube. The sticks act as a web that block the marbles at the top of the tube. At this point, the players begin to carefully remove the sticks one by one. The goal is to get the stick out without making any of the marbles sitting on top fall through. If any marbles fall through, the person who made them fall collects them. Once the last marble has fallen, players count their collected marbles, and the player with the fewest marbles wins the game.

      Kerplunk was first published by the Ideal Toy Company in 1967, then later by Mattel and finally by Tyco in 1991. Mattel also published a variant of this game called "Super Kerplunk!
    • access_time filter_6Killer Bunnies and the Quest for the Magic Carrot
      2-8 Players | 90 Min | 12+
      Killer Bunnies is a funny and satirical non-collectible, expandable card game. The new Epsilon Edition Starter Deck comes with a bonus Yellow Booster Deck. This game is played with only 1 copy of the game, so players do NOT need to bring their own decks to the table. The object: Collect as many "Carrots" as possible, hoping that one of them is the randomly predetermined "Magic Carrot". In doing so, you must keep your bunnies alive as long as possible, while eliminating your opponents' Bunnies because once all the Carrots have been claimed you must have a living Bunny to win. The problem: Your opponents are armed with outrageous weapons (from level 1 weapons such as a "Kitchen Whisk" to level 12 weapons such as the "Nuclear Warhead") and you must roll higher than these levels to survive. Use cards to defend your Bunnies, such as the hilarious "Magic Spatula" or other special cards, or use a "Feed The Bunny" card to force your opponent to buy cabbage and water (if they have the money to do so...) Your opponents, as the back of the box quotes, "will stop at nothing to keep you from winning the game, which can get dreadfully vengeful, horribly nasty, hilariously messy, and just plain fun!" The game includes 165 cards (including the Blue Starter Deck and Yellow Booster Deck), 36 small cards, 6 twelve-sided dice, & Instructions.
    • access_time filter_4Kilt Castle
      2-4 Players | 45 Min | 10+
      Kilt Castle adds a simple and highly interactive card mechanism to the classic Euro game genre of outbuilding one's opponents in an attempt to control the largest territory.

      The game board shows a grid of 5x5 squares. Ten cards are placed beside the first four rows in stacks of 4, 3, 2 and 1 card. On their turn, the player picks up an open card from one of the stacks next to the game board and places it in another row — always in a clockwise direction. All players whose colors are on that card (one or two) are then allowed to build a new tower or build on top of an existing tower in this particular row. Building on an open space is free, while building on top of somebody else's tower costs as many ducats as the number of "floors" already built. A player can decide to trigger a general round of scoring simply by moving the last card of any stack. High towers are a good way to claim a large, connected territory and collect a lot of ducats.
    • favorite_outline filter_5King of Tokyo
      3-6 Players | 30 Min | 8+
      In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.

      At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.

      The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!

      Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!

      In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.
    • phr filter_4Kittens In A Blender
      2-4 Players | 30 Min | 8+
      You are twisted. I can't believe you actually want to put these adorable kittens in a blender! I guess that's none of my business. Maybe you're more of a dog person. Sure, kittens are curious by nature, but when they get in a kitchen full of dangerous appliances, it is up to you to save them.

      This fast-paced card game has players working to save all of their own kittens before the unthinkable happens. But sometimes the only way to save your precious litter of kittens is to let those curious little cats learn the lesson of why you should never play in a Blender!

      According to the box: A portion of the proceeds will be donated to a no kill cat shelter.
    • phr filter_4Knuckle Sammich: A Kobolds Ate My Baby!
      2-8 Players | 15 Min | 14+
      Knuckle Sammich is a small card game, originally made available to Kickstarter backers of KOBOLDS ATE MY BABY! IN COLOR!!! by 9th Level games.

      The object of the game is to fill your stomach with all manner of items that kobolds eat...especially babies!!

      YOU ARE LATE FOR LUNCH! By the time that you get to the Kitchens, lunch is nearly over! You and the other slowpokers and lateniks are going to have to make your own, with some KNUCKLE SAMMICHES!

      YOU ARE A KOBOLD trying to tooth and claw your way to a full belly by grabbing the last few sandwiches. Along they way, you may just give up the pretense of making sandwiches and eat your friends instead. Watch out for King Torg (ALL HAIL KING TORG!) and maybe you will survive lunch and wind up with a fresh, tasty baby to eat.

      KNUCKLE SAMMICH is a fast card game for 2-7 players that involves a little strategy, a little luck, a few cards, and occasionally shouting at the top of your lungs. Great for any age or gamer type. Based on the popular RPG KOBOLDS ATE MY BABY! and featuring the art of JOHN KOVALIC (of Munchkin and Dork Tower and Kobolds Ate My Baby! fame).
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    • access_time filter_4Lancaster
      2-5 Players | 60 Min | 10+
      From the designer of Glen More comes a new title published by Queen Games: Lancaster.

      In 1413, the new king of England, Henry V of Lancaster, has ambitious plans: The unification of England and the conquest of the French crown! Each player takes the role of an ambitious aristocratic family. Who will be the best supporter of this young king, and the most powerful Lord of his time?

      In Lancaster, the players want to proceed from simply being a Lord to being the most powerful ally of the king. They may achieve this by developing their own knighthood, as well as by clever deployment of individual knights in the counties of England, at their own castle, and to conflicts with France. In parliament, they try to push laws from which they will benefit themselves most. The player with the most power points at the end of the game is the winner.
    • access_time filter_5Lancaster: The New Laws
      2-5 Players | 60 Min | 10+
      Lancaster: The New Laws introduces 18 new laws for the Lancaster board game on which the players can vote. These law cards can replace those in the original game or be mixed with them.
    • access_time filter_5Last Night on Earth The Zombie Game
      2-6 Players | 60-90 Min | 12+
      Last Night on Earth: The Zombie Game is a survival horror board game that pits small-town heroes head-to-head against a horde of zombies. A team of four heroes is chosen by one set of players, and the zombies are controlled by one or two players. Each hero has its own special abilities. The board is modular, which changes the layout of the town and start positions of each hero. The game comes with several scenarios, which include simple survival, rescue, or escape. Differing combinations of heroes, scenarios, and board configurations offer a lot of replayability.

      A hero deck and a zombie deck deliver tactical bonuses to each side. Combat is resolved using six-sided dice, modified by the weapon cards with which heroes may be equipped. Many of the cards include zombie movie tropes to achieve a feel of playing out a horror movie. All the game art is photographic, enhancing the cinematic feel. The game also comes with a CD soundtrack of original thematic music.

      Each hero has its own plastic sculpted miniature. The game also has 14 zombies in two colors. Other objects and effects are represented by high-quality cardboard counters.
    • phr filter_6Leg Los!
      3-6 Players | 30 Min | 8+
      Last Night on Earth: The Zombie Game is a survival horror board game that pits small-town heroes head-to-head against a horde of zombies. A team of four heroes is chosen by one set of players, and the zombies are controlled by one or two players. Each hero has its own special abilities. The board is modular, which changes the layout of the town and start positions of each hero. The game comes with several scenarios, which include simple survival, rescue, or escape. Differing combinations of heroes, scenarios, and board configurations offer a lot of replayability.

      A hero deck and a zombie deck deliver tactical bonuses to each side. Combat is resolved using six-sided dice, modified by the weapon cards with which heroes may be equipped. Many of the cards include zombie movie tropes to achieve a feel of playing out a horror movie. All the game art is photographic, enhancing the cinematic feel. The game also comes with a CD soundtrack of original thematic music.

      Each hero has its own plastic sculpted miniature. The game also has 14 zombies in two colors. Other objects and effects are represented by high-quality cardboard counters.
    • access_time filter_3Legendary Encounters: An Alien Deck Building Game
      1-5 Players | 45 Min | 17+
      Legendary Encounters: An Alien Deck Building Game, based on the four movies of the Alien series, is a fully cooperative game with original art. While based on the Marvel superheroes version of Legendary, the two games will be compatible but cannot be fully integrated.

      Legendary Encounters is a deck-building game in the same family as Legendary: A Marvel Deck Building Game, but now players must cooperate in order to survive against hordes of aliens. Taking on the role of protagonists such as Ripley, Dallas, Bishop and Corporal Hicks, players take turns recruiting cards for their deck from a central selection in order to improve their deck and defeat Xenomorph cards that are added to the central game board.
    • access_time filter_3Legendary: A Marvel Deck Building Game
      1-5 Players | 45 Min | 17+
      Legendary Encounters: An Alien Deck Building Game, based on the four movies of the Alien series, is a fully cooperative game with original art. While based on the Marvel superheroes version of Legendary, the two games will be compatible but cannot be fully integrated.

      Legendary Encounters is a deck-building game in the same family as Legendary: A Marvel Deck Building Game, but now players must cooperate in order to survive against hordes of aliens. Taking on the role of protagonists such as Ripley, Dallas, Bishop and Corporal Hicks, players take turns recruiting cards for their deck from a central selection in order to improve their deck and defeat Xenomorph cards that are added to the central game board.
    • access_timeaccess_time filter_2Letters From Whitechapel
      2-6 Players | 120 Min | 13+
      Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called "the wretched" – on every street corner.

      The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.
    • child_care filter_4Life Junior
      2-4 Players | 15-30 Min | 5+
      Choose your fun adventure with The Game of Life – junior style! This fun and fast-paced game is just like the adult version, but with much cooler rides! Pick the Blue Wheeler, the Pink Cruiser, the Yellow Speedster or the Green Rider, and start enjoying life's twists and turns! Have tons of fun with amazing adventures on the beach or at the zoo – it's your choice! Keep collecting stars and see how the Action cards and Attractions like the Museum or the Chocolate Factory affect your fate. If you get to 10 stars first, you win! You'll have a fun game and an awesome day whenever you play The Game of Life Junior game!
    • access_time filter_4Lords of Vegas
      2-4 Players | 60 Min | 12+
      You and your opponents represent powerful developers in a burgeoning Nevada city. You will earn money and prestige by building the biggest and most profitable casinos on "The Strip," the town's backbone of dust and sin. You start with nothing but parking lots and dreams, but from there you build, sprawl, reorganize and gamble your way to victory. Score the most points investing in the most profitable development companies and putting the best bosses in control of the richest casinos. Put your dollars on the line . . . it's time to roll!

      The game board is broken into 8 different areas, each consisting of a number of empty 'lots'. Players build lots by paying money and placing a die of the value matching the one shown on the lot's space onto the lot, along with a casino tile of one of 7 colors. Adjoining lots of the same color are considered a single casino. The casino's boss is the player whose die value is higher than any other in the casino. On each players turn, players turn over a new card representing a new lot they get. The card also is one of the casino colors. Any built casinos of the matching color will score both money and VP. Money is earned for each lot in the casino, where each lot may be owned by a different player. VP goes only to the casino's owner. Players can expand their casinos; try to take over casinos owned by other players; make deals to trade lots, casinos and money; or gamble in opponents' casinos to make more money. Ultimately, though, only victory points matter, and that means making yourself boss of the biggest casinos.
    • access_timeaccess_time filter_4Lords of Waterdeep
      2-5 Players | 60-120 Min | 12+
      Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!

      In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.

      During the course of play, you may gain points or resources through completing quests, constructing buildings, playing intrigue cards or having other players utilize the buildings you have constructed. At the end of 8 rounds of play, the player who has accrued the most points wins the game.
    • phr filter_4Lost in R'lyeh
      2-6 Players | 45 Min | 13+
      R'lyeh is a terrible and ancient city, risen from the depths of the Pacific by a great curse. There, Cthulhu lies both dead and dreaming, waiting to consume any who venture near.

      In Lost in R'lyeh, players are trapped in H.P. Lovecraft's short story, "The Call of Cthulhu". From the mysterious discovery of a profane idol, to dreams of a dark cult, to landfall in a cyclopean metropolis and Cthulhu's horrific emergence, no player can truly win...although the last player to escape will be the ultimate loser for that player will be forever lost in R'lyeh!

      In terms of the gameplay, each turn choose to play either event cards and horror cards. Play the largest card sets you can to unlock ever-mightier powers. When the time is right, transition from playing cards from your hand to eliminating your array of escape cards. What's more, decide each turn whether picking up the whole stack will help you win, even though you're ultimately trying to get rid of cards.
    • favorite_outline filter_3Lotus
      2-4 Players | 20 Min | 10+
      Lotus is a beautiful game that grows into a unique work of art every time you play.

      Clear your head and take in the quiet strength of the lotus garden. It takes skillful care and nurturing to grow these flowers to their full potential, but, once picked, they provide their owner with wisdom. Beware, for there are others who will do anything they can to get their hands on these mystical flowers. You'll need to enlist the help of creatures native to this land to take control of the lotus garden and achieve true enlightenment.
    • favorite_outline filter_4Love Letter
      2-4 Players | 30 Min | 8+
      All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?

      Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!
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    • favorite_outline filter_4Machi Koro
      2-4 Players | 30 Min | 10+
      Welcome to the city of Machi Koro. You've just been elected Mayor. Congrats! Unfortunately the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die.

      Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!

      Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on his own terms in order to complete all of the landmarks under construction faster than his rivals. On his turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, he gets the effect of that building; in some cases opponents will also benefit from your die (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of his city on future turns. The first player to construct all of his landmarks wins!
    • phr filter_6Mad Libs
      2-6 Players | 30 Min | 8+
      Players draw 10 cards that have words written on them. Each card has either a noun, a verb, an adjective, an adverb, or is one of two sorts of "wild" cards. The players' object is to create grammatically correct sentences using the words on their cards. A gin-like mechanic has players discarding and drawing cards so they can create their sentences.
    • phr filter_4Mafia Casino
      2-5 Players | 45 Min | 11+
      In the card game Mafia Casino, you want to be the first player to raise $30 million, whether through legal means (such as building hotels or casino resorts to attract clients who deal in pearls and diamonds) or means that fall on the shady side of legal (such as extorting someone or planting bombs in the hotels owned by opponents). The game lasts a number of rounds, and in each round players have a choice between building, gambling, conducting "business", or completing a mission.

      Enter a world where money and the mafia go hand in hand. Build your Casino-Hotel and aim to become the richest. Attract prestigious guests, deal pearls and diamonds, and partake in games of chance. Spying, bombings, robbing safes, and embezzlement will help you sabotage the plans of your opponents. Be cautious though, there are no such things as "rules" in the Mafia.
    • phr filter_6Man Bites Dog
      2-6 Players | 10 Min | 8+
      It's the hilarious headline card game! This game is a little different: you're dealt a hand of cards with words on them, each with a point value. When it's your turn, construct the headline that earns the highest points... and often the biggest laughs! The first player to get to 500 points wins. If more than one player earns 500 points when the hand's points are totaled, the highest score wins.

      Each round, players are dealt 5 cards. They may discard and replace up to 3 three of them, and then each one makes a sensible headline with the cards in their hand. The value of the headline is doubled for anyone using an "Exclusive" card. The first player to reach 500 points is declared the winner.
    • child_care filter_2Mancala
      2 Players | 10 Min | 5+
      Mancala is a whole family of games.

      This entry is referencing only the popular game also known as Kalah, invented in the 1940 by William Champion Jr..

      The game is played on a board of two rows, each consisting of six round pits. The rows have a large store at either end called kalah.

      A player owns the six pits closest to him and the kalah on his right side. Beginners may start with 3 seeds in each pit, but the game becomes more and more challenging by starting with 4, 5 or up to 6 seeds in each pit. Today, 4 seeds per pit has become the most common variant, but Champion recommended the expert game with 6.

      Play is counterclockwise. The seeds are distributed one by one in the pits and the players own kalah, but not into the opponent's store.

      If the last seed is dropped into an opponent's pit or a non-empty pit of the player, the move ends without anything being captured.

      If the last seed falls into the player's kalah, he must move again.

      If the last seed is put into an empty pit owned by the player, he captures all contents of the opposite pit together with the capturing piece and puts them in his kalah. If the opposite pit is empty, nothing is captured. A capture ends the move.

      The game ends when one player no longer has any seeds in any of his holes. The remaining pieces are captured by his adversary.

      The player who has captured most pieces is declared the winner.
    • phr filter_2Mars Attacks: The Dice Game
      3-6 Players | 20 Min | 10+
      In Mars Attacks: The Dice Game, the Martian players compete to see who can subjugate which U.S. cities first.

      At the start of the game, four stacks of cards are dealt out randomly, with each stack having as many cards as players. On a turn, the player first declares which city he wants to attack, then rolls all ten dice. Any dice showing the "nuke" symbol are locked and cannot be rerolled. Laser guns are similarly locked, allowing the player to reroll only the alien heads. If he rerolls and ever has as many nuke symbols showing as the number on the face-up cards and the supplementary token, his turn ends; otherwise he can stop at any time, and if he doesn't have enough guns or alien heads to claim his target, he marks his total with one of his tokens, allowing him to add on to this number on a future turn — assuming that someone else doesn't claim the card first.

      Some city cards have special powers, such as Seattle's, which allows you to place one die on the symbol of your choice prior to rolling. Las Vegas, true to its nature, wants you to go bust multiple times in order to claim the card. Whoever ends up decimating the largest portion of the earth wins. Ak ak ak ak ak!
    • child_care filter_2Melvin + Simon
      2-4 Players | 5-10 Min | 4+
      Melvin + Simon is a collage art memory game.
    • phr filter_4Meteor
      1-6 Players | 15 Min | 12+
      There is a storm of meteors heading directly toward our planet! Estimated time of impact is five minutes. We need to work together to destroy them all or the world will be blown to bits. Are you brave and resourceful enough to save our planet? If even one meteor gets through our defenses and hits the planet, life as we know it will be no more. Good luck citizens. It's up to you.

      Meteor is a real-time, cooperative, resource management card game.

      You need to work together building and launching rockets as the time ticks down and the meteors get closer and closer to destroying the planet. Will you blow up all the meteors in time? Only one way to know for sure.

      Meteor plays as a real-time card game. Each player has a hand of cards and a build area (build areas are shared in the six player game). A number of meteor cards are placed in the center of the table. Players must co-cooperatively build rockets to launch at the meteors before the time runs out.
    • phr filter_6Mogul
      3-6 Players | 45 Min | 13+
      In Mogul, players buy and sell railway shares and try to outsmart the others and the market. Each of the five railroad companies has four to seven shares. Each turn, one of the share cards is revealed and an auction ensues. Players earn money by dropping out of the auction, but the last player in wins the right to take the card or sell shares he already owns.
    • access_timeaccess_time filter_4Monopoly
      2-8 Players | 60-180 Min | 8+
      Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes.

      On his turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, he has the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a color group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail.

      The goal of the game is to be the last player remaining with any money.
    • access_timeaccess_time filter_4Munchkin
      3-6 Players | 60-120 Min | 10+
      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.

      This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...

      And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
    • phr filter_9_plusMoral Dilemma
      5-20 Players | 20-45 Min | 18+
      Moral Dilemma is a rude, adult party game where the right answer is always determined by your peers. This party game of ethical debate will put you and your friends in a position to discuss some of the most outrageous predicaments with some of the most terrible resolutions that we could think of. Two unique sets of rules will create two very different ways to play the game! In one set, argue for what you believe, and in the other you argue for whatever the cards tell you.

      On your turn, you pull a card and read. You then secretly vote for one of two choices on the card. The rest of the group (society) then votes as a team. If you agree with society, then you get the point!

      Includes hundreds of unique moral dilemmas (with a few classics thrown in there) that can sprout hours of fun and debate!
    • child_care filter_4Mouse Trap
      2-4 Players | 30 Min | 6+
      Mouse Trap pits 2-4 players against each other as mice trying to navigate through a complex mousetrap. They build the Rube Goldberg inspired mousetrap as they move their mice across the board. They also try to collect cheese cards, which allow them to move other mice to cheese wheel which is the bait for the trap. Once the mousetrap has been completely constructed, players can attempt to capture each others' mice in it by turning the crank, which activates the mousetrap. If the mousetrap doesn't malfunction, the mouse is captured and out of the game. The winner is the last mouse who avoids being trapped. The main appeal of Mouse Trap is the ridiculously complex contraption that is the mousetrap. Somehow even young children can figure out how to assemble it from the blueprints on the board, and everyone enjoys watching it do its magic.
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    • child_care filter_4Nascar Dominoes
      2-10 Players | 30 Min | 5+
      A traditional tile game played in many different cultures around the world. This entry is for Western Dominoes; the standard set being the 28 "Double Six" tiles. Chinese Dominoes use a 32 tile set with different distributions.

      Dominoes is a family of games using the "Western" style tiles. The standard set of tiles is based on the 21 different combinations made with a roll of two six-sided dice. Seven (7) additional "Blank" combination tiles combine with the 21 to form the standard 28 "Double-Six" set. "Double-Nine" (with 55 tiles) and "Double-Twelve" (with 91 tiles) are also popular ("Double-Fifteen" sets also exist).

      There are many different games played with Dominoes. The standard game is known as the Block game. Forms of this game are known in many different areas of the world with similar rules. Puerto Rican Dominoes, Latin Dominoes, and Cuban Dominoes are all forms of the Block game.

      Another main variety of Dominoes games are based on the "Fives Family." Five-up, All Fives, Sniff, and Muggins are all part of this family. This variation adds the ends of the dominoes to make a multiple of five for scoring.
    • access_time filter_4Destination: Neptune
      2-4 Players | 90 Min | 12+
      Destination: Neptune shows an optimistic vision of commercial space exploration in the next century. Players control an organization with the resources and intent to explore, develop, and colonize the worlds beyond Earth. Organizations that practice careful planning and resource management, with a healthy dose of technology research will succeed. Destination: Neptune moves through four generations of space exploration. Players earn Victory Points by building large commercial outposts and colonies, as well as from fame and outright purchases. After four generations, the player with the most Victory Points wins the game.

      This is a card driven game in which most Cards have an action that happens immediately, and another action for all of the players (including the player who played the card). Players can also sell cards in exchange for currency. When you sell a card, it goes to an Opportunity Track and is placed to the side of the board. If the Opportunity Track already has as many cards as players, the rightmost card is discarded. You may not change the order of the cards in the Opportunity Track. Players can play cards from the Opportunity Track as if they were in their hands.

      Players must use the cards to gain currency and fuel in order to launch space missions to establish bases, factories and colonies on various locations within our solar system. Careful hand and resource management is key to winning the game. In addition, players also need to research certain technologies in order to build on most locations. Technologies are researched through card play and paying currency. The cards are separated into 4 piles which are separate generations. At the end of each generation, each player scores points for the various structures they've built. The game ends when all generation piles have been exhausted.
    • favorite_outline filter_4Never Have I Ever: The Card Game of Poor Life Decisions
      4-12 Players | 30 Min | 17+
      Destination: Neptune shows an optimistic vision of commercial space exploration in the next century. Players control an organization with the resources and intent to explore, develop, and colonize the worlds beyond Earth. Organizations that practice careful planning and resource management, with a healthy dose of technology research will succeed. Destination: Neptune moves through four generations of space exploration. Players earn Victory Points by building large commercial outposts and colonies, as well as from fame and outright purchases. After four generations, the player with the most Victory Points wins the game.

      This is a card driven game in which most Cards have an action that happens immediately, and another action for all of the players (including the player who played the card). Players can also sell cards in exchange for currency. When you sell a card, it goes to an Opportunity Track and is placed to the side of the board. If the Opportunity Track already has as many cards as players, the rightmost card is discarded. You may not change the order of the cards in the Opportunity Track. Players can play cards from the Opportunity Track as if they were in their hands.

      Players must use the cards to gain currency and fuel in order to launch space missions to establish bases, factories and colonies on various locations within our solar system. Careful hand and resource management is key to winning the game. In addition, players also need to research certain technologies in order to build on most locations. Technologies are researched through card play and paying currency. The cards are separated into 4 piles which are separate generations. At the end of each generation, each player scores points for the various structures they've built. The game ends when all generation piles have been exhausted.
    • access_time filter_4Neverlands' Legacy
      1-4 Players | 60-90 Min | 8+
      In this strategic, dice-rolling skirmish game, you help either Peter Pan and his allies or Captain Hook and his crew to assault their rivals on Hook's pirate ship or in the lost boys' camp respectively. At the start of the game, you'll choose which faction to play as and then set up the appropriate location to attack. Whether you're playing as Peter and his allies or Hook and his crew, you'll then assault your foes' base of operations, drawing cards to search every nook and cranny for lost boys, fairies, and pirate treasure, while positioning yourselves around the board to bypass or fight off your enemies. Combat and actions are resolved through a dice system that determines what you can accomplish each turn. As the Peter and his allies, the game is won when you rescue all of the lost boys aboard Hook's ship. As Captain Hook and his crew, the game is won when you capture all of the lost boys hiding in their camp. In either case, the game is lost when your foes defeat enough of your characters!
    • access_timeaccess_time filter_4New Angeles
      4-6 Players | 120-240 Min | 8+
      The largest, richest, and most diverse city on Earth, New Angeles is home to the Space Elevator that rises along its buckyweave tether and connects us to Luna and its invaluable Helium-3 deposits. It is here, in New Angeles, that you'll find the global headquarters for the worlds' most powerful megacorps: Haas-Bioroid, Globalsec, Jinteki, Melange Mining, NBN, and the Weyland Consortium. And it is here, in this shining beacon of human achievement and advancement, that these powerful megacorps enjoy a uniquely fertile breeding ground for their projects and their rivalries.

      In New Angeles, you gain control of one of these megacorporations, then you use your wealth and influence to create more wealth and more influence. To do this, you cut deals and forge temporary alliances. You leverage your credits and assets to gain financial superiority over your corporate rivals. All the while, you also need to keep an eye toward the masses, striking deals with the other corps as necessary in order to keep a lid on crime, disease, and unrest. If you want to maximize your profit, you need to keep New Angeles open for business!
    • favorite_outline filter_4New York Slice
      2-6 Players | 30 Min | 8+
      You've just been given a shot at being the head chef at the prestigious New York Slice pizza parlor. Now you and your fellow pizza chef wannabes have to make the most amazing pizzas...one slice at a time!

      In New York Slice, each player slices pizzas into portions, giving their opponents first choice, while they take the leftovers. There are a dozen kinds of pizza to work with, from veggie to hawaiian to meat lover's, and each player decides if they want to eat or keep some of the slices, building the best collection of pizzas possible!

      Each time a player slices a pizza, there's a different special to go along with it, whether it's allocated to one of the portions or placed on its own. Specials provide the player with special powers or points, such as calling dibs on a slice before the pizza is divided, getting one of the normally-out-of-the-game "mystery slices', having an opportunity to "sneak a slice" by moving it from one portion to another when they choose, and many more—there are 14 different "Today's Specials" in the game.

      Some slices have anchovies on them (yuck!), which are worth negative points to anyone who collects them — but anchovies might show up on different pizza types you're collecting, so in order to have the majority of a type, you just might have to collect one with anchovies on it!

      If you tie another player for the most slices of a type, neither of you gets any points — but a bunch of slices have two types of pizza on them, with each combo slice being worth half a slice of each type, which is great for breaking ties.

      Most slices have pepperoni on them, which you can eat for points (instead of collecting to go for the majority of each slice type).
    • phr filter_2Ninja Taisen
      2 Players | 20 Min | 8+
      Ninja Taisen is a two-player, dice-driven open information abstract game with a random set-up. Both players have identical sets of ten fighters, with three fighters in each of three colors with values 1–3 along with a tri-colored boss valued at 4; these fighters are placed in small stacks of varying size onto a line that's eleven steps long. On a player's turn, he rolls the three colored dice and can make up to three moves accordingly, with the blue die moving a blue fighter, etc. Moving a fighter that has other fighters on top of him moves these other fighters as well.

      If, as a result of movement, his fighter (or stack of fighters) encounters an enemy, a fight between the two top cards in each stack occurs, the result of which is decided primarily by the color (via a rock-paper-scissors mechanism) and secondarily by the number (highest wins). If the boss wins a fight, its power is reduced by the enemy's power for the remainder of the current fight; if two fighters draw, they both retreat one step toward their own village, possibly precipitating other fights on the same turn. The fight continues until either pile is depleted.

      The first player to either defeat all of the opposing fighters or reach the end of the line (and clear out the opponent's fighters in his village) wins.
    • phr filter_4No Thanks
      3-7 Players | 20-30 Min | 8+
      No Thanks! is a card game designed to be as simple as it is engaging.

      The rules are simple. Each turn, players have two options:
      play one of their chips to avoid picking up the current face-up card

      pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card However, the choices aren't so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run - but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card.

      The first versions of the game supported up to five players, but a 2011 edition supports up to seven.

      This game was originally published in Germany by Amigo as Geschenkt ...ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigo's international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.
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    • phr filter_4Oenologus
      2-6 Players | 20-30 Min | 8+
      The Union de la Sommellerie Française (French Union of Sommeliers) created this wine-trivia as a relation gift. The nice wooden box contains a map of France, 6 bottle-meeples, 1 die and 8 sets of 44 cards. On each card, you find 3 questions on wine (in general or questions about a wine region). Players have to roll the die and answer a question. If the answer is correct, you can play again. If wrong, next players starts rolling the die.

      Winner is that player who comes first at the ending point.
    • access_time filter_4Oh Gnome you Don't!
      2-5 Players | 90 Min | 13+
      In Oh Gnome You Don't! players are the gnomes promised in the title, trying to get their hands on as many gems as possible, whether through sales at various businesses or brawls with their fellow gnomes.

      Each player starts with a hand of two cards from a deck of 104 and (optionally) ten Brawl cards, with the gnomes placed at the start of the track. On a turn, a player rolls the die, then moves along the track or into a business (exact roll not needed).

      If on the trail, a player plays one card, then draws one card. Green cards give you items to sell later at businesses; purple cards provide an immediate action, such as additional movement, gem theft, missed turns, and so on; red cards allow you to attack another player or defend against attacks. If in a business, the player sells as many green cards as desired, collecting gems for the goods sold.

      If being used, Brawl cards can be played when two gnomes land in the same space. If they agree to brawl, each player chooses one card from his personal deck, then simultaneously reveal them. The player with the higher card wins the difference between the cards in gems from the loser.

      Players score extra gems or are penalized gems based on their order of finish, with any remaining green cards on the table selling for only half their value. The player with the most points wins.
    • phr filter_6Once Upon A Time: The Storytelling Cardgame
      2-6 Players | 30 Min | 8+
      Once Upon A Time is a game in which the players create a story together, using cards that show typical elements from fairy tales. One player is the Storyteller and creates a story using the ingredients on her cards. She tries to guide the plot towards her own ending. The other players try to use cards to interrupt her and become the new Storyteller. The winner is the first player to play out all her cards and end with her Happy Ever After card.

      The second edition, published in 1995, features an expanded card set.

      The third edition, published in 2012, features multiple changes, including new artwork by Omar Rayyan, a new card set, and a simplified rulesheet.
    • favorite_outline filter_8One Night Ultimate Werewolf
      3-10 Players | 10 Min | 8+
      No moderator, no elimination, ten-minute games.

      One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!

      Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.
    • phr filter_4Open Sesame
      3-5 Players | 15 Min | 10+
      In Open Sesame, a.k.a. Ali, players re-enact the story of "Ali Baba & the Forty Thieves" – but as a push-your-luck memory game.

      Each round, one player takes the role of Ali while the other players are all thieves. These thieves must repeat, in turn and without error, an ever-growing list of objects – these objects being the treasures that Ali Baba covets and wants to steal. The question for Ali is whether to stop or not before he covets too much and ends up stuck in the cave, with the treasures falling into the hands of the thieves.

      Variant rules allow for only two to play Open Sesame.
    • child_care filter_4Operation
      1-6 Players | 10 Min | 6+
      Operation is a dexterity game in which you must extract silly body parts from a hapless patient. In the course of the game you acquire cards which dictate that you must remove a certain piece from the body of the patient. To do this you use a set of tweezers that are attached by wire to the game board. If you are sloppy and touch the metal sides of the hole where the item is located, the patient's pain is indicated by a sudden buzzer and light-up nose. Successful extractions net cash, and the player with the most cash at the end of the game is the winner.
    • access_time filter_4Operation: Kindergarten
      2-4 Players | 45-60 Min | 12+
      In the grim world of kindergarten, where juice is the fuel of chaos, where the playground is the ultimate arena, where the struggle against tantrums is real, the teachers, the guardians of order remain ever faithful, ready to jump in and take the ball away, if they have to.

      While the situation in the battlefield appears calm, hostilities may break out at any moment. The yard remains rife with dangers, and the tribes of kindergardeners shall be unleashed upon each other any minute now.

      Who will prevail in the ultimate battle between light and darkness, between order and chaos, between disinfectant and sharp objects?

      In Operation: Kindergarten, the players are teachers that are trying to keep children safe, and return them to their classrooms - and they will not stop at anything to do so, including disrupting their fellow teachers' routines.

      Using a dice placement mechanism, the players direct the movement distance & direction of children, affect where the retiring head teacher will be inspecting next, and decide on their own movement and actions throughout the day.
    • access_time filter_9_plusOutburst!
      4-20 Players | 60 Min | 18+
      Outburst is a game of lists. Two teams take turns trying to guess as many of the 10 answers to a topic on the cards. Bonus points can be earned by guessing a Target Answer determined by a die roll. The first team to 60 points wins! The game mechanism is very similar to the long time TV game show Family Feud, and itself seems to be the basis for the Canadian game show Talk About, which also spawned its own home game by Pressman.

      An example would be a Topic Card of "10 Cars Rich People Drive." The team whose turn it was, would have to name the 10 cars on the Topic Card by the time the minute sand timer runs out.

      The earlier versions of this game have a lot of dated topics. The 2016 version by Parker Brothers is more recent topically.
    • phr filter_2Oxford
      2 Players | 30 Min | 10+
      The board starts with each player having 6 pieces in play; 3 with each symbol.

      Each turn, a player brings a new piece into play, or moves a piece a distance exactly equal to the number of pieces they own matching that symbol. At the end of a move the piece is flipped to show the opposite symbol. Movement is orthogonal; forwards or sideways, but never backwards.

      An opponent's piece may be captured by replacement, and lost pieces may be regained by moving to the opponent's starting row.

      To win, put the opponent in a position where they only have pieces with one symbol in play - it doesn't matter which one!
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    • phr filter_4Pamplona: Viva San Fermín!
      2-4 Players | 45 Min | 8+
      Pamplona attracts over 1 million visitors each year in July for its nine-day San Fermín festival, originated in the 14th century. The daily Running of the Bulls, so dear to Hemingway, is its highest profile event. With is simple yet refined mechanics, Pamplona - Viva San Fermín! Faithfully reproduces the run in all its aspects: bravery, euphoria, adrenaline, but also tactics and management. Players must run all of the 4 sectors of the race, escaping from the opponents' bulls and steers, while trying to gore or trample the opponents using their own. Pamplona - Viva San Fermín! is not a common race. The winner is not necessarily the first runner to cross the finishing line, but the one show shows the most courage.
    • phr filter_4Pandemic
      2-4 Players | 45 Min | 8+
      In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.

      The game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the "normal" spread of the infections.

      Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five—but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win!

      The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game.
    • phr filter_4Parfum
      2-4 Players | 45 Min | 8+
      Who will be the most successful perfumer? Parfum takes the players to the wonderful world of fragrances. Using ingredients like vanilla, lavender, or violets, the players distill precious essences in order to create unique perfumes. Only the player catering to their clientele's preferences will be able to sell their perfume. Each customer favors a specific fragrance, which must be contained in a flask to induce them to buy it.
    • phr filter_4Paris Connection
      3-6 Players | 30 Min | 8+
      A re-issue of David V. H. Peters' SNCF (Société Nationale des Chemins de fer Français). Originally released by Winsome Games as part of its 2010 Essen Set, SNCF was subsequently licensed by Queen Games and rereleased as Paris Connection in 2011. This is a fast network-/portfolio-building game with a train theme, with the objective of having the most valuable stock portfolio at the end of the game. Players can own and trade stocks as well as influence the value of each company.

      There are 6 colors of wooden locomotives, each color representing a company. Players are dealt random hands of 5-10 (depending on number of players) locomotives, which are essentially a stock portfolio; the rest of each color are placed in a pool. On your turn, you can either increase the value of a single company by placing 1-5 locomotives from the remaining pool of that company, or you can trade one locomotive in your portfolio for one or two locomotives from the remaining pool in a company.

      The game board is a map of France, with cities worth anywhere from 1-4 points, and rural hexes worth 0. Connecting to a city adds to a company's value.

      The game ends when Marseille is reached by a company, or when there is only one company with locomotives remaining in the pool. Players' scores are determined by the value of each company at the end multiplied by the number of locomotives the player has for each color.
    • phr filter_2Patchwork
      2 Players | 15-30 Min | 8+
      A re-issue of David V. H. Peters' SNCF (Société Nationale des Chemins de fer Français). Originally released by Winsome Games as part of its 2010 Essen Set, SNCF was subsequently licensed by Queen Games and rereleased as Paris Connection in 2011. This is a fast network-/portfolio-building game with a train theme, with the objective of having the most valuable stock portfolio at the end of the game. Players can own and trade stocks as well as influence the value of each company.

      There are 6 colors of wooden locomotives, each color representing a company. Players are dealt random hands of 5-10 (depending on number of players) locomotives, which are essentially a stock portfolio; the rest of each color are placed in a pool. On your turn, you can either increase the value of a single company by placing 1-5 locomotives from the remaining pool of that company, or you can trade one locomotive in your portfolio for one or two locomotives from the remaining pool in a company.

      The game board is a map of France, with cities worth anywhere from 1-4 points, and rural hexes worth 0. Connecting to a city adds to a company's value.

      The game ends when Marseille is reached by a company, or when there is only one company with locomotives remaining in the pool. Players' scores are determined by the value of each company at the end multiplied by the number of locomotives the player has for each color.
    • phr filter_4Pay Day
      2-6 Players | 30 Min | 8+
      Pay Day is played on a one-month calendar with 31 days. During the game, players will have to deal with various bills and expenses, but will also have the opportunity to make deals on property and earn money. At the end of each month, players are paid their salary (the same for each player) and must then pay off all outstanding bills, taking out a loan if necessary. Most money (or least debt) wins after a certain number of months decided by the players (3 months usually takes 30 minutes to finish).
    • phr filter_2Pente
      2 Players | 30 Min | 8+
      Pente is an abstract strategy game. Players place glass markers on intersections of a 19-by-19 grid (the same as in Go). The object of the game is to get five of your own markers in a row (4 with more than 2 players) or capture five pairs of your opponent's pieces. The first to do either wins. Capturing takes place when exactly two pieces are sandwiched between pieces of the opposite color. There are multiple variations of the game for greater challenge and complexity. The 20th anniversary edition is a deluxe version of the game with a large color game instruction book, quality game board, and six sets of different colored glass markers that allows play with up to 6 players.
    • phr filter_2Personally Incorrect
      5-10 Players | 20-30 Min | 18+
      Personally Incorrect is the appropriately inappropriate party game that will make you hate what you think and love what you play.

      Playing Personally Incorrect is a way to connect, break the ice, and interact. Simply put, Personally Incorrect makes things personal and lets players have some real fun, where they don't have to worry about being judged or offending anyone. Personally Incorrect does this by directing the questions at the individuals playing the game instead of just offering a fill in the blank question

      The player with the most 'Question' cards at the end of the 10th round is the winner. Players begin the game with 10 'Answer' cards, and receive a new one each turn. Every turn a player will read a 'Question' card aloud submitting another player's name into the "Insert Name" quotations. The rest of the players will simultaneously select answers and submit them to the player who read the question.

      The active player now shuffles all of the answer cards together and reveals them 1 at a time. All of the other players present quickly vote for the most appropriately inappropriate answer. It is important to vote quickly as the last vote will not count that way players don't base their vote on another player's vote. In the event of a tie, the active player/reader is allowed to cast their vote in order to break the tie. The player whose answer received the most votes now claims the question card, ending the round.

      At the end of 10 rounds the player with the most question cards is the winner.
    • child_care filter_4Pickle Letter
      2-5 Players | 20 Min | 7+
      Pente is an abstract strategy game. Players place glass markers on intersections of a 19-by-19 grid (the same as in Go). The object of the game is to get five of your own markers in a row (4 with more than 2 players) or capture five pairs of your opponent's pieces. The first to do either wins. Capturing takes place when exactly two pieces are sandwiched between pieces of the opposite color. There are multiple variations of the game for greater challenge and complexity. The 20th anniversary edition is a deluxe version of the game with a large color game instruction book, quality game board, and six sets of different colored glass markers that allows play with up to 6 players.
    • access_time filter_9_plusPictionary
      3-16 Players | 90 Min | 12+
      Playing Pictionary may remind you of Charades, but with drawing on paper instead of acting out the answers. In Pictionary, though, both teams' (or even all three teams') clue givers may be drawing at the same time as players strive to be the first to guess the correct answer. When the answer is not designated "All Play," one team simply tries to come up with the answer before the timer runs out, which is usually but not always possible thanks to the varying difficulty levels of the answers. No great drawing talent is required; instead, players gain an edge if they have a good imagination when guessing, empathy for their team mates, and/or a general ability to communicate in restricted circumstances. A board is provided, just to keep score on, which focuses the competition. Pictionary was a big hit when it first appeared and has been a classic on the party game scene ever since.
    • child_care filter_5Pig 10
      3-16 Players | 90 Min | 12+
      Shout it out, count it out – be lucky as a pig in clover! Pig 10 is a card game that lets you go hog wild. ­Everything revolves about the number 10. The player who hits 10 with his piglet cards fabulously often, wins.

      NINE is nothing special. But TEN is awesome. From ELEVEN on, however, it's getting really crummy… Whenever you are able to play a card that turns the result in the middle of the table into TEN, all laid-out cards are yours… but it must not be even a tiny bit more – otherwise, only the rascal who had his turn before you gets the pleasure of it.
    • child_care filter_4Pipeline
      2-4 Players | 20 Min | 6+
      Pipeline is a surprisingly fun 3D pipe laying game. Presented as a kid's game, gamers will enjoy it as a light contest too. 4 players have colourful plastic sets of plumbing; straights, angles, T joints and capping pieces. Start from one side of the board, spin a spinner (or roll a special die) to select your piece and try to build a pipeline over to ending points on the opposite side. You can rotate your pipeline if required, but not backtrack, so when your neighbour's pipe gets in your way, you have to build over or around. First to connect wins.
    • phr filter_5Poo: The Card Game
      2-8 Players | 15 Min | 8+
      It's been a tough day in the monkey cage and something in the food tonight wasn't quite right. In monkey world, there's only one thing that can be done about it - fling poo!

      Poo is a fast-paced card game for two to eight players, requiring anywhere from five to fifteen minutes to play. It's fast and furious - something you can play while waiting in line or on lunch break.

      Each player takes on the role of a monkey. You fling poo and mess with each other until only one monkey is left standing. That monkey, of course, is the cleanest one. Each turn, every player gets to draw and play a card, usually either to fling poo at another player or to clean himself off. Out of turn, each player gets to play cards to defend himself or foil other players' poo flinging.
    • access_time filter_5Power Grid
      2-6 Players | 120 Min | 12+
      Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.

      The objective 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 (except for the 'renewable' windfarm/ solar plants, which require no fuel), 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.
    • access_timeaccess_time filter_6Pretense
      2-12 Players | 60-360 Min | 7+
      Pretense is a game night social metagame, essentially a game that you play DURING other games. You have a secret role and a secret objective, and if you accomplish it, you gain a point AND you steal someone's role. With that role you can try to gain more points and more roles. The game plays from 2-12 and is great on a good-sized game night with about 5-6 people.
    • access_time filter_4Primordial Soup
      3-4 Players | 90 Min | 12+
      The 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.
    • access_time filter_4Puerto Rico
      2-5 Players | 90-150 Min | 12+
      In Puerto Rico players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings.

      Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons.

      The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.
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    • access_time filter_6Quelf
      3-8 Players | 60 Min | 12+
      Quelf is the unpredictable party game that gives Random a new name!

      Whether you're answering hilarious trivia, performing ridiculous stunts, or obeying silly rules, Quelf will inspire you to use your creativity, wit and sense of humor in ways you've never imagined.

      As you move around the game board, as one of eight quirky characters, crazy things start to happen. Your friends start talking strangely. Your mom's face is wrapped in toilet paper. Your dad is acting like Dracula. And you are reciting a poem about your armpits.
    • phr filter_6Quiddler
      1-8 Players | 30 Min | 8+
      Quiddler challenges players to create words from an ever-increasing number of letter cards in their hand. The game lasts eight rounds, with three cards being dealt to each player in the first round, four cards in the second, five in the third, and so on. Each card has one or two letters on it as well as a point value.

      On a turn, a player draws the top card from the deck or discard pile, then discards a card. When a player is able to use all of the cards in his hand (with one left for discarding) to spell words — each of which must contain at least two cards — he may go out by placing the words on the table. Each other player takes one final turn, then plays as many cards as they can in words. Each player now scores, adding the point value for cards used in words, then subtracting points for any cards remaining in hand. In addition, the player with the most words and the player with the longest word each receive 10 bonus points; in case of a tie, no one receives the bonus. Whoever has the highest score after eight rounds wins!

      Quiddler also includes rules for a solo variant.
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    • access_time filter_2Race for the Galaxy
      2-4 Players | 30-60 Min | 12+
      In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.

      At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase's action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to them. But bonuses may also be acquired through developments, so you must be aware when another player also takes advantage of your choice of role.
    • access_timeaccess_time filter_4Rise Of Empires
      2-5 Players | 180 Min | 12+
      Don't just make history-guide it! Take the reins of a developing civilization, choosing the resources and development paths that will lead to the fastest expansion, as you claim and defend territory on a map forging an empire that eventually encompasses whole continents.

      Rise of Empires play is divided into three eras. Choices made early in the era are repeated late, so your decisions must have both short-term and long-term benefits to be successful. This process requires tough decision-making and promotes an atmosphere with nail-biting suspense. Victory points are rewarded for building cities, having an empire, for progress in science, and for trading goods.

      Rise of Empires breathes new life into the civilization games genre! Balance gold and food, war and agriculture, territory and technology to forge an empire that is destined to rise above all other nations!
    • access_timeaccess_time filter_4Risk (2210, Godstorm, Legacy)
      2-6 Players | 120 Min | 10+
      Possibly the most popular, mass market war game. The goal is conquest of the world.

      Each player's turn consists of:
      - gaining reinforcements through number of territories held, control of every territory on each continent, and turning sets of bonus cards.
      - Attacking other players using a simple combat rule of comparing the highest dice rolled for each side. Players may attack as often as desired. If one enemy territory is successfully taken, the player is awarded with a bonus card.
      - Moving a group of armies to another adjacent territory.
    • phr filter_5Rockband Manager
      3-6 Players | 45 Min | 14+
      Bring together an epic band and rock to the top in Rockband Manager!

      In this card game for three to six players, take the role of band manager, assemble a group, and guide them to stardom. Use your talented stars to record killer albums, book sweet gigs, perform sold-out shows, and gain decibels to win the game. Bid for new gear and opportunities to improve your group's sound. Throw a cheap shot at your rivals by engaging in some hijinks. There are multiple roads to glory in this game, so you must develop a plan to rise above the competition. Are you ready to rock?
    • favorite_outline filter_5Rocketville
      3-5 Players | 45 Min | 10+
      In the retro-future Hometown USA known as Rocketville, there's no greater honor or privilege than holding the office of Mayor- the goal of this fast-paced game of luck and strategy. Traveling from district to district via rocket, players campaign for votes- making promises, garnering endorsements, and recruiting robotic assistance- in a mad dash to win the popular vote and the game.
    • favorite_outline filter_5Roll For It!
      3-5 Players | 45 Min | 10+
      In the retro-future Hometown USA known as Rocketville, there's no greater honor or privilege than holding the office of Mayor- the goal of this fast-paced game of luck and strategy. Traveling from district to district via rocket, players campaign for votes- making promises, garnering endorsements, and recruiting robotic assistance- in a mad dash to win the popular vote and the game.
    • phr filter_4Roll For The Galaxy
      2-5 Players | 45 Min | 13+
      Roll for the Galaxy is a dice game of building space empires for 2–5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!

      This dice version of Race for the Galaxy takes players on a new journey through the Galaxy, but with the feel of the original game.
    • phr filter_4Rondo
      2-4 Players | 25 Min | 8+
      In the abstract strategy game Rondo, players try to score as many points as possible by placing tokens on numbered spaces on the game board, with the board consisting of two concentric rings of numbered spaces and multiple spokes connecting these rings and the center of the board. (The game board is double-sided, with different values on each side.) The numbers come in five colors, and players start the game by drawing two tokens (also in five colors) from a bag and placing them on a rack, thereby hiding the color of the tokens from other players.

      On a turn, a player can either (1) play as many tokens as he wants in a continuous chain, with the first token being placed next to an occupied space or the center space, then drawing one token from the bag or (2) drawing two tokens and placing none on the board. A player can hold at most five tokens on his rack.

      When a player places tokens, the color of the token must match the space being covered; he immediately scores the points shown on this space. A player can choose to place a non-matching token face down on a space in order to reach another space, but he scores no points for the face-down token. Alternatively, a player can play multiple tokens of the same color on a matching space and score the listed number of points for each token placed.

      The game board has a number of dark grey spaces on it. The game ends at the end of the round in which all of these spaces are occupied or a player cannot draw enough tokens to complete his turn. The player with the most points wins!
    • phr filter_5Realm of Wonder
      2-6 Players | 45 Min | 10+
      Realm of Wonder puts 2-6 players in the boots of fantasy characters from a yeti to a rockman in a fantasy world with spinning continents. During your journey, you need to achieve your scenario objective, then return to the king's castle in the middle of the board.

      Each turn starts with bidding to see who will first use magic and who will first move on the board. During the magic phase, players take turns trying to harm opponents with nasty magic tricks or enhance their own character's abilities. Movement takes place on a game board divided into three continents, and the two inner continents can be moved via magic stones to hinder an opponent's movement or allow a player access to blocked areas. During the journey, players need to combat opposing figures, destroy monsters, find treasures that might boost character abilities, and gain or invade resource pools to fuel a player's economy.

      Realm of Wonder mixes area control, dice rolling, and bluffing. The game is beautifully drawn with a set of miniature figures for each character. Random elements can be minimized with an alternative rule set that makes this a great game for both younger people above 9 and hardcore gamers alike. Playing time with six players should be less than an hour.
    • phr filter_6Rumble Pie
      2-6 Players | 30 Min | 8+
      Rumble Pie is the blazingly fast, incredibly fun card game that keeps everyone in the middle of the action from start to finish. Players slap down cards quickly to build piles, land a pie and ... KaPow!... earn their team a point!

      Piece of cake, right? Not when cards are flying in from every direction — any player can attack or defend on any other player's board at any time. Teams that work together, act fast and watch each other's back will surely have an edge when the pies start to fly.
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    • phr filter_8Saboteur
      3-10 Players | 30 Min | 8+
      Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.
    • phr filter_4Samarkand: Routes to Riches
      2-5 Players | 45 Min | 8+
      As members of merchant families in Samarkand: Routes to Riches, the players marry into other wealthy merchant families. They expand the trading routes of these families and establish trade relationships with other families. The player who gains the most victory points with relationships and goods will be the winner at the end of the game.

      Each turn, the players either marry into a merchant family or expand the trading route of a family they are already married into.

      To marry into a family, the player pays the cost of the family. Only two players may marry into each family. To expand the trading route of a family, the player must be married into the family and may pay for the route with the money of the family. The goal is to meet other families not met before (gaining trade relationship markers) and to reach goods spaces first (gaining goods tokens).

      When all families have established at least one trade relationship or one family has established five trade relationships, the game ends. Each player scores their goods cards with the corresponding goods markers they have acquired, the trade relationship markers they have collected, and their money.
    • phr filter_8Say Anything
      3-8 Players | 30 Min | 13+
      Say Anything is a light-hearted game about what you and your friends think. It gives you the chance to settle questions that have been hotly debated for centuries. For instance, "What is the most overrated band of all time?" or "Which celebrity would be the most fun to hang out with for a day?" So dig deep into your heart or just come up with something witty - this is your chance to Say Anything!
    • favorite_outline filter_9_plusSchmovie
      3-99 Players | 35 Min | 13+
      What would you call a horror film about an evil booger? A sci-fi about a gangsta lunch lady? A romantic comedy about a clumsy proctologist?

      In Schmovie, you're trying to convince others that you have the best title ever for whatever concept is being pitched to the producers. What's the actual storyline? Doesn't matter – the title is what's important, so put your all into making something memorable!

      Each round, you'll roll the genre die (which has sci-fi, rom-com, horror, action, drama and producer's choice), then draw two premise cards, one What? and one Who?. The combination of those three items gives you the concept for the movie. Now you just need to come up with a title. Do a good job, and you'll win a schquid trophy; collect enough trophies, and you'll win the game.
    • pgr filter_6Scotland Yard
      3-6 Players | 45 Min | 10+
      In Scotland Yard, one of the players takes on the role of Mr. X. His job is to move from point to point around the map of London taking taxis, buses or subways. The detectives – that is, the remaining players acting in concert – move around similarly in an effort to move into the same space as Mr. X. But while the criminal's mode of transportation is nearly always known, his exact location is only known intermittently throughout the game.
    • access_time filter_2Scrabble
      2-4 Players | 90 Min | 10+
      In this classic word game, players use their seven drawn letter-tiles to form words on the gameboard. Each word laid out earns points based on the commonality of the letters used, with certain board spaces giving bonuses. But a word can only be played if it uses at least one already-played tile or adds to an already-played word. This leads to slightly tactical play, as potential words are rejected because they would give an opponent too much access to the better bonus spaces.

      Skip-a-cross was licensed by Selchow & Righter and manufactured by Cadaco. Both games have identical rules but Skip-a-cross has tiles and racks made of cardboard instead of wood. The game was also published because not enough Scrabble games were manufactured to meet the demand.
    • access_time filter_2Sentinels of the Multiverse
      2-4 Players | 90 Min | 10+
      In this classic word game, players use their seven drawn letter-tiles to form words on the gameboard. Each word laid out earns points based on the commonality of the letters used, with certain board spaces giving bonuses. But a word can only be played if it uses at least one already-played tile or adds to an already-played word. This leads to slightly tactical play, as potential words are rejected because they would give an opponent too much access to the better bonus spaces.

      Skip-a-cross was licensed by Selchow & Righter and manufactured by Cadaco. Both games have identical rules but Skip-a-cross has tiles and racks made of cardboard instead of wood. The game was also published because not enough Scrabble games were manufactured to meet the demand.
    • phr filter_6Sequence
      2-12 Players | 30 Min | 7+
      Sequence is a board and card game. The board shows all the cards (except for the Jacks) of two (2) standard 52-card decks, laid in a 10 x 10 pattern. The four corners are free spaces and count for all players equally.

      The players compete to create rows, columns or diagonals of 5 connected checkers placed on the cards that the player has laid down. Two-eyed Jacks are wild, while one-eyed Jacks allow an opponent's checker to be removed. The game ends when someone has reached a specified number of connections.
    • phr filter_4SET
      2-20 Players | 30 Min | 6+
      In SET, each card contains 1-3 objects, with all of the objects on a card having the same color, shape and shading, e.g., two purple shaded ovals. Colors, shapes, and shadings come in three different types: green, purple and red; oval, diamond and squiggle; and solid, shaded and outlined.

      All players compete simultaneously and try to claim sets of cards in a single pass through the deck. A set consists of three cards that are either all alike or all different in each attribute. For example, if all three cards have the same number of objects, but three different shapes, shadings, and colors, then those cards are a set; if two of the cards have a common attribute that is not shared by the third, they are not a set.

      To play, one person takes the deck and lays out twelve cards face up. The first person to spot a set collects those three cards; if the player was mistaken, then this player cannot claim a set until after another player has done so. After someone has claimed a set, the cardholder lays out three more cards. (If all players agree that no sets can be claimed, then the cardholder lays out three more cards. These cards aren't replaced after someone claims a set.) Whoever claims the most sets wins!
    • phr filter_6Shadow Games
      2-6 Players | 10-15 Min | 14+
      In Shadow Games, you must gather enough favours to secure the new star player for your guild. Players use various Plot and Agent cards to bribe, steal, and earn favour, but it is not enough to simply play the cards you receive. Fortune favours the bluffers! Play a card from your hand, and call it anything you want. If you convince your opponents of your lies, you will not only reap the rewards of the card you pretended to have but also gain a powerful bluff bonus that will accelerate your victory. Just don't get caught— it will cost you valuable favours to save face.

      Set in Guild Ball's devious, backstabbing Empire of the Free Cities, Shadow Games is a fast paced game for 2-6 cunning players.

      Shadow Games will appeal to all Guild Ball players and any fans of compact, quick-paced card games that involve betraying your friends! Easy to learn and addictive, it's fun for all the family and fast—one game only takes about 15 minutes!
    • phr filter_6Shadow Hunters
      4-8 Players | 45 Min | 13+
      Shadow Hunters is a survival board game set in a devil-filled forest in which three groups of characters—the Shadows, creatures of the night; the Hunters, humans who try to destroy supernatural creatures; and the Neutrals, civilians caught in the middle of this ancient battle—struggle against each other to survive.

      You belong to one of these groups and must conceal your identity from others since you don't know whom you can trust—at least not initially. Over time, though, someone might decipher who you are through your actions or through Hermit cards, or you might even reveal yourself to use your special ability.

      The key to victory is to identify your allies and enemies early because once your identity is revealed, your enemies will attack with impunity using their special abilities like Demolish, Teleport, and Suck Blood or their equipment cards such as the Rusty Broad Ax or Fortune Brooch. This ancient battle comes to a head and only one group will stand victorious—or a civilian, in the right circumstances, might claim victory.
    • access_time filter_4Sheriff of Nottingham
      3-5 Players | 60 Min | 13+
      Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself!

      In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated!

      Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham!
    • access_timeaccess_time filter_2Siege
      2 Players | 180 Min | 12+
      Siege is a man-to-man small scale combat game set in medieval Europe.

      The game is both a game by itself or can be played as an expansion to Cry Havoc. As a stand-alone game it has 5 scenarios and 2 maps (a camp and a castle). There are rules that cover a range of siege warfare tactics such as siege weapons, fire, breaching walls and scaling ladders. It is well suited for play-by-email format and can be adapted for decent solitaire play as well.

      The unit scale is one man to one counter. Each man (or woman! They are here too!) is generally represented by multiple counters or both sides of a single counter to portray healthy and wounded combatants as well as mounted and unmounted (including the horses) where applicable. Each counter has a nicely colored picture of each man with attack defense and movement values in addition to the name of the person depicted.
    • phr filter_4Simon Swipe Card Game
      2-4 Players | 15-25 Min | 10+
      Simon Swipe the Card Game for when you feel like defeating your friends with cards instead of the game. Be the first player to get rid of your cards each round and have the lowest score at the end of the game.

      The game is played in rounds. A round ends when one player has played all his cards. You then tally your points and the player to the left shuffles and deals a new hand.

      Each player begins with 9 cards, the the top card of the draw deck is flipped over, if its a wild card keep flipping. This determines the first card of the pattern.

      On your turn place a matching color, swipe or wild card on top of the first card.If you cannot play a card you must keep drawing till you do. Then place another card next to the first one, keep doing this until you run out of cards. You can start a pattern even if you can't finish it. If you finish it and have a card left over, add it to the pattern.

      When one person runs out of cards, its time to tally points. Any cards left in your hand are equal to 1 point. when 1 person gets to 15 points then the game is over. If no one gets 15 points that hand, then shuffle the cards and play another hand. If there is a tie all tied players win.
    • access_time filter_4Simurgh
      2-5 Players | 90 Min | 12+
      Simurgh is a game for 2-5 players who become heads of powerful clans in a fantastical world where humans and dragons live, hunt and go to wars together. As a head of a powerful family, each player will breed mighty dragons, make use of their special abilities, gather resources and try to make their house the most powerful by gathering the most Power Points. The game is played in a sequence of turns, with each turn allowing a player to perform 1 Main Action and any number of Free Actions. As a Main Action, a player will usually place a worker on an Action Space.

      The workers (collectively known as Vassals) come in two types: Spearmen – young warriors of each house, and Dragonriders – noble warriors and hunters gifted with their own Simurgh steed. On their turn, each player will place one of their Vassals on an empty Action Space to gain resources, exchange their assets for Power Points, add new Vassals to their house or breed a new type of Simurgh.

      During the game, players will collectively build the board by drawing and placing Action Tiles, each either providing new Action Spaces (some allowing any Vassals, some exclusively the Dragonriders), or creating an opportunity to score points for combinations of specific dragons in a player's possession. When all the scoring spaces are filled with tiles, the game ends at the end of the round and Power Points are tallied.
    • phr filter_4Skull King
      2-6 Players | 30 Min | 8+
      Grandpa Beck's Scheming and Skulking, a.k.a. Skull King, is a trick-taking game similar to Oh Hell!, Wizard and Spades, with players needing to state how many tricks they think they'll win each round. Special cards can throw off your best efforts, however, so watch how others bid and play carefully.

      Skull King uses a 66-card deck that consists of five "escape" cards, four suits numbered 1-13, five pirate cards, 1 "Scary Mary" card, 1 "Skull King" card, and 2 mermaid cards. The game lasts ten rounds, and in each round, each player is dealt as many cards as the number of the round. All players simultaneously bid on the number of tricks they think they'll take by holding out a fist and on the count of three revealing a certain number of fingers (or possibly a closed fist for a bid of zero tricks).

      Standard rules apply for the playing of cards, with one player leading off a card and other players following suit, if possible, and playing something else if not; however, a player may always choose to play one of the special, unnumbered cards — and the power of those cards might let you win a trick that otherwise would have gotten away. In more detail, the black skull-and-crossbones suit trumps the other three suits, a mermaid trumps the black cards, a pirate trumps the mermaid, and the Skull King trumps everything — except if he appears in the same trick with a mermaid, in which case she seduces him and wins instead. An escape card can't win a trick, and the "Scary Mary" card serves as either a pirate or escape card as desired by the player. Whoever wins a trick leads in the next trick.

      If a player makes his bid exactly, he scores 20 points per trick; if he collects more or fewer tricks, he loses 10 points per trick he's off. If a player makes a bid of zero tricks, he wins points equal to ten times the current round number — but if he takes even a single trick, he loses this many points instead. If a player catches pirates with the Skull King, or the King with a mermaid, he scores bonus points. Whoever has the most points after ten rounds wins.
    • favorite_outline filter_4Smash Up: The Big Geeky Box (All Addons and Allstars)
      2-4 Players | 45 Min | 12+
      The "shufflebuilding" game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents! Each faction brings a different game mechanism into play – pirates move cards, zombies bring cards back from the discard pile, dinosaurs have huge power – and every combination of factions brings a different play experience.

      During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed. Sounds easy? How easy is it when an opponent's Alien-Ninja decides to Beam Up your minions to other Bases - flat out Assassinate them? What about when the Pirate-Dinosaur player Full Sails in and releases King Rex to stomp your minions into the ground, or when the Wizard-Zombies use their Mystic Power to create an Outbreak, suddenly flooding minions onto the Base from the discard pile? Or what if you faced a Zombie-Dinosaur player instead and he created an Outbreak of massive beasts all at once?!?

      When a Base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, bro – try harder next time.
    • phr filter_4Smugglers
      2-4 Players | 40 Min | 8+
      To bring the best youngsters into the business, the smuggler boss is holding a contest, with the candidates being challenged to move a sack filled with contraband through an opening in the fence.

      More specifically, in Smugglers players form the "sacks" used for smuggling out of modeling clay and hide their contraband within. The sacks are then rolled down a 3D path, with a die roll determining which hole in the fence the player needs to try to squeeze through. The player whose bag fits through the hole and who has the largest sack now checks the smaller bags, possibly taking the contraband hidden within. Who will prove to be the best smuggler?
    • child_care filter_4Sorry!
      2-4 Players | 30 Min | 6+
      Race your four game pieces from Start around the board to your Home in this Pachisi type game. By turning over a card from the draw deck and following its instructions, players move their pieces around the game board, switch places with players, and knock opponents' pieces off the track and back to their Start position.

      Slides are located at various places around the game board. When a player's piece lands at the beginning of one of these slides not of its own color, it automatically advances to the end, removing any opponent's piece on the slide and sending it back to Start.

      Game moves are directed exclusively by cards from the play-action deck. If one plays the normal version in which one card is drawn from the deck each turn, the outcome has a huge element of luck. Sorry can be made more of a strategic game (and more appealing to adults) by dealing five cards to each player at the start of the game and allowing the player to choose which card he/she will play each turn. In this version, at the end of each turn, a new card is drawn from the deck to replace the card that was played, so that each player is always working from five cards.

      A player's fortunes can change dramatically in one or two rounds of play through the use of Sorry cards, the "11" cards (which give the player the option of trading places with an opponent's piece on the track), and the fact that it is possible to move from Start to Home without circumnavigating the full board by making judicious use of the "backward 4" cards.
    • favorite_outline filter_8Spank The Yeti
      2-10 Players | 30 Min | 17+
      "Would you dumpster hump a robot, eat the dingleberries of a coked-out unicorn, and joust Tarzan? Or, maybe you would hump the unicorn, joust the robot, and snack on Tarzan's dingleberries?!

      Spank the Yeti is inspired by the popular parlor game, F*ck, Marry, Kill. Each round, one player pairs up three Action Cards with three Object Cards (people, creatures, and things), and the other players try to correctly predict his or her answers. You don't really know your friends until you know whose dingleberries they'd eat."
    • phr filter_2Spellcaster
      2-4 Players | 20-30 Min | 14+
      Legend speaks of the enchanted Sapphire Island. Shrouded in mist and magic, the island summons mages to battle in the ultimate test of magical combat — but only those who survive the supernatural duels are granted great prestige and riches.

      Spellcaster is a card game pitting two to four mages in a duel of supremacy. You win by exhausting your opponent's energies or by collecting enough sorcery sapphires to overpower them. Sixty different spells are included from four fields of study: Combat, Conjuring, Healing and Sorcery. Cast one or more spells each turn to overcome your opponent and become the Grand Master Mage!
    • child_care filter_4Spooky Stairs
      2-4 Players | 15 Min | 4+
      Things gets quite spooky on the "Spirit Stairs". There's a race in the old castle ruin, and the most courageous have the edge. The ghost lives at the top of the stairs. Being completely quiet, a few brave children dart up the stairs- everyone wants to be first to scare the ghost with a "BOOOO! "But the ghost knows this age-old game and tries to transform the players into ghosts - one after the other one!

      Every turn players roll an enchanted die to see how fast they climb the stairs, if a player rolls a "ghost", he may place a ghost piece over another player's pawn. A magic magnetic field connects the two and the pawn disappears! Now the players must remember for the remainder of the game under which ghost their own figure is. If all players are transformed and another "ghost" rolled, two ghosts may be exchanged. Whoever can make it to the top of the stairs amidst the chaos wins.
    • phr filter_6Spyfall
      3-8 Players | 15 Min | 12+
      Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what's going on around you. It's really simple!

      Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says "Spy" instead of the location. Players then start asking each other questions — "Why are you dressed so strangely?" or "When was the last time we got a payday?" or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story!

      At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

      After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!
    • phr filter_6Spyfall 2
      3-12 Players | 10 Min | 13+
      Spyfall 2 features the same gameplay as Spyfall with two important changes: (1) Enough location cards are included that the upper player count is now twelve instead of eight, and (2) two spies can be found at each location, giving all of the non-spy players more of a challenge when it comes to tracking down who doesn't belong.
    • phr filter_6S'quarrels: A Game of Absolute Nuts
      2-6 Players | 15 Min | 13+
      Under a nearby acorn tree embark in the rigorous task of collecting acorns before winter sets in. Other Squirrels are all trying to take them before you do. Whirlwinds, Ambushing, Quarreling, and Hoarding are all just part of the fun. Get the coveted Gold Acorn but watch out for the dreaded Rotten Acorn. The more acorns you get the better chance you have of surviving winter! The player to store the most acorns when winter finally comes WINS! S'Quarrels is designed for playing in groups of 2 to 6 players.
    • phr filter_2Star Realms
      2 Players | 20 Min | 12+
      Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).

      Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent's score (called Authority) to zero, you win!

      Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios.
    • phr filter_7Star Trek: Five-Year Mission
      3-7 Players | 30-45 Min | 10+
      Star Trek: Five-Year Mission is a cooperative dice placement game for 3-7 players who take the roles of crew members of either the USS Enterprise (from the original Star Trek series) or the USS Enterprise-D (from Star Trek: The Next Generation). Each crew member has a different ability and the crew's abilities differ for each crew.

      In these roles, players try to cooperatively solve a series of blue (easy), yellow (medium) and red (difficult) alerts to score points, attempting one of 6 different difficulty levels to win before failing five such alerts, or the Enterprise being destroyed. Players must deal with injuries which lock dice out of play, ship damage that can force players to attempt harder alerts, urgent events that must be completed in 3 minutes, the prime directive, as well as yellow and red alerts that force additional alerts cards to come into play pushing you closer to failing.
    • access_time filter_1Star Trek: Frontiers
      1-4 Players | 60-120 Min | 14+
      A contested region of space accessible through a known wormhole has drawn the attention of powerful forces throughout the galaxy. Both the Federation and the Klingon Empire, who share a delicate alliance at this time, have recently built outposts in the region — but now news of grave troubles brewing in the region has prompted both the Klingons and the Federation to investigate immediately.

      Command your ship, recruit new crew members, earn experience points, and use your skills to confront the challenges of the Star Trek universe. Explore and face a variety of challenges on a randomly built space map using the venture tile system first introduced in the award-winning game Mage Knight.

      Star Trek: Frontiers is designed for 1 to 4 players with multiple competitive, cooperative and solo scenarios. Work together to defeat hostile ships or compete to explore and uncover hidden mysteries. Players need to overcome obstacles to expand their knowledge and use their leadership as they adventure in order to be victorious in their exploration!
    • phr filter_4Star Wars Episode I: Customizable Card Game
      2-4 Players | 60-120 Min | 14+
      Based on Star Wars Episode I, this card game contains two 40-card Light Side and two 40-card Dark side decks. The game is essentially a customizable card game contained in a 160-card package. Player build and tune different Light and Dark side decks to battle each other. Players are eliminated when they draw or discard the last card from their draw deck. The rules are simple and straightforward and provide an interesting game for those interested in learning more about customizable card game.
    • phr filter_2Star Wars Episode II: Attack of the Clones Chess Set
      2 Players | 60 Min | 6+
      Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typicially featuring games and commentary by chess masters.

      The current form of the game emerged in Southern Europe during the second half of the 15th century after evolving from a similar, much older game of Indian origin. The tradition of organized competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886. The current World Champion is Magnus Carlsen, Norway. Chess is also a recognized sport of the International Olympic Committee.
    • phr filter_4Star Wars: Death Star Assault Game
      2-4 Players | 10 Min | 6+
      Fight your way from the Rebel Alliance base camp towards the Galactic Empire's Death Star, where Darth Vader holds Princess Leia prisoner. As you race towards Vader, fire proton torpedoes from your X-wing fighter to demolish the TIE fighters that surround him.

      The first player to wipe out his defense, destroy the Death Star, and send Lord Vader flying into deep space wins the game...unless he beats you first!
    • access_time filter_4Steam Park
      2-4 Players | 60 Min | 8+
      As owners of a fantastic steam park, you're to build gigantic, coal-powered rides to attract as many visitors as you can – but building attractions won't be enough. You'll also need to manage your employees, invest in advertising in order to attract and please the different kinds of guests visiting your park, and, above all, keep the dirt that your park produces under strict control!

      Steam Park is an easy-to-learn game with two difficulty levels: one for the less experienced gamers and a more strategic one for those who want a more exciting challenge. In this management game, you'll have to build your own amusement park and make it the largest and most profitable in the region. By constructing the three-dimensional, wonderful rides designed by Marie Cardouat, you will see your park grow right before your eyes. Choose your strategy! Build Stands to attract more Visitors, or Toilets to keep the Dirt under control. Whatever decision you take, take it quickly: The less time you spend planning, the more time you'll have to maintain your park. Thanks to a clever, original action-choosing mechanism, winning in Steam Park is as much a matter of being the best as of being the fastest!
    • phr filter_9_plusRory's Story Cubes
      1-12 Players | 20 Min | 8+
      Here's a game that's enormous fun and will sharpen your wits and hone your imagination. The 54 images were designed by Rory O'Connor of Ireland, a trainer in creativity and creative problem-solving. They can be used to arrive at answers or decisions in an indirect and ingenious way.

      Originally Rory had put the images on the faces of a Rubik's Cube, and players would turn the Cube to scramble the images, then choose one side to play with. Kate Jones of Kadon Enterprises suggested putting the 54 images on 9 separate cubes, to allow for quicker ways to generate more varied combinations, including conceptual puzzles. Rory readily agreed, having considered the 9-cubes idea himself earlier. At a creativity conference held at Kadon headquarters in May 2004, a prototype was whipped up, and in 2005 Kadon launched the cubes version of Rory's Story Cubes.
    • favorite_outline filter_2Stratego
      2 Players | 45 Min | 8+
      The gameboard is your battlefield. You have an army of men at your disposal and six bombs. Your mission--protect your flag and capture your opponent's flag.

      Secretly place your men, bombs, and flag on the gameboard with these objectives in mind. But remember your opponent is doing the same thing, so you must plan a defense as well as an offense.

      Once the armies are in place, advance your men. When you're one space away from an enemy, attack. You and your opponent declare ranks. The lower-ranking man is captured and out of play.

      You control your pieces and risk your men in battles where the strength of your enemy is unknown. The suspense builds as your men move deeper into enemy territory. Move with caution and courage. The next piece you attack could be a bomb. And when attacked, it could "blast" your man off the board and out of play.

      The first to capture an enemy flag is the winner!
    • phr filter_5Straw
      2-6 Players | 30 Min | 8+
      Straw is a light-hearted family card game that takes place in the world of Arabian Nights. In Straw, you try to pack as many items as you can on top of a camel without breaking its back. If you can't, you lose the round – but other players must be careful not to load the camel too close to its limit because if you can break the camel's back with the Straw card, you win instead of losing!

      Will you be the one who breaks the camel's back?
    • access_time filter_3Suburbia
      1-4 Players | 90 Min | 8+
      Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.

      Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you'll modify both your income and your reputation. As your income increases, you'll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high rise office building. As your reputation increases, you'll gain more and more population (and the winner at the end of the game is the player with the largest population).

      During each game, players compete for several unique goals that offer an additional population boost – and the buildings available in each game vary, so you'll never play the same game twice!
    • phr filter_3SuDoku: The Board Game
      1-4 Players | 30 Min | 8+
      The multi-player SuDoku Board Game based on the addictive SuDoku puzzle craze.

      Copy a SuDoku puzzle onto the wipe-off board.

      2-4 players attempt to complete it, competing against each other and the timer. Or can be played alone.

      Place a number correctly to score points -- but remember, you may have to justify your choice.
    • phr filter_4Survive: Escape From Atlantis!
      2-4 Players | 45-60 Min | 8+
      Survive is a cutthroat game where players seek to evacuate their pieces from an island that is breaking up, while remembering where their highest-valued pieces are located to maximize their score.

      An island made up of 40 hex-tiles is slowly sinking into the ocean (as the tiles are removed from the board). Each player controls ten people (valued from 1 to 6) that they try and move towards the safety of the surrounding islands before the main island finally blows up. Players can either swim or use boats to travel but must avoid sea serpents, whales and sharks on their way to safety.
    • phr filter_2Sushi Dice
      2-6 Players | 20 Min | 7+
      Sushi Dice is a quick-playing dice game in which players compete head-to-head to complete a sushi dish first, with the sides of the dice representing food used in the composition of sushi.

      Each turn, three cards are revealed in the center of the table, and two players compete with six dice each, rolling the dice simultaneously and continually to try to match one of the dishes first. You can set aside any dice you want to keep, but if one of the players notices that his opponent has rolled a Yuck symbol (before the opponent can reroll it), then he can yell out "Yuck!" and force that player to reroll any dice she's set aside. If any non-active player notices that both players have a Yuck symbol at the same time, she can yell "Chop!" and that ends their turn immediately, with the dice passing to the next players.

      Whoever completes a dish first keeps that card, and the first player to collect 4-6 cards (depending on the number of players) wins.
    • favorite_outline filter_2Sushi Go Party
      2-8 Players | 20 Min | 7+
      Sushi Go Party!, an expanded version of the best-selling card game Sushi Go!, is a party platter of mega maki, super sashimi, and endless edamame. You still earn points by picking winning sushi combos, but now you can customize each game by choosing à la carte from a menu of more than twenty delectable dishes. What's more, up to eight players can join in on the sushi-feast. Let the good times roll!
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    • phr filter_6Taboo
      4-10 Players | 20 Min | 12+
      Taboo is a party word game. Players take turns describing a word or phrase on a drawn card to their partner without using five common additional words or phrases also on the card. The opposing partners watch a timer and use a buzzer to stop the game, buzz the player describing if one of the five off limits words or phrases is used, or the describing player makes any gestures. The describing team gets a point for each card they guess successfully and the opposing team gets a point for each card they pass on, make gestures on, or lose for saying one of the off limits words or phrases. An excellent party game!
    • phr filter_2Tak
      2 Players | 20-60 Min | 12+
      Tak is a two-player abstract strategy game dreamed up by Pat Rothfuss in "The Wise Man's Fear" and made reality by James Ernest. In Tak, players attempt to make a road of their pieces connecting two opposite sides of the board.
    • phr filter_2Tank Battle
      2 Players | 30 Min | 8+
      The object of this game (a distant relative of Stratego) is to destroy your opponent's six tanks before he does the same to you. In addition to your tanks, you deploy an Ammo Dump, a Fuel Dump, your HQ and five Anti-Tank guns (which do not move).

      Your tanks are numbered but the opponent knows not which is which. You also deploy (by writing their coordinates on a scrap of paper) two land mines.

      On a turn, you first plot secretly (using a peg board) where you think your opponent's tanks will end their move. Once you're ready, he moves. If you guessed correctly, the tanks are killed. (You get six such shots each turn) You also have five special shots which can be fired only once each --they may be added piecemeal during any turn. You lose a special shot whenever you lose an AT gun.

      You have 6 moves each turn, no more than 3 per tank (unless down to two or fewer tanks). Tanks can only go sideways or forward but those that reach the opponent's starting row are marked with a flag and can now move backward.

      Tanks attack each other by orthogonal proximity, in Stratego fashion (higher numbered tank wins). Tanks attack AT guns using a spinner. The installations are destroyed by being overrun. Losing the HQ clears your mines; losing the Ammo Dump means you only use as many pegs as you have tanks remaining; losing the Fuel Dump reduces your movement points from six to four. Tanks die if they end up on an enemy mine square.
    • access_time filter_2Teenage Mutant Ninja Turtles Dice Masters: Heroes in a Half Shell
      2-4 Players | 60 Min | 14+
      Teenage Mutant Ninja Turtles Dice Masters: Heroes in a Half Shell is a dice-building game patterned after Quarriors! that features custom dice representing various characters from the cartoon version of the Teenage Mutant Ninja Turtles (TMNT) universe. Unlike other Dice Masters sets, TMNT Dice Masters: Heroes in a Half Shell is sold in as a contained set that gives you all the dice and cards that you need to play.

      In the game, each player brings a set of dice to the table; these form the player's team, from which only they can purchase dice. In addition, each player brings two basic action cards, which are placed in the center of the table; both players can purchase them.

      During a turn, a player draws and rolls a number of their dice, purchases additional dice, and fields character dice to attack the other player. A player wins once the opposing player has been reduced to zero life.
    • phr filter_8Telestrations
      4-8 Players | 30 Min | 14+
      Each player begins by sketching a TELESTRATIONS word dictated by the roll of a die. The old fashioned sand timer may limit the amount of time they get to execute their sketch, but it certainly doesn't limit creativity! Time's up! All players, all at the same time, pass their sketch to the next player, who must guess what's been drawn. Players then simultaneously pass their guess -- which hopefully matches the original word (or does it??) -- to the next player who must try to draw the word they see -- and so on.
    • phr filter_4That's Life
      2-6 Players | 30 Min | 8+
      He who laughs last, laughs best. The board of this roll and move game is made of cards with number values from -10 to +8. The last piece to leave each card (each player has several pieces) must take the card. In the end, the player with most points (or least negative points) wins the game. The game has very few rules and lots of luck.
    • phr filter_4The Crow
      2-4 Players | 30 Min | 10+
      Based upon The Crow, the first movie, this card game allow two players to face off each other by playing the characters from the movie.

      One player plays as The Crow and his allies, while the other one plays as the criminals of the town.
    • access_timeaccess_time filter_6The Da Vinci Code Board Game: The Quest for the Truth
      2-6 Players | 120 Min | 10+
      This is a new game inspired by the bestselling novel of the same name and licensed by the film company that is making the movie based on the Da Vinci code book. The game includes 15 different mysteries for players to solve and uses some clever tools that players must employ to solve the mysteries. An instructional DVD that explains the game and shows an example mystery being solved is also included.
    • phr filter_4The Difference Between Women & Men
      3-8 Players | 45 Min | 16+
      "Why men lie and woman always buy shoes" - Who doesn't know these stereotypes? In this party game, the players note their Top-5 on a specific man-and-woman theme. This theme is either determined through a random card or made up by the players (with a picture as inspiration). The items on Top-5's of the players are compared. Items that appear on the lists of several players are worth victory points. Therefore, while playing the game, you should try to expect what other players will put on their Top-5 list. What can women do better than men? What do men always have in the refrigerator? During scoring, fun surprises are guaranteed.
    • child_care filter_2The Enchanted Tower
      2-4 Players | 15-25 Min | 5+
      Ack, the princess has been captured once again by an evil sorcerer! She should really stop hanging about in places where she can be captured so easily. Well, that's neither here nor there for now – let's get out there and free her from the enchanted tower.

      In Der verzauberte Turm, one player plays the sorcerer and at the start of the game he hides a key under one of 16 spaces on the game board. The other players collectively take the part of Robin, who tries to find the key before the sorcerer can reach it. No matter who finds the key first, though, that player gets to try the key in one of the six locks on the tower; if he chooses the right one, the princess jumps free of the tower and that player wins. If not, the sorcerer hides the key once again, and everyone moves back to their starting locations.

      The sorcerer starts the game on a supplementary movement board that takes him eight spaces to cover, giving Robin time to search various locations first for the key. (Robin and the sorceror are apparently magnetized, and when the character passes over the key location, the key will "clack" to its underside.) How do the pieces move? Each turn the sorcerer rolls a symbol die that shows which character moves first that turn; the Robin players take turns rolling a number die, which has values for both Robin and the sorcerer. Thus, they jockey back and forth to reach a location that only the sorcerer knows. Will the princess find freedom once again, at least for a little while?
    • access_time filter_2The Lord of the Rings: The Fellowship of the Ring
      2 Players | 90 Min | 12+
      Choose to play the forces of good or evil and recreate some of the most memorable battles on Middle Earth.

      A hobby more than a game much along the lines of Games Workshop's Warhammer Series. This game is much smaller, simpler, and random than the Warhammer Series.

      Battles are resolved with simple D6 rolls with the highest roll winning, individual stats only used to decide ties.

      Games Workshop supports this game strongly, with a wide miniature range and a large set of expansions.
    • access_time filter_2The Lord of the Rings: The Return of the King
      2-4 Players | 90 Min | 12+
      Relive the battles of The Return of the King film and book with The Lord of the Rings tabletop strategy battle game for two or more players. In this box you'll a rules manual, dice and 48 highly detailed plastic miniatures - The ideal way to start your collection.
    • phr filter_3The Lord of the Rings: The Return of the King Deck-Building Game
      2-5 Players | 45 Min | 15+
      Relive the battles of The Return of the King film and book with The Lord of the Rings tabletop strategy battle game for two or more players. In this box you'll a rules manual, dice and 48 highly detailed plastic miniatures - The ideal way to start your collection.
    • access_time filter_5The New Science
      2-5 Players | 90 Min | 12+
      Players control one of the great scientists during the 17th century Scientific Revolution in Europe. Use your limited time and energy to make discoveries, test hypotheses, publish papers, correspond with other famous scientists, hire assistants into your laboratory and network with other people who can help your progress. Discoveries follow historical tech trees in the key sciences of the age: Astronomy, Mathematics, Physics, Biology and Chemistry. The scientist who accumulates the most prestige will be appointed the first President of the Royal Society.
    • child_care filter_5The Piggyback Brigade
      2-7 Players | 15-25 Min | 4+
      The merry trunk gang consists of seven multicolored piglets, who love nothing more than running through the meadows - on roads, which are so narrow that they cannot pass the other pigs - except, if they stand on top of one another! Naturally, they know how to do this, as they are not normal piglets, but genuine circus piglets! And even if they do not run a race, they gladly demonstrate acrobatic exercises or set up themselves in marvelous pyramids.

      After the board has been constructed, players' take turns rolling a special die numbering 1-4 and moves his pig based on the number he rolled. If a black number is rolled the player may get to take another turn. If you land on the same space as another pig you now move with the bottom piglets piggyback style. Once a player makes it to the end of the track is declared the winner.
    • phr filter_4The Red Dragon Inn
      2-4 Players | 45 Min | 13+
      In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.
    • phr filter_7The Resistance
      5-10 Players | 30 Min | 13+
      The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

      The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.

      Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players' identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
    • access_time filter_4The Settlers of Catan (+ Seafarers and Expansions)
      3-6 Players | 60-90 Min | 10+
      Get together with friends or family. Learn to play in about 15 minutes. Then enjoy countless hours of fast-paced fun!

      Begin a quest to settle the island of Catan! Guide your brave settlers to victory by using clever trading and shrewd development. Use resources – grain, wool, ore, lumber, and brick – to build roads, settlements, cities and key cultural milestones. Get resources by rolling the dice or by trading with other players.

      But beware! You never know when someone will block your way or if the robber will strike and steal your hard-earned goods! Are you the best trader, builder, or settler? Will you master Catan?
    • phr filter_4The Walking Dead "Don't Look Back" Dice Game
      1-4 Players | 30 Min | 10+
      In The Walking Dead "Don't Look Back" Dice Game, you play as one of four survivors from the television show: Rick, Daryl, Michonne, and Carl. Each character has a unique special ability that helps them survive and score the most Walker kills.

      The game also features four important locations from the series, and you need to kill walkers to prevent your location from being overrun. Each location offers different strategies for wide-ranging game experiences, and by varying the number of locations in the game, you can adjust the game length from 15 to 45 minutes. This is a competitive dice game.
    • phr filter_4The Walking Dead Board Game
      1-4 Players | 45 Min | 16+
      Waking up in an empty hospital after weeks in a coma, sheriff's deputy Rick Grimes finds himself utterly alone. The world as he knows it is gone, ravaged by a zombie epidemic.

      The Walking Dead Board Game is based on the AMC television series, The Walking Dead. The zombie apocalypse is here and the human race is on its last legs. As a survivor, you need to collect all the food, guns, transportation, and allies you can find - but watch out! If any of your fellow survivors get bitten, they'll turn into walkers... and turn against you.

      Players take on the role of Rick, Shane, Andrea or one of the other stalwart remnants of humanity as they struggle to survive while learning to live with one another. Innovative gameplay can lead to unexpected alliances, as "every man for himself" blends with cooperative play and players race to get back to camp alive. Ever-dwindling resources make every decision "life or death" ... and as the supplies run out, the tension ramps up in this post-apocalyptic world.

      You can play as Survivors and Walkers! 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.
    • phr filter_4Three Cheers For Master
      2-6 Players | 20-40 Min | 13+
      Master has been blue lately. It's just not the same now that all lands known to evil have been conquered — and when Master's blue, it's the minions who suffer.

      As a lieutenant in Master's army — a foreminion — it falls to you to cheer him up. Not the easiest task, even in the best of times. But then it hit you: What better way to cheer Master up than a cheerleading competition?

      Whichever foreminion builds and scales the most impressive tower of war-hungry minions in Three Cheers for Master will surely win Master's heart. What could possibly go wrong?
    • phr filter_4Ticket to Ride
      2-5 Players | 30-60 Min | 8+
      With elegantly simple gameplay, Ticket to Ride can be learned in under 15 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.
    • access_time filter_4Tikal
      2-4 Players | 90 Min | 13+
      Tikal is a game of exploration within the Central American jungles in search of lost temples and the treasures within. Players send their team of explorers into the jungle, exposing more and more of the terrain. Along the way, you find temples that require further uncovering and treasures. Players attempt to score points for occupying temples and holding onto treasure.
    • phr filter_4Times to Remember
      2-10 Players | 45 Min | 10+
      In Times to Remember, the players are trying to remember particular times. Is that clear enough? No? Okay, here are more details.

      Players aren't trying to remember times from their own lives, but rather times from the shared experiences of humanity as a whole. Each player or team starts the game with a set of brackets or tokens (depending on the version of the game), and the first player to rid herself of brackets wins.

      On a turn, all players are confronted with a trivia question, say, "When did the first Star Wars arrive in theaters?" Each player then uses one bracket to mark a particular year or series of years on her individual year chart. Once everyone has placed their answers, the questioner reveals the answer and everyone sees whether that year appears in the range they guessed. If so, they remove that bracket from the game; if not, they keep the bracket. No matter how much you might want to hedge your guesses, eventually you'll need to guess a year dead on, so plumb the depths of your memory and take your best shot!
    • phr filter_4Tokaido
      2-5 Players | 45 Min | 8+
      In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.

      The potential action spaces in Tokaido are laid out on a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action. So, players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces.

      The action spaces allow a variety of actions that will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow players to engage in various set collections that score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types.
    • access_time filter_4Totem
      2-4 Players | 90 Min | 10+
      This little village, the arena of our game, could be anywhere in the world. It could be in the jungles, in the savanna or in the mountains. Four families live here, and each attempts to garner the most prestige. The sign of power and status stands before each cottage: the totem pole - the taller the better.

      The Totem animal is the proud Tschukka bird. Its meat has nourished innumerable generations in the village, and the shaman of the village use their bones to cast spells.

      In this game about family generations you have one goal:

      Your family should become the biggest and most reputable in the village and your totem pole must be the first to have all six parts.
    • access_time filter_4Trailer Park Wars
      2-6 Players | 60 Min | 13+
      You have finally landed the job of your dreams: Trailer Park Manager! To be the Best Darn Trailer Park Manager in town, you must place quality Tenants in your trailers, create a fun and friendly atmosphere by adding some sweet Amenities, and go about destroying the other trailer parks …no matter what it takes.

      Surface to Trailer Missile? Molotov Beer Can? A Tornado? You Bet.
    • phr filter_4Trakkx
      2-4 Players | 40 Min | 8+
      TrakkX plays like a combination of Rummikub and Qwirkle, with players trying to rid themselves of tiles by playing them in crossword-style arrangements.
    • phr filter_4TRAP!
      2-4 Players | 30 Min | 10+
      TRAP! is a fast-paced, deductive, dice-rolling, card game system for 2-4 players in which you're trying to ensnare the biggest sets of creatures over the course of five rounds.

      Each TRAP! game is a standalone item, but they are compatible with one another and parts can be combined to create a personalized TRAP!
    • phr filter_7Trophy Buck
      3-8 Players | 20 Min | 8+
      Get that buck!

      Trophy Buck is a fast-moving game about deer hunting. The 12 custom dice represent deer. Push your luck to bag the most points, but stop rolling before too many "startles" end your turn! Will you bring home a trophy, or will you just be looking at tracks?

      Each game takes 10 to 20 minutes and can be taught in a single round. It comes in a durable cammo bag - great to take on camping or hunting trips.
    • access_time filter_4Trump: The Game
      3-4 Players | 90 Min | 12+
      In Trump: the Game players compete in two parts. In the first part, players circle the board, feeding money into the eight available properties, then bidding on those properties (not being able to see how much the property is worth) and collecting Trump cards :). When all the properties are gone, the negotiation phase begins. Players use their Trump cards to buy and sell properties, some cards award huge payoffs for specific sets. After each player has passed their turn, the property values are revealed, and the player with the most money wins (usually in the $400-$600M range).
    • phr filter_4Trust Me
      2-4 Players | 45 Min | 8+
      Trust Me is a property investment game in which your and your opponents try to make money by being good investors. Some of the properties are valuable. Some aren't worth anything at all. It's up to you to learn the value of as many properties as you can – and then invest wisely.
    • phr filter_4Tsuro of the Seas
      2-8 Players | 30 Min | 8+
      The basic game play of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game.

      Each turn players add "wake" tiles to the 7×7 game board; each tile has two "wake connections" on each edge, and as the tiles are placed on the board, they create a connected network of paths. If a wake is placed in front of a ship, that ship then sails to the end of the wake. If the ship goes off the board, that player is out of the game.
    • phr filter_8Tycoons
      2-8 Players | 30 Min | 7+
      In Tycoons, players will roll the dice in order to move to adjacent provinces of Canada, states of the USA or into Mexico. As they move into new areas, they will have to either draw a "Sale" card (which will give them money) or a Disaster card (which will make them lose money or some other detrimental effect. While the game is a simple roll-and-move with random effects that appear through drawing cards, the purpose of the game is educational. The publisher states that by playing the game multiple times, "each player will automatically learn every province, state and [about] Mexico and their capital cities."

      The first player to reach a specific amount of money (set by the players before the game begins) will be the winner.
    • favorite_outline filter_2TZAAR
      2 Players | 30-60 Min | 13+
      TZAAR is a game about making choices. Both players have 30 pieces, divided in three types: 6 Tzaars, 9 Tzarras and 15 Totts. The three types of pieces form a trinity: They cannot exist without each other. The aim is either to make the opponent run out of one of the three types of pieces or to put him in a position in which he cannot capture anymore. The tricky question the players will have to ask themselves on each of their turns is: "Shall I make myself stronger or my opponent weaker?" Meaning: Will you capture an opponent's piece and make him weaker, or will you jump on top of one of your own pieces and make yourself stronger? If you choose to jump on top of your own pieces too often, you will probably leave your opponent with too many pieces on the board. On the other hand, if you capture too often, you may end up with pieces that are not strong enough at the end of the game. What to do? Up to you to decide!
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    • phr filter_3U-build Monopoly
      2-6 Players | 30 Min | 8+
      This version contains variable Hexes to create different courses for each individual game. Additionally, this makes for different durations from 30 up to 90 minutes. Modern 3D-Buildings like Skyscrapers, stadiums or parks are built on the hexes to create a "real" miniature city. The rules are mostly similar to Monopoly. But with notable changes such as the hazard locations, and the skyscrapers.
    • access_time filter_3Ulm
      2-4 Players | 45-75 Min | 10+
      Ulm is at its heyday. The construction of the Ulm cathedral has not yet been completed, but the city is already wealthy and prestigious.

      In Ulm, players try to expand their spheres of influence and to make optimal use of the hustle and bustle on the marketplace around the cathedral.
    • favorite_outline filter_4Unexploded Cow
      2-6 Players | 25 Min | 12+
      Europe. Summer 1997. You and your most creative friends have discovered two problems with a common solution: mad cows in England and unexploded bombs in France. You've decided to bring these two powder kegs together just to see what happens – and you wouldn't say "no" to a little money on the side, so round up your herd, march them through France, and set them loose behind the Cordon Rouge. If you're lucky, you'll come home rich before Greenpeace gets hold of you.

      Either way, there's something magical about blowing up cows.

      Unexploded Cow is a money game in which players are trying to collect enough points to win the pot. On every turn, you will buy cows and pay for special effects by putting money in the pot, then try to discover bombs with your own cows in an effort to take money out of the pot. All along, you will be earning points from the French as you liberate town after town from the terrors of unexploded bombs, and the player who scores the most points gets whatever's left in the pot.

      Unexploded Cow is best played as a series of short games, each of which takes about thirty minutes. The game is quite simple and very chaotic: You'll have a blast.
    • favorite_outline filter_8Unspeakable Words Deluxe Edition
      2-8 Players | 30 Min | 10+
      Unspeakable Words is the Call of Cthulhu Word Game designed by James Ernest and Mike Selinker. In the game, you and your opponents will attempt to form words from the letter cards in your hand. Each letter is worth points – the amount of points is determined by the number of angles in the letter (where the hounds of Tindalos are lurking!). You may try to make the highest scoring word possible, but… you'll have to test the strength of the word against a roll of the 20-sided die. Roll equal to or higher than the value of your word and you're safe… but roll less than the value of your word and you lose a precious piece of your sanity, represented by an adorable Cthulhu pawn!

      Each letter is uniquely illustrated with a horrifying character from the works of H.P. Lovecraft, which adds to the dark whimsy of the game.
    • access_time filter_2Upwords
      2-4 Players | 90 Min | 8+
      Players take turns forming words on either an 8x8 matrix gameboard (in the current new classic version offered by Winning Moves) or on a 10x10 matrix gameboard (in the currently offered Hasbro Euro edition). Words may be formed horizontally or vertically on the grid, as in Scrabble, but as the title suggests the letters may also be stacked, so already-played words can be changed into different words by having letters stacked (up to a limit of 5 high). EXAMPLE: Change LATE to CATER and then change CATER to BELATED. Scoring is different from Scrabble; there are no prescribed letter values per tile; instead, when a new word is formed, the number of tiles used in that word is counted and used as the score as follows: A word that is flat (no stacked tiles) scores 2 points per tile, but the words that score the most are those that have many stacked tiles, with tiles underneath the spelled word also being counted. The impact of these rules provide for scoring-per-turn increasing as the game continues.
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    • phr filter_8Vampire Queen
      3-12 Players | 30 Min | 8+
      The gray morning has arrived, and the vampires of the ancient clans must now hurry back to their tombs. For the high and mighty this is easy, but the smaller, weaker vampires have the strength to do this only in groups. Thus, you as the vampire lord might want to play out several with low values together in order not to be surpassed.

      Whatever you do in Vampire Queen, though, be sure to rid yourself of the intrusive vampire hunter because no one wants to get stuck with that!
    • child_care filter_3Vampires of the Night
      2-4 Players | 20 Min | 6+
      The Vampires of the Night are in trouble. Can you help them against the wicked vampire hunter, who has managed to empty an entire sack of garlic throughout the old, abandoned castle. With the help of the little bat, you can magically move the vampires and get rid of the smelly garlic. But, be careful - if the garlic falls into the dungeon, it will spread its nasty smell to the rest of the vampires. With glow-in-the-dark pieces this exciting game can be played all day or from dusk until dawn.
    • phr filter_6Vortex
      2-6 Players | 15 Min | 12+
      A whirlwind game of survival! A game where every move threatens to draw you deeper into the depths of the Vortex. A totally new concept in board game design that will provide hours of fun and entertainment for every member of the family. All players start in the Vortex (center of the board) with their 4 pawns and make their way through the many waves to the outer circle! Objective: Move all your pawns safely into your Life Rafts before your opponents can send you back to the Vortex, to start over again! A game of strategy and excitement with every move! EQUIPMENT: 1 Playing board, 1 die, 6 sets of colored pawns.
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    • phr filter_4We Detectives
      2-4 Players | 30 Min | 7+
      Work together with your friends and family to put the crooks behind bars!

      Play as detectives and walk around the city hunting for clues and completing tasks. The Chief Detective has given you a 24 h deadline to solve the crime, make sure you complete your investigation by then or the robbers go free! Teamwork will get you to the bottom of each case.

      Unforeseen events may hinder your progress, though...

      In this game you move around the board taking your tiles to the required locations to collect evidence. Each turn before you move you draw a WePhone tile, and these might help or hinder your progress (give you extra movement, shut various buildings, or return tiles you've already collected to collect again). You are cooperatively trying to collect all the 12 evidence tiles before the game ends (24 turns, represented by the WePhone deck).
    • phr filter_3Welcome To The Dungeon
      2-4 Players | 30 Min | 10+
      Welcome to the Dungeon — first released as Dungeon of Mandom — is a push-your-luck dungeon delve in which 2-4 players take turns essentially daring each other to go into a dungeon with less equipment than they start off with while filling the dungeon with monsters. Players can win the game by winning 2 rounds or get eliminated from the game by losing 2 rounds. Each player has a 2-sided players card that has a white side and a red side. The first win taps the player card and the 1st loss flips the card over to the red side. A 2nd loss will have the player turn the card back into the box.

      The game is played in rounds. The player sets up the base character and all the equipment equipped. This represents every player as a fully equipped dungeon delver.
    • phr filter_9_plusWhat's Yours Like?
      4-20 Players | 45 Min | 12+
      What's Yours Like?™ is the new party game from Patch Products where players share side-splitting laughs while coming up with clever, witty and outrageous clues. Descriptions should be truthful, yet clever, so the player in the hot seat doesn't get an easy guess.

      In this game, all players except the one in the hot seat look at a guess word and then creatively describe what theirs is like. They might be telling about their swimsuit, neighbor, closet, hair or any of the other 300-plus words in the game. The player in the hot seat then tries to link all the clues together to figure out what is being described. The best part about this game is that the hilarious clues come from people who play the game. The player who guesses his or her word with the fewest number of clues wins.
    • child_care filter_2Where's My Water?
      1-2 Players | 10 Min | 5+
      Where's My Water is a board game based on the popular app. In this 1 to 2 player game, each player drops a blue water marble down one of the four water pipes in hopes of avoiding the obstacles and purple toxic marbles. During a player's turn, Swampy, the alligator at the bottom of the board, helps guide the marbles to the player's side of the board for scoring. The person with the highest scored marbles after all 10 blue marbles have been dropped receives the Where's my Water card. The first player with three cards wins. The cards indicate what obstacles are used to build your board. There are also cards that allow you to build the board your own way.
    • favorite_outline filter_6Wits & Wagers: Deluxe Edition
      3-7 Players | 25 Min | 10+
      Not a trivia buff? It doesn't matter! In Wits & Wagers, each player writes a guess to a question such as "In what year did the bikini swimsuit makes its first appearance?" or "How many feet wide is an NFL football field?" and places it face-up on the betting mat. Think you know the answer? Bet on your guess. Think you know who the experts are? Bet on their guess. The closest answer--without going over--pays out according to the odds on the betting mat. Strike it big and you'll be cheering like you just hit the jackpot!

      Wits & Wagers is a trivia game that lets you bet on anyone's answer. So you can win by making educated guesses, by playing the odds, or by knowing the interests of your friends. It can be taught in 2 minutes, played in 25 minutes, and accommodates up to 20 people in teams.
    • phr filter_5Wizard
      3-6 Players | 45 Min | 10+
      The trick-taking game Wizard uses a sixty-card deck that consists of the traditional 52-card deck (1-13 in four suits) along with four Wizards (high) and four Jesters (low).

      Players compete over multiple rounds based on the number of players, and whoever ends with the highest score wins. In each round, players are dealt a hand of cards — one card in the first round, two cards in the second, three in the third, etc. — then trump is determined by flipping the top card of the undealt deck; if a suit is revealed, that suit is trump, while if a Wizard or Jester (or no card in the final round) is revealed, then the round has no trump. Players then state how many tricks they expect to win in the round.
    • phr filter_6Wordoku: Fun Spelled Out
      1-6 Players | 20-30 Min | 12+
      Wordoku is a combination crossword-sudoku word game for one to six players. In the game, players race to create words and earn points using wooden letter tiles on a 4x4 grid, while skillfully incorporating all the tile symbols to double word values! The game is played over three rounds in which players earn awards for scoring the highest number of points -- and for improving their personal high scores between rounds! The player with the most award tokens after three rounds wins! Wordoku is easy to learn but challenging to master - it's Fun Spelled Out!
    • phr filter_6WordSpiel
      2-6 Players | 45 Min | 8+
      WordSpiel is a simple yet dynamic card game in which you need to use your words wisely and be the first to go out. Word size doesn't matter, but ending with a tricky letter can really challenge your opponents! Each word spins off the last, so the game is never the same twice!

      In more detail, the goal is to get rid of all ten of your cards by making words. Each turn, start your word with the last card played, just as "Spiel" uses the "s" from "Words" in the title of this game.
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    • phr filter_4Yahtzee
      2-10 Players | 30 Min | 6+
      Yahtzee is a classic dice game played with 5 dice. Each player's turn consists of rolling the dice up to 3 times in hope of making 1 of 13 categories. Examples of categories are 3 of a kind, 4 of a kind, straight, full house, etc. Each player tries to fill in a score for each category, but this is not always possible. When all players have entered a score or a zero for all 13 categories, the game ends and total scores are compared.

      The traditional (public domain) game Yacht predates the trademarked game, and has slightly different scoring.

      There are four basic scoring difference between the tradition game Yacht and Yahtzee. They are: 1) Yacht has no Three of a Kind category, 2) there are no bonuses in Yacht, 3) there are no Joker rules in Yacht, and 4) the Full House category is scored as the sum of the dice. The other scoring rules are identical between the two games.

      Travel versions of the game use a device that keeps the dice captured within compartments of a plastic box and allows players to "lock" a particular die between rolls.
    • phr filter_4You don't Know Jack
      2-4 Players | 30 Min | 16+
      Where high culture and pop culture collide... on your game table. This is a table-top implementation of the Jellyvision's irreverent trivia game.

      "Hosted" by wisecracking "Nate Shapiro", the game serves as a scorekeeper of dollar values won or lost answering sublimely-worded trivia questions. The game's hard-coded database tracks questions by code, dollar value, and correct answer. A question's code is entered, the question is read aloud by a player, and a sliding door reveals four multiple-choice answers. Players race to buzz in, either to answer or to "screw" an opponent by forcing the opponent to answer. The game reveals whether or not players answer correctly and adjusts scores accordingly. High score after ten questions wins.
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    • phr filter_4Zombie Dice
      2-99 Players | 10-20 Min | 10+
      Eat brains. Don't get shotgunned.

      In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes and can be taught in a single round.

      Each turn, you take three dice from the box and roll them. A brain symbol is worth one point at the end of the round, while footsteps allow you to reroll this particular dice. Shotgun blasts on the other hand are rather bad, cause if you collect three shotgun blasts during your turn, it is over for you and you get no points. After rolling three dice, you may decide if you want to score your current brain collection or if you want to push your luck by grabbing new dice so you have three again and roll once more.