Maria is locked up in a psychiatric ward and must escape finding her son before it’s too late. The Pendulum of the Dead is the first episode of the murderous trilogy about Maria.
50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises.
The Abyss power is once again vacant, so the time has come to get your hands on the throne and its privileges. Use all of your cunning to win or buy votes in the Council. Recruit the most influential Lords and abuse their powers to take control of the most strategic territories. Finally, impose yourself as the only one able to rule the Abyssal people!
Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder — but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.
News from the outpost is worrying. The Leviathans, these terrifying sea monsters, are converging towards the border and threatening the Kingdom. Will the Allies and the conscripts, mandated by each of the Guilds, contain them? Exploring is now dangerous: fighting is not easy, and fleeing can be even more dangerous — but the opportunity is unique to prove your worth and use this influence to gain access to the throne.
In Abyss: Leviathan, the threat track is replaced by the border board on which Leviathan cards will be placed. When you explore the depths, if the revealed card is a monster, you can fight a Leviathan on the border. Some new lords and some allies will help you fight, using their power. The player who has killed the greatest number of sea monsters takes the statue and wins 5 extra points at the end of the game — and if you do not fight, you may get injured...
Explore places, combine items, and experience stories in Adventure Games, a series of co-operative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!
Unlike the co-operative EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.
In The Volcanic Island, you slip into the roles of four students on a volcanic island who face mysterious events. Like a thriller, you need to solve puzzles, make decisions, track traces, and analyze and use objects. You will experience a story together. Gameplay is variable and different in each group.
Admin note: The first edition of the German edition of The Volcanic Island contains an error for which KOSMOS has released a PDF correction that you'll find in the files.
The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and defenseless. You must rescue as many as you can while gearing up to hold off the ever-increasing number of zombies.
After the Virus is a cooperative deckbuildning game where ever increasing numbers of zombies are added to your deck while you work to complete mission goals.
Gear up! Save survivors! Mow down hordes of zombies!
Kate Winthrop pulled the collar of her long coat tight against her neck to ward o the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos.
She’d read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn’t observe.
Something was coming.
Step into a world of horror with Dead of Night, a new expansion for Arkham Horror Third Edition!
In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. is expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, and four new investigators to face these fresh horrors, armed with new spells, items and allies.
In the late 18th century, the Industrial Revolution starts. The first factories were founded by businessmen like Richard Arkwright, who ran the first factory for spinning wool with machines like the "Spinning Jenny" and the water frame.
In "Arkwright: The Card Game", you run a business and will employ workers in your different factories to produce and sell goods. The more workers, the more goods that can be sold — but be prepared for crises and some stiff competition.
The game is played over three decades (1770/1780/1790), split up into four rounds per decade. On your turn, you play new cards from your hand to open factories and upgrade existing ones, select improvements, improve factory quality, build machines, and employ new workers. You can also pay money to improve your shareholdings, and take out loans if you require more money for production costs. After the actions phase, you can improve your abilities by advancing your development markers on your player board, or take one of the available development cards.
Then, the production phase starts, where every player who owns a factory of the current good produces those goods. The market fluctuates with the general demand, so the demand may be lower than the value of your current good, lowering your profit. Workers must be paid, and machines need regular maintenance, so you can possibly lose money instead of turning a profit. Selling enough of one good improves your share value, and there are bonuses for having the highest appeal. Lastly, if you can’t sell your goods to the home market, you can ship them overseas or store them for future rounds.
After the final round of the last decade, the game ends. Players then sell all goods left in their storehouses, reduce the number of shares they hold by the number of loans they took, and reduce their share value based on their personal shipping track. Each player then multiplies the number of their shares by their share value to determine their end score. The player with the highest end score wins the game.
THE GAME CONCEPT
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.
OUTLINE OF GAME PLAY
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 fewer Victory Points than others. The game is divided into 2 stages: a Donation stage and an Auction stage. During the Donation stage, players acquire free cards according to an established plan. In the Auction stage, players purchase cards in auction rounds. After the two stages, winners of each category are determined and Victory Points awarded. The player with the most Victory Points wins.
The game involves a good deal of strategic planning, some bluffing, and a little bit of luck. The rules are easy to understand, but you have to play it a few times to develop a playing strategy. It plays differently from 2-4 players, but each game is equally fun and challenging.
Call to Adventure: Stormlight is a 120-card standalone game containing everything you need to play. Based on the works of Brandon Sanderson, this expansion, and others to follow, add new challenges, new destinies, and new paths to follow.
Call to Adventure is a hero-crafting game that combines strategy and storytelling. It's similar to some "tableau-building" games in which you're creating a kingdom or civilization, but in this game you're building a character. Each player begins with cards that define your hero's origin, motivation, and destiny. Over the course of the game, you overcome challenges and gain traits. It's a game with points and a clear winner, but the highlight of every game is telling your hero's story at the end.
Canopy is a game in which two players compete to grow the most bountiful rainforest. The jungle ecosystem is full of symbiosis and mutualism, and players must grow tall trees and lush jungle plants to attract the most diverse wildlife. By carefully selecting what grows in your forest, you can create the ideal balance of flora and fauna and develop a thriving rainforest.
In the game, players take turns selecting new cards for their forest from three growth piles. Each time you look at a pile, you may select it and add those cards to your rainforest tableau, or return the pile face down, adding one additional card to it. As the piles grow, you must search for the plants and animals that will benefit your forest the most — but choose carefully as the jungle also contains dangers in the form or fire, disease, and drought.
A party game for horrible people."
Play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.
This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".
In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.
In Cat Lady, players are cat ladies, part of an elite group of people including Marie Antoinette and Ernest Hemingway. During the game, you and your fellow cat ladies will draft cards three at a time, collecting toys, food, catnip, costumes, and of course lovable cats. But watch out! Make sure you have enough food for all of your feline friends or your hungry cats will subtract points from your score. The player with the highest total victory points wins the game!
New challenges await you and your fellow cat lovers in Cat Lady: Box of Treats.
You need your base game to play, but now you get to manage new items, boxes, and cat treats! Plus there's even more cats to feed with the addition of new stray cats and gray cats! Box of Treats also expands the game to be played with up to six players, so now you'll have to outmaneuver more players to be crowned as the best cat lady in town. Compete for goals, try new strategies, and, as always, keep your cats fed!
Centuries have passed since the first humans arrived on Caravania. Legends have been shared from one generation to the next explaining Caravania's most exotic and rare mysteries – the soul crystals. Legend has it that the souls of the planet's original inhabitants were so pure that after death they were preserved as mesmerizing and powerful crystals. Simply holding a soul crystal, one could feel the essence of life radiating from deep inside. It wasn't long after the discovery of the soul crystals' power that humans used them to build and activate towering golems. After many forgotten centuries, those pure souls are able to breath life once again. In Century: Golem edition, players serve as traders attempting to collect crystals to create the most ornate and powerful of golems.
Discover the beauties of the spice trading road and its colorful markets with the amazing artwork by international renowned artist Fernanda Suárez.
Wrap your mind around simple and pure game mechanics combined with a touch of deck-building system that lead
to endless strategies and decisions. Century Spice Road is truly an outstanding game. One you will play over and over and... over again !
The deck-building adventure of Clank! In! Space! continues in Clank! In! Space! Apocalypse! Small pockets of resistance continue to oppose Lord Eradikus, but the evil cyborg now plots to wipe them out with one grand and wicked scheme!
Your challenge? Thwart the efforts of Lord Eradikus! Reap the rewards of noble (and sometimes reluctant) heroism! Save the galaxy…and get rich in the process! Maybe you can avert the Apocalypse! (Or at least escape with the treasure while someone else does!)
This expansion requires Clank! In! Space! to play.
Game Box Contains:
2 Double-sided Game Board Modules
35 Adventure Deck Cards
8 Large Scheme Cards
1 Haldos Boss Marker
Expand your game to include 6 players, with 6 new asymmetrical starting decks with thieving identities!
The thieves’ guild is recruiting! Clank! Adventuring Party expands your merry band to include up to six players in your dungeon run! Want a new thieving identity? Shuffle up as one of six unique characters, each with their own starting deck and special abilities!
Lead trusty companions as the Dwarf Agnet
Build wonderous collections as the Elf D’allan
Smash hordes of enemies as the Orc Garignar
Sling arcane spells as the mage Lenara
Amass primate power as the MonkeyBot Prime
Or stir up a paw full of trouble as the devious cat Whiskers
But beware: the ravenous hydra Hexavultus won’t give up his treasures easily...
Some thieving jobs deserve a professional approach. When you absolutely must acquire it, call Acquisitions Incorporated! This renowned multi-planar corporation has years of experience snagging all the loot that isn’t nailed down. Each Upper Management character comes with a unique deck reflecting their talents. Use them in the original Clank! A Deck-Building Adventure, or with a franchise established in Clank! Legacy: Acquisitions Incorporated!
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.
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.
Conspiracy: Abyss Universe is a card game set in the world of Abyss.
The card deck in the game consists of cards in five colors, with twelve of each color and cards numbered 0–6. Each player in the game drafts cards and builds a reverse pyramid, starting with a row of five cards, then placing four cards in a row below that, then three under that, etc.
On a turn, you can draw 1–3 cards from the deck, choose one of those cards and add it to your current row, then place any remaining cards grouped by color near the deck; alternatively, you can pick up all the cards of a color next to the deck and add them to your current row.
As soon as the cards in your rows show two matching keys or three different keys, you take either the revealed location card or the top card of the location deck, and place it on the lattermost card with a key. Location cards increase the value of a card and sometimes have special powers. Some cards feature pearls, and when you have as many or more pearls as whoever has the pearl majority card, you take this card from them.
The game ends as soon as someone finishes their pyramid, then all players score their points. For each color, you score points equal to the largest valued card in your pyramid. Additionally, for each color, you look at the largest grouping of cards in your pyramid and you score 3 points for each of those cards. Whoever held the pearl majority card at game's end scores 5 points for it. Whoever has the highest score wins.
It is an age of great discoveries. New and wonderful items find their ways into the hands of the greatest merchants. And if there ever is a place those traders love, it is the town of Dale.
There’s an extraordinary guild in the Dale founded by the greatest merchants. The tricky part is getting the membership since one must win the annual trading competition to be invited to the guild.
Notable animalfolk merchants from all over the world have gathered in the town to take part in the event. Everyone has only one goal in mind – to be celebrated as the winner and the newest member of the legendary guild.
In Dale of Merchants, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild!
The world has grown smaller. Civilizations around different continents have established independent free trade cities in order to ease trading between distant lands. One of those cities, Yengzuh, is now looking for a new ruler – a new Trade Master.
The post is only open every ten years and the selection of the said individual is no small task. It’s handled by holding a trading competition as it’s in everyone’s best interest to get the best merchant chosen for the job.
All the participating merchants are prestigious, but the competition also tests their ability to deal with unexpected situations. After all, the winner will be responsible of keeping the global prices more fair and stable for years to come.
There are only twelve free trade cities in the world. Yengzuh near Pandala is one of the oldest. The Guild of Extraordinary Traders from Dale promoted the founding of the city after the trade wars in Asia had spread too wide. The city’s harbour has tens of great ships all the time, loading and unloading passengers and cargo.
In Dale of Merchants 2, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild!
Dale of Merchants 2 contains six new decks and can be played by itself or combined with the decks from Dale of Merchants. The game includes a new ruleset for four players that introduces team battle! These new rules greatly enhance the four-player experience by adding cooperation between teammates and cutting downtime. These rules can also be used with the original game's six decks.
The new decks are:
1)Crocodiles disturb other players
2)Platypuses have more control over cards
3)Polecats have a die
4)Owls are moved to action by things that happen (mostly what other players do)
5)Fennec foxes affect all players
6) Sloths do things at the start of your next turn
Dale of Merchants is a series of deck building games developed by Snowdale Design. The games are set in Daimyria, a world of animalfolks.
Dale of Merchants 3 is a standalone game which introduces six new animalfolk decks. It can be played by itself and combined with other games from the Dale of Merchants series.
Each deck is themed around different animalfolks with a different gameplay focus and mechanics. For example, Sharing Short-beaked Echidnas borrow cards from other players while Prepared Grizzled Tree-kangaroos are good at protecting their own valuables.
Dark Souls: The Card Game is a cooperative deck evolution card game for 1-4 players. Players must explore the Encounters around them, defeating a myriad of enemies to gain Souls and Treasure.
They must use these to evolve and adapt their deck to better fight their enemies. When the players are ready, they must challenge the powerful bosses that lie within.
The players must walk a narrow path, however, since their decks allow them to attack their enemies, but also represent their health. Decks are only refreshed when the players rest at the bonfire, so players must defeat their enemies while husbanding their strength for the greater challenges ahead.
Thinking quickly and adapting to the enemy’s attacks is key for survival. A misstep can be fatal, but the rewards of success are great. Adapt your deck, evolve your strategy, and prepare to die.
The myriad paths of this sprawling world are legion, each one branching out into a thousand others. Many of these paths are peaceful, untouched by the wars that rage around them. This journey, however, will take you to far darker places.
These are the paths, shattered and crumbling, which have fallen from memory and sight of the Flame. These are the paths, dismal and cursed, where traps and ruin lie around every corner. These are the paths, chilling and treacherous, which are paced only by the monstrous tread of things best left forgotten.
These are the paths you must walk.
Forgotten Paths is an expansion for Dark Souls: The Card Game. This expansion features exciting new encounters, powerful new enemies, and all-new rules for terrain and traps to ensure that every battle is a fresh challenge. Four distinctive, unique bosses and a brand-new exploration board provide thrilling adventure for even the most experienced players of the core game.
To aid you in conquering these trials, this expansion also includes brand-new, powerful weapons and equipment as well as providing two completely new characters to play, the Pyromancer and the Thief, both of which bring their own play style to enhance your Dark Souls experience.
A copy of Dark Souls: The Card Game is required to play with this expansio
In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character.
On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition.
One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain.
Escape Tales: The Awakening is a card game based on the escape room concept, but you're not limited by time when it comes to finishing this adventure as the game is focused on the story and your exploration of it, while engaging the puzzles within and making choices that will immerse you deeply. As for the story, here's the set-up:
Players take on the role of Sam, whose daughter has been in a coma for over two months and whose doctors still cannot explain how this happened or what caused it. According to them, everything is fine with the girl; she's healthy and shouldn't be in this condition. Sam is desperate and looks for answers everywhere he can, which leads to a weird meeting with Mark.
Mark's son was once in a similar situation, and his father was able to help wake the boy up. He has given Sam a scary-looking book and said that inside this book he will find a ritual called "The Awakening". But Mark warned Sam that he needs to prepare himself mentally since this ritual will transfer him into another dimension, where he should be able to find his daughter and understand what is the cause of this state. If Sam's lucky enough, then he will be able to wake her up as well. Sam has held onto the book for more than a week. Finally, he's ready to go into the basement and perform a ritual. Are you ready, too?
Content warning: suicide
In Ex Libris, you are a collector of rare and valuable books in a thriving fantasy town. The Mayor has just announced a new seat in the Village Council, Grand Librarian. The prestigious and lucrative position will be awarded to the citizen with the most extraordinary library! Unfortunately, several of your book collector colleagues (more like acquaintances, really) are also candidates.
To outshine your competition, you’ll need to expand your personal library by sending your trusty assistants out into the village to find the most impressive tomes. Sources for the finest books are scarce, so you’ll need to beat your opponents to them when they pop up - especially if they match your library’s secret focus!
You only have a few days before the Mayor’s Official Inspector comes to judge your library, so be sure your assistants have all your books shelved in time! She is a tough cookie, and will use her Official Inspection Form to grade your library on several criteria including alphabetical order, shelf stability, prominent works, and variety. And don’t think she’ll turn a blind eye to books the Council has banned! You’ll need shrewd planning, cunning tactics, and perhaps a little magic to surpass your opponents and become Grand Librarian!
This is a card game for people who are into kittens and explosions and laser beams and sometimes goats.
Exploding Kittens is a highly strategic kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
Originally an expansion for Exploding Kittens, the most successful Kickstarer project ever, that contained cards that were too horrific and/or incredible to be included in a kid safe version. As a stretch goal this was turned into a stand alone game that can be combined with the standard Exploding Kittens deck. If you combine the two decks, you can go up to 9 players. 10 with Imploding Kittens
Feed the Kraken is a hidden role deduction game, with three asymmetric factions.
All players may be sitting in the same boat, but they want to navigate in different directions! The loyal sailors must bring the ship safely to mainland, whereas the pirates crave to secretly maneuver the ship into the Bermuda Triangle. Meanwhile a crazy cultist is busy convincing parts of the crew to help him summon their dark lord —the Kraken— from the depth of the sea to save them all.
How do you play?
At the start of your journey, you will receive a secret affiliation marker. You will either be a loyal sailor, a sneaky pirate, or a fanatic cult leader. Only the outnumbered pirates know each other, everybody else will have to try to find their teammates (or convert them to their cult) as they sail along. Rum-induced visions, cabin searches, inquisitions, and mermaids will help you find out more about the true loyalties of the other “sailors”.
Who knows how to navigate?
The goal of the game is to navigate the ship towards your final destination, which would be easy if only players weren’t divided into three different factions. Each secret faction wants to reach a different area of the board. Every turn the ship will sail in one of the three possible directions —but which one will it be?
The current captain and their chosen lieutenant will study ancient sea maps and pass their often conflicting orders onto the chosen navigator, who has to make the final decision. Meanwhile the rest of the crew is busy drinking rum, gambling and telling each other tales of ancient sea monsters.
Whom shall we trust?
After each navigation, the lieutenant and navigator go off duty, and the captain has to find somebody sober enough to take their spot instead. Everyone can discuss, how well that last navigation went, who is to blame for the current course, and who should be in charge in the future instead.
Convince your enemies that it is in their best interest to make you the next lieutenant, or navigator! You can even draw your guns and become the new captain in open mutiny! But for how long will you be able to keep the trust of your crew? The next mutiny might already be waiting for you if your decisions don’t please your fellow sailors.
Feed the Kraken is a sophisticated social deduction game designed around a beautiful vintage sailor setting.
It supports 5-11 players. A match is usually dealt within 45 minutes up to 1:30 hours.
Re-discover one of the greatest bidding games! For Sale is an accessible and yet stragegic game, a major piece that rightfully belongs to the mini games collection: GREAT games in small boxes (Schotten Totten, Time Bomb…).
In 'For Sale', you are real estate agents. Your goal: buy houses for the least amount of money, then sell them and make huge profits! It’ll be up to you to guess the value of the properties to get the biggest cheques!
The game can be divided in two separate phases:
During the buying/bidding phase, as many houses as there are players are placed on the table. You have to overbid one after the other for the houses that are for sale in front of you. Each time a player passes, they get the smallest card of the lot and get half of their money back. The last player gets the biggest card, sure… but also loses all their money!
Once this is over, new houses are revealed until the deck is empty.
Now let’s sell!
You then have to sell the houses you obtained in order to earn a large added value.
This time, cheques are revealed (as many as the number of players) in the middle of the table.
Fort is a 2-4 player card game about building forts and following friends.
In Fort, you're a kid! And like many kids, you want to grow your circle of friends, collect pizza and toys, and build the coolest fort.
By doing this cool stuff, you'll score victory points, and at the end of the game, the player with the most victory points wins! Your cards not only let you take actions on your own turn, but also let you follow the other players' actions on their turns. Will you devote yourself to your own posse, or copy what the other kids are doing?
But be careful as your carefully constructed deck might start losing cards if you don't actually use them. After all, if you don't play with your friends, why should they hang out with you anymore?
Formidable adversaries are arrayed against you. Your people stand ready. History beckons.
In your hands lies the destiny of one of history's great civilizations. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilizations, you will compete to become the most dominant empire the world has ever seen.
Imperium: Legends is a standalone game that contains the Arthurian, Atlantian, Egyptian, Mauryan, Minoan, Olmec, Qin, and Utopian civilizations and an individual solo opponent behaving as each nation. It is also fully compatible with Imperium: Classics for players wanting to expand their pool of civilizations even further.
This expension is a campaign allowing players to live an adventure scripted in 5 scenarios which brings, collectively during the game, players to make choices that will tip the story towards Peace or World War.
At the start of a game, players open an envelope containing the story, the special rules of the scenario and the extra cards for this scenario. Then, at the end of the game, each player receives different rewards depending on whether he won or lost and according to his own choices during the game (depending on the scenario).
Thus, each one builds his Heritage over the 5 scenarios. The winner of the campaign is the one who wins the last scenario.
The campaign offers 6 scenarios in all because there is a branch, depending on the choice of players in scenario 4.
During the campaign and after the campaign, the players will unlock cards which can come to enrich the basic game definitively. The Heritage campaigns therefore offer players to live a story and gradually unlock a mini-extension to the base game offering a new mechanic, a bit like a Legacy, but totally replayable because there is no alteration of equipment.
The campaign is also playable solo.
This new deck of cards complement the existing cards of It’s a Wonderful World. From now on, each turn, you will play a mixture of classic Development cards and Ascension cards. Ascension cards introduce new ways to play, most notably through pair scoring and corruption.
This new deck also allows you to play with up to 7 players.
Mint Works is a light and straightforward worker placement game. Its compact size makes it easy to put in your pocket and take it anywhere. Its simple rules make it easy to introduce new players to the genre of worker placement.
During the game each player will have a limited amount of Mint Tokens, which represent their workers. Players will use these mint tokens to earn more tokens, take first player or buy and build plans. Plans are how players earn points. Some plans will give only points, others will give extra powers to the owner.
Once any player has at least 7 points earned (or if there are not enough plans to refill the stock) the end of the game is triggered. The game will then be over at the end of the current round.
Whoever has the most points provided by plans they have built wins!
Port Royal: Big Box contains the Port Royal, the first expansion Just One More Contract..., the second expansion The Adventure Begins..., the Gambler promo card, and the standalone game Port Royal: Unterwegs!.
This edition of the game features new graphics and art.
Race for the Galaxy: Alien Artifacts, is the fourth expansion for Race for the Galaxy, is incompatible with earlier expansions for that game, instead taking the game in a new direction. Race for the Galaxy: Alien Artifacts consists of two parts:
46 new cards including 5 new start worlds to add to the base set, plus a set of action cards and start hand for a fifth player. These can be used without the orb cards.
49 cards used to represent the Alien Orb which players jointly map and explore, gaining artifact tokens of various types that provide powers and VPs. There are also five new Explore action cards used in the orb game (instead of gaining an additional card or greater card selection).
The orb game is optional and provides a new RFTG experience, as players have to balance how much effort and actions they wish to put into exploring the orb versus developing their empires.
In a dark cathedral, a mage harnesses the power of demons to enhance her spells. In an alchemical laboratory, a diviner inscribes a scroll of destruction. Meanwhile, a bard and beastmaster seek out the prismatic dragon and golden lion to keep these forces of darkness at bay.
Res Arcana: Lux et Tenebrae adds 4 new Places of Power, 12 artifacts, 4 mages, 4 monuments, and 2 magic items to Res Arcana. It also extends the game to five players, adds scaling rules for fewer players, and introduces two new things: scrolls and demons.
On a wild coast, a seafaring mage prepares to dive to a magical pearl bed in search of a pearl of power. Meanwhile, a dragon tamer travels to Blood Isle to seek an ancient dragon.
Res Arcana: Perlae Imperii, the second expansion for Res Arcana, adds a new essence type — pearls — to aid mages in creating powerful artifacts in their quest for mystical domination. As their purity is coveted by all, pearls of power both add versatility to existing strategies and open up new paths to victory.
The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost.
The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.
One-hundred years ago, The Infinity Engine was shattered and its reality-bending shards have destroyed most of the world. Now, it falls upon you to gather your forces, defeat your adversaries, and rebuild the Infinity Engine! Will you survive?
Shards of Infinity combines an unprecedented level of strategy and customization into one small box. Rather than competing for points, players must outlast their opponents and reduce their health to zero, which can be done in a number of ways. Each player starts the game with a basic deck of cards, and they can acquire new cards from a central display of six cards (as in Ascension) and add these new cards to their deck or use them immediately, depending on what they are.
Every character starts with fifty health and zero mastery. On each turn, you can spend one gem (a.k.a., money) to gain a mastery point. The more mastery you have, the more powerful your cards become. This lets even the weak cards in your starting deck become more powerful as the game progresses. If you reach a total of thirty mastery, you can activate your Infinity Shard, which instantly defeats your opponent.
As you acquire new cards, you can employ allies and champions to craft your strategy. Mercenary cards can be added to your deck as in other deck-building games or they can be played immediately from the center row for their ability; this adds even more drama to each player's turn as a key mercenary flip can alter the very outcome of the game!
The shards have awoken, their twisted voices whispering into the minds of the Shard Masters, stoking the flames of war with every word.
Shards of Infinity: Into the Horizon continues the deck-building battles seen in previous Shards of Infinity sets, with players seeking a new destiny for a universe overcome by the power of the mighty shards.
Two new gameplay mechanisms are featured in this set: Destinies and the evil Ingeminex. Destinies allow players to spend valuable Mastery to gain an incredible advantage during gameplay. The Ingeminex are a new source of tension that seek to harm all players, but can be defeated with a well-timed use of power.
This set concludes the current storyline told throughout the Shards of Infinity adventure and paves the way for an untold future!
Into the Horizon contains 60 new cards for Shards of Infinity:
30 Destinies cards.
5 Ingeminex cards.
25 center deck cards.
When the Infinity Engine was destroyed, reality warping shards rained down from the sky, wiping out civilization and forever altering the world. From the ashes, rose the descendants of mankind. You are a leader among these peoples, a mighty warrior, forever bound to a powerful shard.
It’s time to make a choice: Is it your fate to lead your people to victory or will you become the relic of some forgotten future? Choose wisely.
Shards of Infinity: Relics of the Future is the first expansion to the popular deck-building game, Shards of Infinity. This expansion includes powerful cards known as relics that can only be leveraged by each of the leaders of the four factions when the player reaches 10 Mastery points.; when this happens, the player gains one of their two relics, with the other one being forgotten in time. The set also includes cards that can be used by any player, but when matched with the player's designated faction leader, the card receives an additional effect!
In addition, this set includes three new ways to play the game. A three player mode known as "Bloodbath": any damage dealt goes to both opponents rather than just one. In 2v2 Team Attack mode, players pair up to take on an opponent's team. A full solitaire mode, known as "Nemesis", pits solo players against the game.
The fate of the world is in your hands...
In Shards of Infinity: Shadow of Salvation, the third installment of the award-winning deck-building game, players can choose one of two modes to play! Play a classic game of Shards using the hero Rez's new Relics and Allies to take down your opponents in player vs. player battles OR heed the warning of the time-traveling Rez and play co-operatively in a new campaign mode to battle through a series of bosses with up to four of your friends!
In co-operative mode, you read from the innovative "Battle Book", which tells a branching story. As the time-traveling Rez, you must decide which threat to take on with your team. Every choice has a consequence, as does your success or failure against these growing threats.
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem.
All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.
There are six companies that will change the world as we know it! You can be part of their success and be a investor. Try to become rich by making the right decisions!
Only the one biggest investor can get money out of each company. You must try to read the next steps of your rivals and use your capital and your three hidden cards to win against them and become the biggest shareholder!
You have to be lucky in this game but you must also think about your moves and analyze your rivals! You can play this card game with only a few players but also with many!
In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you!
Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!
In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What about the rumors about the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges, communication is essential in the team. But this is more difficult than expected in space.
With each mission, the game becomes more difficult. After each mission, the game can be paused and continued later. During each mission, it is not the amount of tricks, but the right tricks at the right time that count.
The team wins only if every single player is successful in fulfilling their tasks.
Ahh, jam, a favorite treat from childhood! A bright sunny day – scarlet strawberries, sweet-scented raspberries, tasty apples, still warm pink scum, the humming of bees... Or a winter evening – cold outside, warm inside, a burning lamp, tea is ready – all that's left to choose is cherry or peach? Gooseberry or currant? Why not open a few jars and taste some of each. Of and it would be lovely to bake some pies with jam...
Now you can not only eat jam, you can play The Jam. In this game you need to make all sorts of jam and bake pies. At the start of the game each player has a hand of four cards and a task sheet; the sheet shows different combinations of jam and pies that you need to make to earn extra points at the end of the game. Players receive points by completing tasks, and also for each jam they make and each pie they bake. The one who has the most points at the end of the game wins.
All cards in the game can be used as either an Ingredient (the image at the bottom of the card) or a Recipe (jam, pies or fruit salad – the upper part of the card). At the beginning of the game the top eight cards are placed on the table face up, forming the Basket with Ingredients, fruits and berries.
How do we make jam? A player plays a jam Recipe from his hand, then places the necessary Ingredient on top of it, which he takes from the Basket ("Raspberry jam" from the hand + Raspberry from the Basket and so on). Fruit salad and pies are made a similar way, only to make a pie you need to use a completed jam Recipe (by yourself or one you received from trade) instead of taking it from the Basket.
The game is turn-based, and each player's turn has a few phases:
Draw a card – take the top card from the deck.
Trade – players can trade Recipes they made with other players.
Play a card – you can make jam, bake pies, make a fruit salad; you can use one of the special rules; finally you can play a card as an Ingredient and place it in the Basket.
Discard – you must discard Ingredients used to make a Recipe on your previous turn.
The game has a few special cards with special features:
"The Bear" goes to the player with the most baked pies and awards him 10 points – but eats one of the pies.
"Karlsman" goes to the player who can offer him the most jam; he grants 7 points but eats the jam.
"Cone jam" can be made using any Ingredient, and can then be used to make any pie.
The game ends once all the cards are used, including cards in the players' hands. Points are counted to see who the winner is. Different players complete the tasks on their task sheets differently: Some try to make "Winter jam" or bake "Pies for granny", while others collect "Favorite fruit". At the end of the game it becomes clear who made the correct choices that led to sweet victory!
Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works.
Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age.
One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one.
Victory is achieved by the player whose nation has the most culture at the end of the modern age.
Each Quest consists of a selection of dungeon tiles and monster cards that create an engaging storyline. Each Quest includes rules for selecting Village and Dungeon cards to create a variety of Adventures. After you've mastered each Quest you use random setups of Quest cards to create new Dungeons and Villages - build your own Quests and Adventures!
Contains 6 dungeon tiles, 25 dividers, randomizers, and 243 cards, including 6 heroes, 6 monsters, 12 support items, treasure and three versions of the Guardian, each of slightly different difficulty, meaning that different Adventures within the Quest have a scaling challenge.
Unlock! is a cooperative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc.
Unlock! Escape Adventures includes three separate scenarios for you to explore:
In The Formula, you enter a secret laboratory to recover a mysterious serum that has been developed by a scientist. Will you solve all the riddles and get out in less than an hour?
In Squeek & Sausage, you need to thwart the plans of the despicable Professor Noside!
In The Island of Doctor Goorse, you must visit the island of an eccentric antique collector billionaire and overcome its traps!
Unlock! is a series of escape adventures for up to six players. With one hour on the clock, players work through a deck of sixty cards as a team, searching for clues, combining objects, and solving puzzles. The free Unlock! companion app runs the timer while also providing clues, offering hints, and confirming successes. Once the team has reached a solution and entered the correct code into the app, they will escape and win the game! Unlock!: Mythic Adventures contains three scenarios revolving around these themes (not the official name of the scenarios): Around the World in Eighty Days Greek Mythology A Noside story sequel
The Swift-Start Promo Pack includes first-round walkthrough guides and specific new bird cards to use with them. For those who already own Wingspan, the swift-start guides are still helpful for teaching new players, and the 10 new cards can be shuffled into the bird deck.
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games.
You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:
Gain food tokens via custom dice in a birdfeeder dice tower
Lay eggs using egg miniatures in a variety of colors
Draw from hundreds of unique bird cards and play them
The winner is the player with the most points after 4 rounds.
170 unique bird cards (57x87mm)
26 bonus cards (57x87mm)
16 Automa cards (57x87mm)
103 food tokens
75 egg miniatures
5 custom wooden dice
5 player mats
1 birdfeeder dice tower
2-piece Game Trayz custom tray
1 goal mat
8 goal tiles
1 first-player token
40 action cubes (8 per player)
4 clear plastic resource containers
1 scorepad (50 sheets; 1 sheet used for all players each game)
3 rulebooks (core, Automa, and Appendix)