The animals have escaped from the farm! You need to bring them back before they get into trouble ? and you want to do so faster than your opponents so that you can save more than they can! In the fast-catching game Fun Farm, players compete to spot and catch the animal shown on the cards before all their opponents.
Each round, the active player reveals the top card from the deck, placing it next to any others still on the table.
Each card depicts an animal, a black die (showing one color on this die), and a white die (showing one color on this die).
The player then rolls the black die and the white die.
If a die depicted on a card matches the color rolled on that die, players race to grab the animal toy from the table that matches the animal depicted on the card.
Whoever does so first claims the card, and once the deck runs out, whoever has the most cards wins! Players 2-10 Suggested ages 6 Playing time 15 minutes
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Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned. Keyflower presents players with many different challenges and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills and workers.
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Not of this Earth! expands on the gameplay by setting our heroes free of walls and rooms as they explore a new environment. However this does not mean it’s any friendlier… You might encounter crazed scientists and vril-using aliens, and a new mechanic, darkness, replaces the usual spawn and line of sight. It comprises 4 campaign missions and 8 RAID mission cards, multiplying the replaybility from the core box by a huge bunch!
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One of Greece's greatest excavations in the last years, the archaeological site of Amphipolis is threatened by landslides.
As a result, several teams of archaeologists work feverishly to secure as many of the valuable findings as they can.
In Amphipolis, an adventurous game for the whole family, you take the role of the captain of an archaeological team, trying to save as many findings as possible and become the best archaeological team of all time! Each round, different artifacts are found and placed on their sorting areas.
The players during their turns take tiles from those areas trying to combine them in the best possible way in order to score the most points before landslides shut down the entrance to the monument.
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Originally published in 1997 as Arabana-Ikibiti by the designer's own publisher Bambus Spieleverlag, then reprinted by Funagain in the U.S., Kosmos' Kahuna – part of its Kosmos two-player series – is the best known implementation of this design. It's a two-player game, played on a board depicting twelve islands. Players use cards to place bridges between these islands or remove opponent's bridges. If you get the majority of bridges around an island, you place one of your marker stones on it and also remove any of your opponent's bridges to that island – which might cause them to lose a bridge majority on an adjacent island and lose a marker stone there. The game is played in three rounds. A round ends when all cards from the face down deck and the three face up cards have been taken. Then points are scored for the islands with a marker stone on them. The game can also end sooner when one player has absolutely NO bridges left on the board. The Kosmos edition has excellent graphics and nice wooden pieces and plays very well.
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The far future. Humanity is long extinct. Its place has been taken by many new races from across and beyond this galaxy. Peace is preserved only by the Galactic Council of Elders maintaining a balance of power among ambitious races. And each of these secretly seeks to discover new technologies that would grant them dominion over the Universe.
One day, a huge, devastated spaceship appears suddenly in space, with the name "Andromeda" marked on its side. It seems that Andromeda is the abandoned wreck of a spaceship from an ancient, vanished race. Every modern race knows that these Ancients had fantastic technologies far beyond those now known, and many wish to seize the ship's secrets for themselves. The Galactic Council has authorized an exploration team composed of scientists from different races, but while they'll all go aboard together, they each represent a race with its own interests and goals... Andromeda is a board game with an interesting action selection system based on the "I split, you choose" idea. One player rolls dice and splits them into two groups, but another player choses which group will be assigned to which action.
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Robo Junkyard is a game about getting rid of your cards (junk) faster than all of the other robots! Each round you will start with 12 junk cards. The robots who get rid of their cards fastest will earn shiny victory credits! Each card has a special ability that do things like blow up the pile, skipping player's turns, or swapping a card in your hand for a card in the 'collection'. Watch out! If you can't play a card, you'll have to pick up the whole pile.
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Hexaquest takes a completely new approach to the much beloved Trivia genre. It is an incredibly easy game to learn with endless ways of customizing the game to your liking and with an amazing deep strategic approach to becoming the victor. 1500 fun and challenging questions in 6 diverse categories will keep players engaged for a long time. Players in Hexaquest don’t have to rely on luck alone to decide how hard a question will be and in which category. Risky choices will reap big rewards and can potentially win the game. No board, no dice, simplicity at its best!
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Fortress Europa recreates the Allied campaign in Western Europe from D-Day to March 1945. The Allied player must select an invasion site and make a successful landing, breakout of the beachhead, drive across France and push deep into Germany. The German player must prevent the Allied Invasion or else conduct and orderly withdrawal across France, constantly delaying the Allies, and then counter attacking in the winter.
Fortress Europa is the successor to Avalon Hills highly acclaimed Russian Campaign...The basic game is 37 turns long, but several scenarios are provided for those wishing a shorter game. In addition, Sudden Death Victory Conditions are included which shorten the basic game ...
Fortress Europa comes in an 8.5 x 11.5 x 2 game box with three part mounted 22 x 24 map board; 520 double-sided die cut cardboard counters; a 16-page rule booklet with rules for play, optional rules and scenarios; several cardstock player aids including German & Allied Order of Battle charts, Aircraft Mission and Replacement Chart and a Time Record Chart; and one six sided die.
Avalon Hill also published a Play By Mail (PBM) kit for Fortress Europa including two-page, pink instructions and double sided pages for the German and Allied Order of Battle Charts used for tracking play.
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Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal, science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork. Ages 10+, 2-4 Players, 90-120 Minute Playing Time.
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As players, you are the grandchildren of Ama who has had a long day and wants you out of her hair. In a clever trick she sends you to the market to collect fruit – with the promise of making her famous fruit salad! At the floating market it is difficult to collect the fruit but each player is competing with each other to be the first to collect the all five fruits! Perfect for families or new gamers, this accessible and fun game teaches quickly and combines new and familiar techniques with dice in an interesting way!Age: 13+ Players: 2 – 5 Play Time: 30 – 45 mins
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Angola recreates a brief portion of the violent, decades-long Angolan civil war that began in the 1970s with the fall of a colonial power and dragged its bloody way into the 21st century thanks in part to cold war politics.
Angola is a multi-player game in which players control the various Soviet- and US-backed factions that vied for control of Angola from 1975 to 1976. Originally released in limited quantities by Ragnar Brothers of the UK, Angola quickly became a rare and highly sought after game of almost cult status. Why? Angola features a number of innovative game systems that keep players guessing, create plenty of tension, and reward the right balance of boldness and caution. MMP is now updating this classic with the fabulous graphics of the IGS line of games and bringing it to a wider audiences.
The map is divided into areas, and units represent military formations and also special weapons, such as artillery, rockets, tanks, and airplanes. A unique command and activation system has players committing in secret to the order in which they will activate a limited number of their units for the turn. The players then take turns activating their units in the determined order. The result is like a tense game of poker, with players trying to analyze the map and out guess their enemies.
The game is finely balanced, and all players frequently feel as if they are simultaneously on the verge of victory or defeat thanks to an ingenious victory point system that rewards good play for both sides and allows players to absorb reversals and strike back with the right countermove.
Angola contains:
2 decks of cards (110 total)
32 page full-color rulebook
2 player aid cards
22" by 34" inch map
3 countersheets
4 six-sided dice
Developer: Adam Starkweather
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Tiny Epic Tactics utilizes a simple combat system with variable player powers and 3D terrain to achieve endless layers of strategy and fun.
Tiny Epic Tactics offers competitive play, cooperative play and solo play!
Conquer your opponents in tactical combat where every calculated move matters... or journey across the land and through the caves in a grand cooperative/solo adventure!
Nesting inside the game box are 5 smaller boxes and a map/scroll. Players will set up the game by placing these 5 boxes, plus the box bottom, onto the scroll in designated areas. This creates the environment that players will explore and battle across.
In Tiny Epic Tactics, players will have a team of 4 unique heroes: a Fighter, a Wizard, a Rogue and a Beast. Each hero type, and each character within that type, offers unique advantages to movement, attacks, and/or support. Finding the synergy in your team is key to victory.
In competitive play, players will pit their teams against one another in effort to score the most victory points by the end of the game. Each turn, players will have 3 actions to assign across their team. They can move and/or attack with their heroes. Victory points are rewarded for area control, enemy heroes captured, and keeping your own heroes alive. Gaining complete control of one, or multiple, specific areas offers the most victory points in competitive play. Gaining control of said areas requires your heroes maintaining majority presence in these areas over the course of a few turns. This requires a careful balance of offense and defense. The control of these areas can easily shift from one player to another based on which player has the majority heroes present in the designated spaces. Once a set number of areas are captured, or one of the players has lost all of their heroes, the end game is triggered.
Tiny Epic Tactics offers a distinctly different experience for solo and cooperative play. In these modes, players will adventure across the map, fighting spawning enemies and exploring caves (printed on the interior of each of the boxes). The goal is to acquire treasures, that belongs to the enemy, from these caves while keeping your heroes alive. Once the end of the game is triggered, victory points are tallied based on how many treasures you took from the enemy and how many of your heroes you kept alive.
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Welcome athletes to race day! At this very special triathlon you will build your skills as well as contribute towards creating the three courses that make up the race. Tri To Win is a card game where players build their own board game. Everyone can see the race course, you’re building it as a team. But only you know what skills your athlete has, this means each player is trying to build the course that their own athlete is more likely to win, and leave the others in the dust. The race course is different every game, your athlete’s skills will be different every game, and so your tactics will need to be as well. Can you build the ultimate athlete? Good luck! Game Instructions The game is played in two phases. In the first phase of the game players draw and play one card per turn to build up their athletes’ skills, create the race courses, and a little bit of card and skill thievery. Skill cards are played face down next to your athlete, only you know what skills you have. All other cards are played face up, the Course cards are played along the corresponding course (as in the image below). And Action cards are used to cause some mischief, with Action cards you can steal skills, cards, remove pieces of the race course and stop other players actions. Phase one ends when a player uses their turn to play the ‘Start The Race’ card at the end of the running course. In phase two, players use their accumulated skills to race on the course they made in phase one. The Course cards are used as a board game with coloured player tokens that match each athlete. Add up all skills your athlete has gathered and these are now your movement points. Each player takes turns moving their token the number of swim points they have, then cycling, then running, stopping at each race transition until their next turn. The winner is the first player to make it past the finish line to the Gold 1st place position at the end of the running course. Keep playing to find out who comes 2nd and 3rd! We haven’t been able to play a game yet without continuing after we have a winner; we just have to know!
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In Amerigo, the players help Amerigo Vespucci on his journey to discover new land. The players explore the islands of South America, secure trading routes, and build settlements.
The actions available to players are determined through the use of a specialized cube tower, which has appeared in the Queen titles Im Zeichen des Kreuzes and Wallenstein. At the start of the game, this tower is seeded with action cubes, which come in seven colors, with each color matching a particular type of action. During the game players will drop additional action cubes into the tower – but some of these cubes might get stuck in the floors of the tower while other cubes already in the tower are knocked free. Thus, players need to play both tactically – taking advantage of the actions currently available in the best way possible – and strategically – using their knowledge of which actions do what to play well over the course of the game.
The game board is composed of nine, twelve or sixteen tiles, depending on the number of players. Players sail their ships through the landscape created for this game, landing on islands to plan and build settlements, which then supply resources and allow the player to earn victory points. Players might want to invest in cannons to protect themselves from pirates roaming the waters or acquire progress tokens to gain special advantages.
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The greenskin’s passion for speed and violence is known throughout the galaxy. It is not uncommon to see (from a reasonably safe distance of course) little crowds of Orks from different klans take any excuse to launch their best Gretchinz into insane races where they pilot buggies which have been slapped together with whatever is at hand. There is no need to point out that firepower and speed are far more important than the safety of the racers when it comes to the design of such contraptions. Now you too can recreate these frantic races, pitting these crazy speed freaks against each other. Play your cards cunningly and try to manage your attacks and movements intelligently, before your rivals have a chance to get ahead. Come on, you must finish them! Gretchinz! is a crazy racing game for 2 to 4 players (which can be expanded to up to 8 players with a second copy of the game).
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In Traps, players take control of a team of two unique adventurers. Each team is desperate to escape the jungle the first.
-You’ll use a variety of cards and special abilities to make it happen.
-Draw from hundreds of unique cards to help you make your escape
-Use your characters’ special abilities to incite game changing moments
-Plan your perfect strategy (and a few backup strategies) to stay one step ahead
Card Types:
TRAPS: Place these cards directly on the board to stop your enemies dead in their tracks, wipe out their funds, or just generally cause chaos.
ACTIONS: Play these super-powered cards right from your hand. They’ll help you tilt the game in your favor—from blocking Traps to giving you special perks that last all game.
MONEY PITS: These Traps are all about the money. When an opponent lands on one, they pay you. When you land on one, the bank pays you. It’s a win-win.
FOUND TREASURE: These cards help you accrue sweet, sweet cash to fund your wildest dreams and schemes. You’ve just got to be lucky enough to draw one.
Each turn consists of rolling and moving, drawing cards (see above), and playing those cards with devastating effect.
These cards reshape the jungle with each playthrough so that no two games are ever the same.
Beyond cards, one of the primary game mechanics is character abilities. These let you perform unique actions such as stealing a ton of extra cash from your foes to dodging a Trap at the last minute.
There are 8 characters (4 humans and 4 animals). Each team is made up of a randomly paired human and animal duo. Since every character has their own ability, you never know what combo (and strategy) you’ll end up with.
Along the way you’ll encounter spaces that protect you, beef up your wallet, or poison you, severely setting your progress back.
Nothing is truly as it seems in this jungle. So be warned: Trust no one. Trap everyone.
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In Dinos Not Assembled, you and your fellow players are paleontologists compete for a contract by a museum curator, looking to put together a new dinosaur exhibit.
Each player is assigned an exhibit display area on the game board and starts with 2 dinosaur cards in hand. Each dinosaur card has 3 bones that are required to build the dinosaur.
Bones are displayed as face-up tiles at a common dig site. A player can acquire bone tiles by either digging out 2 of the available bones at the dig site or by stealing a bone tile from another player.
Bone tiles are stored on each player's board, but players only have room to store up to 4 bones at once.
Once bones are taken from the dig site, tiles are pulled from a bag to replace them.
Players may also draw new dinosaur cards, from the facedown deck of dinosaurs.
Players may only take 1 action on their turn. Draw and/or discard a dinosaur card, take 2 bones tiles from the dig site, steal a bone from a player, or build a dinosaur.
When a player has the 3 bones necessary to build the dinosaur, they take a dinosaur meeple and place it at their exhibit on the game board. The first player to place 3 dinosaur meeples in their exhibit wins the contract and the game.
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In Jungle Party, the animals are splashing down the river at night, and you need to remember where they all are: Which animal is swimming in the river? Which is diving under the bridge? Who can discover each of the critters out there and more importantly remember where they're hidden. If you move the right animal cards down the right river branch, you can be sure to advance rapidly...
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Originally published in 1997 as Arabana-Ikibiti by the designer's own publisher Bambus Spieleverlag, then reprinted by Funagain in the U.S., Kosmos' Kahuna – part of its Kosmos two-player series – is the best known implementation of this design. It's a two-player game, played on a board depicting twelve islands. Players use cards to place bridges between these islands or remove opponent's bridges. If you get the majority of bridges around an island, you place one of your marker stones on it and also remove any of your opponent's bridges to that island – which might cause them to lose a bridge majority on an adjacent island and lose a marker stone there. The game is played in three rounds. A round ends when all cards from the face down deck and the three face up cards have been taken. Then points are scored for the islands with a marker stone on them. The game can also end sooner when one player has absolutely NO bridges left on the board. The Kosmos edition has excellent graphics and nice wooden pieces and plays very well.
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The greenskin’s passion for speed and violence is known throughout the galaxy. It is not uncommon to see (from a reasonably safe distance of course) little crowds of Orks from different klans take any excuse to launch their best Gretchinz into insane races where they pilot buggies which have been slapped together with whatever is at hand. There is no need to point out that firepower and speed are far more important than the safety of the racers when it comes to the design of such contraptions. Now you too can recreate these frantic races, pitting these crazy speed freaks against each other. Play your cards cunningly and try to manage your attacks and movements intelligently, before your rivals have a chance to get ahead. Come on, you must finish them! Gretchinz! is a crazy racing game for 2 to 4 players (which can be expanded to up to 8 players with a second copy of the game).
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Forbidden Sky continues the tale of the ill-fated adventurers who first went looking for treasure on Forbidden Island. Picking up where Forbidden Desert left off, it sees our adventurers land on a mysterious platform in the sky.
Buffeted by high winds, and with an electrical storm brewing, our adventurers must complete a working electrical circuit to launch a rocket that will allow them to reach safety.
Forbidden Sky is the third in the ‘Forbidden’ series of co-operative games designed by Matt Leacock. Players will need to work closely together with limited information to avoid being struck by lightening or blown off the platform by the storm.
Taking familiar elements of the Forbidden series, such as unique player roles and variable difficulty, as well as new elements including components to build a working electrical circuit, Forbidden Sky will challenge players like never before.
Have you got what it takes to power up the rocket and escape before the storm grounds your adventure permanently?
Player Count: 2-5
Time: 60 Minutes
Age: 10+
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In the puzzle game Dimension six task cards are laid out each round, with these cards dictating how the balls in the game should be stacked on top of one another and side to side. These challenges aren't easy as some colors shouldn't touch one another. Fast puzzle-solving is important, but more than that in the end whoever solves the most of these difficult tasks wins.
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Circles, triangles, squares and diamonds: Drop It is about letting go, with the pieces you drop landing somewhere in the vertical game board, ideally where they'll score the most points, but the tiles bounce around and don't always land where you expect them to! In more detail, each turn the active player drops one of their pieces into the slot of the game board. The player scores points for the highest level that the piece touches and for any special locations that it touches, but if the piece touches anything of the same shape or color, then you score nothing! What's more, certain pieces are forbidden at certain spots on the edge of the playing area. The Drop It rulebook includes variant rules for simpler play or more variety from game to game.
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Break the Code is a logical deduction game played with number tiles and question cards. You win if you can guess all of your opponent's tiles in a two-player game or if you can guess the face-down tiles in the center for a three- or four-player game. Put on your thinking cap!
Place all of the number tiles face down and shuffle them. Place your game screen in front of you, then randomly take your tiles. Place them face up behind your screen in numerically ascending order starting from the left. If you have two tiles with the same number, place the black tile on the left. Once you have placed your tiles, removed any unused number tiles from the game. Lastly, shuffle the question cards and place them in a pile face down. Draw the top six cards from the pile and place them in the center of the table.
Deduce all of your opponent's tiles (or the center tiles) and correctly guess their colors and numbers in order from left to right.
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Tired of seeing Bandido always escaping? Beware, a new gangsta’s coming to town...
Which side will you choose this time: will you play cop and try to prevent Bandida from running away, or join the wild side and help her? In this new Pocket game, you will find all the things you loved about Bandido and more. Three different ways of playing and cooperating all together bring even more fun.
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In Dead Panic each player takes on the role of one of eight unique characters which have special abilities.
Players work together to survive in a remote cabin at the center of the board against waves of the undead that close in from the edges of the board.
If the players can hold out survivors bring pieces of the radio needed to call for rescue.
Once rescue arrives its up to each player to leave the safety of the cabin and make it out alive!
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Your Captain has informed you that there are treasure chests hidden on board full of the most valuable treasure the world has ever seen. But beware, there are still enemy pirates lurking, and some nasty guards looking to make sure you don’t get out alive. You’ll have to battle the flames, the guards, and your own fatigue. - - Can you and your crew ensure that all of the treasure is recovered and receive more riches and glory than you ever dreamed? Only time will tell… - - Dead Men Tell No Tales (DMTNT) is a cooperative game where players take on the role of a Pirate crew, boarding the doomed Skelit's Revenge for one purpose: to take the loot. In DMTNT you can even pass some of your action tokens to the person to your left in case they need extra help this round. Simple to resolve combat feels engaging without taking more than a quick die roll. You will be constantly gaining fatigue and you must manage your ability to keep going. If you like such games as Pandemic, Forbidden Island/Desert, or Flash Point: Fire Rescue - you will love this game too. - - - Ages 13 - - Players 2 - 5 - - 60 - 75 minutes
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Based on John Butterfield's groundbreaking D-Day at Omaha Beach system, this solitaire game presents the critical days of fighting at platoon and company scale. You command the invading American forces against dug-in Japanese defenders, which are controlled by the game system. Tarawa covers the landings on Betio Island in November 1943, and the operations of the US 2nd Marine and 27th Infantry Divisions to clear it -- the first heavily contested landing of the Pacific War. The battle for the tiny Island raged for four days and, when it was finally over, fewer than 200 of the 5,000 Japanese defenders remained alive. One map, two counter-sheets and 55 cards.
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More than three millennia have passed since the human race left their native land. The discovery of the 'Sophia Triad' transformed scientific theories into scientific facts, thus making the colonisation of space possible.
In Dark Matter each player has three unique cards to play. Each card is divided in four zones: top and bottom on both it's front and back. Each zone has one or several abilities including gaining resources, recruiting soldiers or improve their own planets and more. However only the abilities in either top zone are usable.
But players will not only play with their own cards, they will be able to make use of the abilities facing them on their opponents cards too! Each time your own card is played it must be flipped back to front, giving you access to a new ability. Should you use an opponent's card, then you rotate the card 180 degrees revealing a new ability for the card owner on one side and another for your opponents on the reverse.
Use your resources to capture planets, granting you victory points and a one use ability. Upgrade the planet to use the ability once per turn and send your armies to invade opponents planet to use it's ability.
You can do all this with just 3 cards. Impossible? Try it for yourself!
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There is one whom the Masters of the Dark Angels seek above all others. He is a being wrapped in shadow, an entity whose motives and methods are an enigma; even the name by which he is known alludes to concealment – though whether it is a metaphor or yet another conundrum is unknown. He is Cypher, and to the Dark Angels, he is nothing less than their most hated foe.This multi-part plastic kit contains the components necessary to assemble Cypher, Lord of the Fallen. He is bedecked in archaic, makeshift gear – as a renegade, with no Chapter to call his own, Cypher makes the best of whatever gear he can gather together. His backpack has been refitted countless times over the centuries, and his armour is a mix of various patterns. He’s armed with a bolt pistol, and a plasma pistol incorporating an external heat dissipator. His cowl and cloak are certainly well-used, with holes and tears everywhere – but the standout is the enormous sword he carries on his back. This may or may not be the fabled Lion Sword, and if it is, Cypher’s unknowable intentions become even more interesting... This kit comes as 8 components, and is supplied with a Citadel 32mm Round base. Images are property of Games Workshop Group PLC
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Cutthroat Caverns is played over 9 rounds, each with a random encounter. Essentially a game of 'kill stealing'. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game.
A unique combination of cooperative game play and opportunistic backstabbing.
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In Cthulhu Realms, each player tries to reduce their opponents to insanity or have more sanity than their opponents when the deck runs out. Each player starts the game with a small deck comprised of initiates, goons and followers. You can use the power of your locations once each turn. At the end of your turn, discard any cards still in hand and all entities and artifacts that you played. If you lose all of your sanity, you're out of the game. If you're the only one at the table who's still sane, you win. Otherwise, the game ends when the deck runs out and whoever has the most sanity wins. Players 2-4, Playing time 25-45 minutes, Suggested ages 14
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Explore the dark and horrifying mysteries of the unknown as you battle insanity and fiendish cults in Cthulhu Fluxx! Follow the wild-eyed Poet, the obsessed Artist, and the expeditions of the Professor as they investigate Eldritch Secrets no mortal was meant to discover.Someone has stolen the Necronomicon from the library at Miskatonic Univeristy, and a Farm in the hills is undergoing a horrifying Metamorphosis.Meanwhile, unspeakable abominations stir in Penguin-riddled Tombs beneath the ice.Are you Inevitably Doomed to a lifetime of Nightmares in the Sanitarium, or are you, in fact, a Secret Cultist, worshiping the Minions of Darkness? Players collect Keeper cards to satisfy the victory requirements but watch out for Cthulhu and other fiendish Creepers that will prevent you from winning - even if you otherwise have the winning combination. Ages 8+,2-6 players, 5-30 minutes playing time
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Can’t go out? Try these… Lockdown in many places had made meetups for…
When you see the words “games” and “health benefits” together, the first thing that…
As a captain of industry in the suitably titled game Captains of Industry, you will vie for domination in the cutthroat arena of the marketplace. To do this, you will: Build facilities to control supply, Develop real estate to manipulate demand, Invest in technology to increase efficiency, Complete hidden agendas to secure your legacy, and Undercut the competition to dominate the marketplace! You will depend on your opponents to fuel your expansion as they exploit your production for theirs. Supply and demand are king in this player-driven marketplace!
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Can you keep calm while bids are rising? Experience the exhilaration of real life auctions!
In Going, Going, GONE!, players try to win items by bidding on five simultaneous auctions while the Auctioneer counts down from 10 to 1! Players bid on these five simultaneous auctions by physically dropping their wooden cubes (known as "Bucks") into any or all of the five transparent Auction Cups, each of which represents an auction for one or two Item Cards.
At the end of the countdown, the Auctioneer says "GONE!" and quickly places the Auction Paddle over the five Auction Cups to close the auctions. The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction. Collections of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game. The player with the most Bucks at the end of the game wins!
Going, Going, GONE! is a simple-to-learn, exciting and unique game for players of all skill levels! It is ideal for playing in public spaces. Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.
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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! Components Market board 3 demand dice 10 player dice (two dice per player) 5 player tiles 1 active agent tile 16 cool item tokens 60 pieces of cash Rules sheet Product information: For 3-5 Players Ages 8+ Playing Time <30 + minutes Designer: Leo Colovini Art: Patricia Raubo.
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Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned. Keyflower presents players with many different challenges and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills and workers.
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With your party assembled, you start on the first level of the dungeon by rolling three Dungeon Dice.
You have decisions to make, enemies to vanquish, and more glory to seek.
Without breaking a sweat you stride down to the second level, and then the third, and that's where things really begin to pick up.
By using your companions, reviving party members with potions, and using your Hero's ultimate power, you might get deep enough to accumulate a Dragon's horde of treasure...
Just watch out for that Dragon.
What you get Dungeon Roll - A Dicey Dungeon Delve Suitability For 1 - 4 players For ages 8 years and over.
Not suitable for children under 3 years old.
Perfect for all ages who like to have fun Range See our website for our extensive range of Dice and Dice Games
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In Hansa Teutonica players take the role of traders among the prominant cities of Germany. Victory points are awraded for building a network of offices, controlling cities, collecting bonus markers and for other traders using the cities they control. After controlling a line between two cities with your pawns you can decide to build an office or to get a skill improvement from some of the cities. Players have to improve their traders' skills for the following effects: getting more VP from offices in their network, getting more available action points, increasing the number of available pawns, and getting the right to place pawns and get more special pawns. Ages 12+, 2-5 players, 45-90 minutes playing time.
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Card Based Kingdom Capture Game
In Animal Empire, you take on the role of Monarchs of the various kingdoms of the realm.
By conquest, diplomacy, and trickery you must deploy you rarmies to capture the other kingdoms. You will need to capture your former friends as well - if you seize the Crown of another player, they become your Vassal and must serve you, until their sudden but inevitable betrayal.
The first of you to seize 9 of the 16 kingdoms will be crowned the first Empress/Emperor of the first Animal Empire!
Winning the Game through Conquest
You win the game if you, or you and your Vassals combined, are the first to capture the majority of the 16 Kingdoms (9 in total).
Two-Player Mode: Mustering
You win the game if you are the first to capture the majority of the 16 Kingdoms (9 in total). You also begin with two Kingdoms each.
You cannot attack until both you and your opponent have at least three Kingdoms each.
Each turn, a player may take up to two Actions using their Armies.
Each Army can only perform one action per turn
Armies can perform the following Actions:
March - Move your Army to any Kingdom card or to the Wilderness Deck. You may march to any Kingdom, whether it be yours, a Free Kingdom, or an Enemy Kingdom.
Capture - If your Armies outnumber the enemy Armies on a Kingdom, or you are faced with no opposition, you can Capture that Kingdom
Battle - One of your Armies on a Kingdom forces an enemy Army to retreat to its owner’s hand.
Seize Crown - If a Kingdom you capture has a Crown card, you may use your Capture action to claim this instead. This makes the player that originally owned that Crown card your Vassal
Video to come!
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Exoplanets is a medium-light game, where players create their own planetary system on the table. Players add to the common star, tiles which represent various planets or moons (that protect planets or help create life). Each of these tiles/planets give a different number of tokens (water, atmosphere, asteroids and light) and each planet has their climatic condition, which allows us to create life on these planets. Players can also interact trying to interrupt opponents planets by using space effects, by space tales or fulfill goals to earn more points at the end of the universe. But the players need to know that they are all creating mutual planetary systems.
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More than three millennia have passed since the human race left their native land. The discovery of the 'Sophia Triad' transformed scientific theories into scientific facts, thus making the colonisation of space possible.
In Dark Matter each player has three unique cards to play. Each card is divided in four zones: top and bottom on both it's front and back. Each zone has one or several abilities including gaining resources, recruiting soldiers or improve their own planets and more. However only the abilities in either top zone are usable.
But players will not only play with their own cards, they will be able to make use of the abilities facing them on their opponents cards too! Each time your own card is played it must be flipped back to front, giving you access to a new ability. Should you use an opponent's card, then you rotate the card 180 degrees revealing a new ability for the card owner on one side and another for your opponents on the reverse.
Use your resources to capture planets, granting you victory points and a one use ability. Upgrade the planet to use the ability once per turn and send your armies to invade opponents planet to use it's ability.
You can do all this with just 3 cards. Impossible? Try it for yourself!
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DiTiC is a tile placement and dice-pawn movement game for 2-4 players. Combine pawns to level them up and be the first to create a level 6 die. Dice are generated when 4 tile corners meet, aim to place you own colours together. The majority colour generates a die of value equal to the number of that colour segments in the quadrant. Each tile is unique and all possible combinations of coloured corners are represented once. Tiles are double sided and each colour is balanced to have the same odds of drawing a tile with its colour on both sides, one side or none at all! There is also a custom 'action die' that comes into play once a player has generated a die. DiTiC plays a bit like chess for 2-4 players. Each level die has its own unique attributes and the game can get quite strategic. 2 players can get through a round in 15 minutes.
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