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Piatnik have been making the finest quality playing cards since 1824. Their superior standard make these playing cards a favourite in the market. Packaged in this classic style box set, Piatnik Cribbage is ideal for both novices and experienced players alike. This classic card game traditionally for two players, but commonly played with three, four or more. The game involves playing and grouping cards in combinations which gains points. The distinctive features of cribbage are the cribbage board used for scorekeeping, the crib or box (a separate hand counting for the dealer) and two distinct scoring stages (the play and the show). Piatnik offers the largest selection of standard and luxury Playing Card items all of which are made in Vienna from the highest quality materials.
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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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By the 6th century, the city of Constantinopolis had grown to become the greatest “emporium” of ancient times. Strategically located between the Golden Horn and the Sea of Marmara at the point where Europe meets Asia, Constantinopolis was extremely important as the successor to ancient Rome and was the largest and wealthiest city in Europe throughout the Middle Ages. It was known as the Queen of Cities.
Can you become the most famous trader in Constantinopolis? Effectively build up your trade district to produce goods, generate money, and earn fame points to ensure that your name stands above the rest!
Constantinopolis is a board game of economy and trade for 2-5 players. With light rules and a moderate play time of 1-2 hours, Constantinopolis is the perfect game for aspiring 7th century merchants.
Constantinopolis features a colorful game board and five detailed player sheets to immerse you in the intriguing world of Byzantine trade. With over 125 tiles and tokens, as well as more than 150 cards and 125 wooden pieces, Constantinopolis is an engaging and accessible entry into the world of European-style board games.
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Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy. Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more.
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Corsair Leader is based on the Hornet Leader II core game, but with some significant changes. The game focuses on the Marine F4U Corsairs in the Pacific. The 2 campaigns cover the Solomon Islands campaign that lasted from late 1942 to early 1944.
Also, the aircraft under your command center on the Corsair, but you also get to decide if you want to include Dauntlesses, B-25s, and B-17s as part of your group. Each aircraft has its own advantages and disadvantages. For example, the B-17s carry a lot of bombs and are hard to shoot down, but they are terrible versus naval targets and only moderately accurate against all but the largest of land targets.
The game also goes more in-depth on the tactical options you have while over target. Each turn, each aircraft can become "Offensive" which gives it an attack bonus, but also makes it easier to be attacked when it gets shot at. Likewise, aircraft can be "Defensive" which penalizes their own attacks and makes them harder to hit. "Slow" pilots can "Rush" their attack at a penalty and attack during the Fast pilot step, and "Fast" pilots can Wait and get a bonus if they attack during the Slow pilot step.
Like the other games in the "Leader" series, Corsair Leader is a solitaire game.
The game is published in both PDF and Vassal versions.
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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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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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Tyler Sigman's Crows is a competitive tile placement game where every player takes on the role of an Outcast Mage in the world of Tessandor. A once-in-a-lifetime event is causing the crows of the Obsidian Wastes to give off mana that can be collected in magical stones. Players score points by enticing crows to flock to their totem (their shiny object). This can potentially create murders of crows, which then disperse throughout the ever changing map keeping the strategic gameplay tense and diverse.
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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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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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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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Colt Express is a card-driven, action/movement programming board game that looks like a famous scene straight out of a classic Wild West movie. Here players are rival, caricatured bandits on board a locomotive, attempting to become the richest outlaw during a good old-fashioned train robbery. There’s no board in Colt Express – instead, the action takes place within physical 3-D train carriages that sit on the table. They look delightful and get players excited straight away (we estimate 10 seconds before you hear the first ‘Yee-haw!’). But these are not just a gimmick from Ludonaute – instead, they quite literally set the scene. A variety of loot, in the form of $250-$500 purses and $500 gems, is placed within the carriages, and the honourable Marshal Samuel Ford, the one honest man on board, starts in the locomotive car. He’s guarding a briefcase worth an eye-watering $1,000. The bandits – with asymmetrical player powers – start in the caboose, and they have five rounds to scheme and steal as much of this loot as possible. Each player has a deck of ten cards, with actions that range from: • Floor Change (onto the roof or down into a carriage). • Moving (along one carriage or across multiple carriages if you’re on the roof). • Shooting (a rival bandit and giving them a useless bullet card, which clogs up their deck for the next round). • Punching (a rival bandit into an adjacent carriage and causing them to drop a piece of loot). • Robbery (picking up a piece of loot in your current carriage); • Moving the Marshal (who can also shoot bandits if they’re in the same carriage). Players deal themselves six cards. One at a time they can play an action card into the common deck; sometimes they’ll have to play them face-up for all to see and memorise, sometimes face-down. Once a set number of cards have been played – these differ, round to round – they are then activated in chronological order, which is when the madness begins… Bullets, fistfights and the dropping of loot occur all over the place, and not always the way players intended them! Colt Express won the Spiel des Jahres award (the Family Game of the Year) in 2015, and it’s certainly a family-friendly game that players shouldn’t take too seriously. Since you can only see a percentage of the programmed actions, you need to calculate the odds of your perfect move being achievable. However, more often than not, the laughter comes when your plans go out the window and you have to suddenly adapt. If you’re a fan of other program-movement titles such as River Dragons, Robo Rally and Lords of Xidit, then Colt Express is the rootin’-tootin’ ride for you. Player Count: 2-6 Time: 40 Minutes Age: 10+
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A multi-hour no-randomness economic game somewhat in the mold of Baltimore & Ohio set in the continental USA west of the Appalachians. Players found companies, determine share distributions and capitalisations, invest in companies they and others have founded, expand the companies across the country, and compete for the most victory points (not net worth) at the end of the game. Players 3-6 Playing time 120 minutes Ages 12
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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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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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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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In Coup 2-6 players will be telling as many lies as they can get away with in order to take the reigns of power in a collapsing futuristic government. Released in 2012 by Indie Boards and Cards, this is a must have addition to any gamer who likes bluffing games. Each player is given two face-down roles, which only they know. On your turn your face-down cards will allow you to perform various actions. For example, if you have the Duke you can take three coins from the central supply instead of one. With the roles face-down, when a player takes three coins from the supply, how do you know they really have the Duke? If you suspect a player to be taking an action for a role they don’t have then you can call their bluff. If you call them out successfully then they will lose a life, however, if you have challenged incorrectly then you lose a life. Any time a player gathers seven money they can perform a Coup. This is an action that cannot be stopped and will remove one players life. Timing when to perform a Coup is key to winning the game. Most social deduction/hidden role/bluffing games improve when you play a lot with the same player group. Coup is no different, being able to spot players' tells or preferred actions is very rewarding. Players then using these tells to their own advantage is even better. If one player is known for using an Assassin early on whenever they have one, then in future games they will be able to pretend to have an Assassin without anyone challenging them. There is player elimination in this game, but each game is over so quickly that you will not be watching others play for more than a few minutes. You are interested in the information that is yet to be revealed so you’re engaged with what’s happening after your elimination. If you enjoy games like Cockroach Poker and Skull, then Coup will be a great addition to your collection. Learning the different roles and actions can appear daunting. Once you’ve played one 15-minute game with the player aid in front of you you’ll be stealing coins from your friends as if you actually have the cards you’re claiming to have. Player Count: 2-6 Time: 15 Minutes Age: 13+
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The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.
Object of the Game
Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Game Terms and Game Play Mechanisms
Core Worlds is a deck-building card game for 2-5 players. The following are the central concepts of Core Worlds:
• Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game's common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.
• Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player's Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).
• Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World's Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.
• Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World's Ground Strength must be matched in order for it to be successfully invaded. Many Units possess a Ground Strength that a player can use to invade a World.
• Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.
• Warzone: Each player's Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.
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Codenames, a party game suitable for 2-8 players, will see you working alongside your teammates and nominated spymaster to work out where your fellow agents are in the field, while also making sure to avoid the innocent bystanders and the dangerous assassin! Czech Game Edition's Codenames is a fantastic, easy to play word association game that sees players split into two teams, each team having a nominated spymaster. These spymasters are given a grid that details the exact location of all their agents in the field. It is up to those spymasters to communicate the locations of the agents to their teammates however there is one big catch!The locations are all associated with words and the only way to communicate these is to give one word clues! Once a clue has been given, it's up to the team to work out which words the spymaster is trying to communicate to you. If you select a correct word, then well done, you’ve found a fellow agent! Be careful though, select a wrong word and one of three things can happen! You could have mistaken an innocent bystander for an agent, a rather foolish thing to do! You could have found on of the other team's agents which will simply give them the upper hand! But worst of all, you could find the dangerous assassin. Find him, and it's game over for you my friend! Work together to find all your agents and you will be victorious and successfully complete your mission! This game will have you on the edge of your seat and be careful because when you think you’ve found the word, you may just start second-guessing yourself! Codenames is a great party game and one that has grown in popularity massively! It's an essential game for anyone's collection and one that is sure to be a hit with all! Player Count: 2-8 Time: 15 Minutes Age: 14+
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