Board Games

10 Days in Africa

Get Packing! You have 10 DAYS IN AFRICA – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make connections for a ten day journey wins the game. To view more details visit: http://www.otb-games.com/?page_id=737.

10 Days in Asia

Get Packing! You have 10 DAYS in ASIA – touring by train, airplane, ship, or on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outmaneuver your fellow travelers. To view more details visit: http://www.otb-games.com/?page_id=743.

10 Days in Europe

Get Packing! You have 10 DAYS IN EUROPE – Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. For more details visit: http://www.otb-games.com/?page_id=741.

10 Days in the Americas

The Unpredictable Game of Making Connections. Gather your sunglasses, snowshoes and mosquito spray – it’s time to travel to new destinations with the 10 Days Series – the Americas!  Players use destination and transportation tiles to chart a course through North, Central and South America and the Caribbean — touring by airplane, cruise ship or on foot. With a little luck and clever planning, you just might outmaneuver your fellow travelers and be the first to make connections for a complete ten day journey! For more details visit: http://www.otb-games.com/?page_id=745.

10 Days in the USA

Start Your Engines! Another destination in the 10-Days Travel Series. You have 10 Days in the USA – Travel the country by jet, car, and on foot. Plan your trip from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers.  The first traveler to make connections for their 10 day journey wins the game. For more details visit: http://www.otb-games.com/?page_id=739.

7 Wonders

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza’s Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. To see more details visit: http://www.rprod.com/en/7WONDERS.html.

7 Wonders Leaders

Within the walls of cities, great men and women inspire nations and lead civilizations to their peaks. Choose them wisely and they will help bring your city achieve greatness. Neglect them and they will lead rival cities… or their armies?! This expansion for 7 Wonders offers you a new type of card which will bring an extra strategic dimension to your games: the Leaders. This is an expansion for the game 7 Wonders, the basic game is required to play. To see more details visit: http://www.rprod.com/en/7WONDERS_LEADERS.html.

7 Wonders: Leaders

In 7 Wonders, players get hands of cards, pick those that will help them build their City and pass the rest to their neighbor. Their goal: build commercial ties, strengthen their military might and build their Wonders. Leaders introduces in the game notable personalities, who offer various advantages. At the beginning of the game, players create a Leader hand from which they will be able to play a leader at the beginning of every Age, or use him to get money or help build your Wonder. The recruited Leaders will allow you to build certain structures at a cheaper cost, even maybe for free, or will be worth victory points, or… Well, with Leaders, the Wonders never cease! - Asmodee Games

A Game of Thrones: Board Game

Based on the best-selling novel series A Song of Ice and Fire by George R. R. Martin, A Game of Thrones: The Board Game Second Edition lets 3-6 players take control of the great houses of Westeros in an epic struggle to claim the Iron Throne. The updated second edition brings a host of enhancements to your A Game of Thrones experience. It incorporates elements from previous expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations. Convenient player screens will hide your underhanded dealings from prying eyes, while new Tides of Battle cards convey the uncertainty of war. This, along with updated graphics and a clarified ruleset, means the time has never been better to claim the Iron Throne. - Fantasy Flight Games

A Taste for Wine and Murder

An entry in the Murder à la carte mystery dinner party games. The story: It’s a tour of California Wine Country with its peaceful vineyards and picturesque wineries. The annual wine-tasting festival is in full swing when the body of local vineyard owner, Barry Underwood, is found hidden beneath his wine cellar. Barry has been missing for six long years but with the discovery of his body comes a wealth of new clues to solve the mystery. It’s a vintage murder and you may be a suspect. The suspects are: Otton Von Schnapps, Marilyn Merlot, Tiny Bubbles, Ralph Rottingrape, Papa Vito, and Hedy Shablee. Extra guests are Bonny Lass and Bud Wizer. Contents: - Party planner with recipes and menu by Cookbook Author Sandra Gluck – including music and decorating tips - Character Booklets for all suspects, includes their roles and background information - Eight Place Cards - Eight Party Invitations and Envelopes - Six Secret Clues - CD with an introduction, summary of events and the solution to the crime. - boardgamegeek.com

Acquire

As a powerful real estate tycoon, there are only seven hotel chains in the world worthy of your attention. Using nothing but your wealth and wits, you must vie against other business magnates to manipulate construction and capitalize on mergers — buying, trading, and selling stocks in order to get the greatest return on your investments. Acquire challenges you to pit your resources snf resolve against other players in this high-finance game of speculation and strategy! To view more details visit: http://www.wizards.com/default.asp?x=ah/prod/acquire.

Age of Empires

Designed by Glenn Drover, this boardgame allows you to revisit the age of exploration and discovery. Take on the role of a colonial power seeking fame, glory, and riches in the New World. As you proceed through three ages, you can launch expeditions of discovery, colonize regions, expand your merchant fleet, build capitol buildings that give your nation distinct advantages, develop your economy, and, if necessary, declare war. Though originally published for 5 players, the game is playable by 6 with the original components and board configuration with addition of a set of figures in another color. This was originally offered as an “expansion” and an incentive to pre-order the game. The 6 player expansion will be included in the New expansion Glenn Drover’s Empires: Builder Expansion as well as new buildings, and National Advantage tiles.

Age of Gods

In this game the players are ancient gods that are trying to make their chosen tribes prosper and conquer the land. The twist is that the gods/players don’t know all their chosen tribes at the beginning of the game, these are given to them only every other round. There are 24 different tribes which start on predefined spaces on the board. These tribes are divided into four different levels and have as many counters on the board at the beginning of the game as their level indicates (1, 2, 3 or 4 tokens). The biggest part of the game are the battles between the tribes. The funny part is that the players are not restricted to use their tribes in the fighting, they can make other tribes fight among themselves. To see more details visit: http://boardgamegeek.com/boardgame/13071/age-of-gods.

Agricola

In Agricola (Latin for “farmer”), you’re a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you’ll find on a farm: collecting clay, wood or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats? To see more details visit: http://www.zmangames.com/boardgames/agricola.htm.

Alchemist

It is the Contest of the Alchemists! The most talented Adepts of the mystical arts come from around the world to compete. They fill their cauldrons with exotic and rare ingredients, all creating new potions in the quest for fame and honor. In addition to demonstrating their talents by replicating their fellow competitors’ potions, each has a secret agenda: to promote the use of the component their school of magic prizes most highly! The person who brings the most fame to his or her school-and for themselves-will win the title of Supreme Adept! To see more details visit: http://mayfairgames.com/game.php?id=4&stock=ASI5751&name=Alchemist.

Alchemist

It is the Contest of the Alchemists! The most talented Adepts of the mystical arts come from around the world to compete.  They fill their cauldrons with exotic and rare ingredients, all creating new potions in the quest for fame and honor.  In addition to demonstrating their talents by replicating their fellow competitors’ potions, each has a secret agenda: to promote the use of the component their school of magic prizes most highly!  The person who brings the most fame to his or her school – and for themselves – will win the title of Supreme Adept!

Alhambra

Granada at the beginning of the 13th century - work has started on building the ALHAMBRA The best master builders in the whole of Europe and Arabia want to demonstrate their skills Employ the most suitable teams of Builders and make sure that you always have enough of the right currency. Because no matter whether they are stonemasons from the north or horticulturists from the south – they all want a proper wage and insist on their “native” currency. Compete against your opponents to build the ALHAMBRA. To learn more about Alhambra visit: http://www.queen-games.de/index.php?id=206.

Alibi

This whodunit card game makes players use their skills of deduction and reasoning to solve the who, what, where and why of a murder. Players score points for solving the mystery, but also for helping other players solve it, forcing them to make strategic decisions during play. This intriguing family game is excellent for large groups. For more details visit: http://mayfairgames.com/game.php?id=10&stock=MFG0463&name=Alibi.

Alien Frontiers

Do you have what it takes to be a deep space colonist? An alien frontier awaits the brave and daring! This new planet will be harsh, but if you have the skills to manage your resources, build a fleet, research alien life, and settle colonies, the world can be yours. Alien Frontiers is a game of resource management and planetary development for two to four players. During the game you will utilize orbital facilities and alien technology to build colony domes in strategic locations to control the newly discovered world. The game board shows the planet, its moon, the stations in orbit around the planet, and the solar system’s star. The dice you are given at the start of the game represent the space ships in your fleet. You will assign these ships to the orbital facilities in order to earn resources, expand your fleet, and colonize the planet. As the game progresses, you will place your colony tokens on the planet to represent the amount of control you have over each territory. Those territories exert influence over specific orbital facilities and, if you control a territory, you are able to utilize that sway to your advantage. The planet was once the home of an alien race and they left behind a wondrous artifact in orbit. Using your fleet to explore the artifact, you will discover amazing alien technologies that you can use to advance your cause. Winning the game will require careful consideration as you assign your fleet, integrate the alien technology and territory influences into your expansion plans, and block your opponents from building colonies of their own. Do you have what it takes to conquer an alien frontier? Roll and place your dice to gain advantages over your opponent and block them out of useful areas of the board. Use Alien Tech cards to manipulate your dice rolls and territory bonuses to break the rules. Steal resources, overtake territories, and do whatever it takes to get your colonies on the map first! Don’t dream it’ll be easy, though, because the other players will be trying to do the same thing.

Amazonas

It’s the 19th Century, and you have come to the lush tropical jungles of Amazonas in search of rare plants and animals. You must explore the twisting paths and waterways, leading your expedition from one village to another. Each village offers an opportunity to establish a new outpost. But beware – the Amazonas is not for the timid! Fearsome crocodiles lurk in the tepid waters of the rivers, and hungry jaguars stalk the twilight paths. Do not shy from such dangers too long, for the cost to build a new outpost increases the longer it takes you to reach each new village. Your funds are very limited, so speed is essential. Your sponsor has also sent you a secret directive. You must fulfill the demands of this special mission, or you will lose much of your newly earned fame! Can you face the dangers of an unknown jungle and earn fame and recognition? Or will another explorer surpass you on the way to glory? Find out when you enter the land of Amazonas!

Amun-Re

Everyone knows of the pyramids on the Nile – eternal monuments of a powerful and beautiful culture, that can still take our breath away. The pharaohs choose their sites, build their pyramids, and thank Amun Re and the other Gods for their bounty. Each player wants, as pharaoh, to build the most pyramids. To accomplish this, he must first acquire a province, where he can trade and farm. With his profits, he can buy new provinces and building stones to erect pyramids. For all his actions, the player must make clever use of his power cards, and always offer appropriate sacrifices to Amun Re. Players must always keep his eyes on his goal of the building of the eternal pyramids or risk falling behind in points.

Amyitis

In Amyitis the players are rival architects competing to earn the most prestige building one of the seven wonders of the ancient world: the Hanging Gardens of Babylon. The game is named after the daughter (or granddaughter) of Cyaxares, the king of the Medes, who married King Nebuchadnezzar II, ruler of Babylon. The myth says that Amytis’ homesickness for the forested mountains of the Median Empire led to the construction of the Hanging Gardens of Babylon, as Nebuchadnezzar attempted to please her by planting the trees and plants of her homeland. The players embody noble Babylonians in quest of prestige. All along the game, they strive to raise their status by building gardens and their irrigation network, and by trading and recruiting. At the end of the game, the player with the highest prestige is the winner. In this game the players compete to build gardens, acquire plants, hire craftsmen, build irrigation and trade with ancient cities. Points can also be gained from building your palace and controlling the temples. On a turn the players chose one of the following actions: a) Recruit a craftsman, that grants an action (priest on temple, resource, irrigation or camel) b) Move the caravan (to purchase plant or court card or trade) c) Pass to potentially gain income. It is an interactive game where a player’s actions directly affect the other players.

Anno 1503

A boardgame based on a computer game (instead of the other way around) and designed by Klaus Teuber, Anno 1503 views the era of colonization strictly from the home country perspective. Two to four players send ships to explore islands scattered about a 5 x 12 square ocean (the more players, the more islands). The settlement of the new lands is, however, strictly abstract. Each player’s turn begins with the roll of one 6-sided die. A “6″ is a random event (pirates, fire or good fortune – bad twice as often as lucky, and most likely to damage players who are doing well). On other results, each player gains a commodity from one of his five workshops. The player who rolled may then buy commodities from the bank, sell them to his colonists for gold (no trading among players), or use them in various combinations to recruit new colonists, promote existing ones, or build ships. After that, ships can sail for the unknown lands. Each island bears on its hidden side an outpost, a treasure or a trade agreement. After being discovered, these items are brought back to the home country (and the ship is removed from play, requiring the player to build a new one in order to keep searching). Outposts increase the productivity of workshops. Treasure yields either gold or free colonist promotions. Trade agreements reduce the gold needed to buy commodities from the bank. Besides being useful in these ways, outposts, gold and agreements are among the game’s victory conditions. A player wins by being to first to attain three out of five objectives, namely, four outposts, 30 gold, three trade agreements, three colonists promoted to the top rank of “merchant” and the construction of four public buildings. The buildings (8 types, each bringing some advantage) cost nothing but don’t become available until a player has recruited at least four colonists. After that, each new colonist adds a building (unless they’ve been preempted by other players; there aren’t enough for everyone). Overall, the game falls squarely into the “simultaneous solitaire” category. Except in the race for islands, the players scarcely interact at all. They do, however, have a great many choices to make in the course of play.

Apples to Apples

Apples to Apples consists only of two decks of cards: Things and Descriptions. Each turn, the current referee selects a Description and players try to pick, from the cards in their hands, the Things that best match that Description. The referee then chooses the Thing that appeals most and awards the card to the player who played it. The unusual combinations of Things and Descriptions are humorous to the extreme, and will quickly have the entire room in an uproar. Once a player has won a pre-determined number of cards, that player wins. To see more details visit: http://boardgamegeek.com/boardgame/74/apples-to-apples.

Apples to Apples Junior

As its name implies, this is a version of Apples to Apples designed for kids, although the basic game still works well with adults, too. The version has card optimized for middle-school aged children (9+). Also good for advanced grade-school aged children. Compared to the original game, this edition features simplified words that even young children can understand and has no “suggestive” words that adults would be uncomfortable explaining to the kids. To see more details visit: http://boardgamegeek.com/boardgame/10681/apples-to-apples-junior.  

Apples to Apples Party Box Expansion One

The laughter continues as PARTY BOX EXPANSION ONE generates thousands of outrageous new comparisons! This PARTY BOX EXPANSION has the same cards as the PARTY CRATE EXPANSION ONE. Contains 576 Additional Cards! To see more details: http://boardgamegeek.com/boardgameexpansion/27645/apples-to-apples-party-box-expansion-one.

Apples to Apples: Bible Edition

APPLES TO APPLES®: BIBLE EDITION is the wild, party game that provides instant fun! for everyone! It’s as easy as “comparing apples to apples”… just open the box, deal the cards, and you’re ready to play! Select the card from your hand that you think is best described by a card played by the judge. If the judge picks your card, you win that round. And everyone gets a chance to be the judge! Each round is filled with surprising and outrageous comparisons from a wide range of people, places, things and events from our Christian history. Fast moving and refreshing, Apples to Apples is perfect for any get together with family and friends!

Arcana

Are you ambitious and cunning enough to rule the city of Cadwallon? In the revised edition of Arcana 2-4 guild leaders send their loyal Agents into the districts of Cadwallon to entice, bribe, or win over powerful citizens, buy precious treasures, and utilize locations. Whichever player earns the most victory points wins! This vibrant game creates a fantastical atmosphere for players to enjoy while they attempt to best their opponents through strategic card play. Make your guild the most influential by winning Stake cards and strengthening your deck with impressive Personalities. To see more details visit: http://www.fantasyflightgames.com/edge_minisite.asp?eidm=166.

Arkham Horror

Arkham Horror is a cooperative game for 1-8 players ages 12 and up. Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game by Richard Launius! For more details visit: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=6&esem=2.

Arkham Horror Dunwich Horror Expansion

The supernatural disturbances that plague Arkham, Massachussets, are not limited to that unfortunate place. The town of Dunwich is only a short train ride from Arkham, and if anything it is a darker, more frightening place, with its own secrets and its own perils. It looks like the investigators are going to have to protect two towns now instead of just one; if they ignore the dark forces that are stirring in Dunwich, they’ll have to face the wrath of the Dunwich Horror … Dunwich Horror is an expansion to Arkham Horror, complete with an extra board and the entire town of Dunwich – accessible via train from Arkham. There are plenty of new rules and new components, usable either with or without the Dunwich board addition. To see more details visit: http://store.fantasyflightgames.com/productdetails.cfm?sku=VA32.

Arkham Horror Innsmouth Horror Expansion

Of all the cities found in H.P. Lovecraft’s vision of Massachusetts, perhaps none is quite so deadly as the small fishing village of Innsmouth. Decrepit and dying, Innsmouth is being consumed from within by an ancient pact once made to save the town. The investigators will find every hand turned against them as they explore its rotting docks and fetid beaches. In the end, perhaps the only way to save Innsmouth is by destroying it along with the terrible creatures that haunt its waters near Devil Reef. Innsmouth Horror introduces several new game concepts to the Arkham Horror board game, including Personal Stories unique to each investigator as well as the Innsmouth Look. The town of Innsmouth is hostile to the investigators, and they may well find themselves thrown in jail and fed to a Shoggoth while they search the town for evidence to call in the Feds. However, leaving Innsmouth to fester is a bad idea, since the Deep Ones will gather and rise, bringing with them the Ancient One. Innsmouth Horror also adds 16 new investigators, eight new Ancient Ones, two new Heralds, Epic Battle cards for the new Ancient Ones, over 30 new monster markers, plenty of new encounters, and an expansion board featuring the town of Innsmouth. Over all, this expansion adds over 300 new cards to the base game. Innsmouth Horror requires a copy of Arkham Horror to play. Arkham Horror is a cooperative game for 1–8 players, ages 13 and up, that can be played in 2–4 hours. To view more details visit: http://store.fantasyflightgames.com/productdetails.cfm?SKU=VA57.

Arkham Horror Kingsport Horror Expansion

Return once more to H.P. Lovecraft’s vision of New England, this time to explore the dream-haunted shores of misty Kingsport, a city where the dimensional barriers are at their thinnest. This place also has powerful guardians, so perhaps the investigators will find someone — or something — willing to help them in their battle against the Ancient One. For more details visit: http://store.fantasyflightgames.com/productdetails.cfm?sku=VA53.

Arkham Horror Miskatonic Horror Expansion

A recent find at Miskatonic University has unearthed even more mysteries pertaining to the strange happenings in Arkham, Massachusetts. While the worshippers of the Ancient One grow in strength, the stalwart defenders of this sleepy town are put to the ultimate test. Miskatonic Horror is a new type of Arkham Horror expansion that builds upon the materials found in the ample library of other Arkham Horror expansions. While the components and rules found in Miskatonic Horror can be enjoyed with only the Arkham Horror base game, the more expansions you incorporate, the more aspects of Miskatonic Horror you can enjoy. For more details visit: http://store.fantasyflightgames.com/productdetails.cfm?sku=VA70.

Arkham Horror The Black Goat of the Woods

A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the the town. It’s up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough to stop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods? The Black Goat of the Woods is an expansion for the Arkham Horror board game by Fantasy Flight Games. This expansion features 88 new Ancient One cards, 9 new monster markers, 1 Herald Sheet, and 90 new Investigator cards including new items, new spells, and the dangerous lure of corruption… To see more details visit: http://store.fantasyflightgames.com/productdetails.cfm?sku=VA56.

Arkham Horror The King in Yellow Expansion

A new play is coming to Miskatonic University, and anyone who’s anyone will be there for the opening performance. However, there’s something sinister about this play, and the people who see it come back a little…different. As if the investigators didn’t have enough to worry about before, now they must deal with the mind-warping effects of the King in Yellow, a play that tells a tale of madness and horror, opening a door for the Tattered King to enter through. This expansion introduces a major new mechanic to Arkham Horror – Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected. Featuring over 160 new cards, the King in Yellow heralds a darker age for Arkham Horror fans. To view more details visit: http://store.fantasyflightgames.com/productdetails.cfm?sku=VA45.

Arkham Horror The Lurker at the Threshold

Across Arkham, strange doors to other worlds have been opening. They seem to be a living part of an ancient and arcane creature that has been reaching out, tempting the unwary with eldritch power. Now people are vanishing without a trace, and it’s up to a handful of bold investigators to confront the profane being who dwells just beyond these passages. But even working together, will they be able to destroy these unnatural and deadly gates without themselves striking a terrible bargain with the Lurker at the Threshold? The Lurker at the Threshold is an expansion for the Arkham Horror board game by Fantasy Flight Games. To see more details visit: http://store.fantasyflightgames.com/productdetails.cfm?sku=VA63.

Ascending Empires

Humanity has been at each other’s throats since time immemorial. Now, in another galaxy, humans wage war amongst themselves again, but this time, with the aid of alien technology found on other planets. Ascending Empires offers a nice mixture of building, exploring, and development, along with combat via a simple dexterity element. Players flick their starships into orbits around planets to defend or attack them or surround enemy ships to destroy them. Ascending Empires is sure to sate the desire for a space empire building game that plays simply yet deeply. To see more details visit: http://www.zmangames.com/boardgames/ascending_empires.htm.

Ascension

Ascension is a fast-paced deckbuilding game that’s quick to learn, easy to setup, and packed with endless hours of replay value! Our goal with Ascension was to make a game that we would bring out again and again for our own game nights. With an all-star team working on design and development, including Magic: The Gathering Pro Tour Champions Justin Gary, Rob Dougherty, and Brian Kibler, we spent the better part of a year making a game that will appeal to fans of the board games, trading card games, and non-gamers alike. To see more details visit: http://www.ascensiongame.com/howtoplay.

Ascension: Immortal Heroes

Ascension: Immortal Heroes is both a supplement to Gary Games’ full-sized expansion/stand-alone game Ascension: Storm of Souls as well as a stand-alone two-player game in its own right. As the second set in the series, Ascension: Immortal Heroes completes the Storm of Souls story arc, with players trying to wield the power of past heroes with new Soul Gem cards – representing the trapped souls of heroes from the past – to stop the rebel godling Kythis from fueling his mad ascent to godhood. As with other Ascension titles, Immortal Heroes is a deck-building game in which players acquire cards from a central pool to add to their decks for use later; at the same time, they also combat creatures and other things that show up in that shared space. Both cards acquired and creatures defeated earn a player points.

Ascension: Return of the Fallen

Ascension: Return of the Fallen is playable as a 2 player stand-alone game, or can be combined with Ascension: Chronicle of the Godslayer for an expanded game with up to six players. With its 65 all-new cards for the Center Deck, the Return of the Fallen provides players with the ability to face the God Samael in a final battle to determine the fate of Vigil. It also includes a new Fate mechanic that can change the game with a single flip of a card.

Ascension: Storm of Souls

Samael is dead, but a storm is still raging across Vigil. Ascension: Storm of Souls takes players into the chaos following the Fallen One’s demise. As Samael’s monsters run wild and his minions conspire, the world is being slowly overtaken with souls that should have moved on. Are you ready for the new challenges that Vigil’s future holds? Ascension: Storm of Souls is the first full-sized expansion for the hit deck-building game from Gary Games. The 200-card set features tons of new cards and mechanisms, in addition to a new Event card type. This is a complete game for 1-4 players that’s playable on its own or in combination with other Ascension games. Combine this with other Ascension games to play with up to six players!

Assyria

2000 BC. A new empire is about to emerge in the north of Mesopotamia. Nomadic tribes gather under the leadership of Assur, a city-state dedicated to the cult of the powerful mountain god. But life in the desert is precarious, and before ruling the world, one must first learn to survive… Players take the role of the chiefs of nomadic tribes. They travel the desert to find food and build wells and ziggurats. During the three reigns which make up the game, they try to spread the domination of their tribe over Assyria. To see more details visit: http://www.ystari.com/wpe/?cat=21.

Atlantis

You control a faction in beautiful Atlantis, the glorious civilization built upon the sea. No other city rivals its power. None command such riches. Now, the link between the land and your beloved home of Atlantis is crumbling! You must race to move your people along the great bridge to the mainland before it disappears into the thundering waters below. Picking up artifacts as you move, you must be wary of creating gaps in the bridge. For as the gaps proliferate and widen, those behind you face a costly-even perilous-journey to safety. So, flee with care and cunning. Be the first to guide your people to their new haven! To see more details visit: http://mayfairgames.com/game.php?id=6&stock=ASI5753&name=Atlantis.

Attack!

The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period. Each player starts with a few regions (one of which is his capital), and a few military units. Players expand their power bases by adding regions to their “sphere of influence”. This may be done either through diplomacy (they join willingly), or military conquest (they join, period). There are three major sub-games in Attack!: 1) Land Combat: A simple system where each unit has certain advantages based on its historical role. 2) Sea Combat: A simple system where each ship type (Battleship, Carrier, Destroyer, and Sub) has certain advantages based on its historical role. 3) Economic: A simple system determines production. The player starts with one card per region owned, and then gets a new one for each new region added. The cards come in four basic flavors (suites): Resources, Factories, Transport Network, and Oil. Each card has a value printed on it that represents the base economic value of that region. If the player is able to create an entire “set” (one of each suite), he doubles the printed value on those cards. There is also a fifth type of card which has a minimum value of “1″ that represents a region without any special economic value (just “population”). The units include: Infantry, Tank, Artillery, and Air. These are high quality plastic minis, which come in two sizes: regular for only one unit and slightly larger for groups of five. The map shows the world circa 1935 centered around the Atlantic (North and South America, Europe, and Africa). The expansion contains the map of Asia, Australia, and the Pacific.

Automobile: Wheels to Wealth

Automobile is a 3-5 player game that bears a modern setting when compared to most of Wallace’s releases. Players are competing in the U.S. auto industry in the early 20th century, purchasing factories that turn out low-, medium- and high-valued vehicles, starting with the 1893 Duryea and moving through history from there. Each player knows a portion of the market demand each round and must make his purchasing and manufacturing decisions based on the information. Players can fund distributors across the country, but if they don’t supply distributors with vehicles to sell, they go bankrupt, taking your investment with them. Alternatively, players can drop the prices on their cars to move their market share, or even temporarily improve sales rates at the cost of research. Special action spaces are available that give a player a one-turn special ability with the actions provided by Ford, Durant, Kettering, and others some what related to their actual business history. As newer models make their way onto the market, they sell at the expense of the older models. Older factories give inefficiency cubes as time passes, encouraging you to keep pace with technology. To get money, you need to build cars with your factories, but if you build more than there is demand theylose not only the money spend to make them, but gain inefficiency cubes that hurt them for the rest of the game. Whoever manages their car factories the best over this 120-150 minute game will win.

Axis & Allies 1942

Axis & Allies celebrates it’s 25th Anniversary in August of 2009 with a new and updated edition of it’s original classic game. Axis & Allies 1942, designed and developed by Larry Harris, will utilize the updated rules established in A&A Anniversary Edition. Cruiser class ships will make their debut in A&A 1942, forever changing the naval line-up. Newly sculpted playing pieces and all new packaging will position this game as the cornerstone of the Axis & Allies game line for years to come. Decide the fate of a nation in a few short hours! - Wizards of the Coast  

Axis & Allies Pacific 1940 2nd Edition

Axis & Allies celebrates 25 years of strategy war gaming with a deluxe edition of its original theater-level game. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, represent a new playable ally. China fields more forces than ever before, but will need help from their allies — the United States and England — to withstand the might of expansionist Imperial Japan. Axis & Allies Pacific 1940 features an oversized board that measures 35 inches wide by 32 inches high (89 x 81 cm). With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game. Finally, this deluxe theater-level game is designed to join together with Axis & Allies Europe 1940 to create the greatest Axis & Allies experience to date! When joined, these boards will measure 5 feet wide by 32 inches high (178 x 81 cm). Both games have been designed to play alone or together to offer a 2-6 player global 1940 scenario, complete with separate set up and national objectives. Integrates with: Axis & Allies Europe 1940

Aztlan

In the mythical land of Aztlán, four tribes strive to survive and prosper under the scrutiny of the gods themselves. Peaceful coexistence brings wealth and prosperity to all, but the fearsome Aztec gods favor those who are mighty in war and bring to them their subdued enemies as cruel offerings… Only one of the four tribes will be granted the right to stay in this blessed land when the Time of Exile comes at the end of the Fifth Age of the Sun. Guide your tribe to build the mightiest empire through the Five Ages, win the favor of the gods, and become the greatest ruler in the land of Aztlàn.

Backseat Drawing

Two teams race to identify drawings done by their own team members. But the artists don’t know what they are drawing—they can only follow the instructions given by another team member. Laughter erupts as players attempt to follow direction and to guess what is being drawn. With Backseat Drawing, there’s no time to stop and ask directions— the fun never stops! - Out of the Box Games

Balance of Power

It is 1815 and the world has been turned upside down. Napoleon Bonaparte has finally been defeated after nearly conquering all of Europe through years of devastating warfare. Now the Great Powers must deal with the chaos left behind. As each nation eagerly tries to grow, a careful balance of governmental, military and economic interests must be maintained. In Balance of Power, players carefully create and move Kings, Generals and Bankers as they capture territories and expand their empires. A player’s skill and strategy are all that stand between him and ultimate victory!

Balderdash

A clever repackaging of the parlor game Dictionary, Balderdash contains several cards with real words nobody has heard of. After one of those words has been read aloud, players try to come up with definitions that at least sound plausible, because points are later awarded for every opposing player who guessed that your definition was the correct one. - boardgamegeek.com

Banana Party

“Out of my way!” cries Ben Banana, the boss of the jungle monkey gang. On which limb is he sitting now? If you jiggle the proper tree limbs in this 3D jungle, you might annoy Ben and his gang enough that you can then pilfer their beloved bananas. In the end, whoever collects the most bananas in Banana Party will win the game and be able to host a party of her own…

Bang! Dodge City

Unknown gunmen stalk the city. Try to keep away from them and for security’s sake be sure to wear a metal plate. The second expansion for Bang. — featuring new characters and cards allowing for play by 3 to 8 players.

Bang! Gold Rush

Bang! Gold Rush is an expansion for the card game Bang! that can be used with the base game alone or mixed with other expansions. In addition to featuring eight new characters, Bang! Gold Rush adds two new mechanisms to game play: • Players can collect gold nuggets to buy equipment, with the equipment giving your character new abilities and you the chance to develop new strategies. • Even when a player is shot down during the game, he can come back to play with the Shadow Gunslinger variant. When that dead player’s turn comes around, he temporarily re-enters play and takes his turn as if he were alive, now giving an eliminated player the chance to affect the outcome of a game. Look out for shots from beyond the grave!

Bang! The Dice Game

Bang! The Dice Game keeps the core of the Bang! card game in place. At the start of the game, players each take a role card that secretly places them on a team: the Sheriff and deputies, outlaws, and renegades. The Sheriff and deputies need to kill the outlaws, the outlaws win by killing the Sheriff, and the renegades want to be the last players alive in the game. Each player also receives a character card which grants him a special power in the game. The Sheriff reveals his role card and takes the first turn of the game. On a turn, a player can roll the five dice up to three times, using the results of the dice to shoot neighboring players, increase the range of his shots, heal his (or anyone else’s) life points, or put him in range of the Indians, which are represented by nine tokens in the center of the table. Each time a player rolls an arrow, he takes one of these tokens; when the final token is taken, each player loses one life point for each token he holds, then the tokens are returned to the center of the table. If a player collects a trio of Gatling symbols on the dice, he fires one shot at everyone else and rids himself of Indian tokens. Who’ll get his shot off first? Play continues until one team meets its winning condition – and death won’t necessarily keep you from winning as long as your teammates pull through!

Batavia

Batavia takes the players into the golden age of the East India companies – England’s, Holland’s, Sweden’s, France’s, and Denmark’s. And Batavia – now known as Jakarta – wasn’t just the main branch of the Dutch East India Company on Java, but the name of their flagship as well. The players, representing merchants, visit the trading posts of the five East India companies all over Asia. Every company’s station offers a different good, which will be made available to the merchant who visits the trading post. To get a passage there, you’ll need the ship card of the corresponding company. Every turn, these cards will be auctioned off, according to a special method, where there are only winners: the highest bidder gets all the offered cards but divides the money he paid equally among the others. The one who is able to travel to the trading posts with the most lucrative goods will be able to procure the best wares for himself and get the most gold for them at game’s end.

Batman: Gotham City Strategy Game

Behind the façade of the great Gotham City lies an active underworld of criminal activity. In Batman: Gotham City Strategy Game, you’ll play as one of Gotham City’s greatest villains – The Joker, The Penguin, Killer Croc, or Two-Face — and lead your gang of henchmen to try to become the King of Crime in Gotham City! But beware, as your hold on the city increases, so does the chance of your plans being foiled by Gotham’s protector – Batman! During the game, players collect resources of information, money and threat; threat is used to exert your rule over blocks in Gotham City, and control of blocks allows you to collect income on these blocks of either information or money. Money is used for leveling and to hire henchmen who will help you rule city blocks and fight better against other villains and Batman. Information is used for leveling and moving your villain and henchmen through the city blocks. Leveling works as follows: Each villain has a combat dial with ten levels. Each click of the dial shows a requirement that you will need to advance to the next level: information, money, henchmen, or blocks controlled. The first player to reach level 10 with his villain wins. On every even number level, players will acquire special abilities unique to their villain. Each turn a player will play a Criminal Plot card which will either produce an income for the ruler of a certain block or trigger the Bat Signal, which calls in Batman! When Batman moves into a block with a Villain, a fight occurs using the two custom Batman dice included with the game. If Batman wins, the villain and his henchmen must flee to their hideout and Batman restores order in that block of Gotham City; if the villain wins, they have defeated Batman (for the time being) and Batman returns to the Batcave, increasing his combat effectiveness as he plans for the next encounter.

Battle Cry: 150th Civil War Anniversary Edition

Ready the Cannon, Fix Bayonets, and Prepare to Charge! Civil War is now upon us, and you must take the field as the leader of the Union or the Confederate forces. Command your generals and direct your infantry, cavalry, and artillery in 30 different scenarios that feature the terrain and troop deployment of each historical battle—from the First Bull Run and Wilson’s Creek to Prairie Grove and Gettysburg. History may have been written, but in Battle Cry, the outcome of each battle is up to you. With your strategy and tactics, you can turn the tide to carry Old Glory or Dixie to victory. Includes 30 Battle Scenarios! This is an expanded and updated version of Battle Cry.

Battlelore: Call to Arms

Call to Arms is the first purchasable expansion to the popular BattleLore game system. This expansion allows for the personalized deployment of your troops. Individual games will no longer be subject to predetermined scenarios and troop placement. Instead, players may choose various pre-defined battle maps (or create their own!). Then from an innovative Deployment deck, players may set-up their armies as they please. The new deployment deck will allow you to react to the land, establish reserves, and gain the initiative by out-scouting your opponent. The expansion also introduces a more organized deployment system through the Feudal Levy system: new tokens are included that correspond to the three colour types of troops. The organized version also includes further customization with the Specialist concept. Players may choose two specialist cards during set-up. Benefits range from upgrading all archers to long bows, increasing unit size based on your Warrior’s Level, and additional movements, to name a few. Starting with BattleLore: Horrific Horde, additional Deployment cards are included in some supplements. Set-up now includes the following actions:    Ready your deployment deck and draw deployment cards     Set-up your units based on the cards drawn     Determine initiative     Deploy your Reserve units     Establish your War Council     Select and play 2 Specialist cardsThe expansion also includes new terrain hexes. Contents:    20-page booklet with rules and 6 scenarios     6 Deployment card sets (A, B, C for either side, 7 cards each)     10 Specialist cards (Archers Stakes, Bow Upgrade, Forced Enrollment, Vantage Point, Illusionary Troops, Infiltration, King’s Allies, Prayer, Dwarven Mercenaries, Goblinoid Mercenaries)     6 Terrain Summary cards (Archers Stakes (2), Cliffs (2), Marshes (2))     2 Weapons Summary cards (Long Bow (2))     8 terrain hexes         4 Cliff (two-sided) / Marsh         2 Cliff (three-sided) / Marsh         2 Cliff (single sided) / Marsh     3 obstacle rectangles         2 Ramparts / Archers Stakes         1 Stone Bridge / Archers Stakes     12 Feudal Levy tokens (4 of each colour)     6 banners         1 Green Standard Archer         1 Blue Standard Regular Infantry         1 Green Standard Cavalry         2 Green Pennant Crossbowman         1 Red Pennant Heavy Infantry 

Battlelore: Heroes

BattleLore: Heroes introduces player-created Leaders and Champions to augment your camp’s forces in battles. As with all journeys, the beginning is never easy. As a fledgling adventurer, you begin with a bare minimum of skills and artifacts to help you combat the enemy. Adventures have the potential to reward your intrepid Hero greatly if he performs well. But beware, battlefields are not without peril, and taking too many wounds may force your Hero into an unwanted early retirement. Prepare yourself for the journey of a lifetime! - Fantasy Flight Games

Battleship Galaxies

Hunt. Destroy. Win. Outsmart and outmaneuver your enemy with courage, instinct and strategy as the theater of battle launches into the vast reaches of space. The Saturn Offensive When Saturn’s mining settlement is attacked by warmongering aliens known as The Wretcheridians, the newly-commissioned First Fleet of the Intergalactic Space Navy races back from the edges of the solar system to mount a fierce defense against the invaders. Outgunned and outnumbered, the brave young ISN officers strategically drive the battle deep into the rings of Saturn to begin a deadly game of seek and destroy. Command the ISN fleet and defend the settlement. Or lead the attack as the commander of the ruthless Wretcheridian invaders. - Wizards of the Coast

Battlestar Galactica the Board Game

Cylons Threaten Humanity’s Last Hope of Survival Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival which places each player in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and all must work together in order for humanity to have any hope of survival. However, one or more players in every game is secretly a Cylon, and wants the humans to perish. For 3-6 players; playable in 2-3 hours. - Fantasy Flight Games

Battlestar Galactica: Daybreak Expansion

The Battlestar Galactica, humanity’s last beacon of hope, falters and crumbles. A tenuous solidarity between human and Cylon wavers under overwhelming desperation and doubt. For those seeking the promise of peace, a single vessel guards the future. The Demetrius, guided by unknown forces, plots a course through the stars – a course for home. Many would oppose this vision of the future. In this desperate time, both human and Cylon are driven to take matters into their own hands. For some, this means risking everything. For others, this means mutiny. Battlestar Galactica: Daybreak Expansion brings humanity’s plight to its gripping climax. With two supplemental game boards, twelve new character sheets, thirty new Crisis cards, twenty-five new Skill cards, and much more, Daybreak invites players to undertake desperate missions, struggle under the constant threat of mutiny (through the addition of a Mutineer card in the Loyalty deck that can affect either human or Cylon), and bargain with Cylon Leaders driven by motives of their own! Daybreak also includes rules and components for an optional Battlestar Galactica experience titled “The Search for Home”, featuring a new endgame and a new game board for the Demetrius, the sewage processing ship that becomes the fleet’s best hope of salvation.

Battlestar Galactica: Exodus

As the Battlestar Galactica continues its exhausting search for a new home, their Cylon pursuers hunt them at every turn. Whether it’s the Cylon fleet or the mental fatigue that catches up to them, the crew of the Battlestar Galactica cannot find a respite from their constant struggles. Paranoia and suspicion may tear them apart before the Cylons can even get a chance to. Exodus is an expansion for Battlestar Galactica: The Board Game. With three new options to add to your game, Exodus is a great way to expand on the accusations and mistrust that run rampant in Battlestar Galactica. You can choose to add any combination of the three new options included in Exodus. Crave more white-knuckle space dog-fighting? Incorporate the Cylon Fleet option. The Conflicted Loyalties option introduces new Loyalty Cards that will test even the most trustworthy allegiances. Finally, relive the emotional turmoil of the hit television series with the Ionian Nebula, which pits players against the various conflicting personalities aboard Galactica. - Fantasy Flight Games  

Battlestar Galactica: Pegasus Expansion

The first expansion for Battlestar Galactica: The Board Game, Pegasus adds two new supplemental game boards featuring the Battlestar Pegasus and the planet New Caprica, seven new characters, two plastic Basestars, as well as new Destination, Crisis, Loyalty, Quorum, Super Crisis, and Skill cards. The new Pegasus board can be used by itself or together with the New Caprica board to create the game you desire – the Pegasus alone for the additional firepower she provides, or add the New Caprica board to simulate the rebellion on the new human colony, bringing the game to an epic level. New rules introduce the ability to play as a new character type – the Cylon Leader, with a new Treachery Skill card type. - Fantasy Flight Games

Betrayal at House on the Hill

The creak of footsteps on the stairs, the smell of something foul and dead, the feel of something crawling down your back – this and more can be found in the exciting refresh of the Avalon Hill favorite Betrayal at House on the Hill. This fun and suspenseful game is a new experience almost every time you play – you and your friends explore “that creepy old place on the hill” until enough mystic misadventures happen that one of the players turns on all of the others! Hours of fun for all your friends and family. Designed for 3–6 players aged 12 and up, this boardgame features multiple scenarios, a different lay-out with every game, and enough chills to freeze the heart of any horror fan. This game includes the following components:6 pre-painted plastic Character miniatures and corresponding Character cards 80 cards (Event, Omen, and Item decks) Rulebook Traitors Tome booklet Secrets of Survival booklet Game dice 45 Room tiles Over 100 game tokens- Wizards of the Coast

Birds on a Wire

You’ve heard the old saying: “Birds of a feather flock together”? Well, the same is true when they gather on wires – that is, before they get zapped and fly away!  

Bison: Thunder on the Prairie

Before the arrival of the white man, the area now known as Idaho was home to the Nez Perce. Living off nature’s bounty, these brave hunters would follow the great herds of bison, gathering supplies to survive the brutal winters. When the salmon appeared in the mighty Snake, Salmon, and Columbia rivers, they were there, ready to catch the river’s bounty. In Bison, you become the leader of a band of brave hunters, setting forth to lay claim to the most plentiful hunting grounds. Your hunters will gather bison, salmon, and wildfowl each season. But competition for the best lands will be fierce! You will need to use your hunters to build canoes and teepees, staking your claim in the best areas, before your rivals can! But your supplies are limited. You will need to feed your hunters to give them the strength to fulfill the tasks you ask of them. And if you need a larger canoe, you will need to trade your hard-earned foodstuffs at the market. The player who can most effectively marshal their hunters and manage their supplies will control the best hunting grounds and deliver the largest amount of food to the tribe for the coming winter. Can you prove yourself to be a great warrior and powerful spirit of your tribe? - Mayfair Games

Black Gold

Join the race to become the wealthiest son of a gun in West Texas! The year is 1922. The Texas Oil Boom has been in full swing for 20 years, and greedy landowners have laid claim to most of the oil reserves. Prepare to head West, surveying the Permian Basin for profitable gushers and gaining more wealth than your fellow prospectors, before the companies of East Texas sweep in and stake their claim against you. Black Gold is a game of drilling and discovery for 2-5 prospectors, and play can last from 1-2 hours. Offering an abundance of intriguing gameplay choices and optional rules, Black Gold presents a new experience of strategy and exploration every time. The historically inspired and detailed game components, together with the tense and exciting atmosphere of warring against your fellow prospectors, will almost have you speaking with a ‘twang! - Fantasy Flight Games

Blokus

Blokus is an abstract strategy game with transparent, Tetris-shaped, colored pieces that players are trying to play onto the board. The only caveat to placing a piece is that it may not lie adjacent to your other pieces, but instead must be placed touching at least one corner of your pieces already on the board. There is a solitaire variation where one player tries to get rid of all the pieces in a single sitting. - boardgamegeek.com

Bloodsuckers

The once quiet small town of Blackwood has become a battleground. A coven of vampires has crept in under the cover of darkness to drain the very life from its helpless citizens. As powerful as these creatures of legend are, they do not prowl the streets unchallenged. A team of skilled vampire hunters with an arsenal of modern weapons has tracked these bloodsuckers down and the battle for the soul of Blackwood is about to begin. Play as either vampire or hunter, using Attack cards to battle for the citizens of Blackwood, Impact cards to enhance your powers, and deadly Strike cards to destroy your opponent. Unleash powerful combos and use Blood or Adrenaline as you fight, alone or with a teammate, through both night and day. Win battles to recruit the innocent bystanders at the Nightclub, Church, Graveyard, Police Station, and Hospital. Claim the most locations to win control of the town. Save the town of Blackwood, or drain it dry. The choice is yours.

Botswana

On safari in Botswana, you might be able to spot lions, rhinos, elephants, leopards and zebras.  In this game, you will spot them for sure!  But can you guess which ones will be worth the most at the end of this safari?  Play the right cards at the right time, collect the best animals, score the most points and win the game.  Botswana has easy and quick rules, it is fast to learn and yet challenging to play — for all the family members young and old.

Buzzword

Bzzzz! Bzz! What’s the Buzzword? Let’s say the Buzzword is “ball.” You and your teammates have 45 seconds to solve 10 clues, and all the answers contain the word “ball.” Here you go…have a “ball”! - Patch Products

Can’t Stop

This Sid Sackson classic was actually released in the United States, but it never did well enough commercially to stay in print for more than a couple of years. The idea is quite simple. There is a board with all the possible results of two six-sided dice: two through twelve. The object of the game is to move a little marker to the top of three columns by rolling that result, but you need many more sevens than you need twelves, based on the likelihood of each result. During your turn, you roll the dice and place temporary markers onto the board. You can continue moving these markers until either none of your dice match (your turn is over and all progress you’ve made is gone), or cut your losses and end your turn (placing a permanent marker in your rows). Nice light filler for opening or closing a session. - boardgamegeek.com

Candamir: The First Settlers

You never give up! Despite the long journey to your new homeland, and the loss of everything you owned, you have made it: you are a settler of Catan! You begin with nothing more than your own two hands, and each day will bring you a host of new experiences and adventures. Hunting bears and wolves? Building trunks and furniture? Working hides and skins? Not a problem for you! But soon you grow tired with simply roaming the island. Your goal is to settled down with a roof over your head, sheep to breed, and a field to sow your grain. To do this, you will need the help of the other settlers in the village. Easily done! If you supply a sword to Jared, he will give you a bag of seeds in return. Osmund needs a new chest, and offers you some sheep. Candamir would like new windows and can help you build your new house. Again and again you head out for the wilderness, hunting bears and wolves, collecting honey and rare herbs. But you must be cautious! - Mayfair Games

Cannon

Using your soldiers or your Cannons, capture the enemy’s town.  Simple rules, deep options.  A new classic that will be studied for years!

Carcassonne

A clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious. - Rio Grande Games

Carcassonne: Abbey & Mayor

The fifth major expansion to Carcassonne, Abbey & Mayor adds 3 new wooden piece types, 6 abbey tiles, and 12 landscape tiles. The Abbey tiles act as Cloisters but do not have to match adjacent tiles and they complete adjacent features when placed. Mayors can be placed only in cities, with their strength determined by the number of pennants in the city. Barns allow players to score fields during the game rather than just at the end. Wagons are placed on roads, cities, or cloisters, and can move to an adjacent open feature when their current feature is completed.

Carcassonne: Catapult

12 new tiles with a faire symbol are added to the game. When a player draws a faire tile, they place it and then a “catapult round” begins. For the first time, action/dexterity is added to the Carcassonne series. In a catapult round, players attempt to launch special tokens with the wooden catapult. Players have one each of four different kinds of tokens that determine what kind of catapult action is to be taken: Knock out tokens try to remove meeples; Seduction tokens try to swap meeples; Target tokens try to hit the faire tile; Catch tokens must be caught for points.

Carcassonne: The Castle

Carcassonne: the Castle takes place in the city of Carcassone itself. The theme is development of the city within the “castle walls”, which might be more appropriately called the city walls, but Carcassonne: The City was apparently already in development. It is not an expansion, but a stand-alone tile-placement game with the Carcassonne mechanics adapted specially for two players. The goal is to lead the race around the castle wall, which is also the scoring track for the game. There are bonus items on the wall for the first player to reach that point. Play is very similar to Carcassonne but all the tiles must be played within the walls, which often constrains the choices. The followers used for scoring are heralds (on paths), knights (on towers), squires (on houses) and merchants (on courtyards which are more valuable if they have a market). And, the player with the largest “keep” (largest house completed during the game) scores points for the largest contiguous undeveloped area (unplayed tile spaces) at the end of the game. The bonus tiles collected from the walls add twists to the scoring, such as doubling one of a particular scoring structure or scoring one uncompleted structure.

Carcassonne: The Discovery

The Discovery is a new stand-alone Carcassonne game. The inhabitants of Carcassonne have discovered a new region far away from their homeland – one that consists of meadows, mountains and seas. The followers, of which each player only has four (with a fifth for the scoring track) get placed as robbers (in the mountains), seafarers (on the seas) or explorers (on the meadows). On a player’s turn, he must place a tile and may then place a follower on it. As in the original game, tiles may only be placed so that identical landscape types match up. A follower may only be placed when no other follower has been placed there yet. When the follower is removed, however, then the size of the region in which the follower is located brings points – regardless of whether the region has been closed off or not, although closed off regions score considerably more points. There’s also an additional rule that lets mountainous regions increase in value, even if they’ve already been completed. This is a distinctly simpler version of Carcassonne than the original. This was the goal during the development of the game. It should have simpler rules, but offer greater strategic depth. What is interesting about the game is that regions aren’t scored automatically any more (when they are closed off), this is a decision left to the player (the removing of the follower). Since the regions can only get more valuable, this ensures many agonizing decisions.

Carcassonne: The Princess & the Dragon

In this third major expansion for the prize-winning Carcassonne, we move into the realm of fantasy. The land around Carcassonne is being visited by a dragon, making life very difficult for the followers. Brave heroes venture forth to face the danger, but without the aid of the fairies, their chances are not good. In the city, the princess seeks help from the knights, and farmers build secret passages to move about undetected by the dragon. Contents: 30 new tiles with dragon nests, volcanoes, magic gates, and princesses; 1 large wooden dragon; 1 wooden fairy. Contrary to original reports, there are no princess figures in The Princess & the Dragon.

Carcassonne: The Tower

The Tower is the fourth major expansion for the Carcassonne game. Tower segments are added to the game, as well as some new actions. Instead of placing a Meeple as usual on their turns, players can now either place a tower segment on a tile with a space for a tower, add a tower segment to a tower already standing, or place a Meeple on top of a tower (which “finishes” it). Placing a tower segment allows you to capture other players’ Meeples, so long as they are in view of the tower in an orthogonal direction. If the tower is 1 piece high, they can capture Meeples that are within 1 tile of the tower; if the tower is 2 pieces high, they can capture Meeples within 2 tiles of the tower; etc. Not only do players lose whatever they may have scored with that Meeple, but they also have to pay 3 victory points if they want to free their Meeple.

Carcassonne: Wheel of Fortune

Carcassonne: Wheel of Fortune is both a full replacement for the base game of Carcassonne and an expansion to the original base game. It includes 72 tiles, consisting of 63 tiles released in the original base game, 6 from Inns & Cathedrals, 1 from Traders & Builders and 2 from King & Scout. It also includes a special replacement start tile which depicts the Wheel of Fortune, a new mechanic unique to this edition of the game. The new start tile is the size of 16 tiles, arranged in a 4×4 square and is built using some of the tiles removed from the base game. Nineteen tiles from the game have numbers printed on them allowing players to randomly spin the Wheel of Fate (between 1 and 3 spaces around the wheel). Otherwise, a player may choose to place a follower on the wheel if they decline placing a follower that turn. The results of the Wheel vary depending on which of the sixths of the wheel the pig lands on. Results vary from forcing all players to remove a follower from the board to rewarding the player who moves the pig with three bonus points. There are six outcomes in all. Play of this game does not require ownership of any Carcassonne base game. All expansions are compatible with this game. This game can also be played with the base game as an expansion, using its wagon wheel watermark to differentiate it from the base game.

Carcassonne: Winter Edition

Carcassonne: Winter Edition brings snow to the familiar Carcassonne setting, with knights still patrolling the cities, farmers still trying to feed the nation, and highwaymen who even travel on roads behind the city walls. Carcassonne: Winter Edition, which plays the same as the Carcassonne base game, includes the same 72 tiles as Carcassonne in addition to twelve new basic tiles.

Cargo Noir

Cargo Noir is a game of illicit trading in which players run “families” who traffic in smuggled goods. Designed by Serge Laget, the game takes place in the thrilling and evocative setting of 1950′s film noir. Game play revolves around a changing set of notorious smuggling ports around the world, each filled with contraband. Players dispatch cargo ships loaded with gold to these ports – hoping to acquire goods that will later be traded for Victory Spoils. Cargo Noir is quickly learned, but offers many routes to victory; and is the rare trading game that works equally well with 2 players as well as more. - Days of Wonder

Cartagena: The Escape

Cartagena takes as its theme the famous 1672 pirate-led jailbreak from the fortress of Cartagena. Each player has a group of six pirates and the objective is to have all six escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them. Each card bears one of six symbols (dagger, pirate hat, etc.), and you move a pirate forward by playing a card and moving ahead to the matching symbol in the tunnel, leapfrogging over those where another pirate already stands, but the only way to get more cards is to move backwards. This turns into a simple but smart game of patience and opportunity, well received by casual gamers.

Cartoona

Cartoona is a creature-building, tile-laying game featuring the pop art of Robert Burke. The goal is to be the first player, or team to reach 50 points by building colorful and odd cartoon creatures. This is accomplished by placing tiles of different creature parts together and by playing cards that speed the process, or hinder your opponents. The game box includes 94 creature part tiles, 70 action cards, 8 player screens, and a rules booklet.

Castellan

In Castellan, two players work together to build a castle. Finely-detailed wall and tower pieces link together to form courtyards, and the player who finishes a courtyard claims it with a Keep, scoring points for that courtyard equal to the number of tower pieces surrounding it. In more detail, each player starts the game with two decks of cards: a wall deck and a tower deck. Each card allows a player to play the components shown on it, with the wall deck cards always depicting at least one wall (and some combination of walls/towers) and the tower deck cards always depicting at least one tower (and again some combination of walls/towers). On a turn, a player can play as many cards as she wants, but she draws only one card at the end of her turn. The goal is to create courtyards – and subdivide existing courtyards – while keeping your opponent from doing the same. Players have the same cards in their decks, so the challenge is all about what to use when. The game ends when all the castle pieces are used up, and the player with the most points wins. Two different pairs of Keep colors are available in the two versions of Castellan, so with two copies of the game – and the right combination of bits – up to four players can play.

Castle Panic

Castle Panic is a unique, cooperative strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win. - Fireside Games

Castle Panic: The Wizard’s Tower

This is an expansion to Castle Panic. Your Castle has been rebuilt, and a friendly Wizard has joined your forces. As long as his Tower stands, you and your friends have access to powerful magic spells. And you’ll need them, for the Monsters have returned stronger, faster, smarter, and with new abilities to threaten the Castle. You’ll fight against magical Imps, evasive flying creatures, and more. Make your stand against six new, dangerous Mega Boss Monsters, including the Dragon and Necromancer. Use fire to attack the Monsters, but beware, your Walls and Towers can be burned down as well! The challenge is high but so is the adventure. Can you survive more panic and defend The Wizard’s Tower? - Fireside Games

Catan Dice Game

Like all the other games of the “Settlers of Catan” series, this game is about building settlements, roads, cities and hiring knights. This time, there is no board on which to place little figures: Every player has his own score card called the building sheet, which depicts a mini Catan (compare with Die Siedler von Catan: Paper & Pencil). You build by drawing the settlements and roads on your score card. To build you still require resources. These are collected by a Yahtzee-like mechanism that involves throwing six special dice (depicting the different resource symbols) up to three times. After each roll, the player can select which dice to keep and which to roll again. In the end, he may build using the thusly determined resources, and is awarded victory points for any finished buildings, which are recorded on the score card. The game lasts fifteen turns or about 15-30 minutes, after which the player with the most victory points wins. Note that the game has been designed for 1-4 players, meaning there is a solitaire version of the game, as well.

Catan Histories: Settlers of America Trails to Rails

The 19th Century has arrived and America is heading west. Wagon trains form on the frontier. Settlers seeking fresh lives and opportunities strike out to tame wild lands and build new cities. These new cities rely on young railroads for vital goods. Trails become rails and create great wealth. While the crowded East still offers options, its resources dwindle. Look west to make your fortune. Smart money seeks rich, unclaimed land and hungry new markets. Finance your settlers as they head west to build capitals of tomorrow. Link these cities with rails of steel. Operate your railroad to supply the townsfolk with goods. Go west. Settle the wide, open land. Claim your destiny!Settlers of America, Trails to Rails™ utilizes the simple, fun Catan hex-tile grid to map the young United States. Collect and trade resources in order to purchase and move settlers, build cities, lay rails and acquire and move trains. Create rail links to acquire gold, which lets you buy resources and use opponents’ rails. Use trains to distribute goods to rival cities. But, as your settlers populate the West, they deplete the resources of the East. Still, your options always abound. - Mayfair Games  

Catan Histories: Struggle for Rome

The Romans rule over an enormous empire. It stretches from Great Britain to North Africa, from Spain across the Black Sea. But now, Rome holds its imperial breath. The empire is weak, and wild barbarian hordes from the vast eastern steppes surge across the frontier. You are the ruler of one of those barbarian hordes, pouring into the rich and decadent West. Fast horsemen and dangerous warriors – lured by the rich Roman cities ready for plunder – follow your every command. Your noble tribe is strong, but rival princes stand in your way! Are you wily enough to outmaneuver them? Can you find a swifter way to your rich goals? Can you concentrate your savage forces at the crucial moment? Can you outpace the other princes as you pillage city after city? But before your warriors grow weary of wandering, will you have enough wealth from plundering to found your own kingdom? Your fate is in your hands: civilization is ripe for conquest! Will you forge a mighty new kingdom? Or disappear into the vortex of history? Will you be the one to inherit the storied glory of Rome?

Catan: Cities & Knights: 5-6 Player Extension

Now up to six players can muster their knights against the scourge threatening Catan! The 5-6 Player Expansion for The Cities and Knights of Catan allows you to expand and inject more excitement into your games without sacrificing ease of play. Designed for five or six players, it adds even more drama to the award-winning game of culture, politics, and warfare.

Catan: Explorers & Pirates

Catan: Explorers & Pirates is the fourth major expansion for The Settlers of Catan (following Seafarers, Cities & Knights and Traders & Barbarians) and it includes five scenarios and three missions; some of the scenarios make use of the missions while others do not. Catan: Explorers & Pirates differs from the Catan base game in three main ways. First, instead of having only a single island in the game on which players build and compete for resources, three islands are present – but the landscape of only one of these islands is known at the start of the game. Players start on this island, then build ships and bring settlers into play so that they can then travel to new lands. When a ship ends its movement on unexplored territory, that hex is revealed and a randomly-drawn number chip placed on it, with the player earning one resource as a reward – assuming the hex produces resources, that is. (The number of unknown tiles varies from 16 to 32, depending on the scenario.) A settler and ship can be transformed into a port settlement, from which roads and new ships can be built to enable further exploration. Second, instead of using cities, Catan: Explorers & Pirates allows players to build port settlements for two corn and two ore, with a port settlement supplying one resource when the adjacent number is rolled at the start of a turn. Like cities, port settlements are worth two victory points (VPs), and the number of VPs required to win depends on the scenario. Third, if a player receives no resources during the production roll (other than on a roll of 7), she receives one gold in compensation. Two gold can be traded with the bank for a resource of the player’s choice. Gold has other uses as well, such as helping you escape from pirates. The five scenarios included in Catan: Explorers & Pirates are: • Land Ho! Explore the seas of Catan and discover two new islands to expand your settlements. Once you’ve discovered an island, you must use ships to ferry settlers from one island to another and colonize distant lands. (Introductory scenario) • Pirate Lairs! In this scenario, pirates prowl the seas along with your trading vessels. Pay tribute to the pirates or drive them off, then find and capture their lairs to earn gold and VPs! (One mission scenario) • Fish for Catan! The people of Catan are short of food, so it’s time to take to the ocean to fish for meals. These are deep water fish, though, so first you must find their shoals before you can catch them! The Council of Catan will reward players with VPs for returning fish to the island, as well as for capturing pirate lairs. Just watch out for roaming pirates, as not only will they demand gold for tribute, they might also get to the fish before you do! (Two mission scenario) • Spices for Catan! In this scenario, the Council of Catan wants you to find fish and spices for the people of Catan! As before, they reward the most industrious merchant captains with VPs. Obtaining spice will require you to become friends with the mysterious inhabitants of the Spice Islands, but in return they will not only trade you spices but teach you their knowledge of sailing or even pirate fighting techniques! (Two mission scenario) • Explorers and Pirates! This lengthy and challenging scenario brings everything from the previous scenarios together! Explore new lands, capture pirate lairs, find fish, and befriend the inhabitants of the spice isles! (Three mission scenario)

Catan: Junior

Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games. Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain! Be the first player to control seven pirate hideouts, and you win!

Catan: Seafarers: 5-6 Player Extension

Now five to six players can sail into the uncharted and explore and settle the mysterious islands near Catan! The 5-6 Player Expansion for The Seafarers of Catan allows you to add 1-2 more opponents without sacrificing ease of play. Try one of ten new exciting scenarios! Designed for 5-6 players, it adds even more drama to the award-winning game of seafaring, exploration, and trade.

Catan: Traders & Barbarians: 5-6 Player Extension

Now five to six players jump in on the new adventures taking place on the island of Catan. The expansion includes new scenarios and opens up roads to even greater wealth or bitter poverty for up to six players.

Cavum

To be the most successful prospector, you will need to establish tunnel networks that connect several veins of precious stones.  Use your hard-earned haul to fulfill orders for beautiful jewelery, or sell the stones on the open market.  But beware the other prospectors who may undercut your sales or make life hard under the mountain by redirecting or even dynamiting your network!  Only the quick-witted and the cunning will succeed as you navigate the depths of CAVUM.

Caylus

In this game, the players act as building supervisors whose mission is to build a new castle for King Philip the Fair. To accomplish this, they’ll have to manage well their money, the available resources and above all else develop the economy of the little village which extends to the foot of the building site. Of course, the royal agents – the bailiff and the provost – keep a watchful eye on the progress of the work! - Ystari Games

Caylus Magna Carta

The general theme and mechanics of Caylus Magna Carta are similar to the Caylus board game. However, there is no board or score track and the tactical nuts and bolts of the game are somewhat different. In terms of components, the game consists of cards, money, worker pawns, resource markers, the provost, and castle building stones. Each player has a set of identical cards, which are shuffled and used as a face-down draw deck. Players start with an opening random draw of cards, and on his turn a player can either:extend the road by building a new building pay 1 to draw a new building card pay 1 to discard his hand and draw a fresh hand (with the discard deck being shuffled for a new draw deck once the draw deck is exhausted) pay 1 to place a worker on one of the existing building cards build one of the common prestige building cards (some of which are placed at the beginning of the game as part of the setup) or passOnce everyone has passed, the cards are resolved up to the provost (which can be moved in passing order by paying money). Ownership of the non-common buildings is shown by the card color. When a worker is placed on a card, the owner earns either resources or money as a reward instead of victory points. Players may also choose to help build the castle. Starting with the first player to have passed, players can pay resources to obtain castle stones. The stones are worth three different values (2-4 points). Players collect the most valuable ones first. In addition, the player who collects the most building stones each round is rewarded with a gold resource marker. From round to round, 1st player privileges rotate to the left, and the provost starts two cards further down the path from the castle. The winner of the game is the player who has accumulated the most victory points once the game end has been triggered the turn the castle is finished. Victory points are awarded for castle stones, cards built, and resources and money in hand at the end of the game.

Chaos in the Old World: The Horned Rat Expansion

Below the Old World’s cities sprawls a vast network of tunnels, caves, and underground roads. Verminous Skaven skulk within this Under Empire, waiting for the perfect opportunity to rise from the warrens and destroy their enemies for the glory of their sinister god, the enigmatic Horned Rat. Even as the Ruinous Powers work to corrupt the Old World, the Skaven are ever scheming to further their own dark agenda. The Horned Rat expansion for Chaos in the Old World introduces a fifth player to the race toward corruption! Armed with a legion of Skaven followers, the Horned Rat player uses numbers and subterfuge to his advantage, scoring points by spreading the Skaven’s teeming masses across the Old World. Players of the existing Ruinous Powers can meet the foul vermin head on with a host of new gameplay options, including alternate upgrade and Chaos cards. Meanwhile, veterans will find engaging challenges with new expert-level Old World cards and gameplay variants. Prepare to join the battle for dominance!

Chess by Alexandra Kosteniuk

Now the highest rated woman on the US Chess Federation rating list, Russian born Alexandra Kosteniuk has shot up the ranks of the world’s star players since becoming a grandmaster at the age on only 14. Inside this box, someone starting chess will find everything they will need, under the guidance of Alexandra. There’s a beautiful Staunton wooden chess set (imported from India), and a board. Additionally there’s an easy-to-understand 16-page instruction booklet that is designed not only for the beginner, but for the player who wants to substantially improve their game. - Sophisticated Games

China

China is an abstracted game of political influence in China. Players use cards to place pieces (Houses or Emissaries) into the nine regions on the board. When all house spaces in a region are filled (or at the end of the game), players score for majorities of houses in that region. At game end, players then score for having majorities of emissaries in two adjacent regions. Players also score for having four or more houses in an uninterrupted sequence along one of the roads on the board.

Cities

The Story: In “Cities” you are the architect of a city of the world. You try to build a city that is most attractive for tourists. You position attractions close together. You build parks as big as possible and place terraces close to the water. You guide tourists to their favourite spots, because only through them you can earn your points. The Dilemma: But… you never know exactly which tile will be drawn next. Will you wait another round for the perfect tile? Will you adjust your planning? Or have you got a brilliant idea and can you position the tile in a way that it brings points for more than tourist? Every player builds his own city and makes his own choices. “All” you have to do is make better choices than your opponents!

Cleopatra and the Society of Architects

Designed by Bruno Cathala and Ludovic Maublanc, Cleopatra and the Society of Architects is a fun and engaging family game that includes a true, three-dimensional palace that players compete to build. Players strive to become the wealthiest of Cleopatra’s architects by constructing the most magnificent and valuable parts of her palace. Players, however, will be tempted to deal with shady characters and trade in materials of dubious origins in order to help them build faster. While these corrupt practices might allow an architect to stay a step ahead of the rest, they come with a high price – cursed Corruption Amulets honoring Sobek, the Crocodile-god. When Cleopatra finally strolls into her new palace, at the end of the game, the most corrupt architect (the one with the most amulets) will be seized and offered as a sacrifice to her sacred crocodile! Only then will the wealthiest architect, from among those still alive, be selected and declared the winner of the game. “The component design in Cleopatra is the most innovative we’ve undertaken to date,” said Days of Wonder CEO, Eric Hautemont. “While it’s still a board game, the dozens of 3D pieces – Column walls, Doorframes, Obelisks, Sphinxes, and Palace Throne – all create the sense that you’re constructing a royal palace.” “The game play really forces players into continually weighing the risks and rewards between taking enough corruption to enhance your position in the game, but not so much that you are forced out of the game at the end,” said the game’s co-designer, Bruno Cathala. “It’s a classic ‘push your luck’ dilemma that continually raises the tension level higher and higher until the game reaches its climax.”

Cloud 9

Cloud 9 – The Daring Game of Ups and Downs Players earn points by daring to stay in the basket of a hot air balloon as it rises. Points increase as the balloon climbs from cloud to cloud, but so does the risk of the balloon falling. Should you jump out to save your points or trust that the pilot will take you safely higher? Everyone places their passenger token into the balloon’s basket to start the trip, and receives a hand of six balloon cards. Then, each turn, a different “pilot” rolls an increasing number of specialized dice to see if the balloon can stay aloft. The dice dictate how many of the balloon cards are needed of each color. (There are also optionally played Wild Cards to keep everyone guessing.) Each player decides whether they think the pilot will have the cards to successfully take the balloon up, or whether they should jump out and keep the points earned so far. If they stay, they run the risk of getting no points if the pilot fails. If the balloon does fall, it is placed back on the lowest cloud. Everyone hops aboard and draws one new card, and the next trip begins. When a player earns 50 points the game is over.

Clue

Who’ Where’ Which weapon’ For generations, around the world, Mr. Boddy has met his end at the hand of one of six infamous suspects in this family game. As you search the mansion’s nine rooms and secret passages, be on the lookout for those murderous suspects. And watch out for those deadly weapons. The mystery changes every time you play. If you can collect the right clues and make the right deductions, you’ll solve today’s mystery… and win. This edition features a completely redesigned game board and cards. For 3 to 6 players. Game includes: game board; six suspect tokens; six weapons; deck of suspect, weapon, and room cards; confidential case file; detective notebook pad and a die. - Hasbro Games

Clue: Dungeons & Dragons

Who killed the Archmage? Was it Tordek in the Dragon’s Lair with the Flaming Battle Axe? Or Mialee in the Dungeon with the Staff of Power? In Clue: Dungeons & Dragons, a group of heroic adventurers has been called to the Archmage’s castle, but one of those heroes isn’t who he appears to be; one of the heroes is a doppelganger, a monster that can look like anyone! In the darkest part of the night, the doppelganger kills the Archmage, triggering a spell that seals the castle until the monster is caught. Now, in the grand tradition of Clue, the six suspects must determine which one of them is the doppelganger: Regdar the Human Fighter, Tordek the Dwarf Fighter, Lidda the Halfling Rogue, Mialee the Elf Wizard, Ember the Human Monk or Nebin the Gnome Wizard. The heroes try to figure out Who killed the Archmage, Where the crime occurred, and Which magical weapon was used. For the most part, gameplay in Clue: Dungeons & Dragons is identical to standard Clue as players roll a die, move into different locations on the game board, then make accusations against a particular combination of who/where/which cards and a particular opponent; if that opponent holds one of those cards, she must reveal it to you. Eventually someone will narrow down the possibilities and make an accusation as to exactly which cards have been removed from the game; if correct the player wins, and otherwise she’s out of the game and play continues for everyone else. One optional element in Clue: Dungeons & Dragons is the Wandering Monsters deck. After landing on a “claw-marked” space on the game board, the player draws the top card from this deck, then battles the creature shown by rolling a die. If she wins, she gains a magic item that confers a single-use special ability, such as looking at a random card from an opponent’s hand or taking an extra turn. If she loses, her token is placed in the center of the game board, from where it will take several turns to move back into a room (and get back into the game).

CLUE: Family Guy Collector’s Edition

One stormy night in Quahog, Rhode Island, the Griffin family hosts a dinner party to make amends with invited guest, Ernie, the giant chicken.  The dinner party gets out of hand and the feud between Peter and the giant chicken ends in “fowl” play… “Who” killed the giant chicken? “What” family guy weapon was used? “Where” in the Griffins’ house did it occur? Was it Brian, the sharp-witted mutt with his leash; Stewie, the megalomaniacal 1-year old whit his baby bottle nunchucks or Peter, the brash, obnoxious and boisterous patriarch with the pirate sword? They all look guilty, but which suspect actually killed the giant chicken?

CLUE: The Big Bang Theory

Someone has meddled with one of his sacred belongings and he isn’t taking it lightly. He’s sequestered 6 of his so-called “friends” and created a white board to analyze who did it, what heinous deed was done, and where the act of vengeance took place. Did Penny dog-ear the comic-book in the laundry room? Or did Howard dismantle the Shelbot in the stairwell? Only YOU can help Sheldon determine who the culprit is or bear witness to a life made miserable by a scorned man! Includes 6 custom tokens: Defiled Toothbrush, Wiped Hard Drive, Dismantled Shelbot, Stained Cushion, Dog-eared Comic and Erased Equation Board

Coconuts

Coconuts is a dexterity game based on the “Monkey King” character from Chinese mythology. In the game, players launch coconuts toward a field of cups in the middle of the playing area. Land in a cup, and you get to stack it on your player board; land in a cup on someone else’s board, and you get to move it to yours. By playing special “Monkey King Magic” cards, you can force opponents to shoot blind, take long shots, or otherwise bollix their efforts to cup a coconut. Whoever first completes a pyramid of six cups on his player board wins!

Colonia

Colonia in the Middle Ages is the largest city of the „Holy Roman Empire“. Being one of Europe’s metropolises it is renowned for its famous cathedrals and vivid trade. In this game the players are the leaders of patrician families, holding influential positions in the Colonia City Council and controlling the city’s fortune. These are the best opportunities to gain riches and power. A crucial element in achieving this goal is the powerful Roman Catholic Church, as was the case frequently in those days. Rare and precious relics enhance the prestige and influence of the Church. The players who can obtain the most valuable relics are striving for victory! - Queen Games

Colosseum

In Colosseum you are a Roman impresario – producing great spectacles in your arena in the hope of attracting the most spectators to your events. You’ll earn wealth and glory for each event you run, using it to build ever more ambitious events. Attract the most spectators to one of your events and you’ll be granted the title of Grand Impresario, with tales of your extraordinary spectacles acclaimed throughout the empire. However, to produce larger events that will attract more spectators, you will need to build up your arena’s infrastructure. - Days of Wonder

Cornucopia

In Cornucopia, your goal is to fill your basket with a bountiful collection of fruits and vegetables, while at the same time correctly predicting how long it will take you to fill your basket. You can try to assemble a basket with only one type of fruit or vegetable, which is difficult to do; or you can try to collect the entire range of harvest products. In either case, you want to complete your harvest as efficiently as possible to earn the most coins. Players can bet and win more coins by correctly predicting the outcome (success or failure) of their opponents’ efforts to assemble their harvest, so players stay involved and engaged in the game even when it is not their turn!

Cosmic Encounter

In Cosmic Encounter, each player is the leader of an alien race. The object of the game is to establish colonies in other players’ planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five colonies on any planets outside his or her home system. A player does not need to have colonies in all of the systems, just colonies on five planets outside his or her home system. These colonies may all be in one system or scattered over multiple systems. The players must use force, cunning, and diplomacy to ensure their victory.

Cranium: Glee Edition

Outrageous Gleek fun for everyone! Join the Glee club and hum, dance, act and mimic to become the ultimate Gleek! Celebrate everything Glee with friends and family as you. . . SKETCH works of art like Puck; PERFORM like a star and act like Brittany Pierce; PLAY with words – give the definition of a Patriotic Wedgie; and SOLVE multiple choice questions like: What does Sue think Will’s breath smells like? • Stupidity • Failure • Greatness • Mediocrity Enjoy this playful game that delivers Glee fun and laughter, and stretches the imagination every time! Game includes: 16 Fun activities, 600 Glee-themed cards, 4 “Loser” movers, game board, 1 tub of “Cranium Clay”, Sand timer, 1 die, pad and pencil.

Croak!

In Croak!, you have a queen frog and servant frogs, and while moving them around, and if you land on an opposing frog, you eat it, thereby removing it. If your queen is eaten, you are out of the game. As you move, the tiles you land on can add effects to your movement.

Cutthroat Cavern Adventures: B1- Savage Arena / B2 – Errand of Evil

This is a second Adventure Module for Cutthroat Caverns that uses a ‘choose-your-own-path’ style book to overlay an exciting new dimension to the game. The first such book was introduced in the boxed expansion, Tombs and Tomes, and features a fun narrative in which characters have to make real decisions that will effect the outcome of the story, solve riddles, overcome traps, encounter familiar creatures in a whole new way — and, importantly, will face new winning and/or losing conditions. The result is a slightly longer, but richer gaming experience. The book comes with two all new Encounter Cards exclusive to this adventure, but fully usable in the core game as well. The Encounters are new ‘Boss’ type encounters that, when discovered in the core game’s Encounter deck, will do something ‘bad’ to the party before being placed at the bottom of the stack to be faced as the final encounter. The Adventures: Savage Arena… You and your party of adventurers are chained, neck to neck, as prisoners of Big Boss Gronkk. You must work together to survive a lethal coliseum of traps and monsters before the strongest among you earns the right to win your freedom. Errand of Evil… Your mysterious employer sends you to the stronghold of his rival to steal everything you can, for among his treasures is the one relic that can restore his misshaped body. The relic can change form, so you need to bring all you find — but will his secret be your undoing? (NOTE: If you can avoid it, don’t read the Encounter card before the end of this book – for maximum fun and impact!!) The book utilizes materials from the base game as well as Tombs and Tomes and Relics and Ruins. All materials are provided in the book if you do not own those expansions. (Copy the cards before playing – especially for Errand of Evil)

Cutthroat Caverns: Tombs & Tomes

Cutthroat Caverns has often been described as a diceless RPG game and that has never been closer to the truth than with this expansion. For, introducing players to the devastatingly cruel new monsters, thought provoking additions to the Event deck and even more hugely powerful Relics, are two action-packed, full-on Adventure Modules. Just living and having the most Prestige may no longer be enough to secure a win. And living is no easy matter. Ragnarok the End Bringer is aptly named. Greed allows any Attack card to be played as a Critical Miss. The Lich will turn fallen friends into fallen fiends. All that and you need to effect a rescue too. Okay, that’s what it says on the box… what’s it really like? Tombs and Tomes is our third expansion to Cutthroat Caverns and it takes the exciting new mechanics first introduced in Relics and Ruin and adds even more sinister fun to the mix of Events and Relic Cards. Try battling a familiar friend like the Cursed Goblin while the walls close in and your hand size shrinks every turn or have every Relic in the room suddenly come to life and attack you when the Encounter is over, where the first one to beat a Relic into submission may claim it. And they are worth claiming. Bloodstone allows you to inflict 5 damage to any player at the end of an Encounter – and should any player die, you gain 3 Prestige. Or Ring of Storing which allows you to store an Action card immediately after playing it for a future second use. Perhaps Evil Eye is more your style, punishing those who would do you harm. But what makes this set truly unique is a whole new way to play the game. Included within are two Adventure Modules, The Lady of Magtherium and Mad God’s Maze. Yes, these are self guided (no gamemaster needed, you can all play) full blown adventure stories. Yes, they each have a unique plot and multiple possible endings. It is a ‘choose your own path’ styled module with decisions to make and consequences for your actions. There is far more to it than in the base game of completing 9 Encounters. You must solve puzzles and avoid traps between the Encounters, decide marching order or who among you will take an action (and it may matter who), and determine through the course of your actions how the story will unfold. And in classic style, a big boss battle awaits you. Moreover, there may be new winning or losing conditions. For example, in The Lady of Magtherium, you discover a noblewoman (an NPC) whom you must rescue to win. She won’t fight, but can be hurt – and if she dies, you all lose. Yes, these are one-shots and you will finish a module in a single sitting, so the modules themselves do not add to replay value. BUT they add so much depth and richness to the Encounters that when you sprinkle them into the regular game, they will be far more interesting. Of course, the real fun is that they represent what can be done with the game yourself. Creating and playing your own unique dungeon module is a great new way for fans to enjoy the game and we’ve got guidelines to get you started right here. On another note, this set features a number of other winners in our Create an Encounter Contest. There are some major ‘big bads’ here folks. For those who felt that the game was “too easy” and that characters don’t seem to die enough – well, all I can say is be careful what you wish for. There are 15 more vicious Encounters (bringing the total to 75!) and we can almost guarantee that unless you make an effort to work together, players are gonna die. A lot. The stuff in this box is a helluva lot of fun to play and opens up a whole new world of possibilities! Check it out and see for yourself.

Cyclades: Hades

Cyclades: Hades, an expansion for Cathala and Maublanc’s Cyclades, consists of four modules that can be used individually or combined in various ways. In the Cyclades base game, players fight for domination over archipelagos in ancient Greece. They make offerings to gods to secure their favors and summon mythological creatures. The Hades expansion allows players to add Hades (no surprise there) to other gods present in the base game: Zeus, Ares, Athena, Poseidon and Apollo. Players will be able to build a Necropolis and summon undead armies when they gain favors of Hades.

D&D: Castle Ravenloft

Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1–5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. You and your fellow Heroes must work as a team to succeed in the adventures that unfold within the castle. You either win together or lose together. Each player selects a Hero, who has come to Barovia to discover the secrets of Castle Ravenloft. Choose from the Dragonborn Fighter, Human Rogue, Dwarf Cleric, Eladrin Wizard, and Human Ranger. Heroes explore the dungeons beneath the castle, solve mysteries, fight Monsters, and uncover magic treasure. The game runs the Traps, Events, Monsters, and Villains contained within the halls of Castle Ravenloft (with a little help from you). - Wizards of the Coast

D&D: Conquest of Nerath

War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival. Muster armies of footsoldiers, siege engines, monsters, and dragons to attack your enemies. Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor. The fate of empires is in your hands! - Wizards of the Coast

D&D: The Legend of Drizzt Board Game

A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons. It is named after the book series by the same name recounting the adventures of the dark elf Drizzt Do’Urden and his friends. Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. Players explore the game world, which is built during the game by laying out tiles, using ready-made player characters and encountering enemies with corresponding miniatures. Encounters are generated by drawing cards and resolved using a D20 die. All players win together, depending on the scenario, by escaping, saving others or overcoming a threat.

D&D: Wrath of Ashardalon Board Game

A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons. A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon! Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal – from retrieving a relic, to slaying a vampire lord.

Dark Darker Darkest

Dark Darker Darkest is an intense cooperative survival horror game in which a team of urban survivors try to fight the darkness in an unsettling location: the house of Doctor Mortimer, which holds the antidote to a virus turning the world into an army of undead. Players must gather the optimal tools to open doors, control destructive fires that slowly destroy the locations of the game, and battle the endless hordes of terrifying creatures that will do anything to slaughter this fragile group, while outsneaking lurking creatures and the eye of the ever-present security cameras guarding the secrets of the house. The game uses innovative mechanisms for group-forming and mixes item management (using a color-code system), exploration, stealth, and icon-driven combat to form an intense tactical experience in a strongly thematic setting riddled with surprises and variation. All the creatures and other challenges are controlled by the A.I. of the game system. The board is modular, creating a unique narrative experience for each session. Can you fight the darkness? NOTE: The Designer has uploaded a Revised Set of Rules in the Files Section that greatly streamlines play. As of now, boxed copies only have the older ruleset.

Dead Panic

The zombie apocalypse has begun, and you and your friends take on the roles of various characters who are all working to survive. 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, it’s up to each player to leave the safety of the cabin and make it out alive! To fight the zombies, players use cabin cards, some of which are weapons that help players attack zombies at a distance or in hand-to-hand combat. If characters take too many injuries during combat, they die and return to the game as a zombie with customized rules as a member of the undead! Other cabin cards are items, which give the players various benefits and a better chance at survival. The supply of items and weapons is limited, however. Once the cabin deck is exhausted, it is not reshuffled. A separate deck of cards, called event cards, allow the zombies to have their turn. This deck not only brings a variety of zombies into play but each card also has a special effect when drawn. Can you survive Dead Panic?

Deadwood

Deadwood is a wild-and-wooly board game with a quick and deadly twist on classic worker placement games. Your gang consists of three different classes of cowboys with different strengths: greenhorns, gunslingers, and trail bosses. Cowboys ride into town to gain control of (annex) buildings and fight other gangs’ cowboys in shootouts. At the beginning of the game, the town of Deadwood consists of the Town Hall, the Church, the Sheriff’s Office, the Saloon, and four other randomly drawn buildings. Additional buildings are constructed whenever a cowboy annexes the Town Hall. Each building has at least one unique ability that is used immediately, with some buildings offering more long-term advantages. A cowboy accesses these advantages by controlling the building. To gain control a player simply places one of his gang on a building tile, “annexing” it. Other gang leaders can try to gain control of your buildings through shootouts. The player that instigates the shootout receives a Wanted Poster token; the more cowboys you try to kill off, the more Wanted Poster tokens you collect, and the higher the fine you must pay at the end of the game. Deadwood can end one of three ways: the Train Station is placed on the board once the railroad is built and completed, there are no more Wanted Poster tokens in the Crime Pool, or any player has no more cowboys alive. The player with the most cash at the end of the game is the winner!

Defenders of the Realm

Our Liege is in desperate hour! From what grievous cause have these accursed races arisen? Orcs, Dragons, Demons and the Dead make haste towards Monarch City. The King and Countryside of Monarch City is in need of valiant Heroes! Will you answer the King’s call? Designed by Richard Launius (Arkham Horror) and legendary fantasy artist, Larry Elmore. In the ancient Citadel of Monarch City, the King calls to arms the finest Heroes to defend against a Darkness that engulfs the land. You and your allies must embark on a journey to defend the countryside, repair the tainted lands, and defeat the four creature factions before one of them enters the City. And they approach from all sides! Fast populating Orcs! Fierce Dragons! Undead that bring Terror! And Demons! All tainting the land in their wake. There are several paths to defeat, but only one path to victory, and only the most valiant Hero will be named King’s Champion. Defenders of the Realm is a cooperative fantasy board game in which 1-4 players take a role as one of the King’s Champions (Choose from Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer and Wizard). You, as one of the King’s Heroes make use of strategy, special abilities, cooperation, card play and a little luck in Defense of the Realm for a unique experience every adventure. But be forewarned! There is never time to rest. As each Enemy General is struck down in battle, the remaining dark forces only grow more difficult to vanquish and their march to Monarch City gets faster with each Hero victory! - Eagle Games

Defenders of the Realm: Hero Expansion #1

Defenders of the Realm: Hero Expansion #1 includes four new heroes – with a miniature and character card for each hero – along with six new global effects cards and five tokens for use with the Defenders of the Realm base game. (This expansion also includes a Paladin miniature to replace the one in the base game.) The new heroes introduced in this expansion are: • Captain of the Guard: The Captain of the Guard is an experienced warrior who can give orders (extra actions) to other player’s heroes to carry out on their turn if he chooses, who rides a powerful battle steed, and who has the tactical ability to outwit the enemy troops advancing during his Darkness Spreads phase. • Assassin: The Assassin can appear and vanish from nowhere, launching sneak attacks on minions, then vanishing to the safety of the shadows at the end of her turn. Most importantly, she has the ability to land a deathblow to any General just when the heroes think all is lost. • Chaos Wizard: The Chaos Wizard is able to cast powerful spells, but the untamed magic that he uses will not only lay waste to the invading minions, but can also wound himself and other heroes, or destroy the land he is working to protect if not kept in check. • Adventurer: The Adventurer holds a magical item from previous quests that gives her great ability in card management. Additionally, her questing experience enables her to complete a minor quest for Hero cards each time she ends her turn on a location with a Treasure Chest and grants an advantage on major quests. Couple all this with her ability to mingle with lowlifes of the Inns and she can be a powerful defender of the realm. - boardgamegeek.com

Defenders of the Realm: Hero Expansion #2

Defenders of the Realm: Hero Expansion #2 includes four new heroes – with a miniature and character card for each – along with six new global effects cards for use with the Defenders of the Realm base game. The new heroes you can mix and match with those in the base game or other expansions are: • Healer: The Healer, although she does not sound particularly powerful, has some very interesting and magical skills. Not only can she spend actions to Heal three wounds to Heroes at her location including herself (especially useful if losing a battle to a General), she automatically heals one wound to all Heroes at the end of her turn if on a location with them. Couple this with the ability to use minion’s energy at tainted locations to heal the land and her Walk in the Light ability to ignore a General’s combat abilities and you have a very valuable hero to add to your team. • Druid: The Druid is very powerful in wooded areas (Green Locations) and a strong healer of the tainted land. His “One with the Earth” ability keeps him safe from enemies when in the woods and his ability to summon woodland creatures at any Green Location to attack Minions (even when he is not present) is extremely useful in keeping Orcs and Imps under control. • Elf Lord: The Elf Lord knows the secret pathways through forests, enabling him to travel swiftly through all green locations. His mastery of Elf Magic enables him to assist himself (or other heroes) with a re-roll of one die each round, and his ability to ambush Minions and Generals in combat makes him a strong warrior in support of the realm. • Monk: The Monk, a wanderer on some sacred quest for her order, is a master of the Martial Arts, enabling her to land a fury of blows with her staff on the unfortunate minions and Generals she encounters. Additionally, she uses the same training to defend herself against attacks. Her spiritual conditioning and wandering nature provide her with an additional Quest opportunity at all times as she is always holding two Quest Cards. - boardgamegeek.com  

Defenders of the Realm: Hero Expansion #3

Defender of the Realm: Hero Expansion #3 includes four new heroes – with a miniature and character card for each – along with a half-dozen new global effects cards and three tokens for use with the Defenders of the Realm base game. The heroes in this expansion are: • Feline: The Feline, half cat and half human, has the ability to shadow any moving Hero or General, advancing with them as they leave or pass through the area if on foot or horse. Her catlike reflexes and razor-sharp claws make her a strong warrior in defense of the realm. • Shaman: The Shaman, a shape-shifter and magic user, is a welcome addition to any Hero team. His Arrows of Destruction rain doom on minions and his ability to change into a Wolf or Bear grant him valuable skills in movement and combat. • Seeker: The Seeker was born with the ability to glimpse the future and as such the Seeker always knows where the next Minion attack will occur and if a General will move. The sword she wields is extremely deadly because of her ability to foresee the battle beforehand, enabling her use all Special Cards as Battle Luck cards. If her attacks fail to defeat all enemy in the area, she can call upon her magic to summon images that will confuse her attackers and send them them wandering off to other lands. • Thief: The Thief is the master of sneaking behind enemy lines to not only scout the army of the Dark Lord, but also to steal battle plans from the General’s headquarters tent. While not the greatest of warriors, the use of her daggers in combat, especially when treasure can be stolen, often enables her to question the enemy before dispatching them and to gain valuable information in the form of Hero Cards. - boardgamegeek.com

Defenders of the Realm: The Dragon Expansion

The King’s eyebrows lifted–revealing his disbelief. “More Dragons?” He mouthed the words in an alarmed whisper. The messenger nervously nodded. Dragons had not been in the Realm for centuries. Not since the days when the High Wizard Amarak advised the Royal Court. But now, not only had the Blue Dragon attacked the settlements on the frontier of the Blizzard Mountain Range with an army of her dragonkin, but other new Dragons had been sighted, clearly in the service of the Dark Lord’s army. Hemlock, perhaps the most evil of all of the Dragon Generals, was en route from the East. Brimstone was already setting fire and laying waste to settlements near the Realm. And Onyx, the most feared dragon of all, was fast approaching from the North. The King contemplated the bravery and skill of his Heroes. Would it be enough…? The Defenders of the Realm: Dragon Expansion allows players to increase or decrease the difficulty level of gameplay using variants and scenarios. 3 new Dragons, 3 Agents of the Dark Lord and 4 new minions enter the Realm! - Eagle Games

Descent: Journeys in the dark (Secind Edition)

Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot. With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character’s abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you’ll need every advantage you can take… Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil. Compared to the first edition of Descent: Journeys in the Dark, this game features:Simpler rules for determining line of sight Faster setup of each encounter Defense dice to mitigate the tendency to “math out” attacks Shorter quests with plenty of natural stopping points Cards that list necessary statistics, conditions, and effects A new mechanism for controlling the overlord powers Enhanced hero selection and creation process Experience system to allow for hero growth and development Out-of-the-box campaign system

Descent: Journeys in the Dark (Second Edition) – Lair of the Wurm

Descent: Journeys in the Dark (Second Edition) – Lair of the Wyrm introduces five new quests that can be played individually or used to supplement a larger campaign. With inventive objectives like rescuing survivors from a burning inn and protecting valuable ore from a greedy ettin, the Quest Guide in Lair of the Wyrm delivers fresh new challenges to your adventures. What’s more, Lair of the Wyrm brings two new heroes to the fight against the forces of evil. Reynhart the Worthy is a fearless warrior whose prowess in combat means he rarely makes mistakes. He can reroll misses once per attack, helping to ensure that every strike is righteous and true. Meanwhile, High Mage Quellen is a master of body and mind, and is able to quickly recover from exertions that would devastate lesser men. Quellen has developed the ability to feed off the fatigue of those around him, gaining strength where his fellows fail. But even as the heroes of Terrinoth gain new allies and tactics, their great enemy silently grows in sinister power. In addition to the Wyrm Queen herself, a fearsome Dragon Lord lieutenant seemingly formed from solidified flame, the Overlord gains two new monsters: mischievous and destructive Fire Imps, and flying Hybrid Sentinels…half-dragon monstrosities with a cruel penchant for preying on the weak. The Overlord’s new advantages are not limited to his minions, however. His new available class, Punisher, specializes in making heroes pay for every inch they advance. With abilities like Trading Pains and Exploit Weakness, the Punisher class will make the hero players flinch with fear every time something seems to go their way.

Descent: Journeys in the Dark (Second Edition) – The Trollfens

The Trollfens is an expansion for Descent: Journeys in the Dark (Second Edition) that introduces new heroes, monsters, classes, quests, and more. Heroes can discover and investigate secret rooms and rumors while the overlord spreads infection and brings a powerful new lieutenant into play: the massive troll Bol’Goreth! The two new heroes are Roganna the Shade, a Scout of unparalleled cunning and valor who has considerable willpower and speed at her disposal, and Augur Grisom, a healer whose very presence provides solace to his allies; after all, it’s rumored that he can see into the future. In addition to new Shop and Relic cards, two new classes will enhance your character selection process. The Stalker, a class for the Scout archetype, is a master of the hunt who excels at laying traps of all kinds. The Healer class gains a Prophet, whose mind is his greatest tool; by sharing his insight with those around him, the Prophet bolsters the effectiveness of his fellow adventurers. The new monsters include Plague Worms and Harpies, but most troublesome of all is Bol’Goreth, a single-minded killer devoted to the will of the overlord. This massive troll is capable of flattening farmhouses and devouring livestock whole. His uncanny resilience allows him to shrug off bodily ailments that would be lethal to lesser creatures, while his fits of unchecked rage make him a force to be reckoned with. The new overlord class “Infector” features a wide selection of powers centered around spreading pestilence and disease.

Descent: The Sea of Blood

The Sea of Blood expansion allows players to take their Descent games to the high seas. New board sections include large expansive ocean tiles with scattered islands, as well as large ship decks with additional tiles featuring ships’ cannons. The expansion includes an expansive overworld map featuring new sea areas and island locations to explore. The expansion also features new sea journey rules and adventures, as well as equipment and treasure cards and additional tuck boxes for packing the game away during longer campaigns.

Dice Town

Who will own the town when the dice are rolled? Gold mines are lush prairie land await, drawing pioneers and settlers like bears to honey. Prospectors and bank robbers, cattle barons and swindlers descend on the town, all competing to cut off the biggest piece for themselves. Opportunities are everywhere, if you’re smart enough – and lucky enough – to snatch them up. Dice Town is the poker game of dice and land grabs, where your roll determines your luck, not the other way around. Roll the poker dice and build the hand that gets you what you want. Rob the bank, mine for gold, or settle the land, but be smart, because only the best rolls can win, and there’s always someone willing to steal your hard-won rewards right out from under you. If your hand isn’t what you hoped it would be, you can always pay to try again – as long as you can afford it, that is. - Asmodee Games  

Dice Town expansion

The West just got even wilder. Slap on your Stetson, pull on your boots and check your ammo, because Dice Town isn’t the town you knew before. Sure, you can still mine gold and rob banks, but now outlaws have descended on the town, and the Indians are on the warpath. You’ll have a chance to build a fine ranch, if you can hold it, but this town needs deputies more than ever before. Roll your dice and try your luck! With the Dice Town Extension, you’ll have new options with every die roll. If you can’t rob the bank, take a shot at the stagecoach. When the sheriff’s office gets boring, hunt down some outlaws. And if you’re desperate enough, you can even hire those wanted men to work for you. New General Store cards, new land, and even the fabled Indian die await. Do you have what it takes to run this town? - Asmodee Games

Dicecapades

Can you stack six dice on top of each other within 30 seconds? Who can be the first person to roll a triple? Can you name as many state capitals as your roll? Know what arachibutyrophobia is? Arachibutyrophobia??? DICEcapades isn’t just the luck of the dice – it’s the smarts of the roller! Complete with 105 dice and 100 cards, exercise both sides of your brain with this super-fun game for friends and family! With a mixture of dice games, physical challenges, artistic creations, and trivia questions that are sure to test your noodle, you’ll see why DICEcapades = CRAZY FUN! - Haywire Group

Diplomacy

The Classic Game of Intrigue, Trust, and Treachery! At the turn of the 20th century, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits. Form alliances and unhatch your traitorous plots as you negotiate and outwit—in a delicate balance of cooperation and competition—to gain dominance of the continent! In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness. The 50th Anniversary Edition of Diplomacy contains: 30″ x 20″ Game Board 20 count strategy map pad 315 army, navy, and national control markers 24 page rulebook - Avalon Hill

Disaster Looms!

The Earth is probably doomed, and rumors and speculation run rampant. Newspaper headlines from across the globe stir the populace to desperation: “MELTING POLAR ICE CAPS” “RISING SEA LEVELS” “POLLUTION!” “OVERPOPULATION!” “NUCLEAR WINTER?” “RAVENOUS BLACK STAR GOATS?” “WILL METEORS STRIKE YOUR CHILDREN?” “DISASTER LOOMS!” The race to escape Earth has begun! With the world’s nations in decline, powerful corporations now stand as humanity’s last hope. Take the reins of one such corporation, as CEO, and venture out into space. With your mission in hand; build ships, collect resources, research technologies, survive the dangers of space exploration, and, while ticket sales hold steady, preserve the human race. Remember to stay a step ahead of competing corporations, which can use slick marketing campaigns and 10 cent tchotchkes to buy the loyalty of the people you just saved from certain doom! Players are rewarded points for sticking to the mission and building colonies, and saving colonists. As you are a CEO you are also rewarded points for filling the Corporate treasury, and building the company’s value proposition by retaining rights to the best technologies. Game play is fast, and exciting. Events, and the vast variety of hazards that space has to offer will keep you on your toes, and your underlings busy on the paperwork for decades to come!

Disc World: Anhk-Morpork

Be one of seven personalities vying for ultimate control of this proud and pestilent city, using your cunning and guile to complete your secret agenda. Along the way you’ll encounter wizards, assassins, watchmen and thieves… all of whom will affect your fortunes and continually change the fate of this mercantile metropolis. Each visit to Ankh-Morpork promises a unique player experience, combining rich visual styling’s and multifaceted gameplay. A finely detailed map and over one hundred individually illustrated cards depicting the city’s most beloved and infamous characters, locations, and organizations immerse the player in Discworld’s most unruly city. Use your cards to enlist minions, inhume the competition, and extort money from fellow players, but beware of random magic and nefarious actions dealt by your opponents that threaten your rise to the top! Discworld Ankh-Morpork blends the distinctive humor of Terry Pratchett’s best-selling novels with strategic challenge and a dose of mayhem into one devilishly addictive Discworld adventure for two to four players. Suitable for all the family, you don’t have to be a Discworld fan to play this game, but you might end up as one! Discworld Ankh-Morpork was devised by internationally renowned games designer Martin Wallace and a dedicated team of artists overseen by the Discworld Emporium. - Mayfair Games

Divinare

London, November 17th, 1896: The streets of the city are almost deserted, traveled only by passersby whose only goal seems to reach their warm homes as quickly as possible. But in the private salons of a luxury Bloomsbury hotel, the goal is something completely different. The fifty greatest known mediums are taking part in a never-before-seen tournament in order to determine which one is the most powerful of all. The final table opens in a few minutes and you will be joining it. Who will win the £1,000 reserved for the winner? In Divinare — pronounced “di-vin-AH-ray”, with the stress on the penultimate syllable — the players play the part of famous mediums who must attempt to divine the cards held by their opponents. In each round, only two-thirds of the cards — representing the four divination methods of chiromancy, crystallomancy, tasseomancy and astromancy — are dealt out, and are then revealed little-by-little, giving the players the possibility of narrowing their predictions. A good prediction will allow the players to win points, but guess wrong and you may be forced to take a penalty. The player with the most points after a set number of rounds wins.

Dixit Odyssey

Dixit Odyssey is both a standalone game and an expansion for Jean-Louis Roubira’s Dixit, which won Germany’s Spiel des Jahres award in 2010. Game play in Dixit Odyssey matches that of Dixit: Each turn one player is the storyteller. This player secretly chooses one card in his hand, then gives a word or sentence to describe this card – but not too obviously. Each other player chooses a card in hand that matches this word/sentence and gives it to the storyteller. The storyteller then lays out the cards, and all other players vote on which card belongs to the storyteller. If no one or everyone guesses the storyteller’s card, the storyteller receives no points and all players receive two; otherwise the storyteller and the correct guesser(s) each receive three points. Players score one point for each vote their image receives. Players refill their hands, and the next player becomes the storyteller. When the deck runs out, the player with the most points wins. Dixit Odyssey contains 84 new cards, each with a unique image drawn by Pierô and colored by Marie Cardouat, artist of Dixit and Dixit 2. It also includes a folding game board, 6 new rabbit scoring tokens (12 total), and a box large enough to hold all the Dixit cards released to date. Dixit Odyssey includes enough components for up to twelve players and also has variant rules for team play and for new ways to play with the cards.

Dixit Quest

Expansion for Dixit. 84 new cards with paintings that can be used on their own (but then you need some kind of voting tokens and paper and pencil to take notes of the scoring) or with those from the base game (or with Dixit: Journey or Dixit Odyssey). The game does not contain scoring board and tokens, but it will be packed in a smaller box in which it is much easier to take it on a trip. This game could theoretically be played as it is, but the components needed to play are contained in the base-game. As in Dixit, each round, one player takes on the role of Storyteller who chooses one card from his hand, tells, sings or does something that in his opinion is associated with the played card. Other players choose their own cards. Then cards are shuffled and revealed, and players vote which card was played by Storyteller, and score points according to their guesses. Player who has the most points wins the game.

Domaine

The king shall return… But before he does, the realm falls into anarchy and chaos. The lords of the kingdom struggle to improve their place and standing. New borders are drawn, and expanded through strength of arms and subtle maneuver. Each duke seeks to establish a claim over the most valuable parts of the kingdom before the king finally returns. In the dark of the Middle Ages, control of the land was the key to wealth and power. Can you control enough territory to become the most prestigious duke before the king’s return? In Domaine, players try and form domaines by placing walls on the modular board to enclose territory. Completed domaines can then be expanded, even into your opponents’. Protect domaines by placing knights, which resist expansion. Actions are taken by playing cards which have a cost associated with them. Gain money by selling cards and controlling mines. Sold cards can be acquired by other players. Players score points based on the quantity and type of terrain enclosed in their domaines, as well as by controlling many mines of a single type. The winner is the first player to cross a specific point threshold or the player with the most points when the card deck runs out.

Dominant Species

Game Overview 90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species. Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth. Each player will assume the role of one of six major animal classes — mammal, reptile, bird, amphibian, arachnid or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.” Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration and adaptation actions, among others. All of this eventually leads to the end game — the final ascent of the ice age — where the player having accumulated the most victory points will have his animal crowned the Dominant Species. But somebody better become dominant quickly, because it’s getting mighty cold…. Game Play The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles — converting them into tundra in the process — as the ice age encroaches. The cylindrical action pawns (or “AP”s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase. Generally, players will be trying to enhance their own animals’ survivability while simultaneously trying to hinder that of their opponents’ — hopefully collecting valuable victory points (or “VP”s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains. Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the “earth”). Element disks will be added to and removed from both animals and earth. When the game ends, players will conduct a final scoring of each tile — after which the player controlling the animal with the highest VP total wins the game.

Dominion: Dark Ages

Times have been hard. To save on money, you’ve moved out of your old castle and into a luxurious ravine. You didn’t like that castle anyway; it was always getting looted and never at a reasonable hour. And if it wasn’t barbarians it was the plague, or sometimes both would come at once, and there wouldn’t be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you’ve taken up begging. Begging is brilliant conceptually, but tricky in practice since no one has any money. You beg twigs from the villagers, and they beg them back, but no one really seems to come out ahead. That’s just how life is sometimes. You’re quietly conquering people, minding your own business, when suddenly there’s a plague, or barbarians, or everyone’s illiterate, and it’s all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else. Dominion: Dark Ages is the seventh addition to the game of Dominion. It contains 500 cards but is not a standalone game. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can get only via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.

Double Double Dominoes

Earn precious diamonds by outwitting your opponents and matching up your dominoes over key areas of the game board. Accumulate extra earanings by playing dominoes that match your pawn’s placement on the scoring track. Double Double Dominoes is a new spin on a classic game; it’s where dominoes and a classic style board game come together to provide hours of family entertainment.

DreadBall: The Futuristic Sports Game

DreadBall: The Futuristic Sports Game is the hyper-kinetic sci-fi sports game of unparalleled speed and ferocity – a fast, fun and tactical miniature sports board game written by Jake Thornton and created by Mantic Games. Two coaches compete for victory with teams of beautiful miniatures on a stunning sci-fi pitch. The game is easy to learn, yet challenging, with carefully orchestrated plays and counter attacks hinging on positioning and the mercy of the dice gods. Created by the finest sculptors, artists and game designers, DreadBall: The Futuristic Sports Game is the first in a series of visually stunning sci-fi sports games, to be supported with expansions introducing new teams and exciting new game play, building on the already impressive 84-page full-colour A4 rulebook.

Dreadfleet

For two bleak decades the Undead reavers of Count Noctilus have plagued the oceans of the world. After each raid, the Dreadfleet disappears into its lair as quickly and silently as it appeared, far from the reach of Man. And yet there remains hope. Captain Jaego Roth of the Heldenhammer has vowed to hunt down and destroy Count Noctilus and his Undead captains once and for all. With him sail the most notorious and cunning of the pirate lords of Sartosa, each borne to battle upon a giant warship bristling with cannons, organ guns and bolt throwers. At the stroke of midnight on Geheimnisnacht, most forsaken of nights, the Heldenhammer and her companions sail into the realm of undeath known as the Galleon’s Graveyard. One by one, Count Noctilus and his vile allies move in to stop them. Dreadfleet is a boxed game for two (or more) players that includes everything you need to make war on the turbulent seas of the Warhammer world. At your command are two fleets of ships: the Dreadfleet led by the Vampire Count Noctilus, aboard his gargantuan sea-hulk the Bloody Reaver; and the Grand Alliance commanded by the Pirate Captain Jaego Roth, who recently stole the Heldenhammer – the pride of the Imperial Fleet, and one of the largest galleons to ever sail the high seas. As your ships engage in furious battle, it’s down to you, the fleet captain, to make important split-second decisions. Do you bring all guns to bear on the closest enemy warship, or do you sail into position for a furious broadside? What happens when the warship catches fire, or worse, the powder kegs ignite? Exactly how much punishment can your warship take before it sinks without a trace? Are those Undead seagulls or flying piranha fish? And, when all else fails, do you have the courage to ram your foe, board their ship, and engage them in a duel to the death?

Dungeon Fighter

Explore spooky dungeons, find glorious treasure, buy powerful magic items, and challenge the most horrible creatures. Will your party be able to defeat the final boss? In Dungeon Fighter, a fully cooperative board game, players take on the roles of heroes venturing deep into a three-tier dungeon. Along the way, they explore the dungeon, search its many rooms, and face endless hordes of vicious monsters. Best of all, your skill determines the ability of your character. Can you kill Medusa without looking into her eyes, defeat the Minotaur in the labyrinth, or resist the breath of the dragon? Will you be able to hit a target by throwing the dice under your leg with your eyes closed? You will feel truly part of a centuries-old battle between good and evil…with a touch of foolish stupidity.

Dungeon Heroes

Dungeon Heroes is a tile-placement dungeon crawl. One player controls an adventure party of four heroes: a warrior, a wizard, a cleric and a rogue. The other player is the dungeon lord. He creates the dungeon and controls the monsters within. His goal is to construct a layout by placing tiles turn by turn that the heroes cannot survive. After the ninth turn the monsters within the dungeon enrage and begin to hunt down the heroes at the command of the dungeon lord. The heroes must unravel the dungeon lord’s scheme by disarming traps, killing monsters and using powerful magic to reveal hidden areas. Their goal is to locate three treasures to win the game. The dungeon lord, quite naturally, wants to stop the heroes from doing this…

Dungeon Heroes: Lord of the Undead

Beware of the trapped souls that linger in the dungeon. This expansion features the ghostly story of a lady long forgotten and a necromancer dabbling in dark magic. Amongst this angst, the Heroes come across an underground marketplace offering its help.

Dungeon Lords

In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down. Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective! Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available – with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn. There are 4 turns to place actions for each game “year” and two game years in a whole game. Each turn is identified as a “season”. Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare. At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for. Finally, at the end of each year, the heroes will travel down into the dungeon to fight. Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.

Dungeon!

In many ways Dungeon! is similar to Dungeons & Dragons, although much simplified and transformed into a board game. Players explore a dungeon that is divided into levels of increasing difficulty, fighting monsters for valuable treasure. As players venture deeper into the dungeon, the monsters become more difficult and the treasure more valuable. Several character classes each have slightly different fighting abilities – most notably the wizard, who can cast spells. Combat is simulated using dice; players roll the dice to attack a monster, and if unsuccessful, the dice are rolled to determine the effect of the monster’s counter-attack. The winner is the first player to bring a certain amount of treasure back to the Dungeon’s entrance.

Dust Tactics

Get ready to fight the war anew! The Dust Tactics: Revised Core Set is the perfect introduction for new players or a great expansion for veterans. It includes all new, never-before-released miniatures exclusive to this Core Set, an updated and comprehensive rulebook, the “Victory Bridge” scenario book, six custom dice, two double-sided terrain posters (each the size of six terrain tiles), ten unit cards, nine double-sided hazard squares, two ammo-crates, and two anti-tank traps. The Allies are ready to lay waste to their Axis foes with their new forces. Meanwhile, the Blutkreuz Korps refuse to be bested on any field of battle. Their new Axis troops are equally powerful. With astonishing abilities and firepower, it will be a struggle deciding which side you want to fight for. The included terrain posters unique to the Revised Core Set introduce Dust Tactics players to new terrain elements featured in the “Victory Bridge” scenario book. These terrain posters are a new warfare experience due to the new environment they offer players: a bridge and building structures, as well as new terrain symbols. The “Victory Bridge” scenario book offers players six never-before-seen scenarios with which they can carry out a campaign. England’s Cobden Bridge has suddenly become the strategic location for gaining access to Southampton. Can your faction take control of the bridge, and gain the advantage of advancing into southern England?

Dust Tactics: Operation “Cerberus”

Massive combat walkers tread the streets, armored troops storm the buildings of Southern England, and Dust Tactics pushes deeper into urban warfare with the campaign expansion Operation “Cerberus”, which features:New rules for multilevel combat. Squads can move up and down floors of the structures they enter, gaining advantages as they fire against foes outside the walls. This campaign expansion comes with parts for a customizable three-dimensional building, allowing players to construct terrain up to three stories tall. New skills for NCO Command Squads and heavy walkers. Two new heroes: The Axis assassin, Angela, and the Chef, who fights with two flamethrowers. A chronology of the alternate-reality World War II and profiles some of the war’s greatest heroes. Seven new scenarios.

Dwarven Miner

Welcome to Dwarven Miner, a game that sends you underground to collect resources from a mine so that you can then use those resources to craft items for your patrons. In the game, you’ll roll six custom dice in a push-your-luck style to see what can be pulled out of the mine. Craft those resources into all types of gear, from armor to magic wands to mithril swords. Patrons – which range from warriors and rune singers to alchemists and chieftains – are great and powerful dwarves who have chosen you to outfit them on their adventurous, mystical, and often dangerous professions. Each of them will require you to craft different items – and once those items are made, you can then activate those patrons. Each will earn you points and reward you with a special ability that affects the game. The first player to satisfy enough patrons to reach thirty points wins.

Eclipse

The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace, and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering, and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule? A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies, and build spaceships to wage war with. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations’ endeavors. The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!

Elasund: The First City of Catan

Elasund? The little settlement on the coast? Well, those days are long gone. Elasund is growing rapidly and Catanians are streaming into the city, eager to make a fortune! You are appointed to help the city develop. You heed the call to drive the city’s growth and prosperity forward. You have already hired workers and acquired building materials. What will your next building project be? And, just as important, where will it be? You are not the only developer in town, so you will need to be savvy and resourceful. Your competition is eager to outperform you and claim all of the credit! Fortunately, you’ll get the hand of this business quickly. Despite having limited resources early on you have enough gold to construct your first few small buildings. Your influential connections will provide you with all the necessary building permits! Once a building is constructed, it can start generating gold or influence for your use. Soon this flow of materials will allow you to start going after bigger projects! You may even become involved in the construction of the town church or the city walls. But beware of your competitors! They may try to leverage their way into your neighborhood with their own permits! If you don’t watch them closely enough, they might even attempt a hostile takeover of your buildings! Will you emerge as Elasuand’s most influential city developer? Find out in this new Catan adventure! - Mayfair Games

Eldritch Horror

Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction? Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas. While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world…even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators’ personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space. Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you’ll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a “reckoning effect” which, if triggered, ensure a much more sinister fate. All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they’re certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.

Escape: The Curse of the Temple

You are a team of adventurers – trapped in a cursed temple. Together you must activate the magic gems in the temple chambers in order to banish the curse. Look out for one another. Some tasks can be accomplished only as a team – and you have only 10 minutes before the temple collapses! Escape is a cooperative real-time game, that is not played in rounds. Instead, each player rolls as quickly and as often as he can with his five dice. - Queen Games To learn more, visit Queen Games at their website.

Eurorails: Epic Railroading in Europe

Eurorails is another entry in the Mayfair Games crayon rail games, like Empire Builder and India Rails. Its puzzle-piece board forms a map of Europe broken down into dots. Players use different-colored crayons to draw rail from dot to dot, building their rail system. A large deck of cards is used to determine how much money will be generated by picking up a particular commodity and delivering it to the listed city, with the payoffs being related to how far away the source is from the destination. As players generate more money, they build successively larger and more comprehensive rail systems, hopefully connecting to almost all the major cities. The goal of the game is to generate a set amount of money once you’ve linked all the major cities.

Evens Steven’s Odds

Educational Insights Even Stevens Odd is a fast-paced, dice rolling game that you and your family will love! Designed to make learning addition and subtraction fun, Even Steven’s Odd allows each player to choose an easy or difficult card which all players will race to win! The first player to win 10 challenges wins this fast-paced, dice-rolling race! This game includes 24 dice, 40 2-level challenge cards, 4 dice holders, and a game guide Made for two to four players, this game is designed for players ages seven and up. Small parts makes this game unsuitable for children under three. About Educational Insights Based in Southern California, Educational Insights specializes in the manufacturing and innovation of educational toys and games. Early childhood, math, language, Spanish, science, and social studies are all subjects they tackle in fun and inspiring ways. Teacher resources, classroom products, and games like Jeopardy are all a part of Educational Insights rich inventory designed by experienced educators and parents because they know best! Make learning fun with Educational Insights. Made of durable plastic. Suitable for 2 to 4 players. Helps your kid learn addition and subtraction in a fun way. Includes 24 dice, 40 cards, 4 dice holders, and a game guide. Challenge card measures 3.5W x 2.5H inches.

Farkle

Players roll dice for points. You roll 6 dice, remove only the dice you want to use for points, then re-roll the remaining dice. Some scoring dice must be removed after every roll. If you can eventually make all six dice count for score, pick them all up and keep going. - boardgamegeek.com  

FITS

FITS (Fill In The Spaces) is essentially a multi-player Tetris. Each player has an inclined board on which they place different polyominoes, with three, four, or five squares. Cards are drawn from a pile to tell the players which piece to take. The pieces may be rotated and reversed before they slide down the inclined area to dock to other gaming pieces, but unlike Tetris cannot be slid horizontally once dropped. Scoring is based on quantity and configuration of squares left uncovered. Unlike original Tetris there is no time pressure but like Tetris every player is engaged with his own board.

Flash Point: Fire Rescue

The call comes in… “911, what is your emergency?” On the other end is a panicked response of “FIRE!” Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack – then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger. You must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day. Flash Point: Fire Rescue is a cooperative game of fire rescue. All the players are on the same team and everyone either wins or loses together. To win, the players must rescue the victims trapped inside a burning building before the fire gets out of control or the building collapses.

Fluxx: The Board Game

Fluxx: The Board Game lives up to its card game namesake as this board game is all about change: changing rules, changing goals, and changing tiles on the board. Players start the game with their three pieces in the center of a 3×3 grid of tiles, with each tile divided into four spaces and each space showing an icon of some type (chocolate, sun, cookies, etc.) or an octagon or a portal. Players each start with three cards in hand, and the overall goal of the game is to collect 3-6 goal cards, with the exact number possibly changing during play. On a turn, a player draws one card, plays one card, then moves one space, with all of those values being subject to change during gameplay; depending on what’s currently allowed by the rules, you can also use movement points to rotate or move tiles in the play area. If you have a piece on each icon shown on the topmost goal card in play, you claim that card and are that much closer to winning. Players can also claim goal cards they have in hand by, again, placing their pieces on the appropriate icons. Other cards in the game allow players to change the rules, the game board, the ownership of player pieces, and so on.

Forbidden Desert

Gear up for a thrilling adventure to recover a legendary flying machine buried deep in the ruins of an ancient desert city. You’ll need to coordinate with your teammates and use every available resource if you hope to survive the scorching heat and relentless sandstorm. Find the flying machine and escape before you all become permanent artifacts of the forbidden desert! In Forbidden Desert, a thematic sequel to Forbidden Island, players take on the roles of brave adventurers who must throw caution to the wind and survive both blistering heat and blustering sand in order to recover a legendary flying machine buried under an ancient desert city. While featuring cooperative gameplay similar to Forbidden Island, Forbidden Desert is a fresh new game based around an innovative set of mechanisms, such as an ever-shifting board, individual resource management, and a unique method for locating the flying machine parts.

Forbidden Island

Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss! It’s a great honor to introduce the latest creation by cooperative game master, Matt Leacock. There are so many things we love about this unique game: from the rich illustrations, to the collaborative nature of play, to the innovative set of rules, to the infinite possibilities generated by the tiles and cards. Don’t be surprised if your pulse starts pounding faster soon after you start playing – it’s a game that instantly generates an electrifying atmosphere of tension and excitement! - Gamewright

Frag

Frag is the essence of early first person shooters like Doom and Quake distilled into a board game. The tagline sums up the game: “If it moves, shoot it.” Players create characters by assigning stat points and spawn on the game board, then roll dice to move around the board, pick up weapon and gadget cards, and shoot at opponents. There are also cheat cards that can be used to gain an advantage on other players when they least expect it. When players are killed they respawn on their next turn and the first player to score three kills is the winner.

Frag Gold Edition: FTW

Frag is about blowing stuff up. This expansion brings you new things to blow up, new weapons to blow them up with, and new places to do it. Arm yourself with the Assault Shotgun and the Shock Glove. Fight across two new maps, with lava and water terrain . . . either one can link to the gameboard from Frag Gold Edition for nearly ten square feet of arena! Blow up barrels and set off a chain reaction. Doors that open the Frag way . . . you have to shoot at the switch! And new scenarios, including the classic Last Man Standing. More weapons, more hazards, more targets. More . . . FTW!

Game Of Thrones Boardgame

Based on the best-selling novel series A Song of Ice and Fire by George R. R. Martin, A Game of Thrones: The Board Game Second Edition lets 3-6 players take control of the great houses of Westeros in an epic struggle to claim the Iron Throne.
Additional DescriptionMore Details

The updated second edition brings a host of enhancements to your A Game of Thrones experience. It incorporates elements from previous expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations. Convenient player screens will hide your underhanded dealings from prying eyes, while new Tides of Battle cards convey the uncertainty of war. This, along with updated graphics and a clarified ruleset, means the time has never been better to claim the Iron Throne.A Game of Thrones: The Board Game Second Edition includes:•1 Rulebook and 1 Game Board •138 Plastic Units •105 Cards •6 Player Screens

Guillotine

The revolutionary card game where you win by getting a head. This irreverent and humorous card game takes place during the French Revolution. Players represent rival guillotine operators vying for the best collection of noble heads over three rounds. Each round twelve nobles are lined up for the guillotine. The nobles are worth varying points depending on their notoriety. During your turn you play action cards to change the order of the line so you can collect the best nobles. The player with the most points at the end of the game wins. Will you be skillful enough to bribe the guards to collect Marie Antoinette? Or will you lose points for beheading the Hero of the People? Heads are going to roll! - Wizards of the Coast

Humans!!! 2: Sea Food

Can Zombies!!! swim? Let’s face it, when you were alive the question never crossed your mind. And now that you’re dead, well, the question still hasn’t occurred to you. Although you may be able to answer it if you could think about something other than how hungry you are… - Twilight Creations

Kingdom Builder

In Kingdom Builder, the players create their own kingdoms by skillfully building their settlements, aiming to earn the most gold at the end of the game. Nine different kinds of terrain are on the variable game board, including locations and castles. During his turn, a player plays his terrain card and builds three settlements on three hexes of this kind. If possible, a new settlement must be built next to one of that player’s existing settlements. When building next to a location, the player may seize an extra action tile that he may use from his next turn on. These extra actions allow extraordinary actions such as moving your settlements. By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board. Each game, players will use a random set of Kingdom Builder cards (3 of 10), special actions (4 of 8), and terrain sectors to build the map (4 of 8), ensuring you won’t play the same game twice! - boardgamegeek.com To learn more, visit Queen Games at their website.

Krosmaster: Arena

In Hormonde, a strange world deep in the folds of time, the Hour Demons have finally found a hobby worthy of their cruel hearts… the Arena! The idea is simple. They select warriors of all ages and lands and whisk them away to the Hormonde where the enslaved gladiators must fight for their souls and the chance to become the ultimate champion. Why don’t the gods put an end to this macabre circus? Why does Xelor himself turn a blind eye to the demons’ meddling with time’s delicate web? Well, you may ask, but it is not for us mortals to know the minds of the gods. Krosmaster: Arena is a player-vs-player, tactical card game with anime-style miniatures that offers the craftiest tacticians among you the chance to challenge other players to heated battles in arenas scattered around Hormonde. All players build their team using a pre-determined method, whether a point system, draft, or at random. Equip your team with spells, weapons and other items adapted to their requirements, then utilize their various talents and abilities to create a powerful fighting force. Every figure has a point value attached to it to help balance things out. Randomly drawn event cards spice up the game at each turn, and the winning conditions differ for each game based on the scenario you choose to play. Only those who are able to create a strong, yet versatile, strategy will prevail!

Mage Knight Board Game

The Mage Knight Board Game throws you and up to three other Mage Knights into the sprawling and ever changing world of the Atlantean Empire, a land that is but a distant memory since your transformation into a mysterious Mage Knight. Build your armies, defeat bands of marauding enemies, and eventually conquer cities in the name of the mysterious Void Council. Designed by renowned designer Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience. - WizKids For more information, visit WizKids’ website.

Magic the Gathering: Planechase 2012

Each game pack contains a sixty-card Magic deck, a ten-card planar deck, a planar die, and a Planechase strategy insert with multiplayer rules. Each deck has eight new plane cards and two new phenomenon cards, and these cards are not shared between decks; there are a total of 32 new planes and 8 new phenomena. Each of the cards in the 60-card decks is black-bordered and tournament legal. This means that these cards are legal for use in any tournaments where the original printings are still legal. There are a total of 21 new Magic cards in the set, spread across the four decks. Each deck has six of the cards (counting by name), although some appear in multiples. These brand new cards are legal in Eternal formats.- Wizards of the Coast 

Malta

Draw, play, and move, that’s all you’ve got to do. But what can you play? You can Remove a Space to try to strand your opponent in the corner, but he might counter with an Allemande Left leaving you in the same situation. Maybe you can have a Party at My Place and then Teleport away. Or if things get desperate, you can always just Catapult someone clear across the board. But no matter what, don’t forget to not lose! - Z-Man Games  

Mice and Mystics

Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle’s housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to hoard the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds.

Pandemic

Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together, playing to their characters’ strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are outbreaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures. A truly cooperative game where you all win or you all lose. - Z-Man Games

Pass the Pigs

Pass the Pigs is the classic party game where players try their luck using pigs as dice! Roll the two comical pigs as many times as you dare on your turn to rack up points. But if you press your luck and roll a “Pig Out!” or an “Oinker!” you’ll lose them all. First player to score 100 points wins! - Winning Moves Games

Pirate’s Cove

Your objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles; burying gold and treasure; and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas! The game has 12 turns and at the start of every turn, each pirate must decide (secretly) which of the 6 islands they will visit. All players reveal their navigation directions simultaneously and then the turn is resolved. If any two or more pirates end up at the same island, Combat ensues. Combat resolution is determined by the strengths of your ship and the results of cannon fire (dice). The goal of combat is to scare away rival pirates so that you are the only pirate left at the island. If you stay in combat too long, your ship will suffer and make subsequent turns more difficult, so there is a fine balance of when to stay and fight and when to let the bigger ship have its booty. If you flee from combat, you end up at Pirate’s Cove where you receive a small compensation for the turn. Once all conflicts are resolved, then the bounty for each island is given out. Each island (except Pirate’s Cove and Treasure Island) offer various amounts of Fame, Gold, Treasure or Tavern cards. The bounty is skewed so that some Islands are clearly better choices than others, so it can force you to decide (or bluff) if you think you can take the island should other pirates go after the same bounty. Once you have your bounty, you can purchase upgrades for your ship. Each Island offers a different ship component. The four parts of your ship are: Sails (determines speed and initiative in combat), Hull (how much treasure you can carry), Crew (needed to man the cannons), and Cannons. (The lower number of Crew and Cannons determines how many dice you roll in combat). There is also an island with a Pub that offers useful strategy cards to help you in all aspects of the game. The last island is treasure island which offers no real bounty other than the chance to bury treasures that you have in the hull of your ship. Buried treasure is converted to Fame (which is the ultimate goal of the game). Other random elements of the game include the dreaded Legendary Pirates who are highly dangerous ships that patrol the islands in order. One of 5 different Legendary Pirates (which include famous names like Blackbeard and The Flying Dutchman) is drawn at the beginning of every game, and stays until defeated. If you end up at the same island as one of them, you had better have a strong ship and helpful allies or they will blast you with their powerful cannons. However, if you can manage to sink their ships, you can score a good amount of fame! But beware, once you defeat him/her a new Legendary Pirate will appear to wreck havoc in the islands. At the very end of the game, there is a chance for everyone to tell “tall tales” about themselves to increase their final fame standings. These tall tale cards are gained at the pub and offer yet another fun “pirate” mechanic. In all, Pirate’s Cove offers you the chance to truly play like a pirate where you can fight and plunder your way to victory.

Pit

Shout your deal and trade your cards to ”corner” the market. Be the first to get all the cards of one commodity, slap the ”Corner!” board and you’ll win the hand! - Winning Moves Games

Poo!

It’s been a tough day in the monkey cage and something in the food tonight wasn’t quite right. In monkey world, there’s only one thing that can be done about it – fling poo! It doesn’t matter who started it in this fast and furious game of monkey see, monkey doo. It only matters who has what it takes to be king of the cage! - Wildthing Games

Redneck Life

Do you say Redneck like it’s a bad thing? A roll of 2 dice determines the grade you complete in school, which sets you up for one of 11 fabulous careers such as Mullet Salon Operator or Monster Truck Announcer. Journey through Blue Collar Americana by going into debt to purchase a vehicle, get married, divorced, re-married, purchase a home, and raise a passel of young’ens. Through accidents and brawls, players lose teeth during the game. Buy some back if you can… as the player with the most teeth remaining at the end of the game wins! Some card examples: New business venture: Steal and sell wheelchairs. Collect $300. Accidentally break industrial scale at feed store while weighing yourself. Pay $200 for repairs. You need more time to watch TV You may divide your young’uns between the other players.

Resident Evil Deck Building Game

In Resident Evil, a deadly virus has caused the dead to rise and infect any living thing they encounter! Fleeing to a mysterious mansion, you must gather any materials you can find to protect yourself and fight for your survival against a legion of infected beings! The Resident Evil DBG brings the story to life in a game of strategy where players construct their card decks while they play. Choose one of your favorite characters from Resident Evil such as: Chris Redfield, Jill Valentine, or Albert Wesker among others. Players start with only the most basic of items and weapons. As the game progresses, players build their arsenal with additional Weapons, Ammunition, Action or Item cards to customize their deck and improve their ability in defeating the Infected! Your deck will be your lifeline to survival. How will you survive the zombie outbreak? The Resident Evil DBG will consist of 250 playing cards, 3 different game modes (Story, Mercenary and Versus) and hundreds of possible scenarios within each mode for unlimited replay value. No two games will ever be the same!Story mode is the main version of the game where players must race to claim the best weapons, items, and ammunition before others get to it first. Quick thinking and a good instinct will help you survive the Mansion and be the one to escape to safety. Mercenary mode is similar to Story mode but this mode rewards the players that take the offensive. Players must prove their skills by defeating as many zombies as they can in a limited amount of time. This mode can be played in teams. Versus mode removes the Infected from the game and pits the human characters against each other in a battle for dominance. Players must watch their back as they attempt to defeat each other while staying alive themselves. Watch out because you may find that players are not as merciful as the Infected!Players take on the role of one of the Heroes of Resident Evil. They start with a deck of 10 cards, which consist of Weapons and Ammo. Players must use their resources to obtain more powerful Weapons, Ammo, Items, and Action Cards that they add to their deck. As you progress in the game your Deck will become stronger and more efficient. You must use the cards in your deck to fight the “Infected” creatures which awards you Decorations . To win the game you must defeat more “Infected” creatures then your opponents, but the game only ends when the strongest “Infected” creatures is killed. Once he is killed, the player that has gained the most Decorations wins the game.Ammo cards are used to power your Weapons as well as purchase new cards. Weapon cards are used to battle the “Infected” creatures. Stronger weapons require more ammo. Item cards allow you to strengthen and Heal your Character. Action cards give you additional actions that you can take during your turn, such as drawing more cards or improving the power of your weapons.

Revolution!

In Revolution! players take advantage of the fluid political situation by secretly bidding for a number of characters, each yielding a combination of territory control, points (popular support) and more currency with which to bid next round. Players win by gaining the support of the people (the most points). Players can gain bonus points by controlling an area of the city at the end of the game.

Rivet Wars

Rivet Wars is a miniatures boardgame that springs forth from the warped imagination of Ted Terranova – set on a world that never quite left World War I but with crazy technology like walking tanks, diesel powered armor, unicycled vehicles and armor plated cavalry! Don’t let the cute visuals fool you, it’s a world full of angst, war-torn camaraderie and dark humor. Rivet Wars is at its heart a strategy game, with both players deploying units each round to counter the threats set forth by their opponent and stay one tactical step ahead. Heavily influenced by Ted’s experience working on RTS games like Rise of Nations, players gather resources (bunkers and capture points) and use these to deploy streams of new units! There’s an ebb and flow on the tactical landscape and you can stock up surprises for your opponent to be unleashed even as he thinks he’s winning! Box Contents: 38 highly-detailed plastic miniatures • 34-page rulebook • 16 stat cards • 2 stat dashboards • 24 Action! cards • 10 Secret Mission cards • 9 double-sided tiles • 1 tracking tile • 6 bunker markers • 6 strategic objective markers • 6 minefield markers • 6 tank trap markers • 6 razor wire Markers • 12 flag tokens • 5 gas plastic markers • 4 victory plastic markers • 24 damage plastic markers • 6 six-sided dice

Scattergories The Card Game

The category card says At the Beach. The letter card says S. As quickly as possible, slap the “I Know” card and shout out your answer. (It could be “Sand!” “Surf!” “Shells!” “Sandwiches!”… you get the idea.) The player who answers first correctly takes one of these cards. A replacement is flipped and play resumes. The player with the most cards wins. It’s fast, it’s fun, it’s delightful! Scattergories The Card Game features all the exciting elements of the Scattergories game in a great, portable format. The two decks of cards form endless combinations, so every game is different. - Winning Moves Games

Settlers of Canaan

Settlers of Canaan takes place in the territory of Canaan off the coast of the Great Sea. Each Player represents a tribe of Israel as they seek to settle the land of Canaan. The time period of the game spans the time of Joshua’s conquests of Canaan (Joshua), the turbulent years ruled by judges (Judges) through the choosing and crowning of King David (I & II Samuel). The game uses the same basic mechanics as Settlers of Catan but adds some unique elements, similar to the Historical Scenarios. In the case of this game, players build the wall of Jerusalem by contributing bricks. The player who contributes the most bricks earns victory points and the right to use a special “rule-breaking” power of his/her choosing. This is contested in the same manner as “the longest road” from Settlers. The German version does not use the build Jeruselem and stones mechanics. Instead there are 13 hero cards that generate God’s help. There are events (cards) that take place. Also the German board has 5 hexes not on the English board and one changed hex as well. Belongs to the Catan Series.

Shear Panic!

“The Best Game Ewe Ever Herd!” Ah, do ewe long for the life of a sheep? Bright summer days filled with games of tag and attempts to flock closer to Roger, the Heartthrob Ram? But, Watch Out! The shearer wants to drag you away from all the fun and games! In Shear Panic, ewe maneuver your ewes to score points, playing tag, standing close to Roger, or trying to avoid the shearing scissors! Will your brave sheep score the most points, or will it be “Off with the wool” for ewe?

Shogun

Shogun is based on the Wallenstein (first edition) game system. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate. The game is an international edition with language-independent components and five language-dependent rule booklets. Japan during the Sengoku or “Warring States” Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill. Each round, the players decide which of the actions are to be played out and in which of their provinces. If battle ensues between opposing armies, the unique Cubetower plays the leading role. The troops from both sides are thrown in together and the cubes that fall out at the bottom show who has won immediately. Owning provinces, temples, theaters, and castles means points when scores are tallied. Whichever Daimyo has the highest number of points after the second tally becomes – SHOGUN!

Sid Meier’s Civilization: The Board Game

A great, wide world awaits your burgeoning empire. There are remarkable wonders to create, vast cities to build, and sprawling lands to discover. Can you lead your civilization to greatness? Build the future of your dreams with Sid Meier’s Civilization: The Board Game! Based on the widely popular video game by Sid Meier, Civilization: The Board Game is a board game of empire building in which 2-4 players compete to establish the most successful civilization of all time. Take control of powerful leaders from throughout history and lead great military campaigns, become the cultural hub of the world, or advance your technology into the stars. The world is at your fingertips. In Civilization: The Board Game players can win in a variety of ways, utilizing many different strategies. Perhaps you would like to focus on advancing your civilization on the Culture Track, gracing the world with beautiful works of art, extravagant theaters, and musical masterpieces. Or maybe you have powerful armies under your command, giving you the advantage on the battlefield, and your key to victory is the subjugation of your opponents. Another way to win is by becoming the wealthiest empire, amassing the most gold over the course of the game. And finally, the player that advances their technology far enough to become the first civilization to pursue space travel achieves a technology victory. - Fantasy Flight Games

Sid Meier’s Civilization: The Board Game – Fame and Fortune

The Fame and Fortune expansion for Sid Meier’s Civilization: The Board Game provides players with new game options, and brings a host of enhancements.Four new civilizations: The Arabs, the Spanish, the Greeks, and the Indians.A new deck of “Great Person” cards that allows players to recruit the aid of specific figures from history, such as Joan of Arc, Marco Polo, Hannibal, or Gustavus Adolphus.New map tiles, tech cards, culture event cards, and the introduction of the investment deck, which features cards that allow players to spend hard-earned coin to reap ongoing benefits.Components for a fifth player.With eleven new map tiles, over 150 cards, plus more than 120 markers and tokens, Fame and Fortune offers a remarkable set of engaging new options to guide your people to greatness!

Sid Meier’s Civilization: The Board Game – Wisdom and Warfare

In Sid Meier’s Civilization: The Board Game – Wisdom and Warfare, six new civilizations join in the battle for supremacy: Aztecs, English, French, Japanese, Mongols, and Zulu – each with its own special powers. Along with the new civilizations comes new technologies, relics, wonders, and culture cards. An alternative set of combat cards in which each unit now has separate Strength and Health values is provided for more tactical battles. With these new cards, a battle’s winner is determined by comparing the total health minus the wounds of each side, plus any combat bonuses. Even if you can’t completely kill a unit, damaging it will still have an effect on future turns. Wisdom and Warfare also provides the rules for a new city action, “Starting a Building Program”, which is a power-up for when that city produces something. This expansion also includes Social Policies that civilizations can adopt, such as “Rationalism” and “Organized Religion”, and these policies offer options and provide bonuses for long-term planning.

Star Trek: Catan

Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German. In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities. On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources. Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn’t otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.

Star Trek: Catan – Federation Space Map Set

During its original mission, the Enterprise, Captain Kirk, and his intrepid crew visited many strange new worlds and discovered many new life-forms and civilizations. Now you and your friends can boldly go and explore this galaxy, too, with the Star Trek: Catan – Federation Space Map Set, which includes two maps depicting the Known Galaxy. Based on the “Explored Galaxy” map seen in Kirk’s quarters itself, these maps allow you to settle the famous worlds of Federation Space using pieces from your Star Trek: Catan base game.

Takenoko

A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden. In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

The Adventurers: The Pyramid of Horus

Descend into an ancient Egyptian pyramid with The Adventurers: The Pyramid of Horus, a standalone board game of danger and exploration for 2-6 players. In this fast-paced and tense experience, whichever player escapes from the pyramid alive and with the highest Treasure value wins the game. Will you emerge bearing priceless archeological treasures or will you succumb to the mortal dangers waiting inside? As an Adventurer you can explore the pyramid, searching for archaeological relics hidden or buried in four chambers or corridors. But perils haunt your pursuit of treasure, and falling stones threaten to trap you inside forever if they obstruct the only way out. Adventurers must also be wary of hidden threats that can wound them and living mummies who roam the corridors! Disturbing a cursed pyramid has its hazards, but there is no adventure without risk. Can you make it out alive and wealthy or will this ancient Egyptian tomb be your final resting place?

The Adventurers: The Temple of Chac

At the heart of the Guatemalan jungle, twelve famous adventurers are about to explore an ancient Mayan temple dedicated to Chac, the god of rain and thunder.  The forboding structure promises to contain priceless artifacts of the Mayan culture…but also lethal traps!  Are you daring enough to enter the Temple of Chac?  You could emerge with treasure beyond your wildest dreams…if you survive!

The Big Bang Theory: The Party Game

Genius is relative in The Big Bang Theory Party Game, a new game that allows you and your friends to revisit moments from the smash hit TV series. Whether you’ve earned a Ph.D. in the science of “The Big Bang Theory” or are discovering the world of Leonard, Sheldon, Howard, Raj, and their neighbor Penny for the first time, you’re guaranteed to be laughing and having fun. In each round, one player serves as Referee, flips over a Red card, and reads it aloud; if it has a green background and says “Experimental Formula” on it, the Referee indicates that as well. The other players – who have seven cards in hand – each submit one or two cards face down that they feel best describes the category or description on the Referee’s card. For example, if the Red card says “Often Leads to Disaster”, you could submit a Blue card such as “Killer Robot”. If the Red card were an Experimental Formula, such as “Hilarious Battle”, you submit two Blue cards using your envelope, such as “Horny Engineer” and “Giant Rabbits”. If any player has a “Bazinga!” card in hand and wants to play it, he must do so after each player has made a submission, but before the Referee has revealed them! The Referee then reveals cards from the Red Deck until he reveals a card of the same type (either Basic or Experimental Formula) as the original card, thereby creating entirely new criteria by which to evaluate those same submissions. Next, the Referee mixes up the submitted Blue cards or envelopes so that no one knows who submitted what. Then, the Referee turns all of the cards face up, reading each card name aloud. He then ranks each card (or pair of cards) in the order he feels best matches the criteria on the Red card. The first place submission is awarded the highest numbered point chip, which is taken from the pile, the second place submission is awarded the second highest point chip, and so forth. The player to the left of the Referee becomes the new Referee, and you start a new round. Whoever ends up with the most points wins!

The Castles of Burgundy

The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travelers. The game is about players taking settlement tiles from the game board and placing them into their princedom which is represented by the player board. Every tile has a function that starts when the tile is placed in the princedom. The princedom itself consists of several regions, each of which demands its own type of settlement tile. The game is played in five phases, each consisting of five rounds. Each phase begins with the game board stocked with settlement tiles and goods tiles. At the beginning of each round all players roll their two dice, and the player who is currently first in turn order rolls a goods placement die. A goods tile is made available on the game board according to the roll of the goods die. During each round players take their turns in the current turn order. During his turn, a player may perform any two of the four possible types of actions: 1) take a settlement tile from the numbered depot on the game board corresponding to one of his dice and place it in the staging area on his player board, 2) take a settlement tile from the staging area of his player board to a space on his player board with a number matching one of his dice in the corresponding region for the type of tile and adjacent to a previously placed settlement tile, 3) deliver goods with a number matching one of his dice, or 4) take worker tokens which allow the player to adjust the roll of his dice. In addition to these actions a player may buy a settlement tile from the central depot on the game board and place it in the staging area on his player board. If an action triggers the award of victory points, those points are immediately recorded. Each settlement tile offers a benefit, additional actions, additional money, advancement on the turn order track, more goods tiles, die roll adjustment or victory points. Bonus victory points are awarded for filling a region with settlement tiles. The game ends when the last player finishes his turn of the fifth round of the fifth phase. Victory points are awarded for unused money and workers, and undelivered goods. Bonus victory points from certain settlement tiles are awarded at the end of the game.

The Great Dalmuti

Life isn’t fair… and neither is The Great Dalmuti! One round you’re at the top of the heap, and the next you’re peasant scum in this fast-paced card game of medieval one-upmanship. The players take their places in the pecking order, from Greater Peon to Greater Dalmuti, and try to get rid of the cards in their hands. Next round, everyone’s roles could change because the faster you get rid of your cards, the higher you’ll go. If you’re unseated, you’re really unseated: everyone moves around the table each round to take up their new positions. But don’t get comfortable in the cushy chair of the Greater Dalmuti, because in a single hand even the lowliest Peon can boot you out the door. Sound unfair? Sure it is! But ah, the sweet taste of victory could make it all worthwhile…. - Wizards of the Coast

The Hobbit

The Hobbit is a novel that tells the tale of a diminutive hero that, with the help of a group of stalwart dwarves, sets off to infiltrate Smaug’s lair in an effort to plunder the dragon’s vast hoard of treasure. Now it’s your turn to take on the roles of the dwarves, aiding Bilbo in his monumental quest to defy the odds and become a legend… The Hobbit is a board game of adventure and treasure for 2-5 players. On his quest to the Lonely Mountain, Bilbo Baggins will need assistance and guidance from his stoic dwarf companions. As one of these dwarves, it is your responsibility to aide Bilbo on his journey and ensure that you recover the treasure that is destined for you. Conceived by acclaimed designer Reiner Knizia, The Hobbit features elegant game play, combining strategic card play with the unpredictability of dice rolling. The objective of the game is to be the player who accumulates the most treasure by the end of the adventure. Treasure is won through Adventure Cards, which are drawn when Bilbo enters an Adventure Space. Adventure Cards present players with a challenge that can be overcome by using the game’s custom dice. Bilbo’s dwarven companions have three stats that influence their ability to complete Adventures: Cunning, Strength, and Initiative. Cunning allows the player to re-roll dice when resolving Adventure Cards, Strength provides a number of axes to Adventure checks, and finally Initiative determines which player draws the Adventure Card first and how many shields they will contribute to battle. Game Components:    1 Rulebook and 1 Game Board     1 Bilbo Figure     1 Smaug Figure (The Dragon)     38 Event Cards     31 Adventure Cards     5 Character Boards     15 Markers     60 Dwarf Cards     24 Dragon Tiles     50 Provisions     1 Ring (…to rule them all ;b)     5 Original Colored Dice     60 Jewels 

The Settlers of Catan

Players are recent immigrants to the newly populated island of Catan. Expand your colony through the building of settlements, roads, and villages by harvesting commodities from the land around you. Trade sheep, lumber, bricks and grain for a settlement, bricks and wood for a road, or try to complete other combinations for more advanced buildings, services and specials. Trade with other players, or at local seaports to get resources you might lack. The first player to achieve 10 points from a combination of roads, settlements, and special cards wins. - Mayfair GamesThis strategic board game is a favorite amongst our customers for being an easy to learn crowd-pleaser, whether your group is made up of hardcore gamers, casual gamers, or everyone in between. The game can be played with 3 to 4 players; we like playing it with 4 players to make the most of the bartering system. Need room for more? Add more players with the 5-6 player extension!

The Settlers of Catan: 5-6 Player Extension

Allows you to add up to two more opponents to The Settlers of Catan. The only change in the rules is that there is a building round at the end of each turn in which any player can build.

The Settlers of Catan: Cities and Knights Expansion

Dark clouds are gathering over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sailed to attack the country. Fortunately, warning has given Catan time to meet the danger. The size of the barbarian army corresponds to the number of cities in Catan. Thus, for Catan to fend off the barbarian attack, the players must form a knight force as strong as the barbarian force. In addition to fending off the barbarians, players compete to build the three great metropolises of Catan. Each of these magnificent centers are worth two additional victory points. To build a metropolis, players must invest in city improvements. To acquire these improvements, players must acquire the three new types of Trade Cards: Coinage, Paper, and Cloth. These cards can only be gained by building a city next to mountain, forest, or pasture hexes. - from Mayfair Games

The Settlers of Catan: Seafarers

Expand your The Settlers of Catan® game in new directions, add islands, pirates, gold, ships, and trade. Explore and colonize the newly populated Archipelago of Catan. Build settlements, roads, and villages by trading commodities from the land and islands around you. Trade sheep and wood for a ship, bricks and wood for a road, build new settlements and improve settlements into cities. - Mayfair Games

The Settlers of Catan: Traders and Barbarians

Delve deep into Catan! In Catan: Traders & Barbarians you’ll find lots of cool new ways to explore Klaus Teuber’s award-winning game series. You can now play with just 2 players! Add a harbormaster, a friendly robber, or special events. Play with a wealth of new wooden pieces and capabilities. You can even link your games to create an intriguing campaign. Use these 4 variants and 5 scenarios to reinvent your Catan experience! 5 Challenging New Scenarios: The Fishermen of Catan- Fish in the great lake or try casting in rich coastal shoals. A fresh, expanded, and updated version! The Rivers of Catan- Not one, but two, great rivers invite flourishing commerce. Bridge them en route to glory and wealth. The Caravans- Nomads of the oasis seek wool and grain. Camel caravans offer trade. Barbarian Attack- Eager for booty, vile barbarians land and occupy Catan’s fertile shores. Brave knights unite and ride to battle. Traders & Barbarians- Your wagons transport fine marble, glass, tools, and sand to help restore Catan’s castle to splendor. Combine these rich scenarios to create a compelling campaign! - Mayfair Games  

The Settlers of the Stone Age

Man’s Epic Struggle. The cradle of modern humans, called Homo sapiens by scientists, was located in Africa more than 100,000 years ago. The first branches of this family began a journey that spanned thousands of years. Eventually leading them to Australia and America. The enormous difficulties of this journey were overcome because of Homo sapiens’ unique ability to adapt to its environment. Their highly developed brains and their mastery of crafts enabled them to flourish in even the harshest conditions. In this exciting game, you will guide the journey of one of these branches. You must strive to spread your people over the whole world. In order to expand your branch of humanity, you must develop certain talents: advances in the preparation of food will allow your people to spread faster and wider, while new hunting techniques can protect them from dangers. And your people will need warm clothes to cross the ice deserts of the north and boats to settle Australia. Of course, all of this is possible only if you have enough raw materials: meat, hides, bones and flint. There are many paths that you may follow to victory. But it is certain that the player that settles in the most productive lands, trades for missing raw materials with the other players most skillfully, and is able to best penetrate the lands of Australia and America, will end the game with their nose in front!

Thurn and Taxis

In Thurn & Taxis, players build post office routes across Bavaria and the regions around, collecting bonus points in various ways. The board shows a map of all the towns, with roads leading from each one to some of its neighbors. There are various colored regions around the board, most with one or two towns, and a large region with all the Bavarian towns in the center. From a display of six city cards (or the top of the deck), you draw one or two cards each turn, add one or two to your route, and score for it if you’re ready to score. The fact that you *must* add at least one city to your route each turn or lose the whole route gives the game an enjoyable planning element.

Thurn and Taxis: All Roads Lead to Rome

This 2nd expansion for Thurn and Taxis is actually two in one!  In Audience, each player sends 5 clergymen to attend an audience with the Pope in Rome.  The players endeavor to make certain the carriages with the clergymen arrive, but not too early!  A player who arranges for his cardinal to arrive at just the right time will score more points than the player who manages the same with a simple priest.  In Office of Honor, the players try to use the office holders as evenly as possible, in order to receive different office tiles.  The more different tiles a player can return at one time, the greater benefits he receives.

Ticket to Ride

Ticket to Ride is a cross-country train adventure in which players collect and play matching train cards to claim railway routes connecting cities throughout North America. The longer the routes, the more points they earn. Additional points come to those who can fulfill their Destination Tickets by connecting two distant cities, and to the player who builds the longest continuous railway.The object of the game is to score the highest number of total points. Points can be scored by: Claiming a Route between two cities on the map; Successfully completing a Continuous Path of routes between two cities listed on your Destination Ticket(s); Or by completing the Longest Continuous Path of routes. Points are lost if you do not successfully complete the route given on your Destination Ticket(s). - Days of Wonder

Ticket to Ride: Alvin and Dexter

Meet Alvin & Dexter – two detailed monster figures that bring their own special brand of chaos to cities across the Ticket to Ride landscape. Alvin (the Alien) and Dexter (the Dinosaur) are two wacky characters ready to help you stomp opponents and zap tickets in this fun expansion. But don’t take them too lightly; they also introduce a devious new tactical layer to the game. The last two players to start get to place the monsters in different cities on any Ticket to Ride map. It doesn’t matter which map – Alvin and Dexter are just as adept at rampaging through London, Zurich or Stockholm as they are in New York or San Francisco. Once a monster moves in, it’s now a City in Chaos – no one can build a new route into or out of that city until the monster moves on! Players may move a single monster to a different city anytime during their turn by turning in 1 or 2 Locomotive wild cards and moving the monster up to 3 cities away for each card they discard. The player who moves Alvin (or Dexter) the most during the game will also earn a bonus. Any Destination Tickets that include cities that Alvin and Dexter occupy at the end of the game are worth only half their normal point value! This is an expansion. An original copy of any complete board game from the Ticket to Ride series is required to play with the Alvin & Dexter Monster Expansion. - Days of Wonder

Ticket to Ride: Asia

Embark on an incredible adventure in Alan R. Moon’s Team Asia map as you and a partner compete against other teams on a 25,000 kilometer ride from Kabul to Beijing, through the steppes of Mongolia and the Gobi desert up to the Yellow River! Or, if you prefer the quiet pleasures of traveling alone along the Silk Road, or winding your way through the hustle and bustle of Indochina, venture into the forbidden eastern lands of François Valentyne’s Legendary Asia. Just be ready for a hair-rising ride through the mountain passes of the Himalayas!

Ticket to Ride: Europa 1912

Upgrade your ticket with exciting new routes to the great rail destinations of Europe and add fresh new gameplay to all versions of Ticket to Ride with Warehouses and Depots! The Ticket to Ride Europa 1912 expansion for the Ticket to Ride series includes 101 Destination Tickets – the 46 original tickets, plus 55 new ones that enable 3 new variants to the Ticket to Ride Europe map: Europe Expanded, which adds 19 new routes to the original 46; Big Cities of Europe, with tickets to 9 major European cities; and Mega Europe, which uses all the new routes as well as the 46 original Destination Tickets. This expansion also introduces Warehouses & Depots – new game rules and pieces that create an additional strategic layer and can be played with any of the Ticket to Ride maps. Wooden Train Depots are placed on cities selected by each player. Throughout the game, each player’s Warehouse will accumulate Train cards and those who have the foresight, clever timing, or just plain good fortune to build a route to a Depot can make off with a fistful of Train cards. Depot placement and skillful Warehouse tactics become a key part of a winning Ticket to Ride strategy! - Days of Wonder

Ticket to Ride: Europe

From the craggy hillsides of Edinburgh to the sunlit docks of Constantinople, from the dusty alleys of Pamplona to a windswept station in Berlin, Ticket to Ride Europe takes you on an exciting train adventure through the great cities of turn-of-the-century Europe. The second installment in our best-selling Ticket to Ride series of train adventures, Ticket to Ride Europe takes you into the heart of Europe. In addition to the new board map, Ticket to Ride Europe offers you brand new game play elements including Tunnels, Ferries and Train Stations. We’ve also upgraded you to First-Class accommodations with larger cards, new Train Station game pieces, and a lavishly illustrated game board. When Alan R. Moon, the game designer, and we embarked on this new adventure, we worked hard to make sure we’d bring you more than just a new map, but rather a whole new game experience on the tracks of turn-of-the-century Europe. - Days of Wonder  

Ticket to Ride: India

Embark on a tour of Ian Vincent’s India and discover one of the most densely populated and colorful countries of the world. The year is 1911, and the world is changing fast in the British Raj. Will you complete your Grand Tour in time, or lose to more cunning – or simply better connected – opponents? Also includes Alan R. Moon’s terrific map of Switzerland, specifically designed for 2 and 3 players and made famous by Ticket to Ride Online! Discover Switzerland’s challenging geography with its verdant valleys and mountain passes, as well as the charm of its neighboring countries. - Days of Wonder

Ticket to Ride: Marklin (Germany)

Ticket to Ride – Märklin Edition is the third installment in Days of Wonder’s best-selling boardgame series that has won over 15 international game awards, including the prestigious Spiel des Jahres. The boardmap for the Märklin Edition is based on a map of Germany and introduces Passengers and Merchandise to the Ticket to Ride gameplay. Passengers are used to pick up merchandise worth different numbers of points along the routes that they claim. Varying stacks of merchandise tokens with different point values are placed next to the different cities on the map. Players can place one of their 3 Passenger tokens on any city along a route that they claim. On his game turn, the player can choose to then move one of his passengers from the city it currently occupies along any or all of his continuous routes, picking up Merchandise Tokens from each city he moves through. Of course he’ll always take the highest remaining tokens. The point total of the tokens is then added to his score. Other game play changes are the vertical orientation of the German map, and instead of a bonus for longest route, the 10 point bonus card goes to the player who completes the most Destination Tickets. While boardgamers may not be familiar with the Märklin name, train hobbyists consider it the premier name in the model train world. This German company has been around for over 140 years and is the world’s leader in the miniature train hobby. Each train card in this edition will feature a different image (118 in all) of a Märklin model train car or locomotive. To learn more about Märklin we invite you to visit their website at www.marklin.com. To learn of their history as a toy manufacturer visit: http://www.marklin.com/about/. - Days of Wonder

Ticket to Ride: Nordic Countries

Ticket to Ride Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway’s beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun. Players collect cards of various types of train cars that enable them to claim railway routes and pass through tunnels and onto ferries, as they connect cities throughout the Nordic Countries. As with previous versions, the game remains elegant, can be learned in 5 minutes and provides hours of fun for families and experienced gamers alike. - Days of Wonder

Ticket to Ride: The Dice Expansion

Roll your way to victory aboard this fun-filled expansion, compatible with any board map of Ticket to Ride! In this expansion, players still attempt to complete their Destination Tickets and claim routes and block each other on the map. But rather than draw and collect Train cards, they roll five custom Train dice each turn. Depending on the outcome they can re-roll some or all, then use the dice to claim routes on the board; grab Route Tokens for future use; or draw more Destination Tickets. For board maps that feature Tunnel routes, such as Ticket to Ride Europe, 3 Tunnel dice are also included. This expansion requires trains, Destination Tickets and a board map from any of the Ticket to Ride series. The Dice Game Expansion is multi-lingual with rules in English, French, German, Italian, Spanish, Dutch, Finnish, Danish, Swedish and Norwegian. - Days of Wonder

Ticket to Ride: The Heart of Africa

Venture into the Heart of Africa to build routes through some of the continent’s most remote and desolate locales. Will you bolster your terrain surveying skills and local knowledge to try and establish more valuable routes – or dare to dash across the continent in a mad race to cut the game short? - Days of Wonder To learn more, visit Days of Wonder at their website.

Ticket to Ride: USA 1910

All aboard for a new adventure across the North American continent. If you’re ready to travel, this exciting new expansion is ready to give you a new Ticket to Ride! Ticket to Ride – USA 1910™ is a new card expansion for the original Ticket to Ride board game. It consists of 181 new large format cards (the same size as Ticket to Ride Europe and Märklin), that include: 35 new Destination Tickets, a new GlobeTrotter bonus card for completing the most tickets, plus a complete replacement deck of all the cards from the original game deck. Also included is a new rulebook that gives Ticket to Ride players three new ways to play the game including 1910 rules – games using only the new Destination Tickets; the Mega Game, featuring all the tickets; and Big Cities, which uses only tickets to certain large cities. The USA 1910 cards and rules variants will really change your strategies and tactics when you play Ticket to Ride. They will surprise even long-time veteran railroaders and bring hundreds of hours of new fun to your family and friends. So hop on board and discover… a whole new ride with Ticket to Ride – USA 1910! This product is an expansion for the Ticket to Ride® board game, not a stand-alone game. An original copy of Ticket to Ride® is required to play. - Days of Wonder

Travel Carcassonne

Carcassonne a beloved tactical tile-laying game – now so portable you can take it wherever you go and play anywhere!  Tiles, followers, and rules all fit in a linen bag that serves as the scoring track during the game. Compact, portable, and now it goes wherever you go – Travel Carcassonne!

Trollhalla

You and your hideous troll-friends have decided that it’s time for a career change. You are tired of guarding bridges and shaking down weary travelers all for the sake of a few clinking coins! Tolls are down, bandits are up, and besides, living under your bridge is damp and uncomfortable-—and breathing all that crumbling bridge mortar is taking a toll on your lungs… It’s time to venture forth and find some fresh sea air! In Trollhalla, you join forces with your fellow trolls to sail the seas in search of islands filled with pillage and plunder. Crunchy livestock, nervous monks, panicked princesses, piles of gold, and casks of grog await you! But watch out for Billy Goats–if you’re not careful they will knock parts of your precious stolen cargo out of your boat! With so many goodies lying about on these islands, it feels like you’ve died and gone to troll heaven, or perhaps someplace even better — Trollhalla!

Ubongo

The board of this game consists of six rows. On each row, twelve gems (of several colors) are arranged. Each player places his pawn in front of one of those rows. Each player receives a playing card on which a shape consisting of several squares is depicted. Each player also gets 12 tiles consisting of 2, 3, 4, or 5 squares in some shape. By means of a dice roll, each player is assigned three or four tiles that he has to use to fill the shape on his card. The players try to solve their own “puzzle.” The race is timed by a sand glass. The outcome of this race determines the play on the main playing board. The player who was the first to solve his puzzle in time gets to move his pawn up to three rows, the player who came second may move two rows, and the player in third may move a single row. The players may collect two gems from the front of the row their pawn is on, so the more rows you can move, the more control you have on what color gems you can collect. After collecting gems, each player receives a new playing card with a new puzzle to solve, and a new round starts. In total, nine rounds are played. In the end, the player who has collected the most gems in a single color wins the game.

Ventura

In an age of great battles, valiant leaders, and unscrupulous mercenary armies, fortune lies within your grasp. Ventura is a board game of nobility and conquest for 2-4 players. Set in 14th century Italy, Ventura puts players in control of warring noble houses, each vying for control of the country’s growing wealth. Balance your house’s earnings and maintain your hired soldiers to keep your family’s noble standing. Remember, the best armies are also the ones that cost the most! With more than 120 plastic pieces, 40 Territory tiles, 4 Family Boards, a scoring board, and over 100 cards, Ventura will whisk players into a world of warring mercenaries and noble families, all seeking control of Italy’s burgeoning wealth.

Wackee Six

Wackee Six is a 2-12 player game of speed that involves six uniquely colored decks of cards. Each player or team lay 6 cards face up and 6 cards face down on the playing surface. The object of the game is to play all twelve of these cards in the middle of the playing surface. While that is being done you want to turn your remaining deck as fast as you can and play as many cards onto the crazy piles in the middle as you can. You will get points from this too. The trick is that no one takes turns. It gets wild and Wackee really fast. The more players the more Wackee it gets. There is never a dull moment. - Wackee International

Warhammer: Chaos in the Old World

Morrslieb, the evil moon, shines down over the walls of the slumbering castle. A lone creak resounds through the air as the front gates are drawn open. Suddenly, screams fill the night as the hordes of Chaos rampage through the city. Huge red daemons brandishing massive hellblades tear through the streets cutting down everyone they find in the name of Khorne. As the daemons reach the inner gate, they are beset by a massive vulture-headed creature! The minions of the two rival powers clash in the streets, stomping on the helpless peasants underfoot. The count sends his mightiest knights forth to do combat with the forces of Chaos, but they are no match for the daemons arrayed against him. The city will fall, but which power will claim it? Aided by hidden cultists, armies of daemons and men dedicated to the ruinous powers seeking to destroy all that is good and pure in the world. Chaos in the Old World, a board game designed by Eric M. Lang, lets you become one of the four Ruinous powers. Command the secretive cultists, the powerful warriors, and even the Greater Daemons as you spread despair and destruction through the realms of Old World. - Fantasy Flight Games

Whitewater

Danger and excitement lurk around every bend of the river in White Water ™. Race down a deadly river carefully navigate your rafts through the obstacles, trying to keep your paddles and your crew inside the raft. In the game White Water™ each player directs the actions of four courageous rafters. Each raft in the race contains four crew,, with two crew from you and two from another player. Players control the crew within a raft, but also may use Energy cards to additionally help one raft or the other. To see more details visit: http://mayfairgames.com/game.php?id=374&stock=MFG4129&name=White+Water

Zombicide

Zombicide is a collaborative game in which players take the role of a survivor – each with unique abilities – and harness both their skills and the power of teamwork against the hordes of unthinking undead! Zombies are predictable, stupid but deadly, controlled by simple rules and a deck of cards. Unfortunately for you, there are a LOT more zombies than you have bullets. Find weapons, kill zombies. The more zombies you kill, the more skilled you get; the more skilled you get, the more zombies appear. The only way out is zombicide! Play ten scenarios on different maps made from the included modular map tiles, download new scenarios from the designer’s website, or create your own!This is just a great game for zombie lovers!