Competitive

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.

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.

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.

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.

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.

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.

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

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

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

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

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.

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.

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