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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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
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
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
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
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!
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
The Ticket to Ride Card Game delivers all of the excitement, fun and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format. Players collect sets of illustrated Train cards which are then used to complete Destination Tickets – routes between two cities depicted on each ticket. But before their Train cards can be used, players must face the risk of “train-robbing”, where another player may force them to lose their hard-earned cards. Every fan of the board game will want to own a copy of the Ticket to Ride Card Game! - Days of Wonder
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 – 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 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
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
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
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
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
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
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
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
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.
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.
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.
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.”
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!
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!
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.
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
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.
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.