1000 and One Treasures (Library)
$0.00
1000 and One Treasures does not, alas, contain that many treasures, but players – in the role of Ali Baba and his friends – will still be eager to grab what they can and get out of the cave before the thieves return to their hideout and catch them in the act.
To set up the game, shuffle the 19 cave entrance tiles, then lay them out at random face-up on the game board, which features a 4x5 grid with the cave entrance itself in one corner. Players take turns placing their figures on a tile, one token per tile, then the game begins.
On a turn, the active player moves a number of spaces equal to the number of treasures on the tile where he's currently located, then he claims the tile on which he was standing; he replaces this tile with one from the deck, orientating the tile as he desires. (Orientation matters as some tiles feature walls, which block a player's movement. If a player cannot move the required number of spaces on his turn, he picks up his token and places it on any space he wishes.)
Whenever a newly placed tile shows a bandit on it, the bandit figure moves one space closer to the cave entrance. A player can move to the cave entrance and exit the cave, keeping all treasures that he's collected – but if the bandit figure reaches the entrance while a player is still in the cave, he loses all his treasures (and undoubtedly his head). The player who escapes the cave with the most treasures wins.
221B Baker Street: The Master...
$0.00
221B Baker Street is the London address of the world's most celebrated fictional detective, Sherlock Holmes, and his dedicated companion, Dr. Watson. In this game you start at 221B and travel through the streets and alleys of London picking up clues and attempting to solve the most intriguing cases Holmes and Watson have ever faced.
Each player assumes the role of Holmes and matches wits with the other players to determine who possesses the most skillful powers of deduction. Each case is represented by a card that features a crime told in story form, a selection of probable suspects and a list of locations involved in that crime. Clues are hidden throughout London, one in each of fourteen locations. Players must collect clues from each location, noting them down on their checklists as they attempt to find the answers to the questions listed on the case card.
Naturally, the crime scene will often contain vital clues, and a prudent detective always checks with the neighbors. Still, you can learn something vital almost anywhere in town. The first player to figure out the correct answers to a particular mystery or crime, return to 221B and announce the solution, is the winner.
The original 221B Baker Street Board game was created and copyrighted by American writer Jay Moriarty (dba Antler Productions) in 1975. The Brazilian version of this game is known as Scotland Yard, not to be confused with the 1983 Spiel des Jahres winner also called Scotland Yard.
5 Second Rule (Library)
$0.00
The Five Second Rule is a board game of quick thinking and fast talking. It is not a rule which applies when a piece of food is dropped on the floor, picked up then eaten in quick succession. Basically the rules are very easy - name three things in 5 seconds flat! Sounds easy? You'd be surprised!
It should be easy to name 3 breeds of dogs - but can you do it under the pressure of 5 seconds twisting down, and with the other players staring at you, waiting for you to get flustered? Time's not on your side, so just say what comes to mind and risk ridiculous answers slipping as time twirls down on the unique twisted timer. It's all in good fun with the fast-paced game where you have to Just Spit it Out.
5-Minute Dungeon (Library)
$0.00
5-Minute Dungeon is a chaotic, co-operative, real-time card game in which players have only five minutes to escape the randomized dungeon. Communication and teamwork are critical to survival because there's no time to form a carefully considered plan — and no predicting what dangers lie ahead.
In more detail, players assume the role of one of ten heroes, each with special cards and abilities. Once the five-minute timer starts, the race is on to defeat all the monsters inside the dungeon. In order to defeat a monster, players must match symbols from their hand with ones on the monster's card. At the end of each dungeon is a powerful dungeon boss — and after the first boss is defeated, the campaign continues to the second boss. Each boss, and each randomized dungeon, gets harder until players reach the fifth and final boss.
5-Minute Mystery (Library)
$0.00
5-Minute Mystery is a high-intensity, deductive, mystery game in which players work together to find a culprit hidden in a line-up of suspects.
Just moments before the Museum of Everything was set to unveil its newest exhibit, the priceless MacGuffin, some criminal snuck in and stole it! Now it's up to you, a team of detectives, to crack the case, find the culprit, and recover the missing MacGuffin.
Start by searching for hidden symbols in each room of the museum and find the matching symbols on the codex. Once you've found all of the symbols in the room, you’ll unlock a clue about the culprit.
Match the barcode of the clue tile against the culprit tile to discover valuable information about the crook. Does the miscreant have an umbrella? No? Well, that eliminates the shifty Mr. Braxton, doesn’t it? Quickly sort through the suspect cards in your hand to narrow down who the criminal can be.
You’ll have to make it through as many rooms as it takes to figure out exactly who is responsible for stealing the MacGuffin, but remember, time is not on your side!
Case files change the rules to each time you play, making every game a new challenge.
Do you have what it takes to be the detective to crack the case and solve this five-minute mystery? Only time will tell!
7 Wonders (Library)
$0.00
Lead one of the great ancient civilizations to prosperity in this fast-paced card-drafting game.
In 7 Wonders, you’ll take command of an ancient civilization, guiding it to greatness by developing your city's military, scientific, cultural, and commercial resources. Through a clever card-drafting mechanic, players build structures, create powerful wonders, and engage in strategic competition with neighboring cities to score the most points. Will your civilization stand the test of time?
With simultaneous gameplay, 7 Wonders offers quick turns and constant engagement for all players, even in larger groups. The game is easy to learn but offers endless strategic depth, making it a favorite among both casual and seasoned gamers.
7 Wonders Duel
$50.00
7 Wonders Duel, a two-player game in the universe of 7 Wonders, the most awarded game in the world!
Challenge your opponent and bring your civilization to victory with prestigious buildings, military strength, or scientific supremacy. All in only 30 minutes!
Develop Your City by Constructing Buildings.Each building lets you improve one of your city’s 4 paths of development…
Military: Red cards immediately move the military Conflict pawn towards your opponent’s capital, according to the number of Shields on the card.
Science: Green cards are used to make sets of science symbols that provide significant progress.
Commercial: Green cards are used to make sets of science symbols that provide significant progress.
Civil: Green cards are used to make sets of science symbols that provide significant progress.
Civilization Was Born from Evolution.A game of 7 Wonders Duel plays over three rounds, called Ages, during which you will choose cards with increasingly powerful effects. Each card you choose will influence your general strategy.
Military SupremacyEach shield represented on the military Buildings (red cards) or Wonders allows its owner to immediately move the Conflict pawn one space in the direction of the opposing capital.
If the Conflict pawn enters the space of your opponent’s capital, you immediately win the game via military supremacy.
Scientific SupremacyThere are 7 different scientific symbols in the game.Each time you gather a pair of identical scientific symbols, you may immediately choose one of the Progress tokens on the game board. That token will be kept in your city until the end of the game.
If you gather 6 different scientific symbols, you immediately win the game via scientific supremacy.
Civilian VictoryA game ends immediately in the case of a military supremacy or a scientific supremacy.
If no player has won a victory through supremacy before the end of Age III, the player who has the most victory points wins the game.
Key Features:
Specifically designed for only two players.
Full of countless ways to interact and different strategies to pursue that make each game thrilling from beginning to end.
Made by two of the best contemporary designers (Antoine Bauza and Bruno Cathala) in the universe of the most awarded game in the world.
New illustrations that enrich and complement the 7 Wonders universe.
Two expansions: Pantheon and Agora for even more intense and strategic gameplay.
7 Wonders Duel (Library)
$0.00
In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players.
Players do not draft cards simultaneously from decks of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play, as it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.
Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as they are acquired, the cost for those resources increases for the opponent, representing the owner's dominance in this area.
You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins.
A Fake Artist Goes to...
$0.00
Fake Artist Goes to New York – is a party game for 5-10 players. Players take turns being the Question Master, whose role is to set a category, write a word within that category on dry erase cards, and hand those out to other players as artists. At the same time, one player will have only an "X" written on his card: they are the fake artist!
Players will then go around the table twice, drawing one contiguous stroke each on a paper to draw the word established by the Question Master, then guess who the fake artist is. If the fake artist is not caught, both the fake artist and the Question Master earn points; if the fake artist is caught and cannot guess what the word is, the artists earn points.
A Game of Cat &...
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Use your magnetic cat's paw to shoot all the balls of one color at the enemy.
A Game of Cat & Mouth is all about fast-flinging and quick thinking with a touch of precision. In Exploding Kitten’s first two-player game, the first player to land all of the balls of one color onto their opponent’s side wins! It’s like air hockey, but instead of air and hockey, it’s cats and rainbows! It’s cutthroat multiplayer pinball. Family-friendly, Ages 10+ A party game for 2-5 players This hilariously fun ballflinging game is great for children, teens or adult parties. The compact box also makes it great when travelling, out camping or just for a great night in on your next family games night. With its easy to follow game play A Game of Cat & Mouth is simple to pick up and hard to put down. It comes with our tried and tested 100% fun guarantee.
A Game of Thrones: The...
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King Robert Baratheon is dead, and the lands of Westeros brace for battle.
In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!
To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.
Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.
The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!
During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.
In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.
Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
A Little Wordy (Library)
$0.00
From the award-winning, best-selling creators of Exploding Kittens and Throw Throw Burrito, A Little Wordy is a fresh and ridiculously clever take on the genre of tile-based word-unscrambling games.
Here’s how it works: You’re each given a pile of letters. Rearrange your letters until you come up with a word. Be sneaky and choose a word that your opponent won’t easily guess.
Write it down, keep it a secret. Rescramble your tiles, pass them to your opponent. The goal is to examine your opponent’s tiles and try to figure out their word. You do this with Clue Cards. These tell you things such as: what’s the first letter, how long’s the word, or what does it rhyme with? You win by using as FEW of these clue cards as possible to figure out what word your opponent wrote down.
It’s thoughtful, strategic, highly-replayable, and built specifically for two players. It’s not a game about having the mightiest vocabulary - it’s a game about making clever choices.
The longest, most complicated word isn’t always the best choice. Sometimes, picking a smaller, common word is better because your brainiac opponent will overthink things and blaze right past it. Trying to figure out your opponent’s secret word can be both hilarious and (delightfully) maddening. A Little Wordy levels the playing field against veteran word wizards.