Jaipur (Library)
Jaipur (Library) $0.00
You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that's not enough for you because only the merchant with two "seals of excellence" will have the privilege of being invited to the Maharaja's court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds. Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards. If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait! You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.
Jamaica (Library)
Jamaica (Library) $0.00
Summary: This is a pirate-themed tactical race game with player interaction and side goals (e.g. detouring for treasure). The winner is the player who best balances their position in the race with their success at the side goals. Setting: Jamaica, 1675.After a long career in piracy, Captain Henry Morgan skillfully gets appointed to be Governor of Jamaica, with the explicit order to cleanse the Caribbean of pirates and buccaneers! Instead, he invites all of his former "colleagues" to join him in his retirement, to enjoy the fruits of their looting with impunity. Each year, in remembrance of the "good old days," Morgan organizes the Great Challenge, a race around the island, and at its end, the Captain with the most gold is declared Grand Winner. Goal: The game ends on the turn when at least one player's ship reaches the finish line, completing one circuit around the island of Jamaica. At that point, players are awarded different amounts of gold in accordance with how far away from the finish line they were when the race concluded. This gold is added to any gold a player gathered along the way by detouring from the race to search for valuable treasure, by stealing gold or treasure from other players, or just by loading gold as directed by the cards the player played during the race. The player with the most total gold acquired through all these means is then declared the winner. Gameplay: The game is played in rounds. Each player always has a hand of three cards, and a personal board depicting the five "holds" of their ship, into which goods can be loaded during the game. Each round, one player is designated as "captain," with the next clockwise player being captain in the following round, and so on. The captain rolls two standard D6 dice, examines her cards, then announces which die will correspond to the "day" and which to the "night." Each player then simultaneously selects a card from their hand and places it face down in front of them. Each card has two symbols on it, one on the left - corresponding to "day" - and one on the right ("night"). The symbols indicate either ship movement (forward or backward) or the loading of a type of good. After every player has selected a card, all cards are revealed simultaneously and then resolved clockwise one by one, starting with the captain's. When it is a player's turn to resolve her card, for first the left symbol on her card and then for the right symbol, the player will load a number of goods or move a number of spaces equal to the number of pips showing on the corresponding day or night die for that round. Thus the main decision each player makes during the game is which of their current three cards would best serve them on a particular turn, given the values of the day and night dice. Finally, during the race, when a player lands on a spot already occupied by another player, there is a battle. Battles are mainly resolved by rolling a "combat" die, but players may improve their chances by using "gunpowder" tokens from their holds, if they loaded any on previous turns. The winner of a battle may steal some goods or treasure from the loser.
Jaws (Library)
Jaws (Library) $0.00
In JAWS, one player takes on the role of the killer shark off Amity Island, while the other 1-3 players take on the roles of Brody, Hooper and Quint to hunt the shark. Character and event cards define player abilities and create game actions for humans and the shark. Gameplay is divided into two acts — Amity Island and The Orca — played on a double-sided board to replicate the film's story:     In the Amity Island phase, the shark menaces swimmers and avoids capture. Other players attempt to pinpoint the shark's location and save swimmers from shark attacks.    In the Orca phase, played on the reverse side of the game board, Brody, Hooper and Quint are aboard the sinking ship engaging in a climactic battle against the shark, while using additional action and strategy cards to defend the Orca from targeted shark attacks. If humans kill the shark, they win; if the shark attack on the Orca succeeds, the great white shark wins.
Jenga (Library)
Jenga (Library) $0.00
Jenga is tower building game played with 54 wooden blocks; each block is 3 times as long as it is wide, and slightly smaller in height than in width. The blocks are stacked in a tower formation; each story is three blocks placed adjacent to each other along their long side, and each story is placed perpendicular to the previous (so, for example, if the blocks in the first story are pointing north-south, the second story blocks will point east-west). There are therefore 18 stories to the Jenga tower. Since stacking the blocks neatly can be tedious, a plastic loading tray is included. Once the tower is built, the person who built the tower moves first. Moving in Jenga consists of taking one and only one block from any story except the completed top story of the tower at the time of the turn, and placing it on the topmost story in order to complete it. Only one hand at a time may be used to remove a block; both hands can be used, but only one hand may be on the tower at a time. Blocks may be bumped to find a loose block that will not disturb the rest of the tower. Any block that is moved out of place may be left out of place if it is determined that it will knock the tower over if it is removed. The turn ends when the next person to move touches the tower, although he or she can wait 10 seconds before moving for the previous turn to end if they believe the tower will fall in that time. The game ends when the tower falls in any significant way -- in other words, any piece falls from the tower, other than the piece being knocked out to move to the top. The loser is the person who made the tower fall (i.e. whose turn it was when the tower fell); the winner is the person who moved before the loser. The same game concept was published in 1984 by Fagus under the name "Hoppla - eins zuviel!" According to the designer, the game was developed from Takoradi blocks/bricks. "Jenga" is Swahili for "build".
Joking Hazard (Library)
Joking Hazard (Library) $0.00
From the creators of Cyanide & Happiness comes a card game where players compete to finish an awful comic strip. The creators said: "Someone on the Internet once told us that making stick figure comics is easy as hell, and that we were ugly and stupid. They were right on all counts. So, after crying for a few hours, we created the Random Comic Generator which since its inception in 2014 has entertained millions with its computer-generated comedy. After a few weeks of playing with the Random Comic Generator, we started to wonder if its hundreds of random panels might lend themselves to a card game, where you compete against your friends to finish a comic with a funny punchline. So we printed out all of the RCG panels and started playing with them." Draw 7 cards. The deck plays the first card, select a Judge to play the second, then everyone selects a third card to create a three panel comic strip. The Judge picks a winner. The game includes a deck of 350 unique panel cards - that’s 15.4 million combinations of comics!
Just One (Library)
Just One (Library) $0.00
Just One is a co-operative party game in which you all play together to get the best score! Your goal each round is to get one player — the active player — to guess a mystery word based on the clues given by teammates. Can you achieve a perfect score by guessing all the mystery words? In more detail, everyone who is not the active player sees the mystery word, then each player independently writes a clue on their personal easel. Once everyone has finished, you reveal the clues to one another. All identical clues are removed from play, so try to be original! After eliminating duplicate clues, reveal the remaining clues to the active player. If they correctly guess the mystery word, your team scores a point. If they decline to guess, you don't score the current card. If they guess wrong, you don't score the current card and you lose one of the points you had already scored. Thus, be original, but not so original that you don't help the active player guess correctly!
Karmaka (Library)
Karmaka (Library) $0.00
From the creators of Osmos comes Karmaka, a competitive card game that plays out over multiple lives. Karmaka is a tactical card game set in a karmic universe. Players begin the game as lowly Dung Beetles. In life after life (hand after hand) they climb their way up the Karmic Ladder, racing to see who will achieve Transcendence first! During each of your lives you'll be working towards three ends:     Score enough points to climb the Ladder and keep up with your rivals.    Stash a good selection of cards to your Future Life. This will become your opening hand next life.    Play cards for their abilities to help yourself or to hinder others. But what goes around comes around. A key tension in Karmaka is that after playing a card for its ability, a rival may take the card into their Future Life. Your actions may come back to haunt you in the next life... Score points to ascend while sowing the seeds of your next life, and – if necessary – sabotage your rivals. But remember, what goes around comes around, and your actions have consequences in this life...and the next.
Kaupapa (Library)
Kaupapa (Library) $0.00
With 900 words spanning rākau to rangatira, Kaupapa is your chance to have hysterical fun, use your reo and expand your Māori vocabulary at once! It is a word description game that can be played at any level - beginners can use it to learn new words, and fluent speakers can create a fast-paced, playful Māori language immersion environment.
Kemet (Library)
Kemet (Library) $0.00
In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers. The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day. As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers! Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.
Kemomimi Panic (Library)
Kemomimi Panic (Library) $0.00
The players are citizens threatened by the vicious thief Crescent Moon. Through talking, bluffing and special abilities, you must find out which of them is the culprit. Will Crescent Moon manage to steal everyone's treasures before she is unmasked? Kemomimi Panic is a conversation-based deduction game in which all players take the role of a beast-eared human, but the master thief Crescent Moon lurks among them, aiming to steal every player's treasure before the civilians can reveal her.
Kenakalan (Library)
Kenakalan (Library) $0.00
Kenakalan is a unique set collection family game. It features themed tour cards showing photographs of Bali, wild cards and wise and wicked monkey cards. Kenakalan means 'mischief' in Indonesian. There are 98 cards total. The number of cards in play is adjusted to suit the number of players. Play time is between 15 and 30 minutes. Each player has a different-colored shop front on which to collect finished sets (tours). The tours must be different in number and theme. The first player to complete all of their sets is the winner. Players can take one action during their turn. At the beginning of the game, their choices are rearranging or taking cards from a central display of five cards or taking the top card off the deck. Finished sets can be laid down at the end of a player’s turn. As the game progresses, players can use their action to pick up a completed tour. On a subsequent turn they can lay it back down with additional cards to increase the size of that tour. Wise monkeys, drawn from the deck, allow players to take two different actions in their turn, such as rearranging and then taking from the display. Wise monkeys can be used immediately or kept for a more convenient time. Wicked monkeys can also appear from the deck but cause immediate havoc, for example by stealing a wild card from a player’s shop front. Holding fewer cards protects players from certain wicked monkey effects, in which case the monkey is passed to the first eligible player. However, to win you often have to take the risk of holding a large hand.
Kids Know Best (Library)
Kids Know Best (Library) $0.00
The kids vs grown-ups trivia game where the grown-ups assume to know more than the kids, but is this true? Kids team up and challenge the grown-ups as to what they know about kids' things. The grown-ups get to test how smart the kids are. The team that gets to the other side of the board first wins and knows best! Sounds easy - but be aware of the special spaces that may help you forward more quickly… or set you back!
Kids on Brooms (Library)
Kids on Brooms (Library) $0.00
You pull your wand from the folds of your cloak, and its glowing blue end illuminates the door in front of you—the entrance to the banned books section. You watch as the copper snakes twist and turn around the lock that keeps students like you out. But you’ve been left with no choice. Your barn owl hoots softly upon your shoulder as you raise your wand to the knob and whisper the unspoken words. Kids on Brooms is a collaborative role-playing game about taking on the life of a witch or wizard at a magical school you all attend- a place full of mystery, danger, and thrilling adventure. From dealing with strict professors to facing down mythical beasts, players will get the opportunity to ride brooms, brew potions, and cast powerful magic as they uncover the incredible secrets their school and its inhabitants hold.
Kiitos (Library)
Kiitos (Library) $0.00
Kiitos is a fast-tempo, card-based word game with novel, simple rules and deep, emergent game play. Can you make a word with the letters in your hand, and what letters that may or may not be in your opponents’? Players start by playing one letter of a word and saying a target word. Then subsequent players build up the target word, either playing the next letter if they can, or by changing the target word dynamically if it can’t be continued. Can your word be finished for positive points, or can you trap your opponent into not being able to play and force them to pick up the unfinished word for negative points? Can you outwit your player with cleverness? If your opponent finishes your word for you say “Kiitos”, the Finnish word for thank-you. The rules change dynamically as the game is played and the game play switches between two modes: Kiitos which builds up words from left to right, and Super-Kiitos which builds up words at either end. Dubious words can be challenged. Fake words are OK if you can get them past your opponent unchallenged. Kiitos edge-case tests the dictionary like no other game. It’s a word game that feels somewhat like a trick-taking game, with a bit of deduction and bluffing. Lateral thinking and clever strategising are rewarded, sometimes. Luck can make or break your strategies. The target word can change 5 or more times just in the one hand.