Ticket to Ride: First Journey (Europe) (Library)
Ticket to Ride: First Journey... $0.00
Ticket to Ride: First Journey takes the gameplay of the Ticket to Ride series and scales it down for a younger audience. In general, players collect train cards, claim routes on the map, and try to connect the cities shown on their tickets. In more detail, the game board shows a map of Europe with certain cities being connect by colored paths. Each player starts with four colored train cards in hand and two tickets; each ticket shows two cities, and you're trying to connect those two cities with a contiguous path of your trains in order to complete the ticket. On a turn, you either draw two train cards from the deck or discard train cards to claim a route between two cities; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that's two spaces long). If you connect the two cities shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can't connect cities on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.) If you connect one of the westernmost cities (Dublin, Brest, Madrid) to one of the easternmost cities (Moscow, Rostov, Ankara) with a path of your trains, you immediately claim a special cross-continent ticket. The first player to complete six tickets wins! Alternatively, if someone has placed all twenty of their trains on the game board, then whoever has completed the most tickets wins! Ticket to Ride: First Journey (Europe) features the same gameplay as the first Ticket to Ride: First Journey game, but with the players claiming track in Europe instead of in the United States. Part of Ticket to Ride series.
Tight rope
Tight rope $57.00
Players will flip for Tightrope, the simple yet intense strategy board game that is sure to entertain kids and adults alike! Take turns placing marbles on rubber bands that sway and bounce, adding to the suspense of this exciting family board game. But be careful, if you don't find a fair spot for your marbles, they may fall off the tightrope and right back into your pile. Win by having the least amount of marbles in this fun and educational game that builds decision-making skills and improves hand-eye coordination. Enjoy this family board game with the kids or bring it out for game night with friends. This strategy board game is a thrilling addition to your collection of board games for adults and families! Exciting addition to family games for kids and adults Builds decision-making skills and improves hand-eye coordination For 2 to 4 players Average play time is 20 minutes Contents: 1 game board 24 pegs 20 stretchy silicone bands 4 marble cups 64 small marbles 4 big marbles Rules
Tilt 'N' Shout (Library)
Tilt 'N' Shout (Library) $0.00
Tilt the seesaw, shout the answer! THINK FAST - A shouty-outy category game where two teams go head to head to try and have the last word. ARE YOU A CATEGORY CONNOISSEUR? - With our huge selection of categories, everyone is bound to be an expert at some point! GET ON A ROLL - The star of the show is the marble-run seesaw which acts as the timer! The speed of the seesaw changes throughout the game, giving the underdogs a chance to come back right up ‘til the last round.
Timeline: Classic (Library)
Timeline: Classic (Library) $0.00
Timeline: Classic is a card game played using 55 cards. While other versions of Timeline are focused on certain elements (events, inventions, discoveries, etc.), Timeline Classic is a highly engaging version that encompasses multiple themes in one convenient package. Was the pencil invented before Washington crossed the Delaware? Each card depicts an invention on both sides, with the year in which that invention was created on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck. The first player to get rid of all his cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out. Timeline: Classic can be combined with any other title in the Timeline series.
Tiny Dungeon 2nd Edition (Library)
Tiny Dungeon 2nd Edition (Library) $0.00
Tiny Dungeon: Second Edition is the newest iteration of the minimalist fantasy roleplaying game!  Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written on a 3x5 notecard, and easy to understand and teach rules, Tiny Dungeon 2e is great for all groups, ages, and experience levels! Included are over a dozen lightly detailed settings, written by some of the best authors out there. These “micro-settings” are light-weight, open-ended and designed to be inspirational for your games and provide a fast, easy jumping point for your campaign! Covering a wide selection of fantasy genres and ideas, there's something for everyone in Tiny Dungeon 2e! With micro-settings by: Tobie Abad, Marie Brennan, Shawn Carmen, Elizabeth Chaipraditkul, Steve Diamond, Miguel Espinoza, Dianna Gunn, John Kennedy, Melanie Meadors, Mari Murdock, Darren Pearce, jim pinto, Steve Radabaugh, Wendelyn Reischel, Ryan Schoon, Howard Tayler, Randy Tayler, Sandra Tayler, and Ben Woerner So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, fantasy roleplaying!
Tiny Frontiers (Library)
Tiny Frontiers (Library) $0.00
Tiny Frontiers: Revised is here! All new art, expanded and revised rules, and all new micro-settings come together with the minimalist TinyD6 rule system for a revision of the bestselling minimalist space opera roleplaying game! Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written 3x5 notecard, and easy to  understand and teach rules, Tiny Frontiers: Revised is great for all groups, ages, and experience levels! Featuring exciting micro-settings designed to jump start your imagination and campaign, writty by some of the most talented writers out there, Tiny Frontiers; Revised will provide an easy launching pad for conventions, one-offs or short campaigns! Designed to emulate classic space opera, and providing an open framework for exciting stories, Tiny Frontiers: Revised is here! Completely compatible with the other TinyD6 games, Tiny Frontiers: Revised is a fully-stand alone game. So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, space opera roleplaying!
Tiny Pirates (Library)
Tiny Pirates (Library) $0.00
Arrrrgggh....ya ready to sail the high seas in search of plunder!? The minimalist TinyD6 ruleset gets salty as it hits the Age of Sail and Golden Age of Piracy in search of treasure.  Written by the ENnie award-winning author Ben Woerner, alongside TinyD6 designer Alan Bahr, Tiny Pirates introduces a new way to enjoy minimalist roleplaying. Feature expanded ship rules, an aquatic bestiary, and new archetypes, Tiny Pirates adds nicely to the TinyD6 line, both standing alone as it's own game, and combining with other TinyD6 products to add a dash of swashbuckling piracy to all genres! The optional duel rules in Tiny Pirates do require a "Duel Deck", which comes in PDF with this book, but can be bought in print here.  Tiny Pirates is a stand alone game.
Tiny Towns (Library)
Tiny Towns (Library) $0.00
You are the mayor of a tiny town in the forest in which the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce, so you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don't let it fill up with wasted resources! Whoever builds the most prosperous tiny town wins! In Tiny Towns, your town is represented by a 4x4 grid on which you will place resource cubes in specific layouts to construct buildings. Each building scores victory points (VPs) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 VP. The player with the most VP wins!
Tobago (Library)
Tobago (Library) $0.00
Tobago is an adventure game in which the players use representations of treasure maps to locate unknown treasures. During the game, more and more information about the location of a treasure is revealed and its possible locations are gradually narrowed down. When the location of one of the treasures is finally revealed players try to reach it as quickly as possible to secure the findings. The more clues you have provided, the more of a stake you will have in the loot.Players can carefully play their clues and use bonus-action gems to influence where and when the treasure is found in order to ensure a more favourable outcome when the loot is finally 'dug up' and shared. The game features a 3 piece, double-sided, modular game board which can be rearranged to create 32 possible island arrangements.
Tokaido (Library)
Tokaido (Library) $0.00
In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things. The potential action spaces in Tokaido are laid out on a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action, so players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces. The action spaces allow a variety of actions that will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow players to engage in various set collections that score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types. All of the actions in Tokaido are very simple, and combined with a unique graphic design, Tokaido offers players a peaceful zen mood in its play.
TopSpin (Library)
TopSpin (Library) $0.00
TopSpin is played in the box with a high-quality spinning top and small balls. The game includes two game modes: Challenge and Battle.     In Challenge, the first player to kick a ball at least once in each of the twelve holes wins.    In Battle, the players have three lives each and they focus on beating the previous score. The last player standing wins.
Toy Story: Obstacles & Adventures (Library)
Toy Story: Obstacles & Adventures... $0.00
Toy Story: Obstacles and Adventures reimagines players as the iconic toys from the film — Woody, Buzz Lightyear, Bo Peep and Rex — who need to work together to overcome hazards and bring about a happily-ever-after ending. Similar to Harry Potter: Hogwarts Battle, Toy Story: Obstacles and Adventures features six boxes of cards, each representing a different movie from the treasured property. As each box is unlocked, the content from the associated movie or short is introduced to the game, adding beloved characters like Hamm and Mr. Pricklepants to the mix, as well as obstacles and antagonists to battle, including Sid, Prospector Pete, and many more.
Trapwords (Library)
Trapwords (Library) $0.00
The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play. It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are "traps", it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team. You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end.You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can't say. Because both teams are simultaneously preparing secret traps for each other, words that you can't use. And further you get, the more trapwords you might expect. Let's see the example of one possible turn when you are trying to give clues for the word "Axe": You: "It is a thing that a dwarf can…"Opponents team: "A-ha, dwarf! Gotcha!"You: "How did you know that? Was it obvious I will use that?" Or when you would try another approach it could look like this, the successful turn of your team: You: "This thing is used by a man with a beard, in a checkered shirt...."One of your teammates: "A coffee maker?"[Everyone laughs]You: "He uses it for work in nature."Another teammate: "A chainsaw!"You: "He makes smaller pieces from a big plant with it."Any of your teammate: "An axe!"You: "Yes! Very good!" Could you avoid your opponent's trapwords when you don't know what you can't say?
Treasure Island (Library)
Treasure Island (Library) $0.00
Long John Silver's crew has committed mutiny and has him cornered and tied up! Round after round, they question him about the location of his treasure and explore the island following his directions — or perhaps his misdirections? Who knows... The old sea dog is surely planning an escape, after all, after which he will definitely try to get his treasure back. Treasure Island is a game of bluffing and adventure in which one player embodies Long John, trying to mislead the others in their search for his treasure. The hunt reaches its climax with Long John's escape, when he will make a final run to get the booty for himself!