Canvas (Library)
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In Canvas, you play as a painter competing in an art competition. Players will collect art cards, layering 3 of them together to create their own unique Painting. Each card contains a piece of artwork as well as a set of icons used during scoring. Icons will be revealed or hidden based on the way players choose to layer the cards making for an exciting puzzle. Paintings are scored based on a set of Scoring cards which will change each game. Once players have created and scored 3 paintings the game ends.
On your turn you may take an Art card or make a painting. Art cards are selected from a row of cards in the center of play. Each of these cards has a cost associated with their position. After selecting an Art card you must pay its cost by placing an Inspiration token on each of the cards to its left. If you do not have enough Inspiration tokens, you may not select that card. Any tokens on the card you have selected are kept for future turns. The far left card costs no Inspiration tokens to take.
If you have three or more Art cards you may choose to make a painting. Select 3 of your art cards, arrange them in any order and then score them by comparing the visible icons on your painting to the Scoring conditions.
Once all players have made 3 paintings the game ends.
The player with the most points wins!
Carcassonne Big Box 7 (Library)
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Carcassonne basic game including 11 expansions!The game of the year from 2001 and 11 expansions are combined in this new Carcassonne BigBox - the perfect starter set for Carcassonne fans and anyone who wants to get to know the best-selling game in all its diversity.
Now with a new cardboard inlay. It is perfect for sorting the included expansions more easily and finding them again quickly. The tiles of the new BigBox are still unchanged and compatible with the other games and expansions.
You can combine all expansions and with over 180 tiles you can design your own combination of games as you like and experience endless fun.
The included expansions:
Inns & Cathedrals - These make cities and roads more valuable - but only if they are completed at the end of the game! Each player gains a large meeple to allow them to claim features quickly.
Traders & Builders - Traders vie for goods in the cities, while builders allow players to take multiple turns and accelerate the construction of roads and cities. Pigs on a farm can increase a farmer's yield.
The Abbot - The abbot likes to spend his day in the monastery, but he likes to pass the time in gardens in the countryside even more.
The River - The river creates varied setups at the beginning of each game, and winds through the landscape in a beautiful blue course.
The Flying Machine - Resourceful tinkerers have made their dreams of flight come true, and it's time to test their magnificent flying machines. How long the can fly, and they'll land, is still quite unpredictable.
The Messengers - The Queen sends dispatches to her loyal subjects which, if used skillfully, can be the key to attaining wealth and prestige.
The Ferries - There are many small lakes with ferries all around Carcassonne, giving travelers a great deal more variety.
The Gold Mines - We've struck gold! it's a thrilling time, and everyone wants to secure the precious metals. However, you won't know how much each gold bar is worth until the end of the game.
Mage & Witch - Magic spreads across the land! The mage causes cities and other features to flourish, while the witch can curse your opponents' favors.
The Robbers - Robbers are on the prowl, ready to steal points from your high-scoring opponents.
The Crop Circles - Mysterious circles appear in the fields, influencing the lives of knights and farmers in bizarre ways.
Cards Against Humanity (Library)
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A party game for horrible people.
In Cards Against Humanity, play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.
This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".
In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.
Cartoon Network Crossover Crisis Deck-Building...
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What kind of craziness ensues when cartoon worlds collide? Cartoon Network's baddest adversaries are loose and it's up to you to stop them. Play as your favorite heroes from Cartoon Network's past and present hit shows: Adventure Time, The Amazing World of Gumball, Clarence, Courage the Cowardly Dog, Dexter's Laboratory, Johnny Bravo, Regular Show, Samurai Jack, and Steven Universe to take them down! Every main deck card is unique and brimming with Cartoon Network fan service!
In Cartoon Network Crossover Crisis Deck-Building Game, a wacky take on the Cerberus Engine, you'll find everything you've come to expect in a Cryptozoic game: high drama and hijinks! WEAKNESS cards are all unique, dangerous, and may cause a wringing of hands and stomping of feet. Fortunately, PRATFALL cards (which replace Vulnerabilities) are a great way to exit any scene (and get rid of Weaknesses).
Never before seen EVENT cards change things up in crazy ways when they appear out of the main deck. They may literally cause a stomping of feet. Or outlandish zoo animal noises, and more! You never know who will be the next victim, but everyone is in on the hilarity! In the end, only one player will be left laughing as this is a competitive game. You didn't really think all these characters would work together in peace and harmony, did you?
Cat Capers (Library)
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Catching a rat, summoning the fire department, and sneaking into someone’s house may not be your idea of a good time–and in the latter case may even constitute a felony...
unless you are playing Cat Capers! In this small board game you are a cat, your owner is away at work and the world is your oyster. Unfortunately, there are other cats trying to horn in on all the fun feline experiences your neighbourhood has to offer, but with careful allocation of your four paws and crafty use of special cards, you can be the one who emerges from this cat fight with the lion’s share of the points.
The game is played in six rounds. At the beginning of each, colour-coded activity cards worth 2-4 points are displayed at each house on the block. Players secretly allocate their four paws to houses and/or to their basket, which earns them extra cat cards at the end of the round. Certain cards are worth a bonus point to particular cats, which helps guide choices. Then players lift their screens and move their paws to the houses. Cat fights break out, as competing players use cat cards to try to outnumber or outmanoeuvre each other and win the point cards.
At the end of the game, the player with the most points is the winner.
Cat in the Box: Deluxe...
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Cat in the Box: Deluxe Edition is the quintessential quantum trick-taking card game for 2 - 5 cool cats, where your card’s color isn’t defined until you play it! Hypothesize how many tricks you will win, and record your bid. Place tokens on the community research board as you play your hand, and connect large groups of tokens to score even more points. Plan your tricks carefully as you cannot claim the color of a card with the same number that has already been declared. Doing so would be pawsitively catastrophic as you have just created a paradox!New Deluxe Edition features:
Supports 2-5 players High quality geekbits-style plastic tokens Recessed player boards Recessed Center Research board Score pad And a custom plastic insert to keep Cat in the Box: Deluxe Edition tidy!
Catan (Library)
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In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities and roads. On each turn dice are rolled to determine which resources the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick and ore) which are represented by the relevant resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep.
Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
Catan Junior (Library)
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Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games.
Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain!
Be the first player to control seven pirate hideouts, and you win!What sets this apart from the previous Die Siedler von Catan: Junior from 2007:
This game is playable with two as it comes with a two-player map. The three- and four-player map is larger and is more symmetrical, so that two of the colors don't operate at a disadvantage. The map now shows die faces rather than numbers for resource production. Many of the event cards have been removed to make the game simpler. There are no cards in the game only tiles for more durability. There are no longer harbors in the game. In the original game you had to set up the board with random secret harbor tiles that allow for better trades with the bank. Now the trading to the bank is simpler and can be done from the beginning and doesn't require people to build to the harbors. The resources are different. There is a race for the Coco the Parrot tiles (rather than 'CoCo Helps' cards) and those that have the most get to put an extra piece on the board (one step closer to winning), tied players take their piece off the island and leave it vacated. The market is now a part of the board, and can be traded into only once on your turn By default, Trading with other players is excluded and only part of the "advanced game". In Die Siedler von Catan: Junior trading with other players could be excluded to simplify the game.
Catan: 25th Anniversary Edition (Library)
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Catan: 25th Anniversary Edition contains the Catan base game, the Catan: 5-6 Player Extension, the Helpers of Catan scenario, special iridescent anniversary wood pieces and dice, resource card sorting trays, and card sleeves.
Catan: Starfarers (Library)
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Twenty years ago, the settlers started into the depths of the galaxy to discover unknown planets, the undiscovered universe lying before them. Maybe they'll find planets with good ore or carbon deposits — or perhaps only barren ice planets. They might encounter alien folks and start lucrative trading, with pirates and wormholes being a constant challenge for them.
Catan: Starfarers is a new version of Starfarers of Catan, originally released in 1999, that contains completely revised graphics and game materials, revised rules, and (most importantly) a variable game board that brings even more variety to the exploration of space.
Changes compared to regular CATAN include:
-If you are lower in the points you get cards on your turn regardless of what you roll. Two random cards initially, then one, then none as your victory points go up. This is a nice touch. No matter how unlucky you are you still get something. Plus if a player rolls a seven, the person can take a card from any other player, but their opponents now draw a random card from the deck.
- Market Trades: Since you have no roads you no longer need ports so, since you no longer have ports you can trade with the market for any resource on your turn; provided you have the right cards. Additionally the ratios aren't bad, Any resource for 3:1, i.e. three of one for one of any other type. Goods (a type of resource) trades for 2:1. This plus no road blocking allows you to trade for resources and keep playing.
- There are NPC races that can give you benefits, some of which are +1 resources whenever you get a resource of the same type. But you have to get there early. Now there is a new dynamic to the game, going out into space becomes a strategy on its own.
- Negotiated trades: Since the resources are more readily available there are less negotiated trades. They still exist and someone can still trade 1:1, 3:1, etc... but it is no longer a singularly driving force in the game. Unless you have a big move and you're missing that one card.
- Resource (set collection) becomes part of your strategy without being limited to negotiation and luck of the die. I think this actually works better.
Colonization: You colonize to claim planets in a system. This is the same as building towns in Catan. But how many can be in a system (hex) depends on player count. In a three player game you're only allowed two colonies per system. In a four player game each system only holds up to three players colonies. If you got blocked out early from the closest systems, reach further into the stars to other systems. Who knows you might meet pirate and you'll have to fight, or traders, perhaps a race of Travelers who will open a worm hole to anywhere on the map.
Caverna: The Cave Farmers (Library)
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Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises.
It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins.
You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave.
Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.
Caylus 1303 (Library)
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A classic game is back! As one of the first worker placement games, Caylus stands among the true board game classics of the 2000s. The original designers' team, together with the Space Cowboys, have now created a revamped version!
The mechanisms of Caylus 1303 have been streamlined and modernized for an intense and shorter game. Don't be fooled, though, as the game has kept both its depth and ease of play while a lot of new features have been added:
Variability of the starting position for a virtual infinity of possibilities. No more pre-set strategies! Characters with special abilities, with a wavering loyalty, offer their services to the players. And of course, brand new graphics!
The King calls you again, so it's time to go back to Caylus!