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.
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)
$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)
$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)
$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.
Kill Doctor Lucky (Library)
$0.00
In this notorious game, an inversion of Clue, you hate Doctor Lucky. Maybe he left you out of his will. Maybe he killed your pet rock. Whatever the reason, you want him dead. Unfortunately, so do the other players. Since you don't want to go to jail, you need to make your attempt in secret; if anybody can see you, whistle nonchalantly, and let the Doctor live ... until next time.
Players move around the mansion, collecting murder weapons (to make the murder attempt stronger - doubly so if the weapon is used in an appropriate location); failure cards (to thwart opponents' plans); and movement cards (to try to get together with Doctor Lucky in a secluded location for his inevitable demise). Players try to convince others to use up their failure cards first, the better for when their own attempts come.
Kingdomino Duel (Library)
$0.00
Roll the dice, choose the ones you want, and put them together in pairs to create your dominoes. Domino by domino, fill in your map while entrusting the territories of your kingdom to loyal dignitaries. Gather favors from wizards in order to cast powerful spells that will allow you to rule without having to share.
Kingdomino Duel is a standalone game that preserves the essence of the acclaimed original Kingdomino. In this game, instead of adding dominoes to your kingdom, you will choose two dice to combine into a single "domino" that must then be drawn into your kingdom.
King of Monster Island (Library)
$0.00
A new King of Game rises: King of Monster Island
We have detected irregular movement on the Monster Island. The volcano is erupting like never before. Monsters from all around the world are gathering on the Island, what is happening? They don’t even fight each other anymore!Because is a greater menace is lurking. Something big enough to threaten every monster and make them fight together against the same enemy…
Was this in the script? Wait… Is this a cooperative King of game?
In King of Monster Island, players will play as giant monsters who must work together to defeat a titan-like Boss before it finishes building an interdimensional portal. Each turn, players will roll dice to damage minions & boss, heal themselves, gain energy and buy cards, move around the island, activate human support, and increase fame. For the Boss’ actions, they are controlled entirely by the game itself. Using the results of the dice rolled into the volcano, the Boss will move, activate their minions, and attack nearby monsters.Their goal: allow their minions to set up the pylons needed to construct the portal. To win, the players must defeat the Boss before they manage to activate the portal or defeat even a single Monster.
Otherwise Earth will be demolished!
King of New York (Library)
$0.00
There's always something happening in the city that never sleeps. Maybe it's the lights, maybe it's the energy, or maybe it's the giant monsters trying to demolish the place!
King of New York is a standalone game from designer Richard Garfield that keeps the core ideas of King of Tokyo while introducing new ways to play. As in KoT, your goal is to be the first monster to collect 20 victory points (VPs) or to be the last monster standing. On your turn, you roll six dice up to three times, then carry out the actions on those dice. Claws cause damage to other monsters, hearts heal damage to yourself, and energy is stored up so that you can purchase power cards that provide unique effects not available to anyone else.
What's new in King of New York is that you can now try to become a star in the big city; more specifically, you can achieve "Fame", which nets you VPs, but superstar status is fleeting, so enjoy your time in the spotlight.
The game board for King of New York is larger than in KoT with each monster occupying a district in the city and everyone trying to shine in Manhattan. When you attack, you can displace a monster in another district, whether to escape military forces or to find new smashing opportunities. Yes, smashing because you can now destroy buildings and get bonuses for doing so, but the more destruction you cause, the more intense the military response.
The monsters from King of New York can be used in KoT and vice versa, but the power cards are specific to this game.
Part of the King of Tokyo series.
King of Tokyo (Library)
$0.00
In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.
At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.
The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!
Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!
In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.
First Game in the King of Tokyo series
King of Tokyo: Duel (Library)
$0.00
As night falls on Tokyo, two massive silhouettes rise from the smoke snaking up from destroyed skyscrapers. There can be only one who will be crowned King of Tokyo, either by annihilating their rival or by inspiring terror and awe from the crowds.
King of Tokyo Duel is a two-player tug-of-war dice game in the King of Tokyo line. Choose your uniquely-powered monster and roll new dice to draw the fame and destruction tokens toward you...or smash your rival with new special power cards to become the ultimate King of Tokyo!
Kitara (Library)
$0.00
Kitara is a strategy game that mixes conquest, movement, and battle. Manage your cards to plan your actions: the more territories you control, the more options you get! Strengthen your army of hunters, cheetah-centaurs, and heroes! Protect livestock and crops, move your troops, and go to war. Kitara is a dynamic strategy game, full of tension and suspense.
A play turn consists of drafting kingdom cards, recruiting pawns, moving pawns and attacking neighboring areas. A successful attack garners one or more hero tokens which allots victory points. Attacking and retreating is based on the number of pawns in each group. The player with the most victory points wins the game.
Kiwetin (Library)
$0.00
There is something odd about the Kiwetin forest: Its spirits have entered into a thrilling race. With the help of the wind, you will have to find your way from one branch to another and catch the sacred flower first. The forest will play tricks on you, though, which could be a help or a hindrance.
Kiwetin is a simple and addictive fast-paced board game. You play as one of these spirits, and your character's caliber affects the way you move on the board. The randomly placed action tiles offer a unique experience during each game.
Beware of whirlwinds because you might turn everything upside down!
KLASK (Library)
$0.00
The KLASK game board is shaped like a ball field with two deep holes functioning as goals in each end of the field. In the middle of the field, three white magnetic pieces serve as "obstacles" – do NOT attract them to your own gaming piece! Your gaming piece is a black magnet. You control it by holding a large magnet under the board. This magnet is connected to a small magnet placed on the field. The purpose of the game is to push the small, red ball around on the field with your magnet/gaming piece, shoot the ball past the obstacles and your opponent and into the goal hole (Klask). It’s so much fun when your opponent suddenly is covered in white obstacles or you drop your gaming piece into the goal – something which might happen if you get a little too eager!
Place the game board on a table between the two players. Place the three white magnetic pieces on the white fields on the board. Put two coins in each point slot next to the "0". Each player has a black magnetic gaming piece in two parts. Place the short (thin) part on top of the board and the long (thick) part under the board in such a way, so the two parts “catch” each other. Place the ball in the corner start field. Steer it with the black gaming pieces.
The youngest player starts the game. You score a point if:
The ball ends in your opponent's hole and stays in the hole. Two or all of the three white magnetic pieces stick to your opponent's gaming piece. The opponent accidentally pulls their gaming piece into their own goal hole. If the opponent loses their gaming piece.
Each time you get a point, you must move your coin one point forward in the point slot. The player who first reaches the KLASK field wins.
During the game:
If one of the white magnetic pieces sticks to a gaming piece, the game continues; if two of the white magnetic pieces stick to one gaming piece, the opponent gets one point. If the ball falls over the edges of the board, you must place the ball in the corner start field in the half from which the ball fell. If one or more white magnetic pieces fall over the edges of the board, the game continues. Each time a player scores a point, you must put the white magnetic pieces back on the white fields on the board, and the player who did not score a point places the ball in their corner start field.
KLASK 4 (Library)
$0.00
KLASK 4 features the gameplay of KLASK, but within a round playing area with four goals so that four players can compete at the same time.