Lost Cities: Roll & Write (Library)
Lost Cities: Roll & Write... $0.00
In Lost Cities: Roll & Write, you want to start your expeditions on the six colored paths with the smallest possible numbers on the dice. Each turn, decide whether to continue with an expedition or start a new one. Acceleration fields and artifacts provide opportunities to advance quickly, but you'll have to carefully consider which paths to take on which roll. If you make good progress, victory beckons — but if an expedition gets stuck, you will lose points just as quickly as you earned them! In more detail, each player has their own score sheet, which has eight columns on it: six colored columns matching the colors of Lost Cities (red/orange/yellow/green/blue/purple), an artefact column, and a dice column. You will fill or mark all of these columns from the bottom up. On a turn as the active player, you roll the six dice — three six-sided color dice and three ten-sided dice numbered 0-9 — then choose one number die and one color die, then mark this number in this color column on your sheet. If you choose 0 and haven't started this color column, you can mark the "double point" circle at the bottom of the column. If you choose a non-0 number and haven't started this column, you write the number in the bottommost space of the column; if you have started this column, then you can add another number to this column only if it's the same value or higher. (A 0 is written as 10 in a column.) Other players choose a number die and a color die from the two of each that remain, then mark one of their columns in a similar manner. If you place a number on an arrow in a column, then you can "accelerate" any color column by filling the bottommost empty space with the same number currently at the top of that column. If you write over another arrow, then you accelerate once again! If you place a number on an artefact box, then you mark off a space in the artefact column. If you've filled all nine spaces in a column and can write a number there once again, you instead mark off an artefact. If you wish, you can refuse to choose a number-color combination. If you do, then you mark off a die in the dice column. If you write a number in the seventh box in a color column or mark off the seventh space in the artefact or dice column — and you're the first player to do so — then you score a 20 point "bridge bonus" for being the first player to cross that bridge. If you mark off the ninth space in the dice column, you are considered to be "exhausted", but you continue to play. The game ends after the turn in which all players are exhausted or all eight bridges have been crossed. Players then score points for each color column based on the number of spaces they've filled, doubling this score — whether positive or negative — if they've marked the "double point" circle at the bottom of the column. Players also score points for the number of spaces marked in the artefact and dice columns, but if you're exhausted, then you score 0 points for that column. Add your bridge bonus points to the sum of these eight columns, and whoever has the highest score wins.
Lost Cities: The Board Game (Library)
Lost Cities: The Board Game... $0.00
Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special "handshakes" ("HS" in scoring examples below) in each suit, but as of 2018 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections. The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player's turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3. The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition's value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together. Scoring example 1: An expedition has a 2,3,7,8,10 for a total of 30. This expedition is worth 10 total points: 30 plus the initial -20. Scoring example 2: An expedition has 2 HS, and 4,5,6,7,8,10 for a total of 40. This expedition is worth 80 total points: 40 points for cards, plus the initial -20, ×3 for the two multipliers, plus the 20-pt bonus for playing 8+ cards. Scoring example 3: An expedition has 1 HS, and 4,6,7 for a total of 17. This expedition is worth -6 total points: 17 plus the initial -20, ×2 for the multiplier.
Love Letter (Library)
Love Letter (Library) $0.00
All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first? Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire! Number 4 in the Setting: Tempest Shared World Game Series
Mage Knight Board Game (Library)
Mage Knight Board Game (Library) $0.00
The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included. Combining elements of RPGs, deck-building, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience.
Magic Maze (Library)
Magic Maze (Library) $0.00
After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway…but can they pull it off? Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together. At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!
Magic: The Gathering – Arena of the Planeswalkers (Library)
Magic: The Gathering – Arena... $0.00
In the Magic: The Gathering – Arena of the Planeswalkers, players customize the battlefield by designing the map then placing terrain and powerful glyphs. Then players choose one of five different Planeswalkers and move their figure and unique creature squads around the map in a race to out-maneuver opponents and gain tactical advantages! Cast devastating spells, summon powerful squads, and tap into your unique Planeswalker abilities to defeat your opponents. Be the last Planeswalker standing to win! The game takes place on the drifting, mana-rich world of Shandalar.
Manifest (Library)
Manifest (Library) $0.00
It's the roaring '20s and there's a fortune to be made steaming across the wild oceans. To succeed, you'll need a captain's steady nerve and the help of Lady Luck to land your cargo where it's needed. You have ships full of passengers and precious cargo, but can you outrun pirate robbers, terrifying storms and a stock market crash that might devalue your goods? Manifest is a game of cargo ships, sea scoundrels, and nautical mayhem. Win points for your shipping company by completing Contracts. Pick up the required goods or passengers at their source, then navigate the high seas to deliver them to their destination. With a choice of private and public contracts and multi-purpose action cards, there are many paths to victory, and some "take that" options to make sure your opponents don't steal the limelight. Manifest can be played in two ways: Standard and Expert. The Standard game is the introductory and family game. The Expert game builds on this, with a deck-buying and building mechanism replacing the blind card draw, thus adding another level of strategy that confident players may prefer.
Marvel Champions: The Card Game (Library)
Marvel Champions: The Card Game... $0.00
"With great power, there must also come great responsibility."–Stan Lee, Amazing Fantasy #15 Iron Man and Black Panther team up to stop Rhino from rampaging through the streets of New York. Captain Marvel and Spider-Man battle Ultron as he threatens global annihilation. Do you have what it takes to join the ranks of these legendary heroes and become a champion? Jump into the Marvel Universe with Marvel Champions: The Card Game, a cooperative Living Card Game for one to four players! Marvel Champions: The Card Game invites players to embody iconic heroes from the Marvel Universe as they battle to stop infamous villains from enacting their devious schemes. As a Living Card Game, Marvel Champions is supported with regular releases of new product, including new heroes and scenarios.
Marvel United (Library)
Marvel United (Library) $0.00
In Marvel United, you take the role of iconic Marvel Heroes cooperating to stop the master plan of a powerful Villain controlled by the game. Each Villain unveils their unique master plan, with cards that trigger different effects, and threats that pose challenges across the locations. Heroes must choose carefully the cards to play from their unique decks, that not only offer different actions and superpowers to use, but also combine with the actions of other Heroes to do the impossible. Build your storyline, unite your powers, save the day! You’ll build a Storyline by drawing the Villain’s cards and playing your own Hero cards to counter the Villain’s schemes. Your cards allow you to move your Hero around, rescue Civilians, defeat Thugs, clear Threats, and use your Hero’s unique powers. Heroes can unite their abilities to act as the perfect team. Meanwhile, the Villain will roam the city, weaving their plan, spreading chaos, deploying Henchmen, and attacking the Heroes. Only after accomplishing the necessary Missions will the Heroes be ready to directly attack the Villain and take them down for good! Once all Health is removed from the Villain, the Villain is defeated and the Heroes win the game!
Marvel Zombies: A Zombicide Game (Library)
Marvel Zombies: A Zombicide Game... $0.00
In Marvel Zombies: A Zombicide Game, the hunger takes hold after many superheroes in the Marvel Universe have been turned into zombies. You play as these infected heroes and will be eating people to satisfy your hunger...and objectives within the game. Marvel Zombicide is a stand-alone game using mostly the same Zombicide mechanics but set in the Marvel Universe.
Masks of Nyarlathotep (5th edition) (Library)
Masks of Nyarlathotep (5th edition)... $0.00
An Epic Globetrotting Campaign Remastered A dire plan has been enacted, which if allowed to come to fruition threatens to destroy humanity as we know it. But all is not lost. If a few brave souls can uncover and piece together certain information, they might stand against the darkness and prevent the unspeakable from happening. Facing dark cults, strange lore, hideous monsters, and a host of implacable foes, the investigators embark on a journey of discovery to face the ultimate horror. This is their story and yours to tell. Award WinningLong considered to be one of the finest and most engaging roleplaying campaigns ever written, Masks of Nyarlathotep won Best Roleplaying Adventure by the Academy of Adventure Gaming Arts & Design. This Call of Cthulhu roleplaying classic is a series of linked adventures forming one unforgettable campaign. Beginning in Peru in 1921, an exciting prologue to the campaign introduces the investigators to Jackson Elias, the charming author whose research uncovers a sinister plot. Ultimately, the investigations follow the trail of the mysterious Carlyle Expedition, picking up clues in New York City in 1925 and then moving overseas to England, Egypt, Kenya, Western Australia, and China. With enemies at every turn, the path is fraught with danger.The Stars Are Right!Masks of Nyarlathotep has been comprehensively revised and updated for use with Call of Cthulhu 7th edition, but may also be run with the Pulp Cthulhu supplement.     Global campaign covering seven countries in five continents!    Packed with encounters, side-track adventures, detailed adversaries, geographical information, and more!    Presented in full color, with new artwork, maps and floor plans, and ready to use player handouts.    Appendices collect spells, tomes, artifacts, and travel advice.    Ultimate edition, packed full of advice and tips.
Math Fluxx (Library)
Math Fluxx (Library) $0.00
Math Fluxx is all about the numbers. Players use positive integers (whole numbers) in their quest to achieve a very mathematical goal — but it's not just putting 4 and 2 together to achieve the 42 goal (for example) as Math Fluxx also features the Plan B Meta Rule. Plan B puts special victory rules into play which give you a second way to win and require even more arithmetical acumen (e.g., "Plus Victory" lets you win if your keepers add up to the current goal). With Math Fluxx, the fun is exponential!
Mechs vs. Minions (League of Legends) (Library)
Mechs vs. Minions (League of... $0.00
Mechs vs. Minions is a cooperative tabletop campaign for 2-4 players. Set in the world of Runeterra, players take on the roles of four intrepid Yordles: Corki, Tristana, Heimerdinger, and Ziggs, who must join forces and pilot their newly-crafted mechs against an army of marauding minions. With modular boards, programmatic command lines, and a story-driven campaign, each mission will be unique, putting your teamwork, programming, and piloting skills to the test. There are ten missions in total, and each individual mission will take about 60-90 minutes.
Monikers (Library)
Monikers (Library) $0.00
Monikers is a party game based on the public domain game Celebrities, where players take turns attempting to get their teammates to guess names by describing or imitating well-known people. In the first round, clue givers can say anything they want, except for the name itself. For the second round, clue givers can only say one word. And in the final round, clue givers can’t say anything at all: they can only use gestures and charades.
Monopoly Speed (Library)
Monopoly Speed (Library) $0.00
Monopoly Speed can be played in under ten minutes! Everyone rolls and buys at once, so players don't have to wait for their turn. During four rounds, players race against the timer to buy, trade, and sell properties faster than ever. The timer counts down each buying and trading stage, and there's no break between stages. The game board has two GO spaces, and players can get out of jail free every time. —description from the publisher A version of monopoly that was published for the Christmas period of 2019, designed to be finished I will be 10 minutes. The game is played with an electronic timer which keeps track of the 2 phases of the game (Buy/Trade). Each phase lasts approximately 1.5 mins.Game play differences from standard monopoly:     Single monetary denomination ($1000)    Timed play    Simultaneous turns, all players have their own dice    No rent on properties    Objective cards    Alternate Chance and Community Chance cards    Some locations removed.    2 Pass Go spaces. Players compete to finish the game with the most value in money and assets. Objectives and property sets earn additional value at the end of the game.