Sort it Out! (Library)
$0.00
Who knows the Biggest, Fastest, Loudest, Smallest, Longest Everything? The Family Game Where Players Put Things in Order.
Sort it Out! is a fast-paced game where knowing just a little about something can help you win everything! It is a party game based on ordering items in lists (e.g. celebrities by year of birth). A card of colour-coded list items is drawn, and the players slot like coloured tiles into position in a plastic holder. The reverse of the list card shows the correct order. By answering questions you move around the game board. The first one to cross the finish wins.
SOS Dino (Library)
$0.00
Freddy, the red Tyrannosaurus, Louis, the yellow Stegosaurus, Marie, the blue Triceratops and Nessie, the pink Diplodocus, grew up together in the amazing Valley of Fire. They meet regularly around the lake to play together.
But one day, DISASTER! The four dormant volcanoes began to erupt at the same time! Hurry, find safety in the tall mountains to avoid the lava flows and save as many dinosaur eggs as possible.
In this game for 7 years old and more, you need to react, anticipate, and work together as a team to save the four dinosaurs in SOS Dino! Draw a tile, place it on the board, then move one of the dinosaurs closer to the safety of the mountains. Pay attention to the lava and avoid the meteor showers!
Space Gate Odyssey (Library)
$0.00
The future of humanity awaits you in Space Gate Odyssey. A system of viable exoplanets has been recently discovered and the Confederations are flocking into space to colonize it. In this 2 to 4-player development and flow-management board game, you play the leader of one of these Confederations and play your influence in the Odyssey command station to send as many of your settlers as you can on these exoplanets.
After decades of research and technological development, humanity is preparing to leave the Earth to colonize this discovered system. To get there, only one possible means of transport exists: space gates. For reasons related to physics and other quantum aspects, these gates can be built only in space. The Confederations have therefore embarked on the construction of their own station in orbit, equipped with space gates.
At the beginning of the colonizing era, these portals make it possible to go on one of the first three discovered planets. As soon as an entire contingent of settlers has joined the gate of a space station, it is teleported to the corresponding exoplanet. The landing conditions vary according to the planets and the choice of colonized spots quickly becomes strategic.
As soon as one of the three exoplanets is fully colonized, each Confederation gains influence according to its placement, then access to one of the two later discovered exoplanets becomes possible. At the end of the colonization of the five exoplanets, the stations are teleported to the Hawking planet and the influence of each Confederation is assessed. The leader of the most influential Confederation will be promoted to the rank of Governor of this new system.
One of the biggest challenges in Space Gate Odyssey is your ability to quickly develop and intelligently arrange your space station. The better you optimize the flow of your settlers to your station, then to the exoplanets, the more of them you can send to the favorable spots and thus gain influence.
The choice of the modules, their arrangement, and the distance between the airlocks and the gates are therefore essential elements — especially since, at the end of the game, the domains of the modules you used to build your station will bring you additional influence points if they are in line with the position of the domains on the Hawking planet Predominance.
Finally, you must be careful not to leave too many open corridors on the space void as this represents a real danger for your settlers and could therefore damage your reputation.
Your most amazing quest starts with Space Gate Odyssey. Will you be able to take over your opponents in order to take control of the new system, or will you stay at the dock?
SpellBook (Library)
$0.00
Become the greatest wizard of the Annual Grand Rite by collecting and managing your Materia to feed your familiar and learn your spells. Act quickly to use your powers early...or wait to unleash them at full strength. Your path to victory is full of choices and combined tactics!
In SpellBook, each player, accompanied by a familiar, possesses a grimoire and collects Materia to master spells and feed their familiar. The game provides pre-drawn spell sets for use in the early rounds, but soon players start drawing spells randomly or create their own spell combinations that are common to all players. Each spell combination gives an effect that lasts the rest of the game, and the more ingenious the combination, the more powerful the effect. As the rounds progress, the game becomes a different experience every time, with more than 2,100 spell combinations being possible.
The game ends as soon as a magician's grimoire is complete or a familiar is fully fed, then the player with the most points wins.
SpellBook includes a solo mode that closely mirrors the multiplayer experience, offering a high level of challenge and an excellent way to learn the game's rules.
Spirit Island (Library)
$0.00
In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there.
Spirit Island is a complex and thematic co-operative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek new power, or to spread their presence into new areas of the island.
The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming towns and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them, for example, to drive out the Invaders or clean the land of blight.
The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate history. At game start, winning requires destroying every last explorer, town and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if explorers or even towns and cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory.
The game includes different adversaries to fight against (eg., a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.
Splendor (Library)
$0.00
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem.
All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.
Splendor Duel (Library)
$0.00
Confront your rival guild in a race for victory. Take Gem and Pearl tokens from the common board, then purchase cards, gather bonuses, royal favors, and prestige.
Discover new twists and strategic opportunities derived from Splendor, the original best-selling game. Acquire cards with impressive powers, take advantage of special Privileges, and fight over scarce access to Pearls.
Splendor Duel is a two-player only standalone game based on Splendor that retains some of the main gameplay mechanisms of that design, while being a bit more complex, dynamic, interactive, rich, tense, and mean.
The game features a main board shared by both opponents, card powers, and three victory conditions.
Splendor: Marvel (Library)
$0.00
Bring together a team of super heroes and prevent Thanos from ending the world!The Infinity Stones are scattered throughout the Multiverse. Use their essence to recruit heroes and villains and gain Infinity Points.
Assemble the Avengers, acquire locations and when ready, claim the Infinity Gauntlet!
Pick your tokens carefully, recruit characters to gain Infinity Points and bonuses. These bonuses help you recruit more powerful heroes and acquire locations… until you gather enough characters, power, and Infinity Points to trigger the endgame!
Even though Splendor Marvel uses Splendor’s core rules and high-quality materials, it has a different color structure, a new endgame trigger, and new victory conditions. You can also gain Infinity Points with the Avengers Assemble tile that can be passed from one player to another several times during the game!
If you are keen on Splendor, learning the rules will be easy, but mastering the game may take you a while.
And if you don’t know Splendor, soon you will enjoy its quick and simple rules and become addicted to this game without even realizing it!
Spot it! (Library)
$0.00
Spot it!, a.k.a. Dobble, is a simple pattern recognition game in which players try to find an image shown on two cards.
Each card in original Spot it! features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basic Spot it! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins!
Rules for different games – each an observation game with a speed element – are included with Spot it!, with the first player to find a match either gaining or getting rid of a card. Multiple versions of Spot it! have been published, with images in each version ranging from Halloween to hockey to baseball to San Francisco.
The game is sold as Spot it! in the USA and Dobble in Europe, with slight differences between the two editions.
Note: some versions have fewer cards and fewer symbols per card. (E.g. 30 cards with 6 symbols each.): Spot it! 1,2,3
Spyfall: Time Travel (Library)
$0.00
It's a threequel of the award-winning deduction party game from the future — well, and from the past, too!
Get ready for an outstanding time, traveling across the brightest eras and countries! Expose a spy in a neanderthal cave or in a lunar base, hide out in a WWI Airship or in Leonardo's studio, and do your best not to spill all the secrets of the Japanese ninja or of a Spanish entity you surely didn't expect here!
Spyfall: Time Travel is a standalone threequel for Spyfall — an easy-to-learn party game that features bluffing, suspicion, probing questions, and clever answers. At the start of each round, players receive a secret card informing them of the group's location, except for one player who receives the spy card instead. The spy doesn't know where they are, but if they can figure out the location before their cover is blown, they win the round!
This game is fully compatible with other games of Spyfall.
Squirrel or Die (Library)
$0.00
Squirrel life is not all nuts and games. In Squirrel or Die, we explore the mental rigors of surviving the hide-or-go-starve-to-death dilemmas of the modern tree rodent. Do you have what it takes to be the last varmint standing?
Squirrel or Die is a tile game which takes 20 min or less to play. Game play is split into Autumn (hide food) and Winter (eat food) phases. Your goal is to be the only squirrel to survive winter. In the Autumn phase, you take turns discovering new tiles and setting up the board. In the Winter phase, you consume what you “squirreled away” in autumn and try to last as long you can.
Starcadia Quest (Library)
$0.00
Starcadia Quest is a new standalone campaign game for 2 to 4 players. The dastardly Supreme Commander Thorne is looking to control the galaxy (at least a good portion of it) and each player leads a crew of two heroes flying through space on a quest to defeat him. While they share the same goal, the different crews are not exactly in league with one another. They will compete as much with each other as they do with Thorne and his army.
Starlight Stage (Library)
$0.00
スターライトステージ基本セット (Starlight Stage) is a card game in which players produce newcomer idols who have various talents into top celebrity idols and collect popularity points.
There are three types of card decks on the table:Idol cards have combinations of three talent types (note, diamond, and heart) and popularity points.Produce cards have popularity points.Event cards have special resources necessary to get more talented idol cards.
Each player have three initial idol cards of single talent of each type. The start player plays one of idol cards to either(1) take a lesson and acquire a single talent chip,(2) get an event card, only for this action multiple idol cards can be played,(3) get a produce card,(4) replace the played idol card by a new idol card from the table.
Each card has acquire costs which is paid by talents of played idol card, resources from previously acquired event cards, and additional talent chips. Then the next player plays his idol card. When every player take turns, the round ends and each player reclaim played idol cards, and the next round begins with the start player shifted to the next player.
At the end of round when the produce card deck is expired, the game ends and the player with the most popularity points from his/her idol cards and produce cards combined wins the game.
Star Trek Adventures (Library)
$0.00
Starfleet needs a new crew! Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to boldly go where no one has gone before. Star Trek Adventures is a Tabletop RPG where new discoveries await explorers of Starfleet. Browse below for the roleplaying game, miniatures, dice, character sheets, game tiles & boards, free PDFs and accessories.
Star Trek: Ascendancy (Library)
$0.00
Boldly go where no one has gone before. In Star Trek: Ascendancy — a board game of exploration, expansion and conflict between the United Federation of Planets, the Klingon Empire, and the Romulan Star Empire — you control the great civilizations of the Galaxy, striking out from your home worlds to expand your influence and grow your civilization. Will you journey for peace and exploration, or will you travel the path of conquest and exploitation? Command starships, establish space lanes, construct starbases, and bring other systems under your banner. With more than 200 plastic miniatures and 30 star systems representing some of the Star Trek galaxy's most notable planets and locations, Star Trek: Ascendancy puts the fate of the galaxy in your hands.
The great unknown lies before you; with every turn is a new adventure as your ships explore new space systems, encounter new life forms and new civilizations, make wondrous discoveries, and face challenging obstacles, all drawn from the vast fifty year history of Star Trek. Will you brave the hazards of Rura Penthe to harvest vital resources, race to develop Sherman's Planet before your rivals stake their claim, or explore the mysteries of the Mutara Nebula on an ever-growing, adaptive map of the galaxy. With an infinite combination of planets and interstellar phenomena, no two games of Star Trek: Ascendancy will ever play the same!