The Lost Words (Library)
$0.00
The Lost Words is a card game based on the stunning book by best-selling author Robert Macfarlane and acclaimed illustrator of over forty beloved classics, Jackie Morris.
The Lost Words is a simple draw/event/discard game with a take-that element via the action cards. The game is won by placing your spell (poem) cards over beautifully illustrated nature cards before your opponents. The players' quests will be blocked — or aided — by special action cards that create a most exciting dynamic throughout the game. The first player to match their four nature cards with the correct spell cards wins.
The Red Dragon Inn (Library)
$0.00
In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.
The four characters are Deirdre the Priestess, Fiona the Volatile, Gerki the Sneak, and Zot the Wizard.
The Resistance (Library)
$0.00
The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
The Shared Dream (Library)
$0.00
The Shared Dream is a cooperative board game for 2-4 players. In The Shared Dream, players take on the role of Anima, special people who can make their dreams (and nightmares) real in the waking world. All of the players have awoken to find that they all had the same dream and parts of it (good and bad) are coming to life. The players must re-experience their shared dream in the waking world while avoiding or destroying the nightmarish creatures that have sprung from that same dream.
In game terms, the players must follow the instructions on the chosen "Shared Dream" card in an attempt to prevent the nightmares from that dream from spreading to the innocent sleepers of the city. This generally includes traveling through the city to find clues, destroying shadows and reavers, and taking on a nemesis born from the shared dream.
The Terrifying Girl Disorder (Library)
$0.00
The Terrifying Girl Disorder is a quirky and brain-burning set-collecting card game. The deck consists of seven different types of cards, with each type represented by a girl with numbers 1–7 and a special power. Players start with a hand of cards, and each round play any number of identical cards from hand, activate that girl's special power, then collect new cards, using a weird drafting mechanism.
Each player can play a certain numbered set only once per game. When the game ends, the player who has played the most cards of a certain girl "becomes" that girl. Each different girl has a completely different way of scoring, so you need to adapt to the other player's play rapidly.
(The title is an allusion to a novel set in a distant future in which girls around the world start manifesting supernatural powers, and they are more or less treated as threats to humanity.)
The Ultimate Date Night Game...
$0.00
What's Inside: This game includes 300 cards, divided into five categories, along with a spinner and instructions. Get ready to have fun together while building bonds of love, intimacy, and friendship.
How to Play: Flick the spinner. Draw from the deck. Then just do what the card says. To win, be the first to collect 25 cards. In terms of date night ideas, it's easier than picking a spot for dinner.
Grab Your Person: This couples game for adults is designed for 2+ players, ages 17+. From sharing new stories to celebrating your history, this game will become one of your new favorite couples activities.
The Vibe (Library)
$0.00
In this collaborative game, players take turns taking on the role of "The Vibe," selecting a theme and arranging pictures in a specific order to provide clues.
The postcard-sized cards with pictures are arranged from left to right, indicating how well they fit the chosen theme — from least to most fitting.
The other players, the "Mind Readers," then try to guess the theme based on the sequence of pictures.
The game's challenge comes from The Vibe's selection of artwork, where each picture carries just the right amount of ambiguity to encourage thoughtful discussion and interpretation.
Different volumes:Each volume of The Vibe includes 64 large postcard-sized cards, featuring diverse and evocative imagery on one side and thematic words on the other.
The first volume offers a blend of classic and quirky art from around the world, paired with a wide range of thematic words.
Later volumes explore specific topics and styles, with more closely related words, making the game more challenging and requiring sharper focus and greater attention to detail.
Volumes can be mixed and matched to create new and varied play experiences.
Through the Ages: A New...
$0.00
Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works.
Through the Ages (TTA) is a civilization building game. Each player attempts to build the best civilization through careful resource management, and by: discovering new technologies, electing competent leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages, beginning in the age of antiquity and ending in the modern age.
One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is 'built' in the same manner as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with a stronger military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a strong military, but it is very easy to lose because of a weak one.
Victory is achieved by the player whose nation has the most culture at the end of the modern age.
Throw Throw Avocado (Library)
$0.00
Throw Throw Avocado is unlike any game you’ve played before. In this dodgeball card game, go head to head with your opponents collecting cards while throwing and avoiding squishy, adorable Avocados. Play Throw Throw Avocado as a standalone sequel, or use the BONUS deck of cards included and combine them with the cards from Throw Throw Burrito to unlock a new combo game using all four throwables!
How it works: Place a pair of avocados on a table and draw cards. Keep your cards a secret. Rack up points by finding sets of three in the deck. Find matches before anyone else does. If someone plays Avocado Cards, a Battle ensues. Steal points from your opponents by hitting them with squishy toy avocados. Declare war on your friends. Some battles only involve a handful of players. Others force the entire table to engage in a Avocado War. Duel to determine the winner. During an Avocado Duel, two players must stand back to back, walk three paces, and FIRE.
There is no distinct turn structure. All players are picking and passing cards constantly, similar to Spoons. Once a player has a match of any of the varieties, play will change to the various Avocado Duels - Double Brawl, Legs Duel, Freeze War - where some or all players will throw the squishy Avocado at other players.
To win a player has to accumulate a set number of points. Collecting matching cards and matching battle cards earns positive points, and losing Avocado Duels earns negative points. The first player to reach a specified amount (usually five), wins.
A fun new sequel to Throw Throw Burrito, the world’s first ever dodgeball card game.- Collect matching cards, earn points and throw Avocados at one another.- Includes 120 cards, instruction manual, 6 Avocado Boo Boos, 1 Fear Me Badge and 2 foam Avocados soft enough to throw at your Great-Aunt Martha without feeling guilty.- Includes a BONUS combo pack of 36 cards that can be combined with your Throw Throw Burrito cards to play the ultimate, epic combo game!
Throw Throw Burrito (Library)
$0.00
The world's first dodgeball card game. Collect cards. Play your hand. Throw things at your friends.
Throw Throw Burrito is what you get when you cross a card game with dodgeball. Try to collect matching sets of cards faster than your opponents while simultaneously ducking, dodging, and throwing squishy airborne burritos. The cards you collect earn points, but getting hit by flying burritos loses them. So clear some space and put away the antiques, because you’ve never played a card game quite like this before.
How it works: Place a pair of burritos on a table and draw cards. Keep your cards a secret. Rack up points by finding sets of three in the deck. Find matches before anyone else does. If someone plays Burrito Cards, a Battle ensues. Steal points from your opponents by hitting them with squishy toy burritos. Declare war on your friends. Some battles only involve a handful of players. Others force the entire table to engage in a Burrito War. Duel to determine the winner. During a Burrito Duel, two players must stand back to back, walk three paces, and FIRE.
Ticket to Ride (Library)
$0.00
With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
"The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor."
Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.
Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.
Part of the Ticket to Ride series.
Ticket to Ride: Europe (Library)
$0.00
Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.
More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces.
The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.
Copyright 2002-2014 Days of Wonder, inc.
Part of the Ticket to Ride series.
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.
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)
$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.