5-Minute Dungeon (Library)
$0.00
5-Minute Dungeon is a chaotic, co-operative, real-time card game in which players have only five minutes to escape the randomized dungeon. Communication and teamwork are critical to survival because there's no time to form a carefully considered plan — and no predicting what dangers lie ahead.
In more detail, players assume the role of one of ten heroes, each with special cards and abilities. Once the five-minute timer starts, the race is on to defeat all the monsters inside the dungeon. In order to defeat a monster, players must match symbols from their hand with ones on the monster's card. At the end of each dungeon is a powerful dungeon boss — and after the first boss is defeated, the campaign continues to the second boss. Each boss, and each randomized dungeon, gets harder until players reach the fifth and final boss.
5-Minute Mystery (Library)
$0.00
5-Minute Mystery is a high-intensity, deductive, mystery game in which players work together to find a culprit hidden in a line-up of suspects.
Just moments before the Museum of Everything was set to unveil its newest exhibit, the priceless MacGuffin, some criminal snuck in and stole it! Now it's up to you, a team of detectives, to crack the case, find the culprit, and recover the missing MacGuffin.
Start by searching for hidden symbols in each room of the museum and find the matching symbols on the codex. Once you've found all of the symbols in the room, you’ll unlock a clue about the culprit.
Match the barcode of the clue tile against the culprit tile to discover valuable information about the crook. Does the miscreant have an umbrella? No? Well, that eliminates the shifty Mr. Braxton, doesn’t it? Quickly sort through the suspect cards in your hand to narrow down who the criminal can be.
You’ll have to make it through as many rooms as it takes to figure out exactly who is responsible for stealing the MacGuffin, but remember, time is not on your side!
Case files change the rules to each time you play, making every game a new challenge.
Do you have what it takes to be the detective to crack the case and solve this five-minute mystery? Only time will tell!
5 Second Rule (Library)
$0.00
The Five Second Rule is a board game of quick thinking and fast talking. It is not a rule which applies when a piece of food is dropped on the floor, picked up then eaten in quick succession. Basically the rules are very easy - name three things in 5 seconds flat! Sounds easy? You'd be surprised!
It should be easy to name 3 breeds of dogs - but can you do it under the pressure of 5 seconds twisting down, and with the other players staring at you, waiting for you to get flustered? Time's not on your side, so just say what comes to mind and risk ridiculous answers slipping as time twirls down on the unique twisted timer. It's all in good fun with the fast-paced game where you have to Just Spit it Out.
7 Wonders (Library)
$0.00
Lead one of the great ancient civilizations to prosperity in this fast-paced card-drafting game.
In 7 Wonders, you’ll take command of an ancient civilization, guiding it to greatness by developing your city's military, scientific, cultural, and commercial resources. Through a clever card-drafting mechanic, players build structures, create powerful wonders, and engage in strategic competition with neighboring cities to score the most points. Will your civilization stand the test of time?
With simultaneous gameplay, 7 Wonders offers quick turns and constant engagement for all players, even in larger groups. The game is easy to learn but offers endless strategic depth, making it a favorite among both casual and seasoned gamers.
7 Wonders Duel (Library)
$0.00
In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players.
Players do not draft cards simultaneously from decks of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play, as it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.
Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as they are acquired, the cost for those resources increases for the opponent, representing the owner's dominance in this area.
You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins.
Adventure Games: Monochrome Inc. (Library)
$0.00
Explore places, combine items, and experience stories in Adventure Games, a series of co-operative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!
Unlike the co-operative EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.
In Monochrome Inc., players have been instructed to break into the research building named in the game's title, and once they get inside this tower's mirrored windows, they are left on their own. What they find there, what conclusions they draw from these items, and how this nerve-wracking story ends is entirely in their hands. Only by co-ordinating their team will they avoid potential pitfalls, carry out their mission, and solve the mystery of this building.
Adventure Games: The Dungeon (Library)
$0.00
Explore places, combine items, and experience stories in Adventure Games, a series of co-operative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!
Unlike the co-operative EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.
In The Dungeon, the players awaken in a prison cell in the middle ages with no memory of how they got there. What happened? What strange things are taking place in this dungeon? And most importantly, how can they get out? Over three chapters, players will jointly explore rooms, combine objects, and perhaps even encounter creatures that lurk in the dark rooms of the old castle...
Adventure Games: The Grand Hotel...
$0.00
Explore places, combine items, and experience stories in Adventure Games, a series of cooperative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!
Unlike the EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.
In Adventure Games: Grand Hotel Abaddon, you want to discover what strange events are happening in the old building, slipping into your role on the team to follow tracks and decide how the adventure game should proceed.
Adventure Games: The Volcanic Island...
$0.00
Explore places, combine items, and experience stories in Adventure Games, a series of co-operative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!
Unlike the co-operative EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.
In The Volcanic Island, you slip into the roles of four students on a volcanic island who face mysterious events. Like a thriller, you need to solve puzzles, make decisions, track traces, and analyze and use objects. You will experience a story together. Gameplay is variable and different in each group.
A Game of Cat &...
$0.00
Use your magnetic cat's paw to shoot all the balls of one color at the enemy.
A Game of Cat & Mouth is all about fast-flinging and quick thinking with a touch of precision. In Exploding Kitten’s first two-player game, the first player to land all of the balls of one color onto their opponent’s side wins! It’s like air hockey, but instead of air and hockey, it’s cats and rainbows! It’s cutthroat multiplayer pinball. Family-friendly, Ages 10+ A party game for 2-5 players This hilariously fun ballflinging game is great for children, teens or adult parties. The compact box also makes it great when travelling, out camping or just for a great night in on your next family games night. With its easy to follow game play A Game of Cat & Mouth is simple to pick up and hard to put down. It comes with our tried and tested 100% fun guarantee.
A Fake Artist Goes to...
$0.00
Fake Artist Goes to New York – is a party game for 5-10 players. Players take turns being the Question Master, whose role is to set a category, write a word within that category on dry erase cards, and hand those out to other players as artists. At the same time, one player will have only an "X" written on his card: they are the fake artist!
Players will then go around the table twice, drawing one contiguous stroke each on a paper to draw the word established by the Question Master, then guess who the fake artist is. If the fake artist is not caught, both the fake artist and the Question Master earn points; if the fake artist is caught and cannot guess what the word is, the artists earn points.
BESM (Big Eyes, Small Mouth)...
$0.00
BESM Fourth Edition core role-playing game book contains everything you need to create your anime and manga characters and start playing. No other books are required, though we have an entire expansion line in the works to support your gaming adventures. This gorgeous volume is a hefty 336 full-colour pages with well over 100 beautiful illustrations from talented artist across the world. BESM Fourth Edition features a laminated hardcover with spot UV varnish and a durable Smyth-sewn binding that allows your book to easily lay flat and stay open to any page.
Betrayal at House on the...
$0.00
Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own 'design', encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends.
Betrayal at House on the Hill is a tile game that allows players to lay out the haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.
Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.
Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.
Blades in the Dark (Library)
$0.00
Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.
You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?
Blank Marry Kill (Library)
$0.00
A card-based variant on the old game "Screw Marry Kill", where one of the existing verbs (screw, marry, or kill) is replaced with a random new verb. Players secretly vote on which verb the Judge will choose for each of 3 given characters. They then take turns adding attributes to each of the candidates in an effort to sway the Judge's final decision to match their vote.
Players receive points for each correct guess and the Judge role rotates until each player has had a turn to be the Judge. Once each player has been the Judge once, the round ends; the player with the most points at the end of an unspecified number of rounds wins.The game contains several sets of cards:
3 purple cards for the original set of verbs (screw, marry, kill) White cards containing alternate verbs Green voting cards for each player (screw, marry, kill, blank - where the blank card is used for the alternate verb) Black character cards Red attribute cards Orange cards to represent points