Pitch Out (Library)
Pitch Out (Library) $0.00
Pitch Out (previously announced as Conflickt) is a disk-flicking game with tactical elements in which players try to take out or isolate the opponent's leader. The game is played with a bunch of disks (5-8 for the base sets) and five "walls". In turns, players place their pieces and two walls on their side of the field. Then, they start flicking one disk per turn, trying to push the opponent's disks out of the field. Each disk has a special power, for example the Assassin just needs to touch an opponent's piece to take it out, so players need to play tactically. The first player to take out the opponent's leader or all their other pieces wins the game.
Patchwork (Library)
Patchwork (Library) $0.00
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player. On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved. In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank. What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board. Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.) When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.
Orlog: Assassin's Creed Valhalla Dice Game (Library)
Orlog: Assassin's Creed Valhalla Dice... $0.00
PureArts and Ubisoft present the officially licensed Orlog Dice Game of Assassin’s Creed Valhalla! Played extensively by the Norsemen and Anglo-Saxons in every city of the video game, Orlog is played by two players who use dice rolls and bonus effects to claim victory over their opponent. Players roll dice to generate attacks and acquire tokens for God favors - using a combination of both during attacks and for regaining health. Players cast their dice 3 times a round until resolution. Play continues until one player has lost all Health stones. Will you earn the favor of the Gods and receive their blessings to win? There’s only one way to find out.
My Hero Academia Collectible Card Game 2-Player Rival Box (Library)
My Hero Academia Collectible Card... $0.00
In the My Hero Academia Collectible Card Game, you build powerful decks around the students of Class 1-A and the heroes and villains that surround them, battling rivals with cards developed around the characters and quirks of the My Hero Academia manga and anime series.
Mr. Jack (Library)
Mr. Jack (Library) $0.00
In Mr. Jack, one of the two players represents Jack the Ripper, who will be one of the eight characters on the board. This player knows which character is Mr. Jack, and his goal is to flee from the district as soon as possible (or avoid being accused for eight turns). The other player represents an independent investigator (not represented on the board) who tries to guess the identity of Jack — but he can make only one accusation during the game! During each turn, the players move the characters, using their special powers and placing them either in shadow or light. At the end of each turn, the witnesses declare whether Jack is visible — that is, in light or adjacent to another character — or not (alone in the shadows). This allows the investigator to know which characters are innocent. As the turns progress, the investigator tries to eliminate suspects while Jack tries to escape. Intuition, logic, and cold blood will be necessary for each of the two participants.
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.
Lindyhop (Library)
Lindyhop (Library) $0.00
In Lindyhop, a co-operative trick-taking game about swing dancing, players start by dealing out the music cards to create the song to which they will dance. Players then play tricks as dance moves to progress through the song, picking up points as they go. Some of the cards have powers, but these powers activate only on specific parts of the music — and you can't discuss what each player has in their hand. Try to beat your score each dance, but if you run out of dance cards before the music finishes, you score nothing!
KLASK (Library)
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.
Kingdomino Duel (Library)
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 Tokyo: Duel (Library)
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!
Jaipur (Library)
Jaipur (Library) $0.00
You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that's not enough for you because only the merchant with two "seals of excellence" will have the privilege of being invited to the Maharaja's court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds. Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards. If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait! You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.
Imhotep: The Duel (Library)
Imhotep: The Duel (Library) $0.00
The competition of the builders continues in Imhotep: The Duel! In this game, players take on the roles of Nefertiti and Akhenaten, one of Egypt's most famous royal couples. Game pieces must be cleverly placed so that players can unload the most valuable tiles from the six boats. While this is happening, each player builds their own four monuments in order to gain as many fame points as possible.
Hive (Library)
Hive (Library) $0.00
Hive is a strategic game for two players that is not restricted by a board and can be played anywhere on any flat surface. Hive is made up of twenty two pieces, eleven black and eleven white, resembling a variety of creatures each with a unique way of moving. With no setting up to do, the game begins when the first piece is placed down. As the subsequent pieces are placed this forms a pattern that becomes the playing surface (the pieces themselves become the board). Unlike other such games, the pieces are never eliminated and not all have to be played. The object of the game is to totally surround your opponent's queen, while at the same time trying to block your opponent from doing likewise to your queen. The player to totally surround his opponent's queen wins the game.
Foosketball (Library)
Foosketball (Library) $0.00
Shoot hoops head-to-head! First player to score 5 points wins.
Flesh and Blood Blitz decks (Library)
Flesh and Blood Blitz decks... $0.00
Welcome to Flesh and Blood, the new hero-centric fantasy trading card game, designed for incredible constructed, booster draft, and sealed deck play. Players setup the game with a chosen character, weapon(s), and equipment. Players take turns attacking with their weapons and/or using action cards which are played by "pitching" (discarding) cards to pay resource costs. Attacks and defense reactions are placed on a "chain" (queue) and resolved with damage inflicted based on the difference of values. Play continues until a player reaches 0 health with the opponent declared the victor.