Five Tribes (Library)
Five Tribes (Library) $0.00
Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours! Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard "worker placement" genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure. As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.
Dungeons & Dragons: Adventure Begins (Library)
Dungeons & Dragons: Adventure Begins... $0.00
The Dungeons & Dragons: Adventure Begins co-operative board game is a fast entry into the world of D&D. In the game, players choose their characters, then journey through the lands of Neverwinter, working together to overcome fantastic obstacles, battle monsters, and defeat the Boss monster terrorizing the realm. The role of Dungeon Master passes from player to player with each turn, so everyone gets to be part of the storytelling.
Dungeon Roll (Library)
Dungeon Roll (Library) $0.00
The Dungeon lies before you; you’ve assembled your party of hearty adventurers and have a few tricks up your sleeve. How far will you go to seek glory and fame? Will you risk losing everything? In Dungeon Roll the player's goal is to collect the most experience points by defeating monsters, battling the dragon, and amassing treasure. Each player selects a Hero avatar, such as a Mercenary, Half-Goblin, or Enchantress, which provides them with unique powers. Then players take turns being the Adventurer, who boldly enters the dungeon seeking glory. The Adventurer assembles their party by rolling seven Party Dice, while another player serves as the Dungeon Lord and rolls a number of Dungeon Dice based on how far the Adventurer has progressed through the dungeon. The Adventurer uses Champion, Fighter, Cleric, Mage, Thief, and Scroll faces on the Party Dice to defeat monsters such as oozes and skeletons, to claim treasure inside chests, and to revive downed companions with potions. The Adventurer claims treasure by taking a token at random from inside the treasure chest-shaped game box. All this fighting in the dungeon is certain to attract the attention of the boss: The Dragon! When three or more Dragon faces appear on the Dungeon Dice, the Adventurer must battle the Dragon. Defeating the dragon is a team effort, requiring three different companion types. After three rounds, the players add up their experience points and retire to the inn to celebrate their exploits and to plan their next foray into the next deadly dungeon!
Dune: House Secrets (Library)
Dune: House Secrets (Library) $0.00
Featuring the co-operative game system used in Portal's award-winning Detective: A Modern Crime Board Game, Dune: House Secrets delivers a deeply thematic experience that drops one-to-four players in the middle of the highest stakes unfolding on the harsh desert planet of Arrakis. In this story-driven adventure game, players take on the roles of rebels who must solve a series of challenging missions with a finite amount of time and resources. Players cooperatively make decisions on how to progress the story as they decide to explore different regions of the world, follow leads, leverage allies, and overcome opposition of all kinds. During gameplay, players use a variety of physical and digital game components — a deck of cards with essential clues and plot twists, a dozen physical handouts, and a dedicated website with additional resources — to steer the narrative in fun and surprising directions for a truly immersive experience. Beginning with an introductory prologue designed to get players acquainted with the massive Dune universe, the game then continues with three big adventures, each taking roughly two-to-three hours to play. During each episode, players can earn experience points to level up their characters in between missions and unlock new options in future gameplay. Each adventure can be played separately as standalone episodes, yet should players complete all three episodes, they will unravel a master game narrative with an epic climax and unforgettable resolution with lasting impact on the future two games in the trilogy.
Dragonwood (Library)
Dragonwood (Library) $0.00
Dare to enter Dragonwood! Deep in the heart of this mythical forest lurk angry ogres, giggling goblins, and even the famed and fearsome fire-breathers themselves! In Dragonwood, you collect sets of adventurer cards to earn dice, which you then use to roll against your foes. Stomp on some fire ants, scream at a grumpy troll, or strike the menacing orange dragon with a magical silver sword. Choose your strategy carefully because the landscape of Dragonwood is ever-changing. Only the bravest will overcome the odds to emerge victorious! Gameplay: On their turn, players either draw a card or attempt to capture a creature or enhancement. Players draw from the Adventurer deck that contains cards of 5 different colors all numbered 1-12. With these cards players form combinations to attempt a Strike (cards in a row of any color), a Stomp (cards of the same number) or a Scream (cards of the same color). To capture, players roll a number of dice equal to the number of cards they have of the particular combination. Each creature has different minimum values of a Strike, Stomp or Scream needed to capture it, and a Victory Point amount. The game includes six, six-sided dice with sides 1, 2, 2, 3, 3, and 4 to reduce extremely lucky outcomes. The Dragonwood deck has 42 cards, 5 of which are displayed in the landscape at any time. In addition to creatures, this deck also has enhancements that are captured in the same way as creatures which assist players in capturing creatures, and contains events that also impact play. When both dragons have been defeated, the game is over and the player with the most victory points wins! Is the best strategy to go for several smaller creatures or save up for larger attacks? Should you grab some enhancements hoping they will pay off, or go immediately for creatures? Do you take chances on some rolls or go for sure things? Every time you play Dragonwood the deck is different, so no two games are the same!
Diceborn Heroes (Library)
Diceborn Heroes (Library) $0.00
Diceborn Heroes is a 1–4 player fantasy dice game similar to the old school JRPGs. Players control a party of heroes whose quests send them to far off lands facing monsters to protect innocent bystanders. They must band together to gain strength and defeat the evils that plagued the fair lands of Dievalice. After each encounter, players will have a chance to level up their classes and learn new skills, giving them more abilities and dice to use in the upcoming battles. Players choose 1–2 heroes to control on a team of 3–4 heroes and gather a green die for each one, then add 4 attack cards per hero to make an attack deck. Following the setup on the quest card players would then reveal a monster card for each hero into the center. Players roll a pool of dice then assign one to an available attack slot on their hero card(s). Once all dice are assigned players reveal an attack card for each monster then resolve attacks from the lowest to the highest value of card or die. Enemies target the hero that has an assigned die that is equal to or greater than their attack card value. Heroes choose enemies to target and can use hero abilities at any point to gain an edge in battle. After all attacks the attack cards are discarded and heroes gather their dice again, roll and assign all over. Defeated enemies add cards back into the attack deck; if the deck runs out, heroes start taking additional damage. Once all enemies are defeated, Heroes have the opportunity to buy items and choose the next quest that matches the symbol on their quest card. They also level up by either flipping over their hero card and either taking an ability from one of those cards or covering up the bottom with a new class card. Together you will either win and defeat the boss or have your party get knocked out by the overwhelming peril. If you win the next time you play the choices you made before will affect the next generation of heroes. Relics that you previously found on quests get added to the item deck and the enemy attack cards that you added will stay and affect the next generation of heroes. The choices you make will continue the story.
Dice Dodgems (Library)
Dice Dodgems (Library) $0.00
Dice Dodgems is a 30 minute strategy game of dodging and bumping for 2-4 players, designed by City Square Studios. In Dice Dodgems, players control miniature dodgems as they dodge and bump around the arena. The goal of the game is to be the last dodgem standing. The winner is the last player with dice. While the game's rules are easy to understand for newcomers, the bouncing mechanics and ability to see and predict other dodgems moves make for a deeper strategic experience, with great replay-ability. A chess-like battle can occur when two or more strategic players bounce around the arena.
DC Deck-Building Game: Rebirth (Library)
DC Deck-Building Game: Rebirth (Library) $0.00
DC Deck-Building Game: Rebirth introduces movement to the DC Deck-Building Game universe through eight Standees, including Batman, Superman, Wonder Woman, The Flash, and Aquaman. Movement and spatial relations is an important part of the game. Protect your city! Move around 10 spaces of the "board" to buy the cards you need and to intercept Villains before they cause all sorts of trouble at their Destination. The game features both competitive and cooperative modes. In both modes, Villains do not go into a player's deck when defeated, but instead grant a one-time reward. In competitive play, defeated Villains give players victory points, then go under their superhero cards. The main way to play is the Co-op Campaign: 8 Scenarios, each in a resealable packet. Character progression and record-keeping offers legacy style play, but without any permanent changes. Replayable! Solo Mode! And more!
Dark Souls: The Board Game (Library)
Dark Souls: The Board Game... $0.00
The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. Prepare to die. The game features a "fast set-up, long reveal" mechanism that gets you into the game quickly and builds the location as you explore. The sense of danger is palpable as you discover new locations and the monsters that inhabit these dark places. The core combat mechanism and enemy behavior system forces deep strategic play and clever management of stamina to survive. Dark Souls includes numerous boss and mini-boss encounters — including one against the Dragon Slayer Ornstein and Executioner Smough — and utilizes an innovative behavior mechanism so that no two encounters are ever the same, thus giving the game near infinite replayability.
Cry Havoc (Library)
Cry Havoc (Library) $0.00
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
Crokinole (Library)
Crokinole (Library) $0.00
Crokinole is a traditional two- or four-player dexterity game, played on a circular wooden board, with 3 rings and an inner recessed 'bullseye'. A ring of posts is set around the inner circle, which functions as an obstacle to reach this area. Playing pieces are wooden circular disks similar to checkers pieces. Players take turns shooting disks across the board by flicking them with their fingers in an effort to land them in the highest scoring ring on the board, the highest score (20 points) achieved by shooting a disk into the centre, recessed hole. From the outside in, rings are worth 5, 10, 15 points. As a traditional game, there are often many variations played, but the following method is based on the National Crokinole Association's rules which also govern the World Crokinole Championship. Each disk to be shot must be placed on the outer boundary and within the shooting player's quadrant. If there are no opponent's disks on the board, the shot disk must land in the inner ring or it is removed. If there is an opponent's disk on the board, the shot disk must hit an opponent's piece, either directly, or by bumping another disk into it. Disks landing in the centre hole are removed and scored at the end of the round. Disks that lie outside--or are touching--the outer boundary after each shot are removed from play for the round. The player to score the most points wins the round and scores 2 points, and if a tie, each player scores 1 point. A "game" is usually played to four rounds. The number of "games" in a match is set by the tournament. Alternatively, play is to a set score, usually the first player or team to 100, and each round is scored by cancellation. For example if Player One scores 250, and Player Two scores 225, then Player One will add 25 to his/her game score
Cowboy Bebop: Space Serenade (Library)
Cowboy Bebop: Space Serenade (Library) $0.00
Cowboy Bebop: Space Serenade is a competitive deck-building game with 2 to 4 players in which you play one of the four members of the famous Bebop crew. Each player tries to prove that he is the best bounty hunter by getting the most reputation points at the end of the game. To do so, they will have to capture the criminals wanted by the ISSP, in a spirit of limited collaboration. During the game, players will be able to buy cards that will allow them to improve their personal deck, in order to better manage the resources necessary for their victory. They will also be able to move from planet to planet with gas or use their special abilities and even those of other players if they have in the same place as them. The game ends when the terrible Vicious is captured or has fled.
Core Connection: Rise of Atlantis (Library)
Core Connection: Rise of Atlantis... $0.00
Core Connection is a deck-building card game for 2-4 players in which you take on the role of a pilot of a Resonant, a giant mecha, fighting to free society from the tyrannical reign of its oppressors! Pilot your Resonant with unique tactics and upgrade it with enhancements to defeat the army of Atlantis! Rise of Atlantis is the base Core Connection game and comes with everything needed to start playing!
Clank!: A Deck-Building Adventure (Library)
Clank!: A Deck-Building Adventure (Library) $0.00
Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow. Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive! Clank! is a deck-building game. Each player has their own deck, and building yours up is part of playing the game. You start each of your turns with five cards in your hand, and you'll play them all in any order you choose. Most cards will generate resources, of which there are three different kinds:     Skill, which is used to acquire new cards for your deck.    Swords, which are used to fight the monsters that infest the dungeon.    Boots, which are used to move around the board. Every time you acquire a new card, you put it face up in your discard pile. Whenever you need to draw a card and find your deck empty, you shuffle your discard pile and turn it face down to form a new deck. With each shuffle, your newest cards become part of a bigger and better deck! Each player starts with the same cards in their deck, but they’ll acquire different cards during their turns. Because cards can do many different things, each player’s deck (and strategy) will become more and more different as the game unfolds.During the game, you have two goals:     Retrieve an Artifact token and escape the dragon by returning to the place you started, outside of the dungeon.    Accumulate enough points with your Artifact and other loot to beat out your opponents and earn the title of Greatest Thief in the Realm!  
Chronicles of Crime: 1900 (Library)
Chronicles of Crime: 1900 (Library) $0.00
“You are Victor Lavel, a young ambitious journalist working for a major newspaper. It's the year 1900, the middle of the Belle Époque, and Paris flourishes. There are so many stories to cover, the Exposition Universelle, the Summer Olympics, the opening of the first metro station, but as a Lavel, a family famous for solving crimes since the Middle Ages, you are much more interested in murders, kidnappings, and robberies. Being a journalist helps you be among the first ones to know about them, and your wits often make you the first one to find the perpetrator.” The new Chronicles of Crime: 1900 standalone game challenges players not only to skillfully collect evidence and interrogate suspects but also to solve some escape-room-style puzzles incorporated into each scenario. Can you guess the right combination to open the safe? Would you be able to decipher an encrypted message found on the crime scene? Can you trace the suspect by navigating a map? It won’t be easy, but if you get stuck, you can ask your colleague Charlotte for help. She runs the “Puzzles and Riddles” column in your newspaper, so she can always give you a hint about the mystery you’re struggling with. Part of Chronicles of Crime - The Millennium SeriesChronicles of Crime is back with a range of games called "The Millennium Series". Three brand new standalone Chronicles of Crime games, working with the same great system but providing interesting gameplay twists and refreshing universes that span an entire millennium from 1400 to 1900 and finally 2400. All three games are standalone but will offer connecting narrative threads for players to discover.