Atlantis Rising (Second Edition) (Library)
Atlantis Rising (Second Edition) (Library) $0.00
The isle of Atlantis, your home, is sinking. Will you be able to save your people in time? Atlantis Rising is a co-operative worker placement game in which you must work together with up to six other players to deploy citizens across your homeland, gathering resources in order to build a cosmic gate that can save your people. Workers placed close to the shoreline are more rewarding, but are more likely to be flooded and the actions lost. Every turn, each player draws a misfortune card that will flood certain locations along the ever-shrinking Atlantis shoreline, or may otherwise work to undermine your efforts to save your people. So you must race to gather the necessary resources to build and power the gate, before the island disappears beneath the waves forever. This edition contains all new art and graphic design, created to bring even more attention to the thematic setting of the game. The Athenians Attack phase has been replaced with the Wrath of the Gods phase, requiring more strategic planning and adding to the sense of urgency. Now, instead of placing workers in an Atlantean Navy, players must cooperatively decide to flood a set number of tiles at the end of each round. To further aid them in their task, Councilor player powers have been expanded and made more impactful, and the knowledge deck has similarly been revised and expanded. The variable gate components, once built, no longer offer one-time bonuses, but create new worker placement spots where players can send Atlantean workers to unleash actions to help save their island.
Astronomy Fluxx (Library)
Astronomy Fluxx (Library) $0.00
Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. Astronomy Fluxx takes you to outer space, featuring stunning NASA photographs of planets and other astronomical objects. Learn about space and humankind's space flight history in this latest installment in the educational Fluxx series.
Argoat (Library)
Argoat (Library) $0.00
Stories claim that Eden is a land of beauty beyond compare and that its residents are bestowed with eternal life. However, the way to Eden is not open to all. Should it be discovered, the paradise will once again fade into darkness. In order to discern its exact location near a frontier town, you must first seek the eight Fragments of Ancient Knowledge hidden across the land. But when you arrive, you discover other outsiders with the same goal. In Argoat, the world is built progressively over the course of the game. You will need to gather knowledge as new elements appear. Sometimes you'll have the chance to negotiate with others to obtain this knowledge. Will you be the first to discover Eden by gathering the eight Fragments of Ancient Knowledge and find where Eden sleeps?
Archaeology: The New Expedition (Library)
Archaeology: The New Expedition (Library) $0.00
  Archaeology: The New Expedition is a reimplementation of the popular Archaeology: The Card Game (with several changes). You are an archaeologist working the dig sites of the Egyptian desert. Search for the right pieces to complete torn parchments, broken pots, and other priceless artifacts. Explore an ancient pyramid in the hope of uncovering a huge stash of treasure! Trade shrewdly at the local marketplace to increase the value of your collection. Sell your treasures to the museum at just the right time for maximum profit. But beware, the desert also has its dangers! A devastating sandstorm can throw your expedition into disarray, and cunning thieves lurk around the dig site ready to steal your prize discovery! In Archaeology: The New Expedition, you want to find treasures and make the most money possible by selling them to the museum. Players start with four treasure cards in hand; one monument tile is chosen at random, then the chambers of the monument are loaded secretly with treasure cards. On a turn, a player digs for treasure by drawing from the deck. If they find treasure, they don't show anyone and keep it; if they find a thief, they steal a card at random from an opponent; and if they find a sandstorm, all players lose half of their cards in hand to the marketplace, which starts the game with five face-up cards. (Each player has a tent that they can discard to avoid the effects of one sandstorm.) After digging, a player can:     Discard one or more maps to explore one chamber of the monument, looking at all the cards there and keeping some number of them.     Trade at the marketplace by laying down one or more treasure cards and picking up cards with equal or lesser trading value.     Sell to the museum by placing sets of treasure cards in front of them; in general, the more cards you have of a type, the more the set is worth. Players can explore only once, but they can do the other actions repeatedly, and they can take these actions in any order. Once the deck is empty, players keep taking actions until they all pass in turn, after which they sell treasures to the museum. Whoever ends up with the most money wins! According to the designer, Archaeology: The New Expedition differs from Archaeology: The Card Game through the inclusion of tent cards, the addition of new treasure types and additional cards to allow for five players, the adjustment of some treasure values, and the inclusion of six monuments instead of one to have more variety when exploring.
Alicematic Heroes (Library)
Alicematic Heroes (Library) $0.00
  The Queen of Hearts has summoned Alice to rebuild Wonderland, which has been devastated by an invasion of Nothing, which is devouring the dreams of all in the land — but the Queen has mistakenly summoned whole armies of Alices! Dozens of Alices abound, and now they're taking sides and forming teams to see who can put the land back together best. In Alicematic Heroes, you take charge of one of these teams, and you'll have a handful of Alices to use in your efforts. Alices come in five colors, with each player having a set of player boards in these five colors. On a turn, you first summon an Alice to your kingdom, playing that card from your hand onto the player board of the same color, but only if you can pay the cost in dream power; each Alice has a cost, and you must have at least this many dream cards (yellow) or be able to make up the difference by paying dream tokens. If you can, you immediately use the power — or Megalomania — of that Alice; if you can't, choose another card or lay an Alice face down as a commoner. Playing a commoner doesn't cost anything, lets you draw another card, and builds up the power of one of your five colors, but you don't get a Megalomania bonus for it. After you played an Alice or Commoner, you can then invade a territory in the playing area, which is composed of modular hex tiles. To conquer the territory, you need enough Military power (red cards) or Military (red) tokens, and if the territory is not on a hex where you occupy a city, you must have enough Mobility power(green cards) or Mobility tokens to reach that space. If you conquer it, you receive a bonus based on the territory's color: military, mobility or dream tokens; Alice cards; or victory points. If you conquer a city, you score points and now have a foothold on that hex. If you lack enough military and/or mobility, you can still place the territory under attack and finish it off on a later turn, but another player can potentially conquer it in the meantime. Mystic forests cannot be conquered until they're surrounded by player-controlled territories, and only the player(s) with the most controlled surrounding territories can then capture the forest, which has a toughness and point value equal to the number of surrounding territories. The game ends after fourteen rounds, then players score points for having the most or secondmost territories controlled in each hex and for having the most Alices in any of the five colors. Players can also score points for Alice Megalomania effects, and whoever has the most points wins!
Alhambra: Big Box (Library)
Alhambra: Big Box (Library) $0.00
Granada, 1278. At the foot of the Sierra Nevada mountains, one of the most exciting and interesting project of the Spanish Middle Ages begins: the construction of the ALHAMBRA. The best master builders in the whole of Europe and Arabia want to demonstrate their skill. Employ the most suitable teams of builders and make sure that you always have enough of the right currency. Because no matter whether they are stonemasons from the north or horticulturalists from the south, they all want a proper wage and insist on their “native” currency. With their help towers can be constructed, gardens laid out, pavilions and arcades erected and seraglios and chambers built.
A Game of Thrones: The Board Game (Second Edition) (Library)
A Game of Thrones: The... $0.00
King Robert Baratheon is dead, and the lands of Westeros brace for battle. In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros! To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses. Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players. The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros! During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes. In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards. Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
5-Minute Mystery (Library)
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-Minute Dungeon (Library)
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.
221B Baker Street: The Master Detective Game (Library)
221B Baker Street: The Master... $0.00
221B Baker Street is the London address of the world's most celebrated fictional detective, Sherlock Holmes, and his dedicated companion, Dr. Watson. In this game you start at 221B and travel through the streets and alleys of London picking up clues and attempting to solve the most intriguing cases Holmes and Watson have ever faced. Each player assumes the role of Holmes and matches wits with the other players to determine who possesses the most skillful powers of deduction. Each case is represented by a card that features a crime told in story form, a selection of probable suspects and a list of locations involved in that crime. Clues are hidden throughout London, one in each of fourteen locations. Players must collect clues from each location, noting them down on their checklists as they attempt to find the answers to the questions listed on the case card. Naturally, the crime scene will often contain vital clues, and a prudent detective always checks with the neighbors. Still, you can learn something vital almost anywhere in town. The first player to figure out the correct answers to a particular mystery or crime, return to 221B and announce the solution, is the winner. The original 221B Baker Street Board game was created and copyrighted by American writer Jay Moriarty (dba Antler Productions) in 1975. The Brazilian version of this game is known as Scotland Yard, not to be confused with the 1983 Spiel des Jahres winner also called Scotland Yard.