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A La Carte
Type: Dexterity/Family Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
In one of his sillier games, Karl-Heinz Schmiel casts the players as semi-psychotic cooks attempting to hone their culinary skills. Each player receives a miniature pan and a hotplate. Then each turn you can either attempt to turn up the heat, season your dish, or attempt to steal another cook's recipe in the making. Heating your hotplate is a random affair with a die, and could raise the heat on everyone's plate. Spicing the dish is heart of the game and done by up-ending small bottles filled with little colored wood pellets. When the pellets tumble out of the bottle (sometimes, if they do), the number of pellets can't exceed two, because over-spicing the dish ruins it and you have to throw it in the trash!
Components:
- 4 Stoves
- 1 Plate
- 4 Pedestals
- 1 Adjusting Knob
- 2 Plastic Rivits
- 4 Pans
- 4 Condiment Dispensers with Colored Lids
- 80 Condiments in 4 colors
- 20 Lemon
- 20 Pepper
- 20 Paprika
- 20 Herbs
- 25 Salt Crystals
- 20 Artfully Weird Dishes
- 4 Delicious Crepes
- 13 Coffee Cups
- 3 Cooking Spoons
- 1 Coffee Tray
- 4 Trays for Finished Dishes
- 1 Trash Can
- 2 Sinks
- 9 Star Tokens
- 1 Heating Die
- 1 Rule Book
A La Carte: Dessert
This is an expansion for the game A La Carte and requires the base game to play.
An expansion for A la carte that introduces new gourmet desserts for avid gamers including Spice Dice, Salty Dogs or the fiery Pomitos Frititos.
This expansion contains 4 mini expansions for A la Carte and the components necessary to add a fifth player.
- Menus
Before the game starts each player receives 3 menus and chooses one. He doesn't let the other players know which menus he/she has. If a player successfully prepares the dishes on the menu, at the end of the game he/she receive extra victory points. Otherwise he/she gets no extra points. For some of the menus the player also needs at least one star.
- New Coffee Cups
Two new coffee cups are added to the game
- Trash can: Instead of choosing a dish from the table, a player can choose a dish from the trash can and place the dish in his/her pan.
- Flavor neutralizer: The player chooses a spice (even salt) from his/her pan and removes it from the game.
- Salt Dishes
There are 5 different salt dishes. The salt dishes are placed along the other dishes. The dishes are cooked as normal, only salt is needed.
- Spice Mixing
This is a new spice bottle that has 5 grains of each of the 4 different spices inside (for a total of 20). There is no salt in this bottle. A player can choose this bottle to add spices to his/her dish.
Abaddon
Type: War Game
Ages: 14 and up
Number of Players: 2 – 4
Playing Time: 45 minutes
It's the distant future, and mankind has taken a galactic leap forward through space, time, and technology. Life as we know it struggles to endure on the Abaddon. Once the home of a mysterious, non-human civilization, the planet is now a desolate wasteland bearing one immensely precious resource: Feronium power crystals. The unimaginable energy contained within the crystals is coveted by two groups of humans: the Satellite City-States and the Commonwealth Alliance. Using Links – giant bio-mech suits made from modified military vehicles and alien technology – the warring factions fight a weary battle for territorial control of the Abaddon.
At your disposal in Abaddon is a 28" x 19" battlefield game board with 32 highly-detailed mech figurines, 18 free-standing landscape terrain features, over 100 game-changing Wild Fire and Weapon System cards, dozens of tokens, battle dice and a Battle Manual containing over 15 mission scenarios. Choose your allegiance and lead your army in non-stop excitement as you forge through unforgiving terrain, fight to overcome random and bizarre technological glitches, and battle your enemies in never-ending war.
Abaddon is a furious, two-to-four-player game of futuristic combat. Each scenario is laid out on the customizable battlefield game board with each side using a varying number of units. The game is played in turns during which a player rolls his Activation Dice, allowing him to "activate" certain units and move them. These mechanical units – Links – are powered by Feronium power crystals, and as they take damage these crystals are depleted. A unit that runs out of crystals is unable to continue functioning and is considered destroyed.
Combat is card- and dice-based. The attacker lays out his Weapon System cards, targeting defending enemy units. Once the attacker has laid out all of his planned attacks, the defender may defend with his own Weapon System cards. These cards can modify the dice rolls that are used to determine the results of the combat. Additionally, due to the experimental nature of the Links and the mysterious happenings in the Abaddon region, things can, and often will, go wrong. These malfunctions and odd happenings are represented by Wild Fire cards, the drawing of which can result in anything from possible shutdowns to anti-gravity surges.
Victory is determined based on stipulations presented by the chosen mission scenarios. Typically, victory is achieved by damaging and destroying your opponent's units by way of their power crystals. Each destroyed enemy crystal is worth one victory point, which players must collect in order to win.
Acquire
Type: Economic
Number of players: 2-6
Age of players: 12+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
Each player strategically invests in businesses, trying to retain a majority of stock. As the businesses grow with tile placements, they also start merging, giving the majority stockholders of the acquired business sizable bonuses, which can then be used to reinvest into other chains. All of the investors in the acquired company can then cash in their stocks for current value or trade them 2-for-1 for shares of the newer, larger business. The game is a race to acquire the greatest wealth.
Age of Conan
Type: Area Control
Number of players: 2-4
Age of players: 12+
Length: 90+ minutes
An open copy of this game is available for demonstration.
Thief, barbarian, pirate, king. Robert E. Howard's tales of the exploits and adventures of Conan have inspired generations. The Age of Conan strategy board game allows players to each control one of the four major kingdoms of Hyboria. Command armies, wield dark sorcery, or weave cunning intrigue - all are needed in order to conquer your enemies and make your kingdom the most powerful in the world. Yet, even the most powerful of rulers ignores one man at his great peril. Only one kingdom will harness the volatile alliance of the mightiest hero of all - Conan the Cimmerian!
Age of Empires III
Type: Area Control
Number of players: 2-5
Age of players: 10+
Length: 120 minutes
An open copy of this game is available for demonstration.
Designed by Glenn Drover, this boardgame version of the PC hit, Age of Empires III from Microsoft and Ensemble Studios, allows you to revisit the age of exploration and discovery. Take on the role of a colonial power seeking fame, glory, and riches in the New World. As you proceed through three ages, you can launch expeditions of discovery, colonize regions, expand your merchant fleet, build capitol buildings that give your nation distinct advantages, develop your economy, and, if necessary, declare war.
Age of Empires III: The Age of Discovery features beautiful artwork from the PC game and from renowned artist Paul Niemeyer, but is a typical eurogame. Age of Empires III has hundreds of plastic figures, including ships, doubloons, colonists, merchants, captains, missionaries, and soldiers.
Age of Empires: Builder Expansion
This is an expansion for Age of Empires III (Age of Discovery) and requires the base game to play.
An official expansion to Glenn Drover's Empires: The Age of Discovery, the Builder Expansion contains:
1) A NEW SPECIALIST: THE BUILDER
Abilities:
a) When placed on the colonist dock and sent to the New World it will increase the VP's scored for the region: +4 VP/Builder (of any color) for 1st place; +2 VP/Builder for second place. (The idea is that the colony is much more developed with cities and infrastructure).
b) When placed in the Capital Building track, the player pays $5 less.
The Builder may be acquired via new Capital Buildings or when a player places a colonist on the 5th spot (Builder is Free, other specialists cost 5)
2) 20 NEW CAPITAL BUILDINGS
These include some "buildings" that cost zero, but offer a one-time instant effect such as $7, 2 free specialists, and 2 free trade goods. So even if a player is short on cash, a building action is available.
3) A RULES SHEET with the new Builder Rules, Capital Buildings, and even special rules for a historical start (Each Nation has a special ability and one or two Capital Buildings to start the game). The idea is that the Spanish will feel like the Spanish (Conquistadors, etc.), The English will feel like the English, the Dutch like the Dutch, etc.
4) Pieces for the sixth payer (purple).
Age of Industry
Type: Economic
Number of players: 2-5
Ages: 13+
Length: 120 minutes
Martin Wallace’s streamlined redesign of Brass.
Players are tycoons in the early days of the Industrial Revolution, a time when traditional craftsman were rapidly replaced with steam-powered machines. Players invest in the production of raw materials, the manufacturing of goods, and the transportation networks needed to connect them.
Like Brass, the strategic space is vast and player decisions are limited by cards. In Age of Industry, however, cards are color-coded to regions rather than specific cities, allowing the players to be more flexible with their plans, while at the same time, continuing to limit the decisions available. The color-coded region cards will also support expansion maps.
In addition, the original Brass rules were simplified by eliminating the canal period; there is only one period, the railway era. There is also a new, non-specific industry, which will change with each map.
According to Wallace, "You can now play something with the depth of Brass but in half the time. The game will have a double-sided map, with Germany on one side and southern New England on the other."
Age of Industry Expansion #1
This is an expansion for Age of Industry and requires the base game to play.
The first expansion maps for Age of Industry, Japan and Minnesota. Larry Whalen has designed the Japan map, while Kevin Beckey has designed the Minnesota map. Both feature little twists to the original system, making them feel different from the original maps. The expansion is one double-sided board with Japan on one side and Minnesota on the other. Just click below to purchase.
Age of Steam
Type: Trains
Number of players: 3-6
Age of players: 13+
Length: 120 minutes
Expanded by:
Steam-belching iron horses roar across the wild plains! Age of Steam relives the era when pioneering US railroads built the tracks that transformed America's economy. The cut-throat action is centered on the industrial powerhouses of the growing nation: Pittsburgh, Cincinnati, Chicago and beyond.
Challenges that await you:
Can you finance both the most extensive track network and the most powerful locomotives?
Which routes will give the best returns on their costs?
Can you beat the opposition to the most lucrative shipments?
Will you make enough money to pay your aggressive creditors?
Competition is brutal, with the game usually going to the player who plans most carefully.
Each self-contained phase in the game keeps players constantly involved in making vital decisions and interacting with other players. Age of Steam also allows towns to be developed into cities, ensuring that no two games are exactly the same.
Age of Steam: Box Edition - Moon & Berlin Wall
This is an expansion for Age of Steam and requires the base game to play. It comes with a box for containing Age of Steam expansion maps.
Age of Steam: Moon and Berlin Wall Maps are exciting new expansions for the popular Age of Steam board game series.
The Moon Map is viewed as “spherical” so track can be built off the edges and connect on the opposite side of the board… play is also affected by the Night & Day phases of the moon. Players must build from the central hex (which counts as a city but has no color or goods) or cities linked to it. The Engineer action now enables players to build 3 pieces of track. Another new action, Low Gravitation, allows the use of 1 link belonging to another player during goods and movement phases.
The Berlin Wall Map features a new Engineer action allowing the building of 3 pieces of track or removing one red track marker from the board. Goods may only be delivered from east to west (or vise versa) through holes in the wall by removing the red track markers. Red cubes represent the Soviet Army and Blue cubes the American, British and French forces and movement of these cubes is restricted until the round marker reaches the red player marker that was placed at the start of the game….at this point all restrictions are removed!
Contents:
- 1 Double-sided Map Board
- Game Rules
- Box for Expansion Maps
Age of Steam: Germany & France
This double sided Age of Steam expansion combines the Germany expansion from Age of Steam Expansion – Western US and Germany and the France expansion from Age of Steam Expansion – Italy and France. It has color rules in both English & German.
Age of Steam: Mexico & China
This is an expansion for Age of Steam and requires the base game to play.
Age of Steam: Mexico & China is an exciting new expansion for the Age of Steam board game series. These are mounted hardboard maps.
The Mexico Map – originally released by the Steam Brothers as part of AoS: Mexico, Spain/Portugal – features a new special action called Nationalization, which thematically involves player track being nationalized. This new action adds great interaction among the players.
The China Map – originally released by the Steam Brothers as part of AoS: China/South America – features another new special action called Diplomatic Pressure. This new action requires players to pay to connect cities into their network. This, coupled with the tough terrain of China, makes this new Age of Steam expansion an exciting and very challenging map.
Age of Steam: Secret Blueprints of Steam Plans 1 & 2
This is and expansion map for the game Age of Steam, and requires the base game in order to play.
Secretly devise the best plan to create a profitable railroad while your competitors do the same, sharing a common pool of actions and stealing goods directly from other players' maps with this compelling expansion from Ted Alspach.
This full color, professionally designed, printed and packaged Age of Steam expansion contains eight maps (two complete "plans") in the Secret Blueprints of Steam series and as a bonus includes full color replacement mats for Income and Goods Growth. The maps are compatible with both Age of Steam and Steam.
Because of the unique nature of these maps, Secret Blueprints plays in less than 1/2 the normal time it takes to play Age of Steam, as builds and deliveries are all done simultaneously. But there is plenty of interactivity between players, with the traditional auctioning for position to choose actions as well as the new Production action, which allows one player to pull cubes (sight unseen) directly from other players' maps.
Age of Steam: Time Traveller
This is an expansion for Age of Steam and requires the base game to play.
Age of Steam: Time Traveler is an exciting new expansion for the highly popular Age of Steam board game series.
Imagine creating a railway network that can transport you to 8 different Eras in Time! For example, profit by moving goods from Ancient Greece to Napoleonic France or from the Stone Age to H.G. Well’s FUTURE…the combinations are mind-boggling!
It is late 19th century America and the first time travel device is developed by Nikola Tesla. The “Tesla Coil” is able to bend time-space but requires great speed to do so. With funding from the B&O railroad, Mr. Tesla outfits several locomotives with the Tesla Coil and employs a crew of top-secret conductors to travel on the tracks of time. The job won’t be easy, but the profits could be great.
Are you ready to travel the Railways through Time?
Game Components:
8 different time-era map-boards
Game Rules
Age of Steam: Vermont & New Hampshire
This is and expansion map for the game Age of Steam, and requires the base game in order to play.
This full color, mounted-on-gameboard Age of Steam expansion contains two maps with three different expansions containing unique twists on Age of Steam, including a double-map expansion with comprehensive modifications and the ability to play up to 8 players in a single game. The maps are compatible with both Age of Steam and Steam.
Vermont
Takes place in the rural forests of Vermont, where the rugged terrain and drastic seasonal changes make railroad building very expensive...but also very lucrative. This map features Seasonal Changes: Every other turn (Winter), track is more expensive. On those turns, however, you'll get a bonus income for each delivery you make. It also feature Unused Action Bonus: Any unused actions receive money, which keeps piling up until someone uses that action.
New Hampshire
Right next door to Vermont, this side of the expansion features strict anti-competitive measures that ensure there's no collusion amongst players. This map features Unique Track Builds: Track builds can not be duplicated; once a player has built a section of track between two locations, no one else can build that same connection. It also features No Track Sharing: Players must deliver goods across their own track only.
Central New England
The biggest expansion ever created for Age of Steam, allowing up to eight players simultaneously and using all the rules from Vermont and New Hampshire in addition to a few new rules specifically for this combination map, including Crossing State Lines: where goods must be delivered across state lines and Smuggle: an action which allows players to secretly deliver within the same state.
Since the expansion is a single double-sided board, two copies are needed to play Central New England.
Agricola
Type: Worker Placement
Number of players: 1-5
Age of players: 12+
Length: 60-120 minutes
An open copy of this game is available for demonstration.
In Agricola (Latin for "farmer"), you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
Agricola is a turn-based game. There are 14 game turns plus 6 harvest phases (after turn 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and wife) and thus can take two actions per turn. There are multiple options, and while the game progresses, you'll have more and more: first thing in a turn, a new action card is flipped over.
Problem: Each action can be taken just once per turn, so it's important to do some things with high preference. Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he may use during the game if they fit in his/her strategy. This amounts to countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, sometimes you better react on what your opponents do.
Agricola can also be played without cards (family game) and can even be played solo.
Agricola - Animeeples
25 white sheep (16 mm each in size)
20 black pigs (17 mm)
15 brown cows (20 mm)
What is this item all about? Do your kids like to watch you play board games? Do they constantly play around with your wooden game parts or other tokens? Well this can solve the problem, put a few of these off to the side when setting up any game as they are game-token sized and of high quality wood. Put a couple at random out on the board for no apparent reason and then when your kids try to play with your tokens or other actual important items, hand them a few of these to play with! Problem solved, they can do all kinds of cool stuff with them and it will save your game!
These can also be used to replace other parts for other games if you so choose, have fun by trading out your Carcassonne meeples for sheep, pigs and cattle, or use them to replace the components in El Grande, Powergrid, Agricola, Clue or many other games. Yes Clue. It was Mrs. Sheep in the ballroom with the lead pipe. Many of the preorders have mentioned they plan to use the sheep in place of Coal on Powergrid. Yes burn sheep to fuel your factories! We don't care what you do with them, just enjoy them.
Agricola - Deluxe wooden farmer set
Use these for Agricola! Try them for any other game!
5 Sets of 5 wooden farmers families, they will be 5 different colors: Purple, Red, Blue, Green, Natural. The farmers will be wooden tokens that are the shape of a farmer man, a farmer woman, and 3 farmer kids. The kids will be smaller and the woman will be slightly smaller than the man. These farmers are sized to basically be the "bosses" of our first wooden farm animal set! They will be really cute!
Agricola - Euro token set
196 wooden pieces for use with Agricola. Includes extra gold tokens for use with other games.
Deluxe Euro Token Set (Veggiemeeples and other tokens) including:
1. 33 Wood-shaped dark-brown pieces. These wood tokens will be of simple design but still look like a piece of dark brown wood or a branch from a tree (stick).
2. 27 dark red pieces. These will be a brick and basically a “brick” shape. It will work as a brick in most games, or could also be considered a clay.
3. 15 light white counters. These generic white food or cat-tail markers will be great for general token replacement. They will be fatter on the bottom and skinnier on the top than the grain tokens but of a similiar look.
4. 20 grey stone counters. They will have a granite/ dark gray color to them.
5. 27 yellow wheat counters. These will be yellow like bundles and stand up by themselves.
6. 18 orange carrots or food counters. These will look like carrots, orange and just carrot shaped.
7. 36 additional food markers. These will be in 3 varieties, a simple bread, 12 of these. Also 12 Fish tokens (wooden, fish shaped), and 12 chicken leg / drum stick shaped pieces of meat.
8. 20 Gold markers. These trapazoid shaped gold markers are great for all those euro games that require gold of any sort. These will look like a real gold brick in terms of shape and not a lame yellow cube like most games have in them.
The total number of pieces then is 33 wood, 27 bricks, 15 white tokens, 20 stone, 27 wheat, 12 gold, 18 carrots and 36 additional food (12 each of bread, fish and drum-sticks/chicken leg). Total of 196 pieces all together.
Agricola: Farmers of the Moor
This is an expansion for Agricola.
A copy of this game is available for play at Board Game Warriors.
Agricola: Gamer Deck
This is an expansion for the game Agricola and requires the base game to play.
The Agricola: Gamers' Deck is a medium-sized expansion that includes 120 new minor improvement and occupation cards. The deck is playable alone but it is best when mixed with EIK. The cards were developed to fill in gaps in game play that had developed since Agricola first released.
It was designed for use only with the base game. It has enough cards to play with 5 players.
The artwork on the cards is entirely 100% drawn by the original Agricola/Le Havre artist.
Agricola: The Goodies Expansion
This is an expansion for the game Agricola and requires the base game to play.
Over the past years, many small expansions for Agricola were released, mostly in German language. Lookout Games, the publisher, also introduced deluxe wooden pieces to complement the game. The Goodies Expansion contains:
Agricola X-Deck -- 24 cards with alien encounters all over the farm. Every time a player visits a stone quarry, a card is drawn from the pile. And then? Resistance is futile!
Agricola Ö-Deck -- 12 new Occupations and 12 new Minor Improvements including a wunderkind, the guy with the couch, the singing family from the Alps, and of course that one specific Governor.
Agricola CZ-Deck -- 12 Occupations and 12 Improvements. Based on famous people, places, and historic events from the Czech Republic. Illustrated in the spirit of the artist Josef Lada, this expansion was initiated by the Czech Publisher of Agricola-Mindok.
Agricola L-Deck -- Nobody knows exactly what the L stands for. Some tend to believe Lookout, others insist on Looneys. Decide for yourself; but don't take it too serious.
5 double-sided theme boards -- Western, Spring, Autumn, Winter, and Mars.
Sticker Sheet (70 stickers) -- 35 adults, 33 children, 1 alien, and 1 werewolf.
Wooden Meeples -- Veggiemeeples, Animeeples, and Resourceeples.
Airlines Europe
Type: Stock/Set Collection Game
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 75 minutes
Before Ticket to Ride, before Santa Fe Rails, before Union Pacific – yet after Acquire – there was Airlines, one of the earliest published games from designer Alan R. Moon.
More than two decades after the publication of that game, Moon presents Airlines Europe, the design of which he began in 2007. According to the publisher, "He wanted to preserve the feel of the original game and its successor, Union Pacific, while confronting the player with even more exciting choices." The result of that redesign process is Airlines Europe, featuring a reduced playing time, a new point structure, a European setting, and 112 tiny detailed airplanes.
At its heart, Airlines Europe is a stock game, with players earning points for the stock they hold in particular airline companies when one of the randomly determined scorings takes place. On a player's turn, that player either expands an airline and claims a stock, plays stock onto the board and receives dividend, invests in a special airline called Air ABACUS or gets a certain amount of money from the bank. A player scores only for stock in play, but the value of an airline is determined by the value of the route licences that airline owns – thus, you're torn in terms of what to play when.
Some changes compared to Airlines:
- map of Europe
- no flight cards
- special Air ABACUS airline similar to the Union Pacific
- share track system
- separate victory point and money systems
- airplane miniatures
- no sabotage
- up to 5 players
- reduced playtime
Some changes compared to Union Pacific:
- airplane theme
- map of Europe
- no track cards
- Air ABACUS is acquired by trading in other shares
- share track system
- separate victory point and money systems
- up to 5 players
- reduced playtime
Contents:
- 1 game board
- 135 cards
- 112 airplanes
- 20 markers
- 84 victory point tiles
- 70 bank notes
- 4 bonus connection markers
- 5 game summary cards
- rules
Alba Longa
Type: Worker Placement/Civilization Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 90 minutes
Early Italy, 600 BCE – Five city states are vying each other for superiority in the region: Roma with their Roman inhabitants, Velletri with the Volscian inhabitants, Reate with their Sabin inhabitants, Veii with their Etruscian inhabitants, and Alba Longa with their Latin inhabitans. Each player controls a city state and tries to be the first to have 16+ population and 10 monuments. This city state is destined to be a glorious power of the Ancient World!
A game of Alba Longa offers a fine combination of dice selection, city management, and worker assignment (inside your own city), and is spiced up with the ingredient of city combat (soldiers and heroes)! Inside the box are three big variants – Assisi, A Job Well Done, and Spoils of War – which can be added and combined at your will and which add even more longevity to this game!
In prototype form, under the name The Great Pyramid, this design was one of four winners of the 2009 Concours International de Créateurs de Jeux de Société, a design competition run by Centre National du Jeu in France. Here's what the jury said about the game: The Great Pyramid is rich with an astonishing number of possible strategies but manages to convey the clarity of the whole mechanism. The choices offered to the players are numerous and present a contentious interaction too rare in this kind of game.
Alea Iacta Est
Type: Set Collecting
Number of players: 2-5
Age of players: 9+
Length: 60 minutes
Each player tries to be Caesar and then works to prove he is indeed Caesar by collecting fame points. The challenge is to intelligently allocate your eight rolled dice among the five buildings to acquire the fame you need to win the game. Clever Caesar would use these resources to conquer new provinces and assign suitable patricians to them, adding to his already enormous fame. Can you do the same? You will also need to show diplomacy in the senate and maybe visit the temple for some luck from Fortuna to win.
Although dice-rolling is luck-based, the options offered here go well beyond luck. You cannot control (well, sometimes you can, actually) the dice you get, but clever allocation of “bad” dice rolls can yield good results. When the dice allocation is done, the buildings are scored and another set begins.
At game end, the player with the most fame points.
Alexandros
Type: Area control
Number of players: 2-4
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for demonstration.
Alexander moves with his army back and forth across Asia Minor, conquering the land as he passes. To bring peace to these newly conquered lands and to reward his generals, he gives them control of the new lands. The generals establish administration over the lands and levy taxes on the people living there. Naturally, each general tries to acquire the most productive lands for himself. With more productive lands, the general can levy higher taxes, show his worth to Alexander, and win the game!
Alhambra
Type: Map building, Economic
Number of players: 2-6
Age of players: 8+
Length: 45-60 minutes
An open copy of this game is available for demonstration.
In Granada, one of the most impressive building projects of the Middle Ages has begun: the construction of Alhambra. A palace, fortress, and a small city -- all-in-one -- Alhambra is made up of the world’s most beautiful gardens, pavilions, chambers and towers. The most prominent builders in all of Europe and Arabia want to demonstrate their skills in building Alhambra. Employ the most talented teams of builders to construct your Alhambra. Hire stonemasons from the north and gardeners from the south, who all want a fair wage and insist on being paid with their native currency. With their help, towers can be constructed, gardens designed, pavilions and mezzanines erected, and manors and royal chambers built. Compete against your opponents to build the greatest and most impressive Alhambra.
Amun Re
Type: Economic, Auction
Number of players: 3-5
Age of players: 12+
Length: 60-90 minutes
An open copy of this game is available for demonstration.
This strategy game from Reiner Knizia is set in ancient Egypt. This game is for players who loved his previous strategy games and have been waiting for another great strategy game from the good doctor. Players try to outdo each other in building pyr amids and growing crops, but must watch out for floods and droughts along the nile.
Amyitis
Type: Economic
Number of players: 2-4
Age of players: 12+
Length: 60-120 minutes
An open copy of this game is available for demonstration.
590BC. Nebuchadnezzar, the king of Babylon, marries the magnificent Amyitis, the king of Media’s daughter. But the beauty languishes for the lush vegetation of her land. Nebuchadnezzar wants to have splendid hanging gardens built for her. Now, the city is getting ready to take up the tremendous challenge which will leave an indelible mark for the centuries to come…The players embody noble Babylonians in quest of prestige. All along the game, they strive to raise their status by building gardens and their irrigation network, and by trading and recruiting. At the end of the game, the player with the highest prestige is the winner.
Android
Type:Co-operative
Number of players: 3-5
Age of players: 13+
Length: 3 hours
Android is a board game of murder and conspiracy set in a dystopian future. Detectives travel between the city of New Angeles and moon colony Heinlein chasing down leads, calling in favors, and uncovering the sinister conspiracy beneath it all. The detectives must balance their pursuit of the murderer against their personal lives and their inner demons. Android’s innovative mechanics ensure that no two detectives play alike. Will you play as Louis Blaine, the crooked cop tormented by guilt and loss? Or will you take the role of Caprice Nisei, the psychic clone who struggles to retain her sanity while proving that she’s as human as anyone else? Whoever you choose to play, you’ve got just two weeks to solve the murder, uncover the conspiracy, and face your personal demons.
Antike
Type: Area control
Number of players: 2-6
Age of players: 12+
Length: 90-120 minutes
An open copy of this game is available for demonstration.
Antike is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided. Players choose from Greeks, Romans, and Germanic tribes and Phoenicians, Carthaginians, Persians, Arabs, Egyptians, and Babylonians. Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) of ancient personalities first will win the game! Lead one of these nations to victory! But watch out for your enemies, as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy.
Apples to Apples Party Box
Type: Party
Number of Players: 4 − 10
Playing Time: 30 minutes
Ages : 12 and up
An open copy of this game is available for demonstration.
Apples to Apples is a game of hilarious comparisons. This wild, award-winning card and party game provides instant fun - it's as easy as comparing apples to apples. Deal the cards, then select the card from your hand that you think is best described by a card played by the judge. If the judge picks your card, you win that round. Each round is filled with surprising and outrageous comparisons from a wide range of people, places, things and events - and everyone gets a chance to be the judge. The Party Box comes complete with over 1,000 cards. including the cards from Expansion one and Expansion two.
Aquaretto
Type: Area control
Number of players: 2-5
Age of players: 10++
Length: 45 minutes
Each player is the owner of a water zoo. Each player tries to lure as many visitors as possible into his water zoo and earns points for the visitors that visit his zoo. To create a zoo that people want to visit, a player must collect animals. When a player’s water zoo is successful, he may want to expand it. When a player’s animal basins are full, he must place additional animals into his depot, which loses him points at game end. When a player makes skillful use of his coworkers, he can gain additional points. The player with the most points wins.
Archaeology
Type: Set Collection
No. of players: 2-4
Ages: 8+
Playing time: 20-30 minutes
An open copy of this game is available for demonstration.
Discover the lost treasures of Egypt and make your fortune!
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. Trade shrewdly at the marketplace to increase the value of your collection. Sell your treasures to the museum 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.
Arkadia
Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 45-60 minutes
An open copy of this game is available for demonstration.
In a remote land there lies a region with undulating hills and fertile valleys. Widely-travelled settlers have laid the foundation stone for the city of Arkadia. In addition to several other buildings, they want to construct a magnificent castle on a hill. Four wealthy families – the cloth merchants, the spice merchants, the carpenters and the silversmiths – want to enhance prestige and augment their influence. For this reason, they compete for the major contribution to the castle’s construction. Players act as architects. The four families commission them to plan and realise the build-up of the town and the castle.
Arkham Horror
Type: Cooperative
Number of players: 1-8
Age of players: 12+
Length: 2-3 hours
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Arkham Horror was originally published by Chaosium, Inc. , in 1987. This new, updated edition from Fantasy Flight features stunning new artwork and graphical design (including a new gameboard, counters, cards, and playing pieces) as well as revised and expanded rules from the game's original creator, Richard Launius.
Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game!
Arkham Horror Dice Set
Mysterious strangers lurking in the streets, dangerous cultists trying to awaken the Ancient Ones, portals to other dimensions releasing hideous creatures that bring horror and madness into this world… And only a handful of brave investigators stand before the dread of the unknown.
Designed by Q-Workshop, producers of high-quality polyhedral dice, these highly-detailed six-sided dice are cast from hand-carved originals, and feature sculpted number faces as well as Elder signs on the "5" and "6" sides indicating successes. Keep an eye out at your local retailer over the coming week, then arm yourself against the horror of the Ancient Ones!
Arkham Horror is a board game of mystery and madness set in Arkham in the 1920's. 1-8 players cooperate to investigate the strange happenings about the town, and race to prevent ancient evil from surfacing.
Arkham Horror: Black Goat of the Woods
This is an expansion for Arkham Horror.
An open copy of this game is available for play at Board Game Warriors.
A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the the town. It’s up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough to stop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods?
The Black Goat of the Woods is an expansion for the Arkham Horror board game by Fantasy Flight Games. This expansion features 88 new Ancient One cards, 9 new monster markers, 1 Herald Sheet, and 90 new Investigator cards including new items, new spells, and the dangerous lure of corruption…
Arkham Horror: Curse of the Dark Pharoah (revised)
This is an expansion for the game Arkham Horror and requires the base game to play.
Explore ancient mysteries with The Curse of the Dark Pharaoh (Revised Edition)! This updated and revised version of the 2006 Arkham Horror expansion adds a terrible threat to your game in the form of the Dark Pharaoh and his mysterious artifacts.
With new Exhibit Item and Exhibit Encounter cards, players can uncover the artifacts that have gone missing from the museum's current "Legacy of the Pharaohs" exhibit. But beware! The Dark Pharaoh will not let his treasures go so easily. The Avatar of Nyarlathotep himself joins the fray with the Dark Pharaoh Herald sheet, spreading his curse throughout the game.
Finally, The Curse of the Dark Pharaoh (Revised Edition) also adds Patrolled Neighborhoods, Benefits and Detriments, and Ancient Whispers, all creating additional layers to your games of Arkham Horror.
Arkham Horror: Dunwich Horror
This is an expansion set for Arkham Horror.
A copy of this game is available for play at Board Game Warriors.
The supernatural disturbances that plague Arkham, Massachussets, are not limited to that unfortunate place. The town of Dunwich is only a short train ride from Arkham, and if anything it is a darker, more frightening place, with its own secrets and its own perils. It looks like the investigators are going to have to protect two towns now instead of just one; if they ignore the dark forces that are stirring in Dunwich, they'll have to face the wrath of the Dunwich Horror ...
Dunwich Horror is an expansion to Arkham Horror, complete with an extra board and the entire town of Dunwich - accessible via train from Arkham. There are plenty of new rules and new components, usable either with or without the Dunwich board addition. Features include:
-The town of Dunwich, on a new board with new locations and new rules!
-8 new investigators with their own reasons for saving the world.
- new Ancient Ones to desperately struggle against.
-New Injury and Madness cards for particularly unfortunate investigators.
-New game concepts, such as Gate Bursts and the Dunwich Horror itself!
-Over 20 new monster tokens, dozens of new items and skills, new encounters - over 300 new cards in all!
Arkham Horror: Innsmouth Horror
This is an expansion set for Arkham Horror.
A copy of this game is available for play at Board Game Warriors.
Innsmouth Horror introduces several new game concepts to the Arkham Horror Series, including Personal Stories unique to each investigator as well as the Innsmouth Look. The town of Innsmouth is hostile to the investigators, and they may well find themselves thrown in jail and fed to a Shoggoth while they search the town for evidence to call in the Feds. However, leaving Innsmouth to fester is a bad idea, since the Deep Ones will gather and rise, bringing with them the Ancient One. Innsmouth Horror also adds 16 new investigators, eight new Ancient Ones, two new Heralds, Epic Battle cards for the new Ancient Ones, over 30 new monster markers, plenty of new encounters, and an expansion board featuring the town of Innsmouth. Over all, this expansion adds over 300 new cards to the base game.
Arkham Horror: King in Yellow
This is an expansion for Arkham Horror.
A copy of this game is available for play at Board Game Warriors.
A new play is coming to Miskatonic University, and anyone who's anyone will be there for the opening performance. However, there's something sinister about this play, and the people who see it come back a little...different.
As if the investigators didn't have enough to worry about before, now they must deal with the mind-warping effects of the King in Yellow, a play that tells a tale of madness and horror, opening a door for the Tattered King to enter through.
This expansion introduces a major new mechanic to Arkham Horror - Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected. Featuring over 160 new cards, the King in Yellow heralds a darker age for Arkham Horror fans. It includes:
-13 Blight cards, old friends gone irretrievably mad.
-7 Magical Effect cards representing powerful new abilities.
-The new Herald mechanic and the King in Yellow Herald.
-3 new Monster tokens, more horrible than any before!
-Over 160 new cards, detailing new items, new spells, and new horrible happenings in Arkham and beyond!
Arkham Horror: Kingsport Horror
This is an expansion set for Arkham Horror.
Return once more to H.P. Lovecraft's vision of New England, this time to explore the dream-haunted shores of misty Kingsport, a city where the dimensional barriers are at their thinnest. This place also has powerful guardians, so perhaps the investigators will find someone — or something — willing to help them in their battle against the Ancient One. This set includes:
-The town of Kingsport, on a new board with new rules and locations
-8 new investigators with powerful new abilities
-4 new Ancient Ones to struggle futilely against
-New protective elements in the form of Guardian
-2 new Herald sheets
-20 new monster markers, over 300 new cards, and the deadly Epic Battle cards!
Arkham Horror: Lurker at the Threshold
This is an expansion for the game Arkham Horror and requires the base game to play.
An open copy of this game is available for demonstration.
Through the murky streets of Arkham, unnatural gates are opening to connect our world with strange other dimensions. Out of the depths of these eldritch pathways have begun to crawl profane creatures that even now haunt the innocent, dragging away the unwary and causing havoc on silent midnight streets. At the epicenter of this living nightmare roil whispers of arcane magic cults, ancient family secrets, and a truth too terrible to behold. Join as one of a team of intrepid investigators committed to rooting out these otherworldly portals before an ancient evil reawakens, bringing its ancient horror back to destroy the world as we know it. Welcome to the horror of 1920's Arkham, Massachusetts!
This expansion brings new levels of dread to your table top, with the addition of a brand new Herald Sheet for "The Lurker at the Threshold" – a powerful and malevolent being that has appeared to prepare the way for the Ancient One, plus more than 200 components and some extraordinary new game mechanics to boot.
One of the highlights is the full set of 18 Gate markers that are designed to replace those from the Arkham Horror core set, as well as those from The Dunwich Horror and The Kingsport Horror. They are treated exactly the same as the previous Gate markers, except that each Gate now has an additional characteristic. For example, the "Gate of Madness" will cause an investigator to lose one Sanity when they fail to close the Gate, and a "Moving Gate" that can move along with monsters during the Mythos phase.
Brand new to The Lurker at the Threshold are Relationship Cards for use in games with two or more players. Each player draws one Relationship Card at the start of the game, which describes some advantage gained due to how the investigator to your left is related to you. Perhaps you are business associates and mutually reap the benefits of income, or both are Students of the Arcane and gain more frequent access to the Spell deck. No matter how you're related, these will bring a more interesting back-story to your game, involving your characters in more interesting ways than ever before.
Finally, The Lurker at the Threshold introduces the Dark Pact deck which will tempt foolish investigators to enter into a terrible arrangement with the Lurker itself. Although these Dark Pacts may grant your investigator enhanced abilities, there is sure to be a cost. What happens when the price too high?
Of course with over 100 new Location cards, Mythos, Gate cards and Spells, plus more Common and Unique Items, The Lurker at the Threshold will enhance and expand the enjoyment of Arkham Horror for players of all skill levels.
Arkham Horror: Miskatonic Horror Expansion
This is an expansion for the game Arkham Horror and requires the base game to play.
A recent find at Miskatonic University has unearthed even more mysteries pertaining to the strange happenings in Arkham, Massachusetts. While the worshippers of the Ancient One grow in strength, the stalwart defenders of this sleepy town are put to the ultimate test.
Fantasy Flight Games is pleased to announce the upcoming release of Miskatonic Horror, an expansion for Arkham Horror. The fight against the unknown forces of the cosmos is far from over, and those that thought they stood a chance against the mythos have a lesson to learn.
Miskatonic Horror is a new type of Arkham Horror expansion that builds upon the materials found in the ample library of other Arkham Horror expansions. While the components and rules found in Miskatonic Horror can be enjoyed with only the Arkham Horror base game, the more expansions you incorporate, the more aspects of Miskatonic Horror you can enjoy.
With nearly 450 new cards, Miskatonic Horror includes:
• New Skill, Gate, and Mythos cards for the Arkham Horror base game.
• Additional Exhibit Item cards for Curse of the Dark Pharaoh.
• New Injury, Madness, Dunwich Location, and Dunwich Horror cards for Dunwich Horror, as well as an all new Dunwich Horror Herald sheet.
• More Blight and Act cards for The King in Yellow.
• New Kingsport Location, Epic Battle, Blessings of Noden, and Visions of Hypnos cards for Kingsport Horror.
• Over 20 new Cult Encounter cards for The Black Goat of the Woods.
• New Innsmouth Location and Innsmouth Look cards for Innsmouth Horror.
• Additional Relationship cards and Reckoning cards for Lurker at the Threshold.
• Plus new Player reference sheets and a new Institution variant!
Army of Frogs
Type: Tile Laying
Number of players: 2-4
Age of players: 7+
An open copy of this game is available for demonstration.
Rally your Army of Frogs into one troop and win the fight for territory.
With the island small and population large, guarding your territory is of the utmost importance, if you want to survive!
Another quality game using tactic and strategic thinking now up to 4 players.
From John Yianni the designer of the Mensa winner award - Hive!
Asara
Type: Worker Placement/Set Collection
Number of Players: 2 – 4
Playing Time: 45 minutes
Ages :9 and up
Compete with your fellow players for the most beautiful towers. Players take on the roles of famous architects and using their chicanery, try to obtain the best construction parts. With these the exuberant towers are erected. Think ahead, use your tactical sense and it will help you to stay ahead of the other players and thereby become the greatest architect of the country. Exciting construction entertainment for the whole family.
Ascension: Chronicle of the Godslayer
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Integrates with:
Ascension is a fast paced deckbuilding game designed by Magic™ Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee. Ascension is a deck-building game where players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly.
Gameplay is similar to other deckbuilding games, with the player adding cards to their deck by purchasing them from a central deck, which has the top six cards revealed and available for purchase. When cards are removed, they are replaced with a new one from the top of the deck. Victory points are earned in three ways: firstly, each card purchased is worth one or more victory points; second, victory points can be gained by defeating monsters with a power resource featured on several of the cards; finally, some cards give victory points directly each time they are played.
Ascension: Return of the Fallen
Type: Card Drafting
Number of players: 1 – 2
Age of players: 8 and up
Length: 30 minutes
Integrates with:
This 120-card expansion to the original Ascension game includes 65 new cards for the Center Deck, two 10-card starting decks and 35 “always available” cards. The expansion can be played standalone as a two-player game, or you can add all of the new cards to your original copy of Ascension: Chronicle of the Godslayer™ to create a brand new play experience that allows for up to six players to get in on the action.
Ascension: Return of the Fallen brings tons of new content to the table, including the Fate mechanic, which allows cards to impact the game the moment they appear in the center row. In addition, each faction gets brand new cards that work well on their own, but also expand strategies and combos from the original game! Players will also have the chance to take down Samael, the Fallen and take over his hordes of monsters as their reward.
Ascension: Storm of Souls
Type: Deck Building Game
Number of players: 1 – 6
Age of players: 8 and up
Length: 30 minutes
Integrates with:
Samael is dead, but a storm is still raging across Vigil. Ascension: Storm of Souls takes players into the chaos following the Fallen One's demise. As Samael's monsters run wild and his minions conspire, the world is being slowly overtaken with souls that should have moved on. Are you ready for the new challenges that Vigil's future holds?
Ascension: Storm of Souls is the first full-sized expansion for the hit deck-building game from Gary Games. The 200-card set features tons of new cards and mechanics, in addition to a new Event card type.
A complete 1-4 player game playable on its own or with other Ascension games! Combine with other Ascension games to play with up to 6 players!
Asteroyds
Type: Racing
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 20 – 40 minutes
An open copy of this game is available for demonstration.
The Ujitos system: A tiny inhospitable planet and an erratic asteroid field – the Lost Swarm – orbit a deadly red star.
The most dangerous, ferocious and prestigious race against death of the Independents Circuit is born…
Six of the thirty top pilots are ready to partake to this intense and ruthless race with just one goal:
Win at all costs!
The tenth offering in the line of Ystari originals, Asteroyds upholds the unofficial Ystari Games naming tradition, bearing Y...S in the title. Up to six players race a circuit through a dense asteroid field. Of course, it's not as easy (!?) as all that: There are different types of asteroids, each of which affect the players' racers in its own way....
At the Gates of Loyang
Type: Economic
No. of players: 1-4
Ages: 10+
Playing time: 90-120 minutes
An open copy of this game is available for play.
China, 2000 years ago: Loyang (Luòyáng) has risen to become the Capital of the Han Dynasty and one of the four great Capitals of old China. The economic upturn of the now-flourishing city requires a better supply of basic foodstuffs.
You are local farmers, who plant wheat, pumpkins, turnips, cabbages, beans and leeks in their fields. After each harvest, the farmers assemble at the gates of Loyang to sell and trade their vegetables. They deliver to their regular customers or lucratively sell their vegetables to passing shoppers. Vegetables can also be traded at Market stalls or used for seed and planted in fields. If the farmers need vegetables that they don’t have in stock, they can buy them in the Shop. Twenty different helpers, each with different individual skills, are available to assist them. The most successful farmer will be the one who moves furthest along the Path of Prosperity within the given timeframe. Each step costs more and more money, which is also needed for investments. Farmers have to find the right balance.
The coins have square holes, so that they can be held on strings. They have the Chinese name “Cash”, which is the derivative of the modern term.
This third game in Rosenberg's harvest trilogoy (Agricola and Le Havre being the other two) can also be played solo.
Aton
Type: Area Control
Number of players: 2
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for demonstration.
The whole of Egypt is in uproar – Akhnaton, who has just acceded to the throne, wants to ban the old deity Amon from the temples of the land. Aton is to be worshipped as the new God. But the priests of the land are not willing to give up their temples without resistance, so the 4 largest temples are fiercely disputed. The players are adversaries and fight out this battle of the Gods between them. Both have the same starting position, but who will be able to make better use of his abilities and help his God to victory?
Attack!
Type: War/Area Control
Number of players: 2-6
Age of players: 10+
Length: 3 hours
The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period.
Gameplay:
Each player starts with a few regions (one of which is his capital), and a few military units. Players expand their power bases by adding regions to their "sphere of influence". This may be done either through diplomacy (they join willingly), or military conquest (they join, period).
There are three major sub-games in Attack!:
1) Land Combat: A simple system where each unit has certain advantages based on its historical role.
2) Sea Combat: A simple system where each ship type (Battleship, Carrier, Destroyer, and Sub) has certain advantages based on its historical role.
3) Economic: A simple system determines production. The player starts with one card per region owned, and then gets a new one for each new region added. The cards come in four basic flavors (suites): Resources, Factories, Transport Network, and Oil. Each card has a value printed on it that represents the base economic value of that region. If the player is able to create an entire "set" (one of each suite), he doubles the printed value on those cards. There is also a fifth type of card which has a minimum value of "1" that represents a region without any special economic value (just "population").
The units will include: Infantry, Tank, Artillery, and Air. These will be high quality plastic minis.
The map will be earth circa 1935 centered around the Atlantic (North and South America, Europe, and Africa).
Attack! Deluxe Expansion
This is an expansion for the game Attack! and requires the base game to play.
DESIGNER’S INTRODUCTION
In 2003, Eagle Games introduced a new way to fight. The 1st edition of Attack! stripped global war down to its basics, appealing to fans of complex wargames and abstract strategy games alike. In theory, this game took place just before World War II began, but in reality, it didn’t just take place everywhere, it could take place everywhen. In this way it hearkened back to classic games like Risk and Supremacy, reminding the players that the reason to battle was not to recreate an era of history, but rather to battle for battle’s sake.
When it first came out, the game proclaimed that it would deliver on its great name. That first edition of Attack! didn’t reward caution. You and I girded up for war and started wailing on each other. Simple, straightforward, and fun.
I became aware of Attack! as I was developing another world-spanning battle game, the first revision of Axis & Allies in 18 years. That game was locked in place historically. It was early 1942: the December 1941 attack on Pearl Harbor had lit a fire under America, and Germany was at the height of its expansion. Axis & Allies staked its foot in the ground and said, this war, this time. And yet…
And yet it wasn’t quite, because for a wargame set in 1942 to have any chance of being balanced, Axis & Allies needed to compromise. The Germans needed to get more resources than they had in reality, because despite millions of people working to decide the outcome, by 1942 the Allies had made most of the gains they needed to win the war. It’s hard to imagine what the Axis could have done to win, assuming anything but inactivity from America and its European partners. So Axis & Allies put the Axis first, and a whole bunch of compromises with reality followed from there, all in the name of great gameplay.
Attack! doesn’t even try to be historical, and so it starts from a point of balance. You’re a nation, and you want to beat the other nations into oblivion. I’m not America, you’re not Germany, and we’re evenly matched. The only thing that makes you more capable of beating me is if you’re smarter or luckier or more adaptable than I am.
When Sean and I started to redevelop the game for its 2nd Edition, we looked at both the base game and its expansion, and thought about what we wanted to keep. The combat system was excellent, for example, and the huge map (once you added the expansion to the base set) was awe-inspiring. But some things weren’t awe-inspiring, and we pruned those away. This gave us the freedom to introduce new rules—new technology, new naval battles, and lots more—that made the game more flexible and more fun, and allowed us the supreme luxury of combining the base set and the expansion into one. This is all you’ll ever need to conquer the entire world.
But maybe, after all that buildup, you still don’t think this game’s for you. Maybe you’d like something more methodical, realistic, or slow. If so, I’m sure someone will create a game called Defend! just for you. But if you like battle for battle’s sake, as I do, you only need to know one word: Attack! —Mike Selinker, February 2009
Attika
Type: City Building
Number of players: 2-4
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for demonstration.
Each player oversees the building of his city-state. Temple, theater and oracle, a harbor with ships, vineyard with vintner, and many more must find space on the islands. Players must move fast to get the best land for themselves while blocking their opponents from good building spots. As building is expensive, players seek to save money by using the natural resources of the islands. Players also seek to organize their building in an order that gives them the best city-state.
Attribute
Type: Party card game
Number of players: 3-8
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for demonstration.
A creative word game about associations. One player chooses a topic and each player picks one of the 4 attribute cards from their hand. If they have a green sheep, they must try the attribute that matches the topic best. If they have a red sheep they try to pick an attribute that least matches the topic. Then everyone tries to grab the attribute that comes with a green sheep. It's a flurry of fun and action as players try to grab the matches.
A fun party game.
Automobile
Type: Economic
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 120 minutes
An open copy of this game is available for demonstration.
Automobile carries you back to the birth of America’s car industry, when inventors, craftsmen, and entrepreneurs created a wild array of marvels and misfortunes. You step into this rough, romantic trade hoping to create a fortune by building and selling cars. Tapping the talents of men like Ford, Sloan, Kettering, Howard, Durant, and Chrysler, you balance quality versus quantity, mass production versus premium branding, and innovation versus distribution and aggressive sales. Lose your balance and you go bust. Strike the best balance, shift the right gears to best your rivals, and you’ll be rich.
You might even win. So, pull up your sleeves and start making cars!
Components
- A full-color game board
- 140 automobile tiles
- 40 salesman tiles
- 48 factory tiles
- 16 demand tiles
- 6 character tiles
- 40 wood innovation cubes
- 50 wood loss cubes
- 9 wood special markers
- 10 wood player tokens
- Colorful paper money
- Simple, full color rules
Axis & Allies Air Force Miniatures: Angels 20 Booster
Axis & Allies aircraft miniatures are here!
Dogfight your opponent in this all new air combat game. Each Axis & Allies Aircraft Miniatures Booster will contain 3 aircraft miniatures and 1 map. Pre painted and assembled, these 1:100 scale aircrafts are made of durable plastic and can also be used in the A&A Miniatures land game.
• NEW GAME: All new WWII air combat game that can be used in conjunction with the Axis & Allies Army Miniatures game system.
• GREAT DETAIL: Highly detailed models in 1:100 scale are pre-painted in historically accurate paint schemes.
• ICONIC AIRCRAFT: Set contains legendary aircraft like the P-51B, Hurricane Mk. I, and the FW 190A.
Axis & Allies Air Force Miniatures: Angels 20 Starter
Angels 20 marks the first set in the Axis & Allies air combat collectible miniatures game. The set focuses on early war planes 1939-42 and features brilliantly sculpted airplanes in 1/100 scale!
There are 30 miniatures in the set. The Starter Set is based on the Battle for Britain and will include the Me110 which will be exclusive to the Starter Set. Other planes in the set will include the RAF Spitfire, the German Bf109 and the US Army Air Corp P-51 Mustang.
• NEW GAME: All new WWII air combat game that can be used in conjunction with the Axis & Allies Army Miniatures game system.
• GREAT DETAIL: Highly detailed models in 1:100 scale are pre-painted in historically accurate paint schemes.
• ICONIC AIRCRAFT: Set contains legendary aircraft like the P-51B, Hurricane Mk. I, and the FW 190A.
Included in the Starter Set:
- 6 miniatures with stat cards
- 1 rulebook
- 1 battle map
- 4 6-side dice
Axis and Allies Europe 1940
Type: War
Number of Players: 2-6
Ages: 12+
Playing Time: 120 minutes+
With the invasion of the Low Countries and the allied evacuation from Dunkirk, the German army is poised to march on Paris. Axis & Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. The UK, USSR and the US find themselves vulnerable at this early and uncertain point of the war. Two new combat units that debuted in Axis & Allies Pacific 1940, Tactical Bombers and Mechanized Infantry, will also appear in this game.
Axis & Allies Europe 1940 will feature an oversized board that measures 35" wide by 32" high. With over 550 combat units, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, and convoy disruption will add even more depth and historical accuracy to this giant game.
Finally, this deluxe theater-level game is designed to play together with Axis & Allies Pacific 1940. Together these two games will create the greatest Axis & Allies experience to date, with a combined board measuring 5' wide by 32" high and over a thousand sculptured combat units. Both games are designed to play alone or together to offer the 2-6 player global 1940 scenario, complete with weapons development, and national objectives.
Europe 1940 details:
- Deluxe version of Axis & Allies Europe originally released in 1999
- Stand alone game that can also combine with A&A Pacific 1940
- Two new combat units: tactical bombers and mechanized infantry.
- New playable power: France.
- Updated A&A rules as debuted in Axis & Allies Anniversary Edition
- Game board measures 35”w x 32”h. Designed to join with A&A Pacific 1940 board.
- Over 550 game pieces plus new models for tactical bombers & mechanized infantry.
Axis and Allies Pacific 1940
Type: War
Number of Players: 2-4
Ages: 12+
Playing Time: 120 minutes+
Axis & Allies celebrates 25 years of strategy war gaming with the release of a deluxe theater-level game in December 2009. Axis & Allies Pacific 1940, designed and developed by Larry Harris, will utilize the updated rules established in A&A Anniversary Edition. Two new combat units will debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, will debut as a new playable ally. China will field more forces than ever before, but will need all the help they can get from their allies the United States, ANZAC and the UK to withstand the might of Imperial Japan.
Axis & Allies Pacific 1940 will feature an oversized board that measures 35” wide by 32” high. With over 450 pieces, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption will add even more depth and historical accuracy to this giant game.
Pacific 1940 details:
-Deluxe version of Axis & Allies Pacific originally released in 2001
-Stand alone game that can also combine with A&A Europe 1940
-Two new combat units: tactical bombers and mechanized infantry
-New power: ANZAC (Australia and New Zealand forces)
-Updated A&A rules as debuted in Axis & Allies Anniversary Edition
Axis and Allies Spring 1942
Type: War
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 180 minutes
This is the original Axis & Allies, now called Axis & Allies 1942.
Spring 1942, The World is at War!
Axis & Allies celebrates it’s 25th Anniversary in August of 2009 with a new and updated edition of it’s original classic game. Axis & Allies 1942, designed and developed by Larry Harris, will utilize the updated rules established in A&A Anniversary Edition. Cruiser class ships will make their debut in A&A 1942, forever changing the naval line-up. Newly sculpted playing pieces and all new packaging will position this game as the cornerstone of the Axis & Allies game line for years to come. Decide the fate of a nation in a few short hours!
Axis & Allies 1942 details:
- Rulebook updated by Larry Harris, creator of the Axis & Allies game system
- Packaging, play components, and game board map feature updated art
- 370 game pieces featuring refreshed sculpts plus new models for cruisers
- Updated naval unit rules as debuted in Axis & Allies Anniversary Edition
The Adventurers: The Pyramid of Horus
Type: Dice Rolling Adventure Game
Number of players: 2 – 6
Age of players: 13 and up
Length: 45 minutes
Hidden for centuries below the shifting Egyptian sands, the Pyramid of Horus sat undisturbed, until a research expedition on the limestone plateau of Abu Rawash uncovered it. Filled with treasures as rich as the Nile delta it borders, the pyramid is a beacon, summoning a group of exceptional Adventurers eager to put their hands on the priceless archaeological relics contained within. But with a myriad of hazards lying in wait, once you enter the pyramid you might never come out.
Descend into an ancient Egyptian pyramid with The Adventurers: The Pyramid of Horus, a standalone board game of danger and exploration for 2-6 players. In this fast-paced and tense experience, whichever player escapes from the pyramid alive and with the highest Treasure value wins the game. Will you emerge bearing priceless archeological treasures or will you succumb to the mortal dangers waiting inside?
As one of eight Adventurers – each with a special unique power – you can explore the pyramid, searching for archaeological relics hidden or buried in four chambers or corridors. But perils haunt your pursuit of treasure, and falling stones threaten to trap you inside forever if they obstruct the only way out. Adventurers must also be wary of hidden threats that can wound them and living mummies who roam the corridors!
Disturbing a cursed pyramid has its hazards, but there is no adventure without risk. Can you make it out alive and wealthy or will this ancient Egyptian tomb be your final resting place?
The Adventurers: The Pyramid of Horus Painted Minis
These exquisitely painted miniatures are for use with The Adventurers: The Pyramid of Horus.
The Adventurers: The Pyramid of Horus is a standalone board game of danger and exploration for 2-6 players, in which you descend into an ancient Egyptian pyramid to explore for archaeological relics, avoid mortal perils that haunt your pursuit of treasure, and escape alive with the highest Treasure value to win.
Now you can enhance your journey across the pyramid’s chambers and corridors with The Adventurers: The Pyramid of Horus Miniatures. These pre-painted figures are available as a set of 11, featuring 8 Adventurers and 3 Mummy miniatures.
Each individual character comes to life with these colorful and detailed renditions. Further, even more excitement is added to the threat of encountering a mummy as each lumbering undead figure is frighteningly decorated.
The Ares Project
Type: Card/Dice/Fighting Game
Number of Players: 2 – 4
Playing Time: 60 minutes
Ages: 13 and up
Earth has been devastated by thousands of years of human exploitation. The salvation of mankind lies millions of miles away, in the Martian tundra. Mankind embarks on The Ares Project, an ambitious and audacious program to terraform and colonize the red planet. As they spread across the surface of Mars, four factions will fight for the future…
Terrans: The remnants of the global Earth Defense Force, the Terran Alliance is making a last stand for democracy.
Kahoum: An ancient cabal that has kept their existence secret, the Kahoum have mastered psychic forces and are ready to reveal themselves to the rest of humanity.
Colossus: A renegade team of underpaid engineers retreated to a secret lab to create the ultimate fighting machine: The Colossus. It is
the equal of an entire army, and is prepared to wreak havoc.
Xenos: The original inhabitants of Mars, they have lain in dormant hibernation for millenia. Now the human terraforming has awakened
them from their slumber.
Lead one of these four unique sides in fast-paced, card-driven action. Build your forces, upgrade them with advanced technologies, and launch them into battle.
Contents:
- 1 Main Rulebook,
- 4 Faction Rulebooks,
- 212 Cards,
- 4 Base Mats,
- 1 Frontier Mat,
- 360 Tokens,
- 4 Six-Sided Dice,
- 4 Player Screens
The Awful Green Things from Outer Space
Type: Area Control
Ages: 12 and up
Number of Players: 2
Playing Time: 90 minutes
Monsters Everywhere!
The crew of the exploration ship Znutar just wanted to cruise around the Galaxy, discovering strange new worlds and playing pool. But then their ship was invaded by the Awful Green Things . . . and suddenly they were fighting for their lives!
In this wacky two-player game, one player controls the Awful Green Things. They grow and multiply every turn – especially if they can gobble up a crew member! The other player commands the crew, frantically trying weapon after weapon (pool sticks, fire extinguishers, cans of Zgwortz) to find something that kills the monsters.
This classic game by Tom Wham first appeared in Dragon Magazine in 1980, and has been a fan favorite ever since! This edition includes Tom's "Outside the Znutar" rules and counters, for going out the airlocks and fighting on the surface of the ship, and upgraded components: a mounted gameboard, heavy die-cut counters, and a full-color rulebook!
