Cold War: CIA vs. KGB
Call of Cthulhu Core Set
Type: Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 30 minutes
An open copy of this game is available for demonstration.
Ancient, nameless horrors dwell in the darkness, writhing in the night sky and under the earth, just beyond our senses.
In Call of Cthulhu: The Card Game, players tak the roles of investigators, villians, and unspeakable horrors inspired by the dark mythos of H.P. Lovecraft. Agency detectives , Miskatonic University students and faculty, and the members of the mysterious Syndacite all join the fight against otherworldly beings including Cthluhu, Hastur, Yog-Sothoth, and Shub Niggurath.
Call of Cthulhu: The Card Game is 2-player, customizable dueling game in which players command both human and monster factions. As a Living Card Game, hundreds of addtional Cards are available for all seven factions, allowing players to customize the contents of this set, or create thier own original decks.
Lovecraft's horrors live, in Call of Cthulhu: The Card game!
Game contents:
Game Board
Rulebook
24 Cthulhu Story markers
6 Plastic Cthulhu Domain Markers
155 Customizable Deck Cards
10 Story Cards
Carcassonne
Type: Map building
Number of players: 2 – 5
Age of players: 8+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
A clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious.
u8232 Special rules for the 12 river tiles: Remove the special starting tile from the game. Instead, begin the game by laying the spring that starts the river. Set aside the lake tile and schuffle the remaining 10 river tiles face down and draw from these before drawing from the tiles from the normal game. These tiles are played and followers may be played as in the normal game with one exception: a river tile may not be placed so that the river makes a "U" turn. Followers may not be placed on rivers. Once these 10 river tiles have been played, the next player plays the lake and then play continues with the normal tiles.
Carcassonne: 10th Anniversary Edition
Type: Area Control/Tile Laying
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
The Spiel des Jahres-winning, genre-defining, spinoff-inducing tile-laying game Carcassonne turns ten in 2011, and naturally it's time for a celebration.
To mark the occasion, publisher Hans im Glück is releasing Carcassonne: 10th Anniversay Edition, a special edition of the game packaged in a giant blue meeple-shaped case that includes the original game, ten new land tiles and colored translucent meeples.
Carcassonne: Abbey & Mayor
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
A copy of this game is available for play at Board Game Warriors.
With this expansion, the players have new possibilities of strengthening their influence in the area around Carcassonne. Now traveling merchants transport their goods to surrounding cities and monasteries. The cities in the surrounding countryside can increase to a size large enough to elect their own mayors. Simple farmers build large and wealthy farms and the church tries to strengthen their influence by establishing abbeys
Carcassonne: Big Box 3
Type: Map building
Number of players: 2-6
Age of players: 8++
Length: 45-60 minutes
This new Big Box contains the base game, plus the most popular of the expansions: Inns & Cathedrals, Traders and Builders, Princess & Dragon, Abbey & Mayor, and Bridges, Castles, & Bazaars.
Carcassonne: Bridges, Castles, and Bazaars
The eighth expansion for Carcassonne, Brücken, Burgen und Basare (English: Bridges, Castles & Bazaars) allows players three new options while playing:
Bridges may be used to continue a road over a field tile, thereby allowing an incomplete road to technically run into a field segment. They are otherwise treated and scored just like roads.
Castle tokens are placed atop 2-segment cities and allow players a chance to cash-in on the next completed adjacent feature.
Bazaars are a new type of tile that allows players to auction off tiles in exchange for points.
Carcassonne: CARDcassonne
Type: Card Games
Number of players: 2-5
Age of players: 8+
Length: 30-45 minutes
Do I add another 3 to the city?
Then I can add my follower next turn and score lots of points. Of course, then another player may claim the row and score those points.. So, what is the answer, add to the row or maybe claim it now. Oh, what a dilemma.
In Cardcassonne the players place their
cards in rows so as to make each card as valuable as possible.
A player may choose to protect a sequence of cards with a follower, but when to do so is the problem. That brings excitement to this fast, merry card game.
Carcassonne: Catapult
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
It's fair time in Carcassonne. A traveling salesman arrives and brings his newest invention: a wonderous catapult!
His demonstrations amaze the crowds and inspire the creative to find many uses for this new contraption. Of course, not every planned use is well thought out or successful...
Carcassonne: Cult, Siege, and Creativity
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
Carcassonne: Hunters & Gatherers
Type: Map building
Number of players: 3 – 5
Age of players: 8+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
This is a game (not an expansion) in the Carcassonne line. It has new graphics, a new set of components, a theme set in the stone age, and new rules to match the theme. As in Carcassonne, players place tiles and put game figures on them, but with different strategies and results. Players have figures that can represent hunters, gatherers, or fishermen and place them in meadows, forests, or on rivers. They also have huts, which can be placed on rivers or lakes and are scored at the end of the game as are the hunters. Gatherers and fishermen are scored when forests or rivers are completed. There are special forest tiles that give the player who plays a tile completing a forest an extra tile lay of special tiles with special features. Players will like this game that features the tile-laying and token placements of Carcassonne with many new twists.
Carcassonne: Inns & Cathedrals
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
An open copy of this game is available for play at Board Game Warriors.
This expansion offers all fans of Carcassonne new challenges: The Cathedral triples the value of a city, and the Inn doubles the value of a road - but only when they are completed. Players may use the new large follower to double their chances of controlling a city, road, or field. Also included is all necessary material to allow a sixth player to join in the fun. Finally, there are 6 point tiles to make scoring easier when players score more than 50 points.
Carcassonne: King & Scout
The King is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions. The Scout is an expansion for Carcassonne Hunters & Gatherers.
A copy of this game is available for play at Board Game Warriors.
Two expansions in one! A 7 card expansion for Carcassonne and a 5 card expansion for Hunters & Gatherers.
Carcassonne: New World
Type: Area control
Number of players: 2-5
Age of players: 8++
Length: 45 minutes
In this Carcassonne game, players begin as the early settlers of the United States did on the east coast of America. As they explore westward, they build towns, farms, paths, and compete to score more points than the others players. As exploration moves to the west, players who are slow to complete the features they have started will find themselves left behind - with no points!
Carcassonne: Princess & Dragon
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
A copy of this game is available for play at Board Game Warriors.
In this expansion for the prize-winning Carcassonne, we move into the realm of fantasy.The land around Carcassonne is being visited by a dragon, making life very difficult for the followers. Brave heroes venture forth to face the danger, but without the aid of the fairies, their chances are not good. In the city, the princess seeks help from the knights, and farmers build secret passages to move about undetected by the dragon. We hope you enjoy this special trip into the land of Carcassonne!
Carcassonne: River I
This is the original river expansion for Carcassonne. It was included for a time in the basic game, but has been removed to make it available separately for those who want it.
It is 12 tiles, each with a portion of the river. It replaces the starting tile for the basic game in game play.
Carcassonne: River II
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
There is another river in the Carcassonne region. Like the first river, you can use these 12 tiles to start a Carcassonne game instead of the normal start tile. But, there is more. It can be used with the other river, to make an even longer river to start the game. It has a branch, so you get the effect of two rivers instead of one. Its tiles have some of the features of the larger expansions: Inns & Cathedrals, Traders & Builders, and Princess & Dragon. As always, you need the original Carcassonne to play with it, but you can use bits from the other expansions, too, if you like.
Carcassonne: The Castle
Type: Map building
Number of players: 2
Age of players: 8+
Length: 30 – 45 minutes
An open copy of this game is available for demonstration.
The imposing silhouette of Carcassonne sits like a throne in the Light of the setting sun. The city also acts as a fortress, protecting those who live there with its inpenetrable walls. Visit the city to discover its many features and to learn why it is so magnificent. An exciting tile-laying competition between two players. Inside the castle walls, the city grows as the players place tiles and their followers: knights to guard the towers, heralds to spread the news, and merchants to sell their wares in the markets. The player who makes better use of his followers will lead the race around the castle wall, which is also the scoring track for the game. There are several items waiting on the castle wall for the first player to reach them. Each will prove useful to the player who acquires.
Carcassonne: The City
Type: Map building
Number of players: 2 – 4
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for demonstration.
The impressive city of Carcassonne was a magnet for tourists from all lands even in the middle ages. Its large markets, grandiose homes, and busy streets made the whole city a popular attraction. Here is your chance to build the city of Carcassonne! Players build walls, build towers, found markets, and place followers in the normal way. At the end, you will all enjoy looking at the beautiful 3-D city you have built! Also, the game comes in a beautiful wooden box that is as beautiful as the game is fun to play!
Carcassonne: The Count
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
This small expansion adds the 12 tiles that represent the actual city of Carcassonne and are the starting tiles for the game. During the game, players who help others score points may place followers in the city and later move them to scoring features outside the city. Yet another new way to play this great game!
Carcassonne: The Dice Game
Type: Dice Game
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 10 minutes
An open copy of this game is available for play at Board Game Warriors.
They said it couldn't be done – oh, wait, no one ever said that. In fact, gamers have been predicting the release of this title for at least five years, and now is the time.
As part of the tenth anniversary celebrations for the Spiel des Jahres-winning Carcassonne, publisher Hans im Glück and designers Klaus-Jürgen Wrede and Olivier Lamontagne are releasing Carcassonne: Das Würfelspiel, a quick-playing dice game that will allow players to build cities faster than ever before. The game includes nine special dice, a pencil and a block of scoresheets packaged inside a meeple-shaped metal container.
Carcassonne: The Discovery
Type: Map building
Number of players: 2-5
Age of players: 12+
Length: 30-45 minutes
The people of the Carcassonne region have decided to expand to distant lands. The players explore and discover the geography of the surrounding area, facing the dangers of the sea and the mountains and exploring the vast grasslands. The skill and strategy of the players exploring these new territories and their approach to controlling them by deploying their followers as brigands, navigators, and explorers will determine who is victorious.
This is a stand-alone Carcassonne game.
Carcassonne: The Phantom
This is an expansion for Carcassonne and/or Carcassonne: Wheel of Fortune and requires on of those games to play.
The Phantom consists of 6 transparent phantoms in 6 colors. The purple phantom is for the gray player.
The Phantom Rules
Each player gets that phantom of its color. In the course, a player may place this phantom as a second follower on the board. In this way, he may place two followers on two different features on the same tile. When a player gets back the phantom, he may use it in a later turn as well. The phantom can also be used alone and always counts as a regular follower.
Comes in 6 different colour cases.
Carcassonne: The Tower
This is an expansion to be played with Carcassonne.
A copy of this game is available for play at Board Game Warriors.
Ever upwards in Carcassonne! In this Carcassonne expansion, players have the opportunity to build upwards! The lords of the region around Carcassonne erect towers to strengthen and promote their power and influence. They employ followers to stand guard on the towers, watching over the land so they can inform their lords of all who travel and move throughout the area. Players may capture opponents’ followers, holding them in prison. Later, the players may arrange a prisoner exchange, to the advantage of the players involved. Also, a player may arrange to pay ransom for the return of an imprisoned follower. Fans of Carcassonne will enjoy the new tactical opportunities offered by this expansion.The expansion also includes a special tower for storing the landscape tiles, giving players a convenient way to draw tiles during the game.
Carcassonne: Traders & Builders
This is an expansion to be played with Carcassonne and any combination of the other Carcassonne expansions.
An open copy of this game is available for play at Board Game Warriors.
This 2nd expansion takes Carcassonne to new dimensions of fun and excitement. Traders can earn players extra points and builders enable players to place extra tiles, allowing the cities and roads to grow faster. A pig, properly placed, can enrich the value of a farm. Also included is a small cloth bag for the tiles, making it easier to shuffle and draw them during the game. Traders & Builders is not a complete game, but must be played with Carcassonne.
Carcassonne: Travel Edition
Type: Map Building
Number of players: 2 – 5
Age of players: 8+
Length: 30 – 45 minutes
Now you can take Carcassonne everywhere you go. The scoring track is printed on the cloth carrying sack, which has room for all the tiles and followers. Of course, all components are a bit downsized to make it more convenient to carry along, but the game is the same great game that won the Spiel des Jahres award in 2001!
Carcassonne: Wheel of Fortune
Type: Area control
Number of players: 2-5
Age of players: 8++
Length: 30-45 minutes
A clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious.
This game is very similar to the original Carcassonne, but it adds the wheel of fortune, which gives players new options and adds fun to the game. It is a stand-alone game, not an expansion.
Cargo Noir
Type: Economic
Number of players: 2-5
Age of players: 8 and up
Length: 60 minutes
An open copy of this game is available for demonstration.
Little Hong Kong: Hour of the Tiger - Loaded with clandestine goods, a sampan glides through the dark waters of Aberdeen Harbour. It slips unnoticed under the bow of a British patrol boat whose crew seems more interested in sleep than watchfulness.
Cargo Noir is a game of illicit trading in which players run "families" who traffic in smuggled goods. Designed by Serge Laget, the game takes place in the thrilling and evocative setting of 1950's film noir.
Game play revolves around a changing set of notorious smuggling ports around the world, each filled with contraband. Players dispatch cargo ships loaded with gold to these ports - hoping to acquire goods that will later be traded for Victory Spoils.
Cargo Noir is quickly learned, but offers many routes to victory; and is the rare trading game that works equally well with 2 players as well as more.
Carolus Magnus
Type: Area control
Number of players: 2 – 4
Age of players: 12+
Length: 30 – 45 minutes
An open copy of this game is available for demonstration.
The players are Charlemagne's heirs and in constant conflict with each other. He has asked them to build castles in his favorite territories. To do this they must seek and maintain the support of the five powerful clans of paladins. The paladins are the o nes who administer the Emperorrquote s lands. During the game, the players have many resources and options. In each round they decide the order in which they will take their turns and how far they will be allowed to move the Emperor, which is cruc ial, since castles can only be built in his presence. When castles are built in neighboring territories, these territories are joined, so that, as the game progresses, great domains are formed, defended by four, five and more castles. In the end, to win t he game and gain the Emperor's favor - and perhaps even the right of succession - a player must have built 10 castles.
Carson City
Type: Are Control/Worker Placement
Number of Players: 2 − 5
Playing Time: 90 minutes
Ages: 12 and up
An open copy of this game is available for demonstration.
Carson City is a rootin' tootin' game of cowboys 'n guns - lots o' guns.
There are 4 rounds per game. At the beginning of each round, players choose a character (there are 7 available) that gives them certain advantages (for example the sheriff prevents any duels from happening wherever he is placed).
After selecting characters, your cowboys are placed on action track locations that allow you to construct buildings, houses or roads; claim ground; earn money; or score victory points. When more than one player is on the same location, get ready, it is time for a duel! Roll the dice and see if you are the last one standing and lay claim to the goods!
During the game, you can take various actions that earn you victory points for your plots, pistols (the hired help) and buildings. At the end of the game, your buildings, houses, mountains and money contribute to your victory points and the person with the most points wins. So go round up your posse of gunslingers and get ready for some Wild West action in Carson City!
Cartagena
Type: Race
Number of players: 2 – 5
Age of players: 7+
Length: 45 minutes
A copy of this game is available for play at Board Game Warriors.
The game represents the famous 1672 pirate-led jailbreak from the fortress of Cartagena. It is said that a game celebrating the great escape became popular in the pirate coves of the Caribbean. Each player has a group of 6 pirates and his objective is to have all 6 escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them.
Cartagena 2
Type: Race
Number of players: 2 – 5
Age of players: 8+
Length: 45 minutes
In the first Cartagena game, the players, as pirates, attempted to flee prison by making their way through a tunnel to a boat waiting for them at the end of the tunnel. But simply reaching the boat does not mean they have escaped as re-capture is always possible, perhaps, even likely. They will not be really safe until they reach their Pirate's Nest on Tortuga.Each player leads a group of pirates to Pirate's Nest on Tortuga.The path leads the pirates through wild jungle and across the waters of open ocean to the island of Tortuga. In addition to the innate perils of the trip are the other pirates, as each group wants to be the first to arrive at Pirate's Nest and will do what they can to slow the others' progress. As soon as one player has all his pirates in Pirate's Nest, he can raise the Jolly Roger and win the game.
Cash 'n Guns: Live
Type: Bluffing
Number of players: 8-20
Age of players: 10+
Cash 'n Guns: Live is a sequel to Ca$h 'n Gun$, not an extension - although it does come with a bonus special power to extend its predecessor.
8 to 20 players play in a public place where non-players are present. When the referee blows the whistle, all players points their hands (as if they had a gun) towards another player...all this in a public place!
Of course, players are gangsters sharing a lot of money.
It plays as a group activity not dissimilar from Werewolf.
Cash 'n' Guns
Type: Bluffing/Party
Number of Players: 4 − 6
Playing Time: 30 minutes
Ages : 10 and up
An open copy of this game is available for demonstration.
In an abandoned warehouse, a band of gangsters is splitting their latest haul, but they can't come to an agreement on the split. It's time to let the guns do the talking, and soon everyone is aiming at everyone… All you have to do is stay alive and have the most money at the end of the game!
CA$H'n GUN$ will make you relive the best scenes from gangster movies and other modern detective stories, where the flimsiest excuse serves to let bullets fly!
Fun, bluff and negotiations are to be had. Thing is, do you have enough guts to play?
This is a game where laughter isn't the only deadly thing…
Cash N Guns: Yakuzas
This is an expansion for Cash N Guns and requires the base game to play.
The world’s three largest Mafi a organizations jointly
perpetrated the Robbery of the Century…
A few hours later, they are all gathered in a sinister back hop in Hong-Kong, each of them armed to the teeth to split the loot in a good mood.
Suddenly, the tension raises, it looks as if the parts were not equal… Get ready; the gang war might break out at nytime!
Are you keen to face the wildest Mafia of the planet?
BANZAI!!!
Yakuzas introduces new characters, new foam weapons Tanto, Shuriken and Shotgun), objects and a team based ame play for up to 9 players.
Castle for all Seasons
Type: Worker placement/Economic
Number of players: 2-4
Age of players: 10++
Length: 45-60 minutes
An open copy of this game is available for demonstration.
Amidst craggy mountains, the first silhouettes of a monumental castle arise. A line of traders twists its way to the gate; and the hustle and bustle attracts many people in the hope of getting wages and victuals. The area is crammed with market booths; the magnificent castle is being enlarged around them.
Each player is a builder who, round for round, is able to use different c haracter cards tactically. The constructing of this castle always culminates in an exciting final scoring. The player to produce the most victory points in the end deserves the protection of the castle and wins the game.
Castle Panic
Type: Co-op
Number of players: 1 – 6
Ages: 10 and up
Playing time: 60 minutes
The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.
Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!
Castle Panic is a unique, cooperative strategy game for 1 to 6 players ages 10 and up.
Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer.
Players must balance the survival of the group with their own desire to win.
Castle Panic: The Wizard's Tower
This is an expansion for Castle Panic and requires the base game to play.
New Threats. New Powers. New Panic!
The Wizard's Tower is an expansion to the board game Castle Panic. It is not a stand-alone game and requires Castle Panic to play. The Wizard's Tower is a cooperative board game for 1 to 6 players ages 12 and up.
Your Castle has been rebuilt, and a friendly Wizard has joined your forces. As long as his Tower stands, you and your friends have access to powerful magic spells.
And you'll need them, for the Monsters have returned stronger, faster, smarter, and with new abilities to threaten the Castle. You'll fight against magical Imps, evasive flying creatures, and more. Make your stand against six new, dangerous Mega Boss Monsters, including the Dragon and Necromancer. Use fire to attack the Monsters, but beware, your Walls and Towers can be burned down as well!
- Rulebook
- 10 Castle Cards
- 22 Wizard Cards
- 43 Monster Tokens
- 6 Mega Boss Tokens
- 12 Flame Tokens
- 1 Wizard Tower
- 1 Monster Draw Bag
- 6 Reference Cards
- 1 Plastic Stand
Catan - Yucatan Adventure Board
Indented game board for use with Settlers of Catan.
Catan Card Game Barbarians & Traders Upgrade
For those players who own the Catan Card Game and/or the first edition of the expansion set.
Here you'll find 40 new cards with tales of bloodthirsty barbarians who can raid your lands, and high-powered merchants who can lead you to prosperity. This box also contains 50 revised cards from the first five expansions, as well as all the latest rules updates, so you can use your old cards with the current game.
Like all Catan Card Game theme sets, you need a copy of the basic game to use the Barbarians & Traders Upgrade Kit or the other upgrade kit cards.
Catan Card Game Expansion
This set contains six complete expansions for the Catan Card Game.
Six complete expansions for the award-winning 2-player card game of discovery, settlement, conflict, and trade!
Share a theme with your clever opponent or design your own expansion deck!
Now you can expand your principality in new directions! Each of the 6 expansion sets feature a different theme to enhance the flavor of your Catan Card Game™ experience.
205 New Cards! Expansions set includes:
Knights & Merchants: Conflict and trade wars threaten! Will it be victory by spice or sword?
Science & Progress: Technology and invention are the keys to the future! Will you embrace machines or build a university?
Wizards & Dragons: Magic bursts into Catan! Mighty wizards with potent spells can change the face of the land itself!
Barbarians & Traders: Exotic goods spawn dreams of warehouses, which some would rather pillage than purchase!
Politics & Intrigue: Your secret plans bear fruit! Can you seize control through treachery, coin, dogma, or diplomacy?
Trade & Change: Commerce and exchange are powerful tools! Why hire knights when your workshops provide all the resources you desire?
Catan Dice Game
Type: Dice Game
Number of players: 1-4
Age of players: 7+
Length: 15-30 minutes
Discover, explore, and settle Catan anywhere and anytime! ...even all by yourself! The Catan Dice Game is the perfect portable adventure experience. Play it in only 15-30 minutes! It's a great casual introduction to the world of Catan. With 6 colorful, embossed wooden dice and your scoring map, you can roll and risk your way to victory. So get ready to toss! Challenge the odds and discover a fresh way to master Catan!
Catan Dice Game: Deluxe Edition
Type: Dice Game
Number of players: 1-6
Age of players: 7+
Length: 15-30 minutes
Discover, explore, and settle Catan anywhere and anytime...even solo!
The Catan Dice Game is a fast, fun way to experience Catan on-the-go. Play it in only 15-30 minutes! It's a great casual introduction to the world of Catan. With 6 colorful, high quality, embossed plastic dice, a generous pad of full color double-sided score sheets featuring two maps for alternate play, and an exquisite lidded leather dice cup. the dice cup will hold dice, rules and score pad. Roll your way to victory. So get ready to toss! Challenge the odds and discover a fresh way to master
Catan!
Catan Event Cards
These cards can be used to replace the dice rolling in Settlers of Catan.
Drop the dice and spice up your Settler's of Catan or Cities and Knights games with this new set of cards. The Catan Event Cards feature thirty-six cards that act as a deck of dice, replacing the need for dice in your Catan game. Special events are triggered by these cards each time they are turned over, adding an exciting new element to your Catan play. Also included are 6 score keeping cards, the rules card, and a reshuffle card.
Forty-four cards in total.
Catan Portable Edition
Type: Area Control
Number of players: 3-4
Age of players: 12+
Length: 60 minutes
Now the renowned, best-selling Game of Year comes in a very cool, compact, portable edition! A solid, beautifully designed plastic game board, drop-in tiles, and plug-in roads and settlements enable you to enjoy The Settlers of Catan almost anytime or anywhere.
This Portable Edition is perfect for friends or family on the move or away from home. The playing pieces peg securely into place. All the cards and accessories fit into the tray in the compact game box. So, whether you're hanging out at a school or a coffee shop, cruising on the road, riding the rails, outside in windy wilds, or simply stuck in a tight place, you and your friends can now enjoy The Settlers of Catan!
Catan: Cities & Knights
This is an expansion set for Settlers of Catan.
An open copy of this game is available for demonstration.
Dark clouds are gathering over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sailed to attack the country. Fortunately, warning has given Catan time to meet the danger. The size of the barbarian army corresponds to the number of cities in Catan. Thus, for Catan to fend off the barbarian attack, the players must form a knight force as strong as the barbarian force.
In addition to fending off the barbarians, players compete to build the three great metropolises of Catan. Each of these magnificent centers are worth two additional victory points. To build a metropolis, players must invest in city improvements. To acquire these improvements, players must acquire the three new types of Trade Cards: Coinage, Paper, and Cloth. These cards can only be gained by building a city next to mountain, forest, or pasture hexes.
Catan: Cities & Knights 5-6 Player Extension
This expansion allows for two additional players to join Catan: Cities & Knights.
Catan: Cities & Knights Game Cards
This is an expansion for Catan: Cities and Knights, which is itself an expansion for Settlers of Catan.
This 96 card set contains:
. 36 Commodity Cards
. 54 Progress Cards
. 6 Victory Point Cards
Requires ownership of Catan: Cities and Knights Expansion to use.
Catan: Elasund, the First City
Type: City building
Number of players: 2-4
Age of players: 12+
Length: 45-60 minutes
An open copy of this game is available for demonstration.
Elasund is growing rapidly and Catanians are streaming into the city, eager to make a fortune! You are appointed to help the city develop. You heed the call to drive the city's growth and prosperity.
Hire workers, acquire building materials. What will your next build be? The competition is eager to excel and claim all of the credit! Limited resources early on will limit players to a few small buildings. Your influential connections will provide you with all the necessary building permits. In Elasund, nothing works without building permits!
Once buildings are constructed, they can generate either gold or influence for you. Soon you can start going after bigger projects! Soon enough you may become involved in grander projects, such as building the church or the city walls.
Beware of your competitors! They may try to leverage their way into your neighborhood with their own permits!
If you don’t watch them closely enough, they might attempt a hostile takeover of your buildings!
Catan: Fishermen
This is an expansion for Settlers of Catan.
For generations, the people of Catan have lived in an island paradise, surrounded by the peaceful sea. They have long known of the benefits of the sea: maritime trade has been crucial to their expansion since the beginning. But recently they have discovered that the sea holds other bounty, ready to be gathered and used in the never-ending quest for expansion and trade.
Catan: Seafarers
This is an expansion set for Settlers of Catan.
A copy of this game is available for play at Board Game Warriors.
Expand your The Settlers of Catan® game in new directions, add islands, pirates, gold, ships, and trade.
Explore and colonize the newly populated Archipelago of Catan. Build settlements, roads, and villages by trading commodities from the land and islands around you. Trade sheep and wood for a ship, bricks and wood for a road, build new settlements and improve settlements into cities.
Catan: Seafarers 5-6 Player Extension
This expansion contains components to allow 2 additional players for Catan: Seafarers.
Catan: Settlers of Catan
Type: Area Control/Resource Management
Number of players: 3-4
Age of players: 10+
Length: 60-90 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Players are recent immigrants to the newly populated island of Catan. Expand your colony through the building of settlements, roads, and villages by harvesting commodities from the land around you. Trade sheep, lumber, bricks and grain for a settlement, bricks and wood for a road, or try to complete other combinations for more advanced buildings, services and specials.
Trade with other players, or at local seaports to get resources you might lack. The first player to achieve 10 points from a combination of roads, settlements, and special cards wins.
Catan: Settlers of Catan 5-6 Player Extension
This expansion allows for two more players in Settlers of Catan.
Extend your The Settlers of Catan game to include more players and more scenarios. More tiles, more resource cards, more development cards, and components (settlements, villages, roads) for two additional players.
Catan: Settlers of Catan Game Cards
This is a complete set of game cards for use with The Settlers of Catan.
The set includes:
. 95 Resource Cards
. 25 Development Cards
Catan: Settlers of the Stone Age
Type: Area Control
Number of players: 3-4
Age of players: 12+
Length: 45-60 minutes
An open copy of this game is available for demonstration.
Come join in the adventure that is the dawn of Humankind! Will your tribe journey far and fast? Will they surmount the pain and dangers of this world? Will they bring you victory and survival? Based on the award-winning Settlers of Catan game system, this game presents players with all-new challenges unique to the dangers and opportunities of the Stone Age. The first branches of this family began a journey that spanned thousands of years, eventually leading them to Australia and America.
In this exciting game, you will guide the journey of one of these branches. You must struggle to spread your people over the whole world. In order to expand your branch of humanity you must develop certain talents: advances in the preparation of food will allow your people to spread faster and wider, while new hunting techniques can protect them from dangers.
Catan: Settlers Pre-2007 Adapter Kit
The 4th edition of The Settlers of Catan (Settlers-2007) provides an outer frame that encloses the 19 hexes that make up the island of Catan. This adapter kit provides that frame, the frame extension pieces for the 5-6 player extension, and the harbor pieces that allow you to vary the harbor locations from game to game.
This adapter kit also allows you to use the Catan: Seafarers 4th edition with 3rd or pre-2007 editions of Settlers.
Catan: Starship Catan
Type: Card Game
Number of players: 2
Age of players: 12+
Length: 60-90 minutes
An open copy of this game is available for demonstration.
In a flash, two Starfarers from the Catan space fleet have been thrown through a mysterious wormhole into an unknown galaxy. Lost, dazed and unable to find their way home, and with limited resources, the brave explorers face a seemingly hopeless situation, until they meet four peaceful alien races. These friendly aliens offer them limited aid and will guide them home if they can meet the high standards required for entrance into the Galactic Advisory Council.
Take the role of a Starfarer! Daringly brave the unknown reaches of space! Explore and colonize new worlds, strike vital trade agreements and perform missions of mercy, while improving and preparing your Starship for the journey home. If you work hard and choose your course carefully and vigorously, you will attain membership in the Council and learn the way home!
Beware! Not every alien in the galaxy will look upon you with friendliness. Dastardly space pirates desire your wealth and influence. Their raids are merciless, and their strength is growing! Be careful as you speed through the unknown! Only a careful balance of colonization and trade, bravery and caution, will lead you and your crew home.
Lost in the depths of space? Not a problem for a real Starfarer! Activate your boosters for an adventure of space discovery!
Catan: The Great River
This is an expansion set for Settlers of Catan.
Introducing to the world of Catan, The Great River of Catan! A unique, three-tile, die-cut piece that brings the excitement of the gold rush to your The Settlers of Catan game and your Cities and Knights or Seafarers as well. This new variant includes: 1 three hex river tile to fit your base game, 10 new number counters, and special rules.
The Great River of Catan challenges Catan fans to race for the gold by building settlements and roads alongside the river tile. Those who build along its banks stand to profit from the gold craze sweeping the land, for they will receive gold for each settlement and road they build on the river. Once players have accumulated sufficient gold they may exchange it for victory points!
Catan: Traders & Barbarians
This is an expansion set for Settlers of Catan.
An open copy of this game is available for demonstration.
Delve deep into Catan! In Catan: Traders & Barbarians you'll find lots of cool new ways to explore Klaus Teuber's award-winning game series. You can now play with just 2 players! Add a harbormaster, a friendly robber, or special events. Play with a wealth of new wooden pieces and capabilities.
You can even link your games to create an intriguing campaign. Use these 4 variants and 5 scenarios to reinvent your Catan experience!
5 Challenging New Scenarios:
• The Fishermen of Catan- Fish in the great lake or try casting in rich coastal shoals. A fresh, expanded, and updated version!
• The Rivers of Catan- Not one, but two, great rivers invite flourishing commerce. Bridge them en route to glory and wealth.
• The Caravans- Nomads of the oasis seek wool and grain. Camel caravans offer trade.
• Barbarian Attack- Eager for booty, vile barbarians land and occupy Catan's fertile shores. Brave knights unite and ride to battle.
• Traders & Barbarians- Your wagons transport fine marble, glass, tools, and sand to help restore Catan's castle to splendor. Combine these rich scenarios to create a compelling campaign!
Catan: Traders & Barbarians 5-6 Player Extension
This expansion contains components to allow 2 additional players for Catan: Seafarers.
Caveman Curling
Type: Dexterity Game
Number of players: 2 – 6
Age of players: 6 and up
Length: 20 minutes
On an icy lake, two clans of prehistoric men clash in a match of Kairn, better known as Caveman Curling, this being an ancestor to the modern sport of curling. Players compete as individuals or are grouped into two clans, and they try to land their stones the closest to a target each round. On a player's turn he takes two actions:
• He launches a stone across the ice, flicking it wit his finger toward the target on the other end of the game board.
• To improve the positioning of his stone or the chances of it staying in place, he can choose to use either a small or large hammer or a totem. With a hammer, the player moves the stone according to the size of the hammer. As for the totem, the player sets it on top of the stone; if the totem falls off the stone, the player can shoot it again on a later turn.
If your player or clan has one or more stones closer to the center of the target than the other clan, you score points. The first player/clan to collect six points wins.
Caylus
Type: Economic
Number of players: 2 – 5
Age of players: 12+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
1289. To strengthen the borders of the Kingdom of France, King Philip the Fair decided to have a new castle built. For the time being, Caylus is but a humble village, but soon, workers and craftsmen will be flocking by the cartload, attracted by the great prospects. Around the building site, a city is slowly rising up. The players embody master builders. By building the King’s castle and developing the city around it, they earn prestige points and gain the King’s favor. When the castle is finished, the player who has earned the most prestige wins the game.
Caylus Magna Carta
Type: Worker Placement/Card Game
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 45 – 75 minutes
An open copy of this game is available for demonstration.
1289. King Philip the Fair wants to have a new castle built in Caylus. Workers and craftsmen are fl ocking by the cartload, attracted by the great prospects of such a formidable task. All along the road that snakes from the foot of the castle, a city is slowly rising up…
Caylus Magna Carta allows you to experience Caylus differently. Each player has their own deck of buildings to be built along a common road. All the aspects of the original Caylus are still there, but the game dynamics has been changed: games are shorter and more agressive. Furthermore, beginner rules are provided, to allow you to take your first step into the universe of Caylus.
Celtica
Type: Set collecting
Number of players: 2 – 5
Age of players: 10+
Length: 45 – 60 minutes
An old Irish legend tells of the hero, Chú Chulainn, who gathered 10 brave men together to drive the enemy from their land in a great battle. After returning home, he gave each of his followers a magic amulet. Each amulet was similar: the 9 outer parts were identical, but the middle part of each was different, making it possible to distinguish one from the other. The amulets brought their owners and their offspring respect and wealth. When the Vikings conquered the land, they destroyed the amulets, scattering the parts of each throughout the land. The players take the roles of adventurers in 11th century Ireland, who seek to recover the parts of the amulets and put them back together. Five druids have pledged to help you in your endeavor. The player who finds parts and puts together the most amulets will win the game and become the new Celtic king!
Chain Gang
Type: Party Game
Number of players: 3-10
Age of players: 12+
Length: 30 minutes
The Chain Game is your link to laughter!
Race to say a common phrase using one word from the previous phrase. Keep the chain going and you keep your links. If the horn blows, the time is up, and you lose a link. The next player reads a new card and the fun continues!
Fast, fresh, and free-flowing…The Chain Game will be the link that brings your friends and family together.
Chang Cheng
Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 60 minutes
The Mongols are threatening and the Emperor of China orders the construction of a Great Wall to be built to protect his provinces. Players construct a wall and score reputation points for having the majority of walls in a province whose walls are completed. But beware, the Mongols attack at the end and will affect the majority builder on their side of the wall.
Action cards add to the prestige of the wall building or can harm another player's construction.
Beautiful, evocative art and actual plastic walls immerse you in the game's theme.
Chaos
Type: Auction/Set Collection
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 40 minutes
“You must have Chaos within you to give birth to a dancing star.” – Friedrich Nietzsche
“In all Chaos there is a cosmos, in all disorder a secret order.” – Carl Gustav Jung
In this card game, you need to collect sets of 3 identical Spectrum cards and place them on the table. Or collect the set of 3 Order cards and keep it in your hand until the end of the round.
You need to avoid the 4th Spectrum card that matches a set you have placed on the table or the 4th Order card if you have the other 3. Also, avoid holding a Chaos card at the end of the round.
On your turn you can seek a card, trade a card or declare a battle. You can't hold Order cards while holding a Chaos card. If you discard a Chaos card, all hands are rotated among players until the discarding player calls Stop! Well, the title does say "Chaos".
Chaos in the Old World
Type: Fantasy Area Control
Number of players: 3-4
Age of players: 13+
Length: 90 minutes
An open copy of this game is available for demonstration.
Expanded by:
In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.
In the Chaos in the Old World board game, each player takes the role of one of the malevolent Lords of Chaos. Each god’s distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos…for now.
Chaos in the Old World: The Horned Rat
This is an expansion for Chaos in the Old World and requires the base game to play.
Below the Old World's cities sprawls a vast network of tunnels, caves, and underground roads. Verminous Skaven skulk within this Under Empire, waiting for the perfect opportunity to rise from the warrens and destroy their enemies for the glory of their sinister god, the enigmatic Horned Rat. Even as the Ruinous Powers work to corrupt the Old World, the Skaven are ever scheming to further their own dark agenda.
The Horned Rat expansion for Chaos in the Old World introduces a fifth player to the race toward corruption! Armed with a legion of Skaven followers, the Horned Rat player uses numbers and subterfuge to his advantage, scoring points by spreading the Skaven's teeming masses across the Old World. Players of the existing Ruinous Powers can meet the foul vermin head on with a host of new gameplay options, including alternate upgrade and Chaos cards. Meanwhile, veterans will find engaging challenges with new expert-level Old World cards and gameplay variants. Prepare to join the battle for dominance!
Chaostle
Type: Fantasy War Game
Number of players: 2 – 8
Age of players: 10 and up
Length: 120 minutes
Chaostle is a unique game in that it combines the fun of tabletop miniatures gaming and conventional board games. The structured multi-level castle game board provides many levels of strategy. The simplified and exciting battle system allows this game to be enjoyed by heavy game players as well as those who are new to miniature games.
Chaostle has many levels of strategy from picking your starting army to moving throughout the multi-level castle towards victory. A game with pure strategy, however, would be just another chess game and not like real life where nothing ever goes as planned. Therefore, chaostle has many fates that constantly effect the game ranging from mild setbacks to cataclysmic earthquakes. These unpredictable twists of fate can be either from the card of happiness or the card of doom.
The Chaostle game board is currently being produced. The entire board will be displayed as soon as we get samples from the manufacturer. The image of the shark trap is a sample section of one corner of the board as it was being illustrated by fantasy artist Susan Dawe. Three other traps exist on the board including the snake pit, spider lair and torture chamber.
Chaostle features 23 three-dimensional castle walls that are secured onto the game board. The fantasy fighters can move any direction throughout the castle including up and down stairways to change levels. The castle sections were originally sculpted by Bruce Hirst of Hirst Arts.
The game comes standard with sixteen collectible plastic miniature characters. Additional characters will be available and released in the future as add-ons to the game that will be sold separately. The first set of eight add-on characters will be available soon after the release of the game. Adding new characters to the game adds to the strategy and variety of game play.
Each character has a battle card containing the character's statistics, weapons, special skills and upgrades. The battle cards have holes where pegs are inserted to allow for easy tracking of the statistics and upgrades.
Charon Inc.
Type: Area Control
Ages: 13 and up
Number of Players: 2 – 5
Playing Time: 45 – 60 minutes
In the year 2288, off-world mining is now controlled by a few mega-corporations. It is no longer just people or nations that are subject to exploitation, but entire planets and moons. As the CEO of one of these mega-corporations, in Charon, Inc. you will vie against CEOs of other corporations as you exploit the planet’s resources and colonize Charon, the largest moon of the dwarf planet Pluto.
You will stake claims to the various mining regions of Charon, acquire resources for building facilities, use special actions (fair and unfair) to gain advantages over other CEOs and build your empire to achieve victory in this fast-paced game of planetary domination!
Chateau Roquefort
Type: Memory
Ages: 6 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Monsieur de Montforte no longer lives in his Chateau. When he vacated the premises, the highly acclaimed gourmet left behind a collection of the finest cheeses in the world. As the years passed, the cheese aged, but so did the Chateau. Now the mice that search the Chateau for the cheese treasures must be careful or fall into holes which have opened in the floors as the building aged, making the Chateau one of the largest mouse traps under the starlit sky.Welcome to the craziest Chateau in the gaming world! The three-dimensional adventure takes place on four levels. At the top, the Chateau’s roof blocks the view of the inside. When a player peeks under the roof, he can see the lattice of walls and rooms and send his mice in search of treasure – cheese! However, once there, the mice must tread carefully as the floors slide unexpectedly under their paws and can reveal a deadly trap. For those who can avoid the traps, delicious cheese treasures await.Not only can children shine in Chateau Roquefort with their unbeatable memories, but they improve also their abilities to anticipate what lies ahead! Adults will also find the game an exciting challenge, again and again! it And the game comes with a two-sided board for TWO DIFFERENT SCENARIOS!
Cheeky Monkey
Type: Set Collection
Ages: 7 and up
Number of Players: 2 – 6
Playing Time: 20 minutes
It's a zoo in here! Those meddling monkeys have set all the animals loose, but do you want to catch a pod of walruses, a journey of giraffes, or a zeal of zebras? You can draw as many chips as you want, but don't be too cheeky! Cheeky Monkey is hours of fun for everyone from wise old elephants to young pups.
There are eight sets of animals. A chip represents each animal. All the chips are placed in the bag. A player may draw chips until one chooses to stop. The player adds the chips, in any order, to one’s own stack. If a player draws a the same animal twice in the same turn all the chips return to the bag and the player’s turn passes. If a player draws a monkey, one of ten in the game, a player may swap the monkey for the top chip in any player’s stack. The game is over when the last chip is drawn from the bag. Any individual who has the most chips of any animal receives bonus points. The player with the most points wins.
Chessex Pound O' Dice
There are approximately 100 factory-second dice in this bag.(Number of dice will vary with the mix-four-siders are lighter than other shapes, for example.)
These dice are mixed in a variety of styles & colors. Every bag does not necessarily have every style & color. Sizes may include 6, 8, 10, 12, 20 & 30-sided dice (and, possibly, other sizes) in colors that include (but are not limited to) speckled, marble, rainbow, opaque and translucent.
This assortment features one complete 7-die polyhedral set of never-released speckled dice, available ONLY in this Pound O’ Dice assortment!!
Chessex Reversible Battlemat - 1" Squares & Hexes
- Useful for nearly every roll playing game (RPG) and miniature game available today.
- Mat is reversible and have both 1 inch squares on one side and 1 inch hexes on the other side.
- Chessex mats are made from expanded vinyl to bring you the highest quality mat currently available.
- For use with dry erase markers.
Chessex Reversible Battlemat - 1.5" Squares & Hexes
- Useful for nearly every roll playing game (RPG) and miniature game available today.
- Mat is reversible and have both 1.5 inch squares on one side and 1.5 inch hexes on the other side.
- Chessex mats are made from expanded vinyl to bring you the highest quality mat currently available.
- For use with dry erase markers.
Chez Cthulhu
Type: Card Game/Set Collecting
Number of players: 2-5
Age of players:
Length: 45 minutes
Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job – will you be a Morgue Janitor, a Sanitarium Attendant, or a Gravedigger? Buy things to give you Slack. A Straitjacket may be a good choice, but Friendly Tentacles can also be helpful. Oh, and Nookie, don't forget the Nookie. But avoid the Ectoplasmic Slime.
Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God and stirs in a new Madness mechanic, in a new stand-alone game designed by Steve Jackson and illustrated by John Kovalic.
Chez Geek House Party Edition
Type: Card Game
Ages: 18 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
This edition includes the original Chez Geek . . . plus Slack counters and a die . . . PLUS the cards from the supplements Slack Attack and Block Party.
Beer. Nookie. Roommates. It's another Friday night at Chez Geek. Set up house with your friends – for as long as you can stand them. Get a job – they're all bad. Spend money and your precious spare time to accumulate Slack points. Drink cheap booze, hang out at the cafe, and play with the cats. Do unto your roomies before they do unto you. What other game gives you points for sleeping?
Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.
Chicago Express
Type: Economic
Number of players: 2-5
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for demonstration.
The players try to earn as much profit as possible by buying shares in thriving railroad companies. Player have several options for increasing the value of shares in the companies, which, in turn, increase their profits. All aboard!!
Chicago Express Narrow Gauge & Erie Railroad
This is an expansion for Chicago Express.
Two extensions in one box complement the fine strategy game and bring new tactic elements into play.
Narrow gauge expansion: Small independent narrow gauge railroads form near the standard gauge railroads. They block building in the mountain and forest hexes where they form and operate their business.
Erie expansion: Another railroad company is getting involved in the competition. What effect will the new company have on the market? The skills of the investors are what it‘s all about now!
China Rails
Type: Pickup and Delivery
Number of players: 2-6
Age of players: 12+
Length: 3 hours
For centuries, trade has been a crucial factor of life in China. From the ancient "Silk Road" to modern ocean trade, the flow of goods and cargo was the very lifeblood of the great "Middle Kingdom." Once, bearers traveling on foot or carts pulled by oxen were enough to fulfill the needs of this great society. But the wheel of time cannot stop turning, and thus new means are being called upon to deliver precious goods to the people.
Like a river of iron, the tracks of new railroads begin to cross the tremendous distances of the land, stretching from Shanghai to Urumqi, from Qiqihar to Hong Kong, and to every city in between. Shining dragons rush along these tracks, delivering goods as mundane as grain, as exotic as jade. From time to time, these young railroads will be called upon to transfer people: the noble workers or exalted party officials.
From Tibet to Taiwan, the needs of the Republic call out to you. With your limited resources, can you construct the most efficient rail network? Can you deliver needed goods more quickly than your competitors?
Can you prove to the People and the Party that you, and you alone, deserve to be named the "Minister of Railroads"? Events and disasters, both natural and man-made, will stand in your way. But if your plan is sound and your tactics are true, you shall overcome them all and claim your victory!
Citadels
Type: Card Game
Number of players: 2-7
Age of players: 10+
Length: 20-60 minutes
An open copy of this game is available for play at Board Game Warriors.
Players seek to build a collection of districts worth from one to eight points. Once someone has built eight districts, the game is over after that round ends and the player with the highest total value wins. However to facilitate the process (and make the game interesting), players sequentially choose a character from a rapidly dwindling pool of eight each turn. The characters give players special abilities for the turn.
Civilization: Fame & Fortune
This is an expansion for Sid Meier’s Civilization and requires the base game to play.
The Fame and Fortune expansion for Sid Meier's Civilization: The Board Game provides players with new game options, and brings a host of enhancements.
- Four new civilizations: The Arabs, the Spanish, the Greeks, and the Indians.
- A new deck of "Great Person" cards that allows players to recruit the aid of specific figures from history, such as Joan of Arc, Marco Polo, Hannibal, or Gustavus Adolphus.
- New map tiles, tech cards, culture event cards, and the introduction of the investment deck, which features cards that allow players to spend hard-earned coin to reap ongoing benefits.
- Components for a fifth player.
With eleven new map tiles, over 150 cards, plus more than 120 markers and tokens, Fame and Fortune offers a remarkable set of engaging new options to guide your people to greatness!
Claustrophobia
Type: Battle
Number of Players: 2 − 2
Playing Time: 45 minutes
Ages : 14 and up
Expanded by:
This game is for two players, one plays the demons and the other the human Westerners. The two camps are found in the middle of labyrinthine sewers. The board is built during the course of the game.
Claustrophobia is scenario based, resulting in a high replay value, especially as each camp is played differently…
For the Westerners it is a question of surviving the increasingly violent attacks of the demons. While the light sources are reduced progressively, the demonic troglodytes become increasingly stronger and return in ever increasing numbers!
Of course the human player has to organize their figurines to keep them protected, while using their equipment as well as possible in order to win the scenario!
The game contains pre-painted miniatures.
Claustrophobia - De Profundis
This is an expansion for the game Claustrophobia and requires the base game to play.
Claustrophobia: De Profundis is an expansion for Croc's Claustrophobia that adds more components and more choices to the game without adding many new rules.
New components include a 55-card deck with new talents for the Brother Redeemer, new demons, new events, new objects; ten new room tiles, with six new types of rooms (sanctified zone, demon pit, tomb of the ancient warrior); four painted figures and additional markers; and twelve new scenarios with playtimes ranging from 30 to 90 minutes.
As for new rules, the demon player's hand size is reduced to three (due to powerful new event cards), Siccaria skills are now permanent, and a new beast is introduced.
Contents:
- 1 24-page Rulebook (includes 12 scenarios)
- 4 pre-painted miniatures:
- 2 Sicaria
- 2 Hellhounds
- 10 Tunnel and Room tiles
Additional Components for the Human Player:
- 2 Reference cards for the Humans
- 2 black plastic card stands
- 10 red plastic Damage pegs
- 6 Skill cards for the Sicaria
- 6 Advantage cards
- 7 Gift cards
- 6 Object cards
- 2 Survival Instinct tokens
- 4 Miraculous water tokens
Additional Components for the Demon Player:
- 7 Demon cards
- 2 Reference cards for the Hellhounds
- 18 Event cards
- 2 Cave-in tokens
- 2 Under the Sign of Satan tokens
- 2 Teleportation icon tokens
- 1 Searching Demon token
Additional Scenario Specific Components:
- 2 Moving wall tokens
- 1 Cage token
- 1 Baby Troglodyte token
- 1 Saint Naos Force Condenser token
Clear Card Sleeves - 63.5 x 88 mm - 100
These are designed for cards of 63.5 MM X 88 MM, or 2 1/2″ x 3 1/2″. They are 100 per pack and are very thin.
These sleeves are GREAT for card games with a lot of cards that stack. We have play tested a few thicknesses and this thickness works best if you have over about 75 cards in a pile. Any thicker and they simply fall over and difficult to shuffle due to the thickness.
Most trading card games, Lord of the Rings LCG, A Game of Thrones LCG, Glory to Rome, Pandemic...
Also for use with such games as:
1960: Making of the President
2 de Mayo
A Game of Thrones LCG
Acquire (2008 version)
Artic Scavanger
Ascension
Attack!
Battleline
Call of Cthulhu
Castle Ravenloft (D&D)
Claustrophobia
Commands & Colors: Ancients
Conflict of Heroes
Conquest of the Empire
Defenders Of The Realm
En Guarde
For Sale
For the People
Forbidden Island
Frontline D-Day
Gem Dealer
Guillotine
Hera and Zeus
Here I Stand
Illuminati: New World Order
Incan Gold
Invasion From Outer Space (Flying Frog)
Ka Ching
Killer Bunnies
Kung Fu Fighting (Slugfest)
Last Night On Earth
MtG (Magic The Gathering)
Munchkin Quest
Mystery Express
Nexus Ops
Nightfall Deck Builder Game
Pandemic: On The Brink Expansion
Paths of Glory
Penny Arcade
Race For The Galaxy
Railroad Tycoon
Red Dragon Inn (Slugfest)
Red Dragon Inn 2 (Slugfest)
Resident Evil: Deck Building Game
Shadow Hunters
Sylla
Thunderstone Base Game
Twilight Struggle
Vegas Showdown
Wasabi
Wits and Wagers
Wrath of Ashardalon (D&D)
Yomi Complete First Edition
Zombie in my Pocket (2010)
Pandemic
Clear Standard Card Game Sleeves - 50
Fits Cards of This Size: 2 1/2″ x 3 1/2″ (63.5 x 88 MM)
Each pack of sleeves includes 50 sleeves.
All sleeves in the Fantasy Flight Supply board game sleeve line are made of clear, 100 micron-thick, non-PVC, acid-free polypropylene plastic. This means that the sleeves are durable, difficult to tear or crease, and are free of chemicals that will corrode the cards within the sleeves. The sleeves are also designed to fit cards snugly, to make shuffling and handling easy.
Examples of games with cards that this sleeve will fit: Most trading card games, Lord of the Rings LCG, A Game of Thrones LCG, Glory to Rome, Pandemic, Innovation, Quarriors...
Also for use with such games as:
1960: Making of the President
2 de Mayo
A Game of Thrones LCG
Acquire (2008 version)
Artic Scavanger
Ascension
Attack!
Battleline
Call of Cthulhu
Castle Ravenloft (D&D)
Claustrophobia
Commands & Colors: Ancients
Conflict of Heroes
Conquest of the Empire
Defenders Of The Realm
En Guarde
For Sale
For the People
Forbidden Island
Frontline D-Day
Gem Dealer
Guillotine
Hera and Zeus
Here I Stand
Illuminati: New World Order
Incan Gold
Invasion From Outer Space (Flying Frog)
Ka Ching
Killer Bunnies
Kung Fu Fighting (Slugfest)
Last Night On Earth
MtG (Magic The Gathering)
Munchkin Quest
Mystery Express
Nexus Ops
Nightfall Deck Builder Game
Pandemic: On The Brink Expansion
Paths of Glory
Penny Arcade
Race For The Galaxy
Railroad Tycoon
Red Dragon Inn (Slugfest)
Red Dragon Inn 2 (Slugfest)
Resident Evil: Deck Building Game
Shadow Hunters
Sylla
Thunderstone Base Game
Twilight Struggle
Vegas Showdown
Wasabi
Wits and Wagers
Wrath of Ashardalon (D&D)
Yomi Complete First Edition
Zombie in my Pocket (2010)
Pandemic
Cleopatra and the Society of Architects
Type: City Building
Number of players: 3-5
Age of players: 10+
Length: 60 minutes
An open copy of this game is available for demonstration.
The object of the game is to become the wealthiest of Cleopatra's architects, by constructing the most magnificent and valuable parts of her Palace.
Given the intense competition that reigns among the members of the Society of Architects, you will often be tempted to deal with shady characters and trade in materials of dubious origins.
While these corrupt practices may indeed allow you to stay a step ahead of the pack, they come at a heavy price: Cursed corruption amulets honoring Sobek, the Crocodile-god, which are stored inside your Pyramid of Corruption, hidden from the preying eyes of your competitors.
When Cleopatra finally strolls into her new Palace, at the end of the game, the most corrupt architect (the one with the most amulets) will be seized and offered to her sacred crocodile as a tasty morsel! Only then will the wealthiest architect, from among those still alive, be selected and declared winner of the game.
Cluzzle
Type: Party Game
Number of players: 3-6
Age of players: 8+
Length: 45 minutes
Cluzzle is the game where you try to sculpt poorly! It is a deduction game like 20 questions. At the beginning of the game, everyone makes an ambiguous clay sculpture called a Cluzzle. For the rest of the game, players ask “Yes or No” questions to figure out the other clay puzzles.
You don’t have to be an artist to play. In fact, the longer it takes others to figure out your clay sculpture, the more points you get. However, you only get points if at least one person figures out your Cluzzle before the end of the game. This means you’ll want your sculpture to be a little ambiguous, but not too ambiguous.
And this is exactly where the humor lies! The result is a hilarious game for all ages, where anyone can win and everyone will have fun. So grab your friends and family. Your ridiculously poor sculptures will inspire laughter that will be remembered for years to come!
Code 777
Type: Deduction
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
The classic code-cracking game is back in a 25th Anniversary Deluxe Edition!
Crack your code first! You can see your opponents' codes but not your own. Using questions and logic, try to deduce which three numbers are hidden in front of you. Once you're reasonably sure, then you can take a guess. But if you're wrong, you have to start over with a fresh set of tiles...
This 25th Anniversary Deluxe Edition of Code 777 has been expanded to allow for up to 5 players (from the previous 4 player editions). All of the components have been upgraded to the highest-quality levels. And our Code 777 is also the first edition to be colorblind friendly! Stronghold Games is proud to bring this great deduction game back into print by popular demand after being unavailable for over 10 years worldwide.
This clever little game combines the elements of a good, logical deduction game and Indian poker. Each player receives a rack for keeping three tiles drawn from a pool of tiles, which are seven different numbers in seven different colors (28 tiles in total), however the rack is turned away from you. When players sit in a circle, each player can see everyone else's tiles, except their own. Each turn, players draw a card with a question like, "Do you see more yellow sevens or more blue sevens?" which should help the others' determine their tiles. Once you're reasonably sure, then you can take a guess. But if you're wrong, you have to start over with a fresh set of tiles...
Cold War: CIA vs. KGB
Style: Card Game
Number of players: 2
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Cold War: CIA vs. KGB puts two players in control of the superpowers of the USA and the USSR. In a covert clash of ideology, politics, guerilla warfare, and dirty tricks, they must establish the dominance and superiority of their worldview and bring about their own vision of the future.
Coloretto
Type: Card Games, Set collecting
Number of players: 2 – 5
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
The players draw cards from a card supply in the middle of the table. During the game, the players try to specialize in a few colors, as at the end of the game, a player can score plus points for only 3 colors; the rest score minus points. The more cards a player has of a color, the more points he scores. The player with the most points wins.
Colossal Arena
Type: Bidding
Number of players: 2-5
Age of players: 8+
Length: 60 minutes
An open copy of this game is available for demonstration.
In Colossal Arena there is a group of eight creatures that are fighting. Each round, one of the creatures will die. To decide which unlucky sod will be the victim, players put numbered power cards in front of the creatures, with the lowest one going the way of the dodo. But what makes this game interesting at all is that players can make five bets throughout the game which will sometimes allow them to use a creature's special power and gives the game a method of scoring at the end.
Colosseum
Type: Auction/Set Collecting
Number of players: 3-5
Age of players: 10+
Length: 90 minutes
An open copy of this game is available for demonstration.
In Colosseum each player is a Roman impresario - producing great spectacles in his or her arena in the hopes of attracting the most spectators. Players earn wealth and glory for each event run, using it to create ever more ambitious events. They will need to improve their arena, find the best performers, lure the Emperor and his nobles, and manage assets for long-term success to be granted the title of Grand Impresario.
Combat Commander: Europe
Type: Wargame
Number of players: 2
Age of players:12+
Length: 120 minutes
Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.
Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific “Objective” chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.
A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.
Additional volumes in the Combat Commander series will add new nationalities and locales (Brits in North Africa; Japanese in the Pacific; etc.)
Combat Commander: Pacific
Type: War Game
Ages: 12 and up
Number of Players: 2
Playing Time: 180 minutes
Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family:
Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces
CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:
Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
Reconnoitering.
SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time.
UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a pistol or rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters.
VICTORY: Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.
GAME FLOW: A game of Combat Commander is divided into several Time segments. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
CC:P includes twelve maps featuring terrain specific to the PTO.
CC:P's playbook includes:
Twelve scenarios.
A Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations.
A section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.
Examples of play.
Design & Development notes as well as numerous play hints.
Components:
* 352x large counters (5/8")
* 280x small counters (1/2")
* 216x 2.5 x 3.5 cards
* 6x 2-sided 17 x 22 maps (twelve maps in total)
* 3x 2-sided 8.5 x 11 nation-specific player aid cards
* 2x 1-sided 8.5 x 11 generic player aid cards
* 1x 32-page Rulebook
* 1x 32-page Playbook
* 1x Track Display
Command & Colors: Ancients
Type: Wargame
Number of players: 2
Age of players: 12+
Length: 60 minutes
This version is the Third printing of Command and Colors: Ancients.
Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.
The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.
Unlike its older brother, Battle Cry by Avalon Hill (Hasbro), Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.
The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.
The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.
The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory.
Command & Colors: Greece & Eastern Kingdoms
This is an expansion for Command & Colors: Ancients.
The Greeks & Eastern Kingdoms is the first expansion to Commands & Colors: Ancients. The armies of Philip, Alexander and the Successors meet the hosts of Persians, Scythians and Indians to the east. In this expansion, you will find historical scenarios that focus on the hoplites of classical Greece fighting off the invading Persian army at Marathon and Plataea; epic battles from the Peloponnesian War, the rise of Macedon and Alexander's battles of Gaugamela, Issus and Granicus against the Persians; and battles involving Alexander's successors. With your Greeks you will be able to turn west and battle the Carthaginians in Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.
This first expansion showcases over 20 scenarios (the package includes over 300 new unit blocks and stickers you need to fight out these battles). Now, that is a lot of history, but Commands & Colors: Ancients is, by design, a unique historical game system that will allow players to effectively portray stylized Ancient battles that play to a conclusion in less than an hour.
The battle dice resolve combat quickly and the command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.
Command & Colours: Ancients: The Spartan Army
This is an expansion for Command & Colours: Ancients and requires the base game to play.
The Spartan Army expansion features over 20 scenarios, which focus on a period of time from 669 BC to 338 BC. In the early battles of Sparta against Argive, we see the development of Hoplite armies. We then move onto the war with the Persian Empire and take a closer look at the battle of Thermopylae, 480 BC. During the Peloponnesian Wars, Sparta takes a leader position among the Peloponnesian states, which would last for almost two centuries. Finally there is a shift in power away from Sparta during the battles of the Theban Era and the rise of Macedon.
The Spartan Army expansion also provides all the blocks and stickers needed to field a Spartan Army and its allies to oppose the armies from Commands & Colors: Ancients - Expansion #1 - Greek vs Eastern Kingdoms. As well as one sheet of 15 new double sided Terrain Tiles.
Rules-wise, if you are familiar with Commands & Colors: Ancients, you'll have no trouble at all learning the special rules for Hoplite infantry, for the basic game mechanics remain unchanged. Battle dice still resolve combat quickly and the Command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory.
As with all Commands & Colors: Ancients expansions to date, the tactics you will need to execute with thees Hoplite armies will conform remarkably well to the advantages and limitations inherent to these historical units, their weapons, the terrain and history.
- Publisher Page
Contents:
- Rule/Scenario Booklet that features 26 historical scenarios
- 1 Reference Card
- 228 Blocks
- Block Label sheets
- 2 Terrain Tile Sheets: each contains 15 double-sided Terrain Tiles
Scenarios:
- Hysiae 669 BC
- Thyreatis 545 BC
- Sepeia 494 BC
- Thermopylae (Middle Gate) 480 BC
- Thermopylae (Grand Overview) 480 BC
- Plataea 479 BC
- Mycale 479 BC
- Tanagra 457 BC
- Olpae 426 BC
- Sphacteria 425 BC
- Delium 424 BC
- Amphipolis 422 BC
- Mantinea 418 BC
- Anapus River 415 BC
- Phyle 404 BC
- Munychia 404 BC
- Piraeus 403 BC
- Centrites River 401 BC
- Coronea 394 BC
- Nemea 394 BC
- Lechaeum 391 BC
- Tegyra 375 BC
- Leuctra 371 BC
- Mantinea 362 BC
- Chaeronea 338 BC
- Megalopolis 331 BC
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Type: Wargame
Number of players: 2-4
Age of players: 10+
Length: 120 minutes
Academy Games presents Conflict of Heroes, a new fast-paced tactical board game series designed by Uwe Eickert. The series follows the development of modern day squad and platoon level tactics starting with World War II through modern day Bosnia, Iraq, and Afghanistan. The first game in the series, Awakening the Bear! – Russia 1941-1942, takes you to the eastern front during Operation Barbarossa, the German invasion of Russia. Many consider this time period to be the birth of modern warfare tactics that continue to be used and perfected by today's modern armies.
Conflict of Heroes merges the elegance of streamlined Eurogame rules with deep strategic wargames. The series was designed to create a tense and highly interactive game play experience. You must manage multiple command resources to move, attack, and take other actions with your units. This gives you great flexibility in executing your battle plans, but makes constant caution necessary as unit activations on either side can happen at any time.
Much effort went into distinguishing the units in the game by highlighting their historical strengths and weaknesses. For example, each tank defense rating takes into account relative armor thickness, armor slope deflection percentage, speed, size, targeting mechanics, and crew training. All these factors are represented in an easy to learn target number system.
The included firefights, most of which you can play in about an hour, are designed to depict the pivotal points in a given battle. You can learn enough of the game to play the first scenario in 10 minutes thanks to the programmed instruction approach used in the full-color rulebook.
The game also features 3 to 4 multi-player firefights and optional rules for solitaire play.
Part of the Conflict of Heroes series.
Conflict of Heroes: The Marsh Expansion Map
This is an expansion map for Conflict of Heroes, and requires the base game to play.
The Marsh expansion pack includes the marsh map board and two additional firefights. This board is also used with bonus online firefights that utilize boards from Awakening the Bear, Storms of Steel, and/or Price of Honour.
Conflict of Heroes: The Price of Honour
This is an expansion for Conflict of Heroes and requires the base game to play.
“Peace is a precious and a desirable thing. Our generation, bloodied in wars, certainly deserves peace. But peace, like almost all things of this world, has its price, a high but a measurable one. We in Poland do not know the concept of peace at any price. There is only one thing in the lives of men, nations and countries that is without price. That thing is honour.” - Polish Minister of Foreign Affairs Józef Beck, 5th of May, 1939
September 1st, 1939. Germany invades Poland in the early morning hours. The Germans employ highly mobile massed tank formations, closely supported by mobile artillery and their airforce - the Luftwaffe. The world would come to know this warfare as the “Blitzkrieg”. As the Polish forces are being driven back, they are ordered to mass together near the Romanian border, where they will try to hold out until the Allies invade Germany from the West. But then the Soviets surprise attack the Poles from the East, cutting through their weakly defended border and fullfilling their secret pact with Germany to split Poland between their two nations.
Price of Honour, is an expansion game which requires either of the award winning games - Awakening the Bear! and/or Storms of Steel!
Players are presented with the same tactical dilemmas and decisions that commanders faced during some of the most ferocious engagements of WWII.
Conflict of Heroes (CoH) follows the evolution of modern tactics, from WWII to the present. CoH features a fast and fluid system that is easy to learn, but realistic for every unique theater of battles portrayed.
• Fun: Quick simultaneous play allows players to interact without waiting.
• Easy: Teach a new player how to play in under 5 minutes. No charts!
• Historically Accurate: Portrays realistic forces and tactics.
• Units: Depict individual vehicles, airplanes, boats, guns and squads.
• Consistent: Each game in the series uses the same rule system.
The Price of Honour expansion includes:
2 - 15x19 inch geomorphic mounted map boards that integrate with the maps of all other CoH games.
210 - LARGE 1” square early war units including armored cars, tankettes, pioneers, cavalry, bi-planes, anti-tank guns, early war MGs and many more.
2 - player summary sheets, customized plastic counter storage tray,
32 page firefight book with a full historical overview and 16 firefights, 12 of which can be played with Awakening the Bear! and 12 with Storms of Steel!
A rule book summarizing all Conflict of Heroes Eastern Front units from 1939-43.
Price of Honour is an expansion game and requires Awakening the Bear! and/or Storms of Steel!
Confucius
Type: Political/Area Control
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 100 minutes
An open copy of this game is available for demonstration.
In the Celestial Empire of the Ming Dynasty the leading families vie with one another for political power and influence over the Imperial government. They do not compete by brazen force of arms, but within the confines of Confucian philosophy. Subtle influence is wielded, gifts are given and received, setting up a network of relationships that will lead one family to dominate the government under a benign Emperor. Players of Confucius participate in this discreet and delicate struggle for power. As well as influencing the three principal ministries of government, leadership of the great exploration and trading fleets will bring renown to the one who heads them, and glory attends the general leading invasions of foreign lands.
Conquest of the Empire
Type: Area Control/Wargame
Number of players: 2-6
Age of players: 10+
Length: 3 hours
An open copy of this game is available for demonstration.
Do you have what it takes to become the next Emperor of Rome?
It is the 2nd century AD and the 200 year Pax Romana of Augustus Caesar has come to an end. With the death of the Philosopher-Scholar Emperor Marcus Aurelius, the Roman Empire is without a competent leader. Disorder reigns and civil war looms. Mars will be pleased. It is a time for war. It is a time for Conquest of the Empire!
Container
Type: Economic/Auction
Number of players: 3-5
Age of players: 12+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Container is a game about big ships and big production. Each player will play both the producer and shipper of goods. Players will decide which products they want to produce, and which of the OTHER players’ goods they want to ship out to a remote island. During these phases, players will be able to set the prices for their goods and try to maximize their cash!
Once the goods have reached the island, players will play the part of the purchaser for their tiny island. Players bid for the goods arriving each day by ship, and the highest bidder collects these goods for conversion into points at the end of the game.
Sounds simple? It is! But the real challenge is turning heavy industry production into goods for your island. Your government is willing to subsidize your purchases, but just how much money do you want to give to your competitors for that lovely crate of goods your island desperately needs?
Container: The Second Shipment
This is an expansion for the game Container and requires the base game to play.
This expansion introduces four new concepts; Luxury Items, Economy of Scale, Corporate Financing and Monopolies. These are designed to be added separately or as a whole. Additional $1 and $2 cards are also included.
Core Worlds
Type: Deck Building Game
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of theCore Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy… and rule the Core Worlds!
Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Core Worlds is a deck-building card game for 2 - 5 players. The following are the central concepts of Core Worlds:
Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game's common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.
Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player's Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).
Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World's Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.
Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World's Ground Strength must be matched in order for it to be successfully Invaded. Many Units possess a Ground Strength that a player can use to invade a World.
Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.
Warzone: Each player's Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.
Cornucopia
Type: Set Collection
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
It’s Harvest Time!
In Cornucopia, your goal is to fill your basket with a bountiful collection of fruits and vegetables while at the same time, correctly predicting how long it will take you to fill your basket. You can try to assemble a basket with only one type of fruit or vegetable, which is difficult to do; or you can try to collect the entire range of harvest products. In either case, you want to complete your harvest as efficiently as possible to earn the most coins.
Players can bet and win more coins by correctly predicting the outcome (success or failure) of opponents’ efforts to assemble their harvest, so players stay involved and engaged in the game even when it is not their turn!
Cornucopia’s gameplay is deceptively simple but both the bidding and scoring systems add an enjoyable level of strategy to the game. It all adds up to a Cornucopia of great fun for the whole family!
Cosmic Encounter
Type: Negotiation Game
Number of players: 3-5
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Fantasy Flight Edition.
Build a galactic empire…
In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp.
Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy.
This classic game of alien politics returns from the warp once more.
No two games are the same!
Cosmic Encounter: Cosmic Alliance
This is an expansion for Cosmic Encounter and requires the base game to play.
Cosmic Alliance, the third expansion set for the Fantasy Flight Games version of Cosmic Encounter, brings 20 alien races, both original and classic, exploding onto your tabletop. Players will now stand petrified by the hideous Gorgon, be baffled by the puzzle of the Schizoid, and feel obsolete before the bionics of the Cyborg.
Cosmic Alliance also makes the Cosmos even bigger, adding another player (white) as well as rules for large eight-player games (if you own all three expansions). Finally, Cosmic Alliance introduces a new variant – team rules, which allow steadfast allies to dominate the Cosmos together!
This optional Team Cosmic variant places players in randomly determined teams of two, in which they'll attempt to conquer the Cosmos cooperatively. Without discussing their race selection in advance, partners sit opposite each other at the table, where they can occasionally offer a helping hand; whenever a player gains a new foreign colony, he can choose to instead gift that colony to his partner.
Cosmic Encounter: Cosmic Conflict
This is an expansion to Cosmic Encounter and requires the base game to play.
In Cosmic Conflict, 20 new alien races explode onto the galaxy! Players will now shudder at the insidious kindness of the Empath, blink in confusion at the antics of the Lunatic, and howl in outrage as their planets are stolen away by the Claw!
Cosmic Conflict also makes the Cosmos even bigger, adding another player (and attractive black components) to the game. Cosmic Quakes will shake things up, ensuring that no player’s hand is truly safe. And as if that wasn’t enough, Cosmic Conflict introduces a new variant to the game – the hazard deck, which confronts the players with dangerous and amusing events that can crop up at any time.
Hazards are special game-altering conditions that bring exciting effects to your Cosmic Encounter experience. Special destiny cards, drawn during the destiny phase, display a “hazard warning” in the upper left corner; this indicates that a hazard card should be drawn.
Consisting of two types (temporary and permanent), these cards have a variety of wild effects. The Energy Fields hazard card, for example, lets each main player draw two free cards... but they must show them to the group first. And the optional “Extremely Hazardous Variant” will take you on a wild ride; it brings a new hazard card into play every turn!
Check back over the coming weeks as we reveal more on Cosmic Conflict, including many of its wild new alien races and their game-bending powers. Then, later this winter, prepare for the age of uncertainty!
Cosmic Encounter: Cosmic Incursion
This is the first expansion to Cosmic Encounter from Fantasy Flight Games. The base game is required to play this expansion.
Over the years, alien empires have risen and fallen. The Vacuum has failed to eliminate the Zombie, the Virus has spread far and wide, and the Loser has turned defeat into victory. 50 different species have tried to conquer the galaxy, and each have made their mark on the universe. Their warring has not gone unnoticed.
20 new alien cultures are now racing towards the site of the conflict. They each want to carve out their own piece of the galaxy for themselves. Over the coming weeks, we will be revealing the aliens that may be familiar to some of you (reprints of past favorites) and unveiling aliens no one has ever seen before. The first on our list is a blast from the past; the Sniveler!
In addition we will reveal the newest additions to the Cosmic Encounter universe. From the game-changing Cosmic Quakes to the bounties held within the Reward deck, these additions are sure to spice up your quest for galactic dominance.
Every game has seen five races converge to do battle for control of an empire. Now, the galaxy gets crowded. A sixth race appears to do battle, and the sixth member of your play group is able to join you. Cosmic Incursion allows a sixth player to get in on the fun.
Cosmic Encounter puts you in charge of the fate of an alien race. Each flavor of extraterrestrial strives to be the first to conquer five enemy colonies and establish themselves as the dominant life form. Every faction has a unique power, a power they intend to use to crush their enemies. With over 50 aliens to choose from no two games will be the same.
Cribbage: 2 Player Track Mini "29"
This fun “29″ shaped 2-Track set has a natural wood board and 6 plastic pegs. The compact size makes this cribbage board convenient for travel.
- 2 Track
- Mini “29″ Wood
- 6″ x 4 1/2″
- 6 Metal Pegs
Cribbage: 3 Player Track "29" Board
This fun “29″ shaped 3-Track set has a natural wood board and 9 plastic pegs. Many cribbage players prefer the “29″ board for ease of scoring.
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Cribbage: 3 Player Track with Metal Pegs
A bright cheerful cribbage board for those gloomy days spent indoors. This 3-Track set has a natural wood board with red, green, and blue tracks that make it easier to keep track of your scoring. Six metal pegs included. Make it a festive occasion!
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Cribbage: 3 Player Track with Metal Pegs - RWB
This elegant 3-Track set is a slice of Americana with its wood board and red, white, and blue tracks that make it easier to keep track of your score. A classic cribbage board for a great price!
Cribbage: 4 Player Track - Natural Wood
This quality wood 4 Track Cribbage Board comes with twenty-four plastic pegs (in four different colors) that store inside the board. Detailed markings make scoring a breeze!
- Elegant 4-Track
- Natural Wood
- 15 1/2″ x 7 1/4″
- 24 Plastic Pegs Included
Cthulhu Dice
Type: Dice
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 5 minutes
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu – when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.
Cthulhu Gloom
Type: Card Game
Number of players: 2 – 5
Age of players: 13 and up
Length: 60 minutes
A transparent card game from Atlas Games
From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Sanitarium, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed -- but whose downfall will be the most entertaining?
In Cthulhu Gloom, you control a group of Lovecraftian protagonists and guide them down a path of horror and madness to an untimely death, while keeping your opponents happy, healthy, and annoyingly alive. While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins.
Cthulhu Gloom is printed on transparent plastic cards. Multiple Modifier cards can be played on top of the same Character card; since the cards are transparent, elements from previously played Modifier cards either show through or are obscured by those played above them. You can immediately and easily see the point value of every character, no matter how many Modifiers they have piled on.
Cthulhu Gloom is a stand-alone card game that's also fully compatible with Gloom and its expansions. It introduces Story cards and Transformation cards.
One or more Story cards can be placed face up on the table at the start of the game; the first player to meet the conditions of a card -- drawing the attention of The King in Yellow or heeding The Call of Cthulhu, for example -- can claim it and gain the benefits it lists.
Transformation cards have ongoing effects that remain with a character throughout his life, along with a picture that replaces the character's original art with something hideous and slimy; when you've Felt Rather Fishy or been Minced by Mi-Go, the squamous results aren't easily forgotten!
Cthulhu Rising
Type: Abstract Strategy/Tile Placement
Number of players: 2
Age of players:
Length: 20 minutes
The stars are right and the time has come to summon Cthulhu from the watery depths...
In Cthulhu Rising one player plays on the side of the cultists as they try to summon the great Cthulhu. The other player plays the investigators trying to stop the cultist from unleashing the ultimate terror. This highly-strategic, abstract game pits player against player as they try to place their numbered tiles in columns and rows to accumulate the most points while trying to block the opposing player from doing the same.
Cuba
Type: Economic
Number of players: 2-5
Age of players: 12+
Length: 75-120 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Cuba prior to the revolution: Under turbulent circumstances, the villages of the island strive for independent wealth and influence.Who can buy and sell his products and goods on the domestic market profitably or take in the most on the trading ships?Who can send the right delegate to parliament in order to influence the government legislative process, or erect distilleries, hotels and banks at the right moment to the benefit of his village?Whoever has accumulated the most victory points at the end of the game, wins. Players earn victory points by shipping merchandise from the harbor, but also by erecting and using buildings, and by abiding by the law.
Cuba: El Presidente
This is an expansion set for Cuba.
An open copy of this game is available for play at Board Game Warriors
The adventure in Cuba goes on. Now several Cubans and even a president also come into play. This expansion provides new tactical possibilities. Besides this, new ships, new acts and new buildings are optionally available.
Cyclades
Type: Area Control
Number of Players: 2-5
Ages: 13+
Playing time: 90 minutes
Be prepared to travel to the Cyclades archpelago during the golden age of the ancient Greece.
With the blessing of the Gods of Olympus and the support of Mythological Creatures, recruit troops, build ships, create fortresses and construct metropolises. The struggle to bring your people to their highest glory will be legendary!
With Cyclades, Bruno Cathala and Ludovic Maublanc (Mr. Jack, Dice Town) reinvents development and conquest games. In a ninety minutes game, live through an incredible adventure in which soldiers, philosophers, mythological creatures and gods are common.
Cyclades: Hades
This is an expansion for Cyclades and requires the base game to play.
The Cyclades are currently at peace, but the sound of furious battles still echoes in our memories. Is this a long lasting peace or nothing but a short truce?
There are whispers that Hades will soon return, bringing his undead phalanxes and ghost ships… Every city-state will need to demonstrate their skills at recruiting powerful heroes and gaining the favors of all the gods of Olympus, even terrifying Hades, to extend its supremacy over his opponents.
This expansion contains several modules which can be incorporated one by one into the basic game, according to the desires and experience levels of the players.
Contents:
- 22 tiles (1 Hades tile, 1 Necropolis building ship, 4 Theater building ships, 8 Prosperity Markers, 8 Divine Favors Tiles),
- 30 cards (6 heroes, 10 magic items, 5 mythological creatures, 9 priestesses),
- 17 figurines (5 undead troops, 5 undead fleet, 6 hero figurines, 1 Cerberus figurine),
- rulebook.
Cyrano
Type: Party
Ages: 8 and up
Number of Players: 4 – 9
Playing Time: 45 minutes
In Cyrano, you take the role of a star-crossed lover who must write beautiful poems to earn the right to climb the tower and join his One True Love.
Each round, a theme and two rhymes are selected. Players simultaneously compose a 4-line poem using the selected theme and rhymes. Examples are given for players lacking inspiration, but if you use them, you won't earn as many points. Once all players are done, they take turns reciting poems, followed by a secret vote where everyone votes for their favourite poem. Everyone who votes for the winner scores points. The first player to reach their One True Love wins the game!
Features
-Easy to play; no knowledge of poetry needed!
-A party game for the whole family.
D&D Castle Ravenloft Board Game
Type: Co-operative/Fantasy
Ages: 12 and up
Number of Players: 1 – 5
Playing Time: 60 minutes
The master of Ravenloft is having guests for dinner—and you are invited!
Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1–5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.
Castle Ravenloft includes the following components:
- 40 plastic heroes and monsters
- 13 sheets of interlocking cardstock dungeon tiles
- 200 encounter and treasure cards
- Rulebook
- Scenario book
- 20-sided die.
D&D: Conquest of Nerath Board Game
Type: Fantasy War Game
Number of players: 2 – 4
Age of players: 12 and up
Length: 120 minutes
Wage war in the Dungeons & Dragons world.
War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival.
Muster armies of footsoldiers, siege engines, monsters, and dragons to attack your enemies. Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor. The fate of empires is in your hands!
This game includes the following components:
- Rulebook
- Dice
- Game board
- 110 cards
- 252 plastic playing pieces representing the champions and armies of Nerath, Karkoth, the Iron Circle, and Vailin
Sid Meier's Civilization: The Board Game
Type: Civilization
Ages: 13 and up
Number of Players: 2 – 4
Playing Time: 180 minutes
Expanded by:
Designed by Kevin Wilson, Civilization: The Board Game is inspired by the legendary video game series created by Sid Meier. Players are tasked with guiding an entire civilization throughout the ages, taking ownership of your people’s technology, economy, culture, and military, as well as all the choices that go along with them. There are four different paths to victory, and each is riddled with opposition.
In Civilization: The Board Game, 2-4 players take on the roles of famous leaders in charge of historical civilizations, each with their own abilities. Players will be able to explore a module game board, build cities and buildings, fight battles, research powerful technology, and attract great people by advancing their culture. No matter what your play style is, there is a civilization for you!
- 1 Rulebook
- 1 Market Board
- 4 Reference Sheets
- 6 Civilization Sheets
- 20 Map Tiles
- 33 Plastic Figures
- Nearly 300 Cards
- 55 Combat Cards
- Hundreds of Markers and Tokens
- 6 Trade Dials
- 6 Economy Dials
The Castle of the Devil
Type: Deduction
Ages: 12 and up
Number of Players: 3 – 10
Playing Time: 30 – 60 minutes
A copy of this game is available for play at Board Game Warriors.
Coach ride to Devil's Castle is a mystical Cardgame for 3-10 players from Michael Palm and Lukas Zach. The game consist of 60 illustrated cards and has a playing time of 30-60 minutes (with 9-10 players longer). The ideal amount of players for the introduction is 4-8.
All players are passengers within a carriage that is rushing to Devil's Castle. They each act as a member of a secret association, but no one knows who is friend and who is foe.
Each player starts as a secret member in one of two antagonistic associations. He also gets a secret profession with a special ability. So at the beginning of the game you have no information about the associations and the professions of the others.
To win the game, each association has to collect 3 defined artifacts jointly. Therefore you have to find out who your allies are and where to find the artifacts among the other secret objects that are in possession of other players.
You can get this information during the game either by trading objects with other players, because every object has a special ability, e.g. "Trade the monocle and you may take a look at your trading partners-association." or by struggling with other players, because the winner of a struggle can view the cards of the underdog and steal one of them. But be careful, all players can support the attacker or defender in a struggle. If they know your identity but you don't know theirs it maybe risky to struggle.
The association that has collected their 3 artifacts first can declare their victory.
Coach ride to Devil's Castle has a special atmosphere, because you never know if somebody is faithfully supporting you or if he only pretends to be your friend!
The Castles of Burgundy
Type: Tile Placement/Set Collection Game
Ages: 12 and up
Number of Players: 2 – 4
Playing Time: 90 minutes
players devote their efforts to careful trading and building in order to
lead their estates to prominence.
Two dice set out the action options, but the players always make the final
choices. Whether trading or livestock farming, city building or scientific
research, many different paths lead to the prosperity and prominence of the
players!
The many ways to gain victory points in this building game require careful
thought round after round along with extensive planning ahead. Thanks to
the different estates, the game remains challenging for the players for a long
time, as no two games play out alike.
game. Game Components:
- 164 six-sided tiles:
- _ 7x 8 buildings (beige, 16x with black backs)
- _ 7x 4 animals (light green, 8x with black backs)
- _ 26x “knowledge” (yellow, 6x with black backs)
- _ 16 castles (dark green, 2x with black backs)
- _ 12 mines (grey, 2x with black backs)
- _ 26 ships (blue, 6x with black backs)
- 42 goods tiles (square, 7 in each of 6 colours)
- 20 “Silverlings” (eight-sided)
- 30 worker tiles (square)
- 12 bonus tiles (square, 1 small and 1 large in each of 6 colours)
- 4 victory point tiles (with 100 / 200 points in each of the 4 player colours)
- 8 playing pieces (2 in each of the 4 player colours)
- 9 dice (2 in each of the 4 player colours plus 1 white one)
- 1 game board
- 6 player boards (double-sided, 4x No. 1, 1 each of Nos. 2-9)
The Club
Type: Set Collection/Tile Placement
Ages: 15 and up
Number of Players: 2 – 4
Playing Time: 45 – 60 minutes
Welcome to The Club! It's Friday night and lonely hearts are seeking fun (and love). The Club is where people meet under strobe lights on the dance floor. In the glimmer of the disco ball, emotions rise and fall and this game definitely won't end until desires are satisfied. This game is rated PG-15 by the FRED Gaming Association (FGA). Gamers are strongly cautioned that some material in this game may be inappropriate for young gamers under the age of 15 due to mature theme and suggestive content.
As new dancers rush onto the dance floor, pushed by the players, they in turn push other dancers in front of them closer. Now that they are "skin to skin" (in adjacent squares) they can become a couple if they conform to the "Rules of Attraction" One player can take only one couple from the dance floor on their turn (unless you are a Rock Star!)
Each dancer has 4 visible qualities and one hidden quality (marked on the back of the tile). The visible qualities are gender, musical taste, appearance and party mood.
The more qualities you match, the more you score (points that is)!
