Area Control

1960: Making of the President

Type: Area control/card driven
Number of players: 2
Age of players: 12+
Length: 90 minutes

Additional DescriptionMore Details

All elections are turning points, but the presidential election of 1960 holds a special place in American history. The 1950s had been a period of unparalleled economic growth and US global power. Richard Nixon served as President Eisenhower's Vice President through most of the period. Nixon's humble origins gave him a common touch that appealed to the small town, idyllic America encompassed by the spirit of the 1950s. John F. Kennedy, was Nixon's mirror image: charming, Harvard educated and the scion of an American political dynasty. Kennedy challenged Americans to confront the uncertainties and tumult that were already emerging in 1960. He set his vision not in the past, but on new frontiers.
 In 1960: The Making of the President, you take on the role of one of these great protagonists vying to lead America through an era of turbulent change. The candidates must contend with all the great issues of the day, from the Cold War to civil rights to voters' pocket books. This is an election that will turn on positioning and momentum. The contest is fought on an electoral map of the United States as it stood in 1960. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixon's lazy shave, President Eisenhower's late endorsement, and the 'Catholic question' are all specific event cards. The famous televised debates are also an important component of gameplay.
As with a real election campaign, the challenge is to adapt your game plan as the ground shifts out from under you. There are never enough resources or time to do everything, but you need to make the tough calls to propel yourself into the White House. This fast-playing strategy game for two players challenges you to relive the most significant political contest of the Twentieth Century. Will you recreate history, or rewrite it? 1960: The Making of the President provides you the opportunity to do both.


Price: $58.95
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A Game of Thrones Board Game

Type: War/Negotiation Game
Ages: 14 and up
Number of Players: 3 – 6
Playing Time: 180 minutes

Additional DescriptionMore Details

King Robert Baratheon is dead, and the lands of Westeros brace for battle.

In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!

To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.

Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.

The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!

During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence the the their position in the court of the Iron Throne and to stand against the wildling Hordes.

In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.

Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.


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Acquire

Type: Economic
Number of players: 2-6
Age of players: 12+
Length: 90 minutes

An open copy of this game is available for play at Board Game Warriors.

Additional DescriptionMore Details

Each player strategically invests in businesses, trying to retain a majority of stock. As the businesses grow with tile placements, they also start merging, giving the majority stockholders of the acquired business sizable bonuses, which can then be used to reinvest into other chains. All of the investors in the acquired company can then cash in their stocks for current value or trade them 2-for-1 for shares of the newer, larger business. The game is a race to acquire the greatest wealth.


Price: $32.95
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Age of Conan

Type: Area Control
Number of players: 2-4
Age of players: 12+
Length: 90+ minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Thief, barbarian, pirate, king. Robert E. Howard's tales of the exploits and adventures of Conan have inspired generations. 
The Age of Conan strategy board game allows players to each control one of the four major kingdoms of Hyboria. Command armies, wield dark sorcery, or weave cunning intrigue - all are needed in order to conquer your enemies and make your kingdom the most powerful in the world. Yet, even the most powerful of rulers ignores one man at his great peril. Only one kingdom will harness the volatile alliance of the mightiest hero of all - Conan the Cimmerian!



Price: $99.95
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Age of Empires III

Type: Area Control
Number of players: 2-5
Age of players: 10+
Length: 120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Designed by Glenn Drover, this boardgame version of the PC hit, Age of Empires III from Microsoft and Ensemble Studios, allows you to revisit the age of exploration and discovery. Take on the role of a colonial power seeking fame, glory, and riches in the New World. As you proceed through three ages, you can launch expeditions of discovery, colonize regions, expand your merchant fleet, build capitol buildings that give your nation distinct advantages, develop your economy, and, if necessary, declare war.
Age of Empires III: The Age of Discovery features beautiful artwork from the PC game and from renowned artist Paul Niemeyer, but is a typical eurogame. Age of Empires III has hundreds of plastic figures, including ships, doubloons, colonists, merchants, captains, missionaries, and soldiers.


Price: $67.95
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Alexandros

Type: Area control
Number of players: 2-4
Age of players: 12+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Alexander moves with his army back and forth across Asia Minor, conquering the land as he passes. To bring peace to these newly conquered lands and to reward his generals, he gives them control of the new lands. The generals establish administration over the lands and levy taxes on the people living there. Naturally, each general tries to acquire the most productive lands for himself. With more productive lands, the general can levy higher taxes, show his worth to Alexander, and win the game!


Price: $34.95
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Amun Re

Type: Economic, Auction
Number of players: 3-5
Age of players: 12+
Length: 60-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

This strategy game from Reiner Knizia is set in ancient Egypt. This game is for players who loved his previous strategy games and have been waiting for another great strategy game from the good doctor. Players try to outdo each other in building pyr amids and growing crops, but must watch out for floods and droughts along the nile.


Price: $44.64
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Amyitis

Type: Economic
Number of players: 2-4
Age of players: 12+
Length: 60-120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

590BC. Nebuchadnezzar, the king of Babylon, marries the magnificent Amyitis, the king of Media’s daughter. But the beauty languishes for the lush vegetation of her land. Nebuchadnezzar wants to have splendid hanging gardens built for her. Now, the city is getting ready to take up the tremendous challenge which will leave an indelible mark for the centuries to come…The players embody noble Babylonians in quest of prestige. All along the game, they strive to raise their status by building gardens and their irrigation network, and by trading and recruiting. At the end of the game, the player with the highest prestige is the winner.


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Antike

Type: Area control
Number of players: 2-6
Age of players: 12+
Length: 90-120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Antike is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided. Players choose from Greeks, Romans, and Germanic tribes and Phoenicians, Carthaginians, Persians, Arabs, Egyptians, and Babylonians. Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) of ancient personalities first will win the game! Lead one of these nations to victory! But watch out for your enemies, as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy.


Price: $63.95
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Aquaretto

Type: Area control
Number of players: 2-5
Age of players: 10++
Length: 45 minutes

Additional DescriptionMore Details

Each player is the owner of a water zoo. Each player tries to lure as many visitors as possible into his water zoo and earns points for the visitors that visit his zoo. To create a zoo that people want to visit, a player must collect animals. When a player’s water zoo is successful, he may want to expand it. When a player’s animal basins are full, he must place additional animals into his depot, which loses him points at game end. When a player makes skillful use of his coworkers, he can gain additional points. The player with the most points wins.


Price: $49.95
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Arkadia

Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 45-60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

In a remote land there lies a region with undulating hills and fertile valleys. Widely-travelled settlers have laid the foundation stone for the city of Arkadia. In addition to several other buildings, they want to construct a magnificent castle on a hill. Four wealthy families – the cloth merchants, the spice merchants, the carpenters and the silversmiths – want to enhance prestige and augment their influence. For this reason, they compete for the major contribution to the castle’s construction. Players act as architects. The four families commission them to plan and realise the build-up of the town and the castle.


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Aton

Type: Area Control
Number of players: 2
Age of players: 8+
Length: 30 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The whole of Egypt is in uproar – Akhnaton, who has just acceded to the throne, wants to ban the old deity Amon from the temples of the land. Aton is to be worshipped as the new God. But the priests of the land are not willing to give up their temples without resistance, so the 4 largest temples are fiercely disputed. The players are adversaries and fight out this battle of the Gods between them. Both have the same starting position, but who will be able to make better use of his abilities and help his God to victory?


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Attack!

Type: War/Area Control
Number of players: 2-6
Age of players: 10+
Length: 3 hours

Additional DescriptionMore Details

The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period.
Gameplay:
Each player starts with a few regions (one of which is his capital), and a few military units. Players expand their power bases by adding regions to their "sphere of influence". This may be done either through diplomacy (they join willingly), or military conquest (they join, period).
There are three major sub-games in Attack!:
1) Land Combat: A simple system where each unit has certain advantages based on its historical role.
2) Sea Combat: A simple system where each ship type (Battleship, Carrier, Destroyer, and Sub) has certain advantages based on its historical role.
3) Economic: A simple system determines production. The player starts with one card per region owned, and then gets a new one for each new region added. The cards come in four basic flavors (suites): Resources, Factories, Transport Network, and Oil. Each card has a value printed on it that represents the base economic value of that region. If the player is able to create an entire "set" (one of each suite), he doubles the printed value on those cards. There is also a fifth type of card which has a minimum value of "1" that represents a region without any special economic value (just "population").
The units will include: Infantry, Tank, Artillery, and Air. These will be high quality plastic minis.
The map will be earth circa 1935 centered around the Atlantic (North and South America, Europe, and Africa).


Price: $25.95
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Batt’l Kha’os

Type: Tile-laying
Number of players: 2
Age of players: 10+
Length: 30 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Battle rages on between orcs and knights. Purple and Orange form a chaotic melee and no-one knows which side will win this battle. Mage towers scattered on the battlefield are strategic objectives, and it soon appears that whomever controls the most towers will sow the seeds of victory.
Players place tiles to form majorities of their army on the corners of towers: when all 4 corners are resolved, the player with the majority of corners seizes control of the tower.
Special power tokens can increase your presence or decrease your opponent's presence as well as doing a few other things.
There are 5 special tiles included in the game for added strategies.


Price: $27.95
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Belfort

Type: Worker Placement/Area Control Game
Number of Players: 2 – 5
Playing Time: 120 minutes
Ages: 12 and up

Additional DescriptionMore Details

Put your Elves, Dwarves and Gnomes to work in the Village and Guilds of Belfort to collect resources and build up the city!

Elves collect wood from the forest while Dwarves collect stone from the quarry. An Elf and a Dwarf together can collect Metal from the mines, and either one can collect Gold. Build buildings in the 5 districts of the pentagonal city and hire Gnomes to run them to gain their special abilities.

Belfort is a Worker Placement game with Area Majority scoring in each district as well as for each type of worker. Buildings give you influence in the districts as well as income, but taxes increase based on your score so the winning players will have to pay more than those behind! Manage your resources and gold well, choose your buildings wisely, and help build the city of Belfort!

  • 1 Rulebook
  • 5 Disctrict Boards
  • 1 Collection Board
  • 1 Calendar Board
  • 50 Property Cards
  • 12 Guild Tiles
  • 80 Wooden Resources
  • 22 Gnomes
  • 35 Elves
  • 35 Dwarves
  • 60 Property Markers
  • 5 Player Aids
  • And MUCH MORE!

Price: $71.95
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Blue Moon City

Type: Set Collecting
Number of players: 2-4
Age of players: 10+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Complete the blueprints and restore Blue Moon City to its former glory! Guide the peoples of Blue Moon in their efforts to rebuild their home and earn the favor of the elemental dragons. Prove that you have what it takes to be the leader of all the peoples of Blue Moon.


Price: $44.95
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Bootleggers

Type: Area Control
Number of players: 3-6
Age of players: 12+
Length: 120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

In Bootleggers, you're da boss, making a name in the trade of illegal booze or “hooch”. By muscling in on competition, paying off local authorities, and shipping trucks of hooch, your goal is to make more money than your competition by using any and all means available, both fair and unfair as you see fit.


Price: $34.95
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Bridges of Shangri-La

Type: Area Control
Number of players: 3-4
Age of players: 10+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Players take on the roles of leaders of a specific tribe. There is a battle raging over the empty villages of the land and players must quickly fill those villages with their tribal leaders. As players migrate tribal leaders from one village to the next, they must not become too weak or they risk losing leaders to opposing tribes. The ultimate object of the game is to have the most leaders on the board at the end of the game.
It is an abstract game with many options and tense until the end.


Price: $39.95
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Britannia

Type: Cilvilization/Wargame
Number of players:2-5
Age of players: 12+
Length: 2-5 hours

Additional DescriptionMore Details

Britannia is an historic board game of conquest and war in one thousand years of British history.


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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.

Additional DescriptionMore Details

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.


Price: $49.95
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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.

Additional DescriptionMore Details

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!


Price: $60.95
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Catan Portable Edition

Type: Area Control
Number of players: 3-4
Age of players: 12+
Length: 60 minutes

Additional DescriptionMore Details

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!


Price: $32.95
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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.

Additional DescriptionMore Details

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!


Price: $54.95
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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:

Additional DescriptionMore Details

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.


Price: $47.95
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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.

Additional DescriptionMore Details

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.


Price: $54.95
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Chang Cheng

Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 60 minutes

Additional DescriptionMore Details

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.


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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:


Additional DescriptionMore Details

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.


Price: $75.95
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Charon Inc.

Type: Area Control
Ages: 13 and up
Number of Players: 2 – 5
Playing Time: 45 – 60 minutes

Additional DescriptionMore Details

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!


Price: $47.95
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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.

Additional DescriptionMore Details

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!!


Price: $66.95
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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.

Additional DescriptionMore Details

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.


Price: $84.95
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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.

Additional DescriptionMore Details

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!


Price: $69.95
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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:


Additional DescriptionMore Details

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!


Price: $69.95
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Cyclades

Type: Area Control
Number of Players: 2-5
Ages: 13+
Playing time: 90 minutes

Additional DescriptionMore Details

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.


Price: $71.95
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De Vulgari Eloquentia

Type: Area Movement
Ages: 14 and up
Number of Players: 2 – 5
Playing Time: 120 minutes

Additional DescriptionMore Details

Italy, late Middle Ages. The fabric merchants need to write down their contracts in a language that everyone can understand and the literates are looking for an alternative to the elite of the traditional Latin language. So, the Volgare, the language spoken by the common people, taken from the dialects spoken in the various Italian regions, starts to gain relevance. During this period, Francesco D’Assisi writes his famous Canticle of the Sun and Dante writes the Divine Comedy – both written in Volgare. The players will have to do their part in the creation of this new language!

But who will provide them the proper knowledge to understand the manuscripts in the different dialects? Who will succeed to uncover the secrets of the books inside the Papal Library? Who will embrace the religious life and who will remain a merchant? Some of the players can become a famous banker, someone else can climb the church’s hierarchy to be the next Pope! But in the end, who will be the most appreciated and respected for his status and his culture?

GAME BOARD

Contents:

  • game board,
  • over 160 wooden pieces,
  • 10 Event tiles,
  • 5 Papal Event tiles,
  • 5 Canticle of the Sun tiles,
  • Money,
  • 5 Friar tiles,
  • 5 Cardinal tiles,
  • 8 Papal Library tiles,
  • 55 Manuscript tiles,
  • 1 Manuscript tile (Lingua Volgare),
  • the rulebook,
  • 5 screens,
  • 1 cloth bag


Price: $65.95
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Diplomacy

Type: Negotiation
Number of players: 2-7
Age of players: 12+
Length: 6 hours

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

At the turn of the 20th century, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits.
Form alliances and unhatch your traitorous plots as you negotiate and outwit—in a delicate balance of cooperation and competition—to gain dominance of the continent! In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness.
The 50th Anniversary Edition of Diplomacy contains:
30" x 20" Game Board
20 count strategy map pad
315 army, navy, and national control markers
24 page rulebook


Price: $39.95
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Discworld: Ankh-Morpork

Type: Area Control
Number of Players: 2 – 4
Playing Time: 60 minutes
Ages: 10 and up

Additional DescriptionMore Details

Lord Vetinari is dead, either that or he’s on holiday. While the cat is away the mice come out to play – you being one of the mice. You will be given a secret personality which will tell you what you need to do to win the game. If you are one of the three lords then you must control a certain number of areas (the number depending on how many players are in the game). If you are Vetinari (having secretly returned to the city) then you must have minions placed in nine different areas. If you are Chrysophrase the troll then you must accumulate $50 in wealth, which includes the value of buildings on the board. If you are Dragon King of Arms then you want to cause enough trouble to lead the city to welcome back the rightful king. Finally, if you are Sam Vimes then you want to stop any other player winning by the time the deck of cards run out.

Each player has a set of minions to do their dirty work and some building pieces. Game play is simple, you play a card and do what it says on it. Cards represent characters and buildings from the books, with each one being designed carefully to reflect the nature of the original character/building. Thus, if you play CMOT Dibbler then you may make money or lose it, depending on the roll of the die. Detritus would let you sort out trouble in the city, while playing a wizard would lead to the drawing of a random event card. This being Ankh-Morpork there are no good random events, just gradations of bad. There are also many assasins to allow you remove other players’ minions.

Trouble is central to the working of the game. When a minion is added to an area that already has one or more minions in it then a trouble marker is also placed there. Conversely, when a minion is removed from an area any trouble marker there is also removed. Trouble markers allow players to remove minions by the play of cards, they also stop you from building in the area.

Building in an area will give you an additional power, depending on the area you build in. A building in the Shades allows you to place an extra trouble marker each turn. A building in Small Gods will protect you from random events, as long as you have enough money to pay to your god!

The game ends either when a player achieves his or her special victory condition at the beginning of their turn, or when the deck of cards runs out. If at this point nobody wins due to being Vimes then points are calculated, based on wealth and the number of minions on the board.

The game is for two to four players and is by far the lightest game to be yet released by Treefrog. It’s simple enough for non-gamers, but has enough meat for the more experienced player.


Price: $49.95
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Domaine

Type: Area Control
Number of players: 2-4
Age of players: 10+
Length: 60-120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The king shall return...
But before he does, the realm falls into anarchy and chaos. The lords of the kingdom struggle to improve their place and standing. New borders are drawn, and expanded through strength of arms and subtle maneuver. Each duke seeks to establish a claim over the most valuable parts of the kingdom before the king finally returns...
In the dark of the Middle Ages, control of the land was the key to wealth and power. Can you control enough territory to become the most prestigious duke before the king's return?
With the love for detail that has distinguished all of his designs, Klaus Teuber has created a game that is easy to learn, yet offers enough strategic depth to draw players back again and again.
Are you clever enough to control the land, marshal your wealth, and seize the power and prestige of your own Domaine?


Price: $58.95
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Dominant Species

Type: Area Control
Ages: 13 and up
Number of Players: 2 – 6
Playing Time: 2 – 4 hours

Additional DescriptionMore Details

Game Overview:

90,000 B.C. — A great Ice Age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.

Dominant Species is a game for 2 to 6 players that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an Ice Age and what that entails for the living creatures trying to adapt to the slowly-changing Earth.

Each player will assume the role of one of six major Animal groups—Mammal, Reptile, Bird, Amphibian, Arachnid or Insect. Each begins the game in a state of natural balance with regards to one another. But that won’t last: It is indeed “survival of the fittest.”

Through wily Action Pawn placement, players will strive to become Dominant on as many different Terrain tiles as possible in order to draw beneficial Dominance Cards. Players will also want to propagate their individual Species in order to earn Victory Points for his particular Animal. Players will be aided in these endeavors via Growth, Migration and Domination actions, among others.

All of this eventually leads to the end game – the final ascent of the Ice Age – where the player with the most Victory Points will have his Animal crowned the Dominant Species.

But somebody better become dominant quickly, because it’s getting mighty cold….

Game Play:

Throughout a game of Dominant Species large hexagonal tiles are placed on the board to create an ever-expanding interpretation of Earth as it might have appeared a thousand centuries ago. These tiles represent the various terrain such as desert, mountain, forest and sea. The smaller Tundra tiles will be placed atop these larger tiles – converting them into Tundra in the process – as the Ice Age encroaches.

The cylindrical Action Pawns (or “AP”s) drive the game. Each AP will allow a player to perform the various actions that can be taken—actions such as growth, environmental change, migration, competition or glaciation. During each turn’s opening Planning Phase players will take turns placing their Available APs onto the Action Display, indicating a specific action that player wishes to perform that turn. During the following Execution Phase these APs will be removed in a prescribed order and their indicated action executed.

Generally, players will be trying to enhance their own Animals’ survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring victory point gains.

Throughout the game Species – represented by colored wooden cubes – will be added to, moved about in, and removed from the terrain tiles in play (the “Earth”). Element markers will be added to and removed from both Animals (“need”) and Earth (“supply”).

When the “Ice Age” card triggers the end of the game, players will conduct a final scoring of each tile—after which the player controlling the Animal with the highest VP total wins the game.

COMPONENTS

  • a 16-page full-color rulebook
  • one 22” x 34” mounted game board
  • six Animal Displays
  • 27 cards
  • 35 large and 14 small hexagonal tiles used to create “Earth”
  • 270 wooden cubes in six colors representing the Species belonging to the six Animal groups
  • 60 wooden cylinders used for the Animals’ Action Pawns
  • 60 wooden cones used as the Animals’ Domination markers
  • 108 round markers representing the Earth’s resources, called “Elements”
  • 12 square markers used to show each Animal’s “Initiative” (turn order)
  • one cloth bag

Price: $94.95
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Dragon Rampage

Type: Area Control Game
Ages: 10 and up
Number of Players: 3 – 5
Playing Time: 90 minutes

Additional DescriptionMore Details

“Sure, the treasure around the sleeping dragon looked like it would be easy to get. At least the Rogue was convinced that sneaking in and grabbing an arm load of loot would be a cinch...things were going well until the Barbarian knocked over a stack of golden platters and the Dragon awoke. Needless to say, he was not too happy to see us going through his treasure. The first to run was the Rogue, as usual — hide in the shadows is her motto — but no Paladin runs when a fight is at hand. So I hefted my sword and attacked, expecting to see lots of help, minus the Rogue of course. Instead, as I was bringing down my sword, I saw out of the corner of my eye the Wizard AND the Dwarf edging toward the door...it is going to be one of those days.”

Dragon Rampage is a strategic dice game by Richard Launius who has created games including Arkham Horror and Defenders of the Realm. Each player takes the role of one of the adventurers (all with different abilities) and the goal is to score the most points at the end of the game by fighting against, or running from (or some combination of the two) the dragon you just woke up, and tallying up the treasure and gold you obtain in the dungeon. Players roll 7 specially designed dice, and can choose whether to focus on grabbing treasure (from the dragon or from another player), fighting the dragon, protecting themselves and their treasure, or running for the exit. Try not to draw the dragon’s attention as you make your way, and note that your fellow adventurers may hinder (or aid) you in your strategy and that the final scoring changes depending on how the game ends, so watch your step!

Components:

• 24" x 17" Game board
• 8 Special Action Dice (etched)
• 6 Character Mats
• 6 Character Decks (12 cards each)
• 6 sets of Hero Action Tokens (9 per set)
• 50 gold coins
• 6 sets of Dragon Wound Tokens
• 30 Hero Wound Tokens
• Treasure Deck (24 cards)
• Dragon Rampage Deck (24 cards)
• 8 Player Movement Tokens


Price: $71.95
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El Capitan

Type: Area Control
Number of players: 2-5
Age of players: 12+
Length: 90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

You are a reputable merchant in the 15th century, sailing to strategically important cities of the Mediterranean, building warehouses in these cities and fortresses to protect them. It is your ambition to become the most mighty and successful merchant of all. But you will succeed only if you manage to establish your warehouses in as many cities as possible and if you build your warehouses and fortresses in the most flourishing cities. The player owning the most money at the end of the game is the most renowned merchant and winner of the game.


Price: $54.95
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El Grande

Type: Area control
Number of players: 2 – 5
Age of players: 12+
Length: 60 – 90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The players are the Grandes in old Spain. Each wants to increase his influence at the court and in the regions. Each turn, the players choose from 5 actions, different on each turn. But first choice goes to the player who plays the highest priority card and you have only 13 for the game. Choose your actions and priorities wisely to become the most powerful Grande and win the game! This Decennial version also contains the expansions previously known as Intrigue & the King, Grand Inquisitor & the Colonies, and Grandissimo.


Price: $62.95
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Endeavor

Type: Area Control/Economic
No. of players: 3-5
Ages: 12+
Playing time: 90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

It is a time when the maps of the world are still being filled in. Seagoing empires expand their frontiers by sending ships to the farthest reaches of the globe in search of new lands, new alliances, and new conquests. The wealth of the newly-discovered worlds abroad is a tempting prize for those with the strength and the cunning to seize it... and to hold it!

You represent a growing empire engaged in a glorious endeavor to expand your influence and status at home and across the great oceans of the world. Through exploration and shipping, colonization and war, you will struggle with the other great powers to control the resources and the regions that unfold before you. You must strike a balance between cultural, political, industrial and financial gains, making all of the right decisions to ensure your empire’s eventual dominance. The paths you take, the battles you wage, and the choices you make will determine the ultimate shape of the new world...


Price: $69.99
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Evo

Type: Auction/Area Control Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 120 minutes

Additional DescriptionMore Details

The game you've waited 65 millions years for!

The island of Krah is home to nomadic tribes and strange creatures long extinct elsewhere in the world. With a wildly unstable climate, the tribes survive as best they can by setting up camps in more or less hospitable areas. All lived with the fear that their lives and those of their beasts would be in danger someday. Thankfully, scientists were working around the clock to save the flocks of creatures. The inhabitants of Krah knew that the genetically modified creatures would survive.
But for how long?

Created by Philippe Keyaerts, Evo is a game of conquest in a hostile environment. To win, you will have to acquire gene that will allow you dinosaurs to improve (survive enemy attacks, face various climates or even lay more eggs, for example) in fast-paced auctions. But be careful: don't spend too many mutation points in the auctions, because the winner of the game will be the player with the most of them at the end!

Contents:

  • 2 double-sided game boards,
  • 1 climate wheel,
  • 1 biology laboratory,
  • 5 tribe tokens,
  • 5 dinosaur boards,
  • 40 dinosaur meeples,
  • 48 gene tokens,
  • 1 bag,
  • 88 mutation point tokens,
  • 15 event cards,
  • 13 climate wheel,
  • 1 combat die,
  • normal and unique gene tokens,
  • 1 rulebook.

Price: $59.95
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Fjords

Type: Tile Placement/Area Control
Number of players: 2
Age of players: 10+
Length: 30 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Together, the players first build the map of the fjords, adding their houses in strategic locations as they build. When the map is complete, the players claim territory, trying to block their opponent from as much as possible, while securing these areas for themselves. The player with the most territory wins the game!


Price: $19.95
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Gangster

Type: Area Control
Number of players: 2-5
Age of players: 10+
Length: 90 minutes

Additional DescriptionMore Details

"You can go a long way with a smile. You can go a lot farther with a smile and a gun." -Al Capone
Throughout the 1920's and 1930's, rival gangsters compete in a life or death struggle for control of the gleaming city on the shores of Lake Michigan. Each district is hotly contested, because in the end there can be only one "King of Chicago!"
You play a mob boss. You compete with your fellow bosses. Through careful placement of your "boys," you control important locations throughout the city. But time is limited! Only three days remain for you to exert influence in the neighborhoods. Use these days wisely, because the gangster with the most influence at the end is proclaimed the boss of bosses!
Beware! Your opponents seek the same raw glory. Take care, because if a gangster is invited down to the river for breakfast, he might not be around for supper!
Gather up your boys, hop in the sedan, and see if you have the skill, the cunning, and the ruthlessness to become Chicago's top Gangster!


Price: $49.95
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Genoa

Type: Trading
Number of players: 2-5
Age of players: 12+
Length: 60-120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

This is a reprint of the classin Traders of Genoa. It has a larger box and competely new graphics, but the important elements of gameplay remain the same.
This is a game of trading, wares, and negotiation. The players take the roles of traders in Genoa in the 16th century. They fulfill orders, deliver messages, and take ownership of buildings in the city. Of course, this is not possible without the help of the other traders - thus, the need for clever negotiation. And that can cost money and other valuable goods! The player who earns the most in the game is the winner!


Price: $59.95
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Gheos

Type: Area Control/Tile Laying
No. of players: 2-4
Ages: 10+
Playing time: 45-60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The players are gods at the dawn of time, creating earth's landscape and inhabiting it with people. They can command the creation and destruction of continents and the rise and fall of civilizations. As gods, players seek to gain followers among the civilizations. They offer those followers luxuries, and oversee the building of pyramids and temples on their continents. In the end the god with the most loyal, wealthy, and powerful followers will become ruler of gods, and wins the game.

Players will place or replace triangular tiles to create different landmasses (islands, shorelines and continents) which may or may not be conducive to the creation of a civilization, and which may create war among two or more civilizations, or force the migration of one civilization to another landmass.

Scoring takes place when players cash in one of their scoring tokens, by playing temple tiles, or by the drawing of Epoch tiles.


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Golden City

Type: Area Control/Auction
No. of players: 3-4
Ages: 10+
Playing time: 60 minutes

Additional DescriptionMore Details

From far away the adventurers come to the island with the golden city in its center. Having just arrived to the island, the first shops are opened directly at the coast. From there, it is possible to open up others in the villages along the street connections. That’s worth it because by that you’ll get goods, keys, money and concessions which you need for getting ahead. And finally, someone will be able to establish himself in the Golden City and thus get the most precious trading contracts.


Price: $66.95
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Gonzaga

Type: Area Control/Tile Placement
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 45 minutes

Additional DescriptionMore Details

The Gonzaga family ruled part of northern Italy for nearly five hundred years, losing control to the Hapsburgs from Austria in 1708. During their reign, two daughters of the House of Gonzaga married Holy Roman Emperors. In Gonzaga, players must get into the expansionist spirit of the times and build fiefdoms across Europe to stake a claim on harbors and cities while also trying to complete secret missions. The game lasts 7-12 rounds, and players are competing in some of six regions in Europe. (The number of regions and the specific regions vary based on the number of players and the scenario tile drawn at the start of the game.)

A round starts with each player drawing a fief card from their individual deck; each fief card depicts one of twelve fiefs: plastic components comprised of multiple hexagonal loops, with castles on some of these loops. Each player then secretly chooses both a region card and an action card, then reveals them simultaneously. Part of the fief (but not all of it) must lie in the chosen region, and the action card determines whether a player must play the fief on one or more harbors, on one or more cities, on open land, or on both harbors and cities. With this last action – the alliance card – a player can alternatively place one or two of six individual rings on the board, even on spaces which another player has already claimed with a fief. You score points for covering cities and harbors, for connecting at least three harbors in a sea, and for setting aside your fief as a donation to the church. The cards you play are set aside for the next turn, thereby forcing you to switch regions and actions as you place fiefs.

The game ends either after twelve rounds or after a trigger point based on the cities and harbors not covered. The player with the most connected fiefs, including the individual rings, scores a bonus, then players reveal their hidden objectives and score based on the number of target cities they covered.


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Guards! Guards! A Discworld Board Game

Type: Area Control
Number of Players: 2 − 6
Playing Time: 120 minutes
Ages : 11 and up

Additional DescriptionMore Details

Guards! Guards! is an action packed, fast paced adventure set in the streets of Ankh-Morpork, the Discworld’s oldest, grubbiest and least law-abiding city.

Secret societies, rampaging trolls, drunken dwarves, cut throat street sellers and an 800 pound set of luggage thundering around the city on hundreds of tiny legs.

Players will need wits and strategy just to survive the day, never mind returning the stolen Great Spells to the Unseen University and saving the Discworld from looming destruction.

The game sees players taking on the role of newly recruited members of the Ankh-Morpork City Watch. With the Eight Great Spells missing from the Unseen University the future of the Disc hangs in the balance. Each player is tasked to collect and return a number of the spells to the university before it is too late. Each player selects one of four Guilds to infiltrate, Thieves, Assassins, Alchemists or Fools. Their chosen Guild Card will give them a specific selection of the Great Spells to collect and grants them a unique Guild Ability which can be used to hinder their opponents. It is also used to mark the players Charm, Guild and Magic abilities, which can be developed throughout the game.


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Hacienda

Type: Area Control/Tile Placement
Number of players: 2-5
Age of players: 10+
Length: 60-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Argentina at the beginning of 19th century. The pastures of the pampas seem to go on forever. You have enough money to buy land and cattle to build a small hacienda. During the game, players develop their haciendas, increase their herds and land holdings, open new markets, and worry about water supplies and harvests. Also, players must watch their competitors at all times. At game end, the winner is the player with the largest and most important hacienda. The game comes with two game boards, each requiring a different strategy and approach to be successful and win. The game also offers an alternate scoring system, giving players yet other ways to play. Hacienda is a game that requires thought and planning throughout, representing a challenge for each player.


Price: $46.95
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Hamburgum

Type: Economic
Number of players: 2-5
Age of players: 12+
Length: 75-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Hamburg in the 17th century! Mighty walls protect the city against the devastations of the Thirty Years War. Thanks to Protestant religious refugees, Hamburg has become the biggest and most prosperous city of Germany. From far away the skyline shows the steeples of huge churches and the masts of mighty trade ships displaying the citizens’ pride and prosperity. The players guide families of Hamburg in the pursuit of wealth and prestige. They produce beer, sugar and cloth and sell these goods with their ships overseas. They compete over the best sites for their buildings and the best berths for their ships in the harbour. But ultimately they vie for the most prestigious church donations, because neither gold nor goods, but only prestige decides the game. Hamburgum is a strategy game for 2 – 5 players without any luck of cards or dice. The actions are selected according to simple rules on a rondel. The reverse of the big doublesided game board offers another city, Londinium, a different strategic challenge.


Price: $58.95
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Hannibal: Rome vs. Carthage

Type: Area Control/Wargame
Number of players: 2
Age of players: 12+
Length: 150 minutes

Additional DescriptionMore Details

One of the greatest military commanders and tacticians in history descends on the Roman Empire once again. Do you face him as Rome and try to ward the invasion that comes from the North, or do you climb atop your war elephant and show Rome you will take that which they hold most dear: their territory.
Designed with all new artwork from Kurt Miller this is a reprint of the very popular Avalon-Hill version from 1996. The game uses the popular card system, which first appeared in Avalon Hill’s We the People, to recount the Second Punic War from 218 to 203 B.C. Players use strategic-level cards for multiple purposes: moving generals, levying new troops, reinforcing existing armies, gaining political control of the provinces involved in the war, and generating historical events. When two armies meet on the battlefield, a second set of cards, called Battle Cards, are used to determine the winner. Ultimately both players seek victory by dominating both fronts: military and political.


Price: $66.95
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Hellas

Type: Area Control
Number of players: 2
Age of players: 12+
Length: 45-60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

In the land of ancient Greece, called Hellas, the people waged power struggles for control of the many valuable islands. The combatants faced each other over land and across the seas. In these battles with sail and sword, the combatants venture forth to discover new islands to fight over. To aid them in their battles, the combatants often seek the favor of the Gods.


Price: $27.95
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Hornet

Type: Bluffing/Area Control
Number of players: 2-
Age of players: 10+
Length: 30 – 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Hornet is a stinging tactical board game for the entire family in which players need to anticipate the moves of their opponents and at times also bluff a bit.

Each player controls a pair of hornets swiftly flying about in flower fields collecting nectar and producing as much honey as they possible can.

There are three types of actions, chosen simultaneously by players. Each action has a non-risky and a risky version. Do you play it safe, or bee somewhat aggressive?


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Imperial

Type: Area Control
Number of players: 2-6
Age of players: 12+
Length: 90-120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Europe in the age of imperialism. Internationally operating investors aim for the highest political influence in Europe. By giving credits they gain influence over the six imperial nations: Great Britain, Germany, Russia, Austria-Hungary, Italy and France. These nations desperately need money to build up their economy and to buy troops and fleets. With their growing power in Europe, they collect more taxes and pay their rising interests to their investors. Because the six imperial nations are under changing influence of different investors, strategic alliances and conflicts arise between them. Sometimes this leads even to war! The players represent internationally operating investors who stay in the background. The turns in the game are executed by the six imperial nations, not by the investors themselves, who only impose their financial influence onto various nations. Only the investor who gets the best return on his investments, who gains influence over the most powerful imperial nations, and who can influence the European diplomacy to his benefit, may win the game. Imperial is a challenging strategy game without any luck of cards or dice.


Price: $67.95
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Imperial 2030

Type:
Number of players: 2-6
Age of players: 12+
Length: 120-180 minutes

Additional DescriptionMore Details

The world in 2030. The new great powers China, India and Brazil are in ascendance, threatening the hegemony of the old Imperial powers United States, Russia and Europe. This has sparked a new global race for power and influence. Ultimately, these six states are only puppets in a treacherous game, because their fates are controlled by powerful international investors operating in the background. Each player takes on the role of such an investor who is on the constant lookout for the maximum return on his investment, and therefore tries to obtain ruthless control of great powers. But control of a state may also slip away – so the cunning investor must always be ready to take advantage of the new conflicts and strategic possibilities of the ever-changing landscape.
Imperial 2030 is for 2 to 6 players, and it combines economic calculus and military skills in a unique strategy game without any luck of cards or dice.


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In the Shadow of the Emperor

Type: Area Control
Number of players: 2-4
Age of players: 12+
Length: 90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Germany in the late middle ages! It is a time of flourishing cities, influential bishops, the powerful popes, and a pompous aristocracy. In such a volatile climate, no dynasty can remain in power for long. Several aristocratic families seek to acquire the crown of the emperor. But this decision lies in the hands of the seven electors. 2–4 emperor candidates use their knights and cities, marry their barons, and work to influence the electors. But all efforts are useless if the candidate is not elected to be emperor. But, in the shadow of the properly elected emperor, are always those who want to displace him and become the new emperor.


Price: $34.95
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Kahuna

Type: Area Control
Number of players: 2
Age of players: 10+
Length: 30 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Players use cards to build bridges between islands. When a player dominates an island with bridges, he controls the island. There are three rounds with scoring after each - the total score wins this fast and fun 2 player game!


Price: $27.95
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Kingdom Builder

Type: Territory Building
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 45 minutes

Additional DescriptionMore Details

In Kingdom Builder, the players create their own kingdoms by skillfully building their settlements, aiming to earn the most gold at the end of the game.

Nine different kinds of terrain are on the variable game board, including locations and castles. During his turn, a player plays his terrain card and builds three settlements on three hexes of this kind. If possible, a new settlement must be built next to one of that player’s existing settlements. When building next to a location, the player may seize an extra action tile that he may use from his next turn on. These extra actions allow extraordinary actions such as moving your settlements.

By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board.

Each game, players will use a random set of Kingdom Builder cards (3 of 10), special actions (4 of 8), and terrain sectors to build the map (4 of 8), ensuring you won't play the same game twice!

Components:

  • 8 different game board sections (each with a unique map on front and a generic score board on back)
  • 35 cards (25 terrain cards (5 x 5 types) + 10 Kingdom Builder cards)
  • 29 tiles
  • 160 settlements (40 x 4 colors)
  • 4 gold markers
  • 8 summary cards
  • Rules booklet

Price: $66.95
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La Citta

Type: City Building
Number of players: 2-5
Age of players: 12+
Length: 60-150 minutes

An open copy of this game is available for play at Board Game Warriors.

Additional DescriptionMore Details

Each player is an Italian prince and begins the game with two cities. During the game, each player's goal is to increase the size of the territory he controls by expanding his starting cities and establishing and growing new ones. The players must manage food for their people, as well as health, culture, and education. The player who best manages these things, will win the game.


Price: $41.95
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Louis XIV

Type: Medieval Area Control
Number of players: 2-4
Age of players: 12+
Length: 75-100 minutes

Additional DescriptionMore Details

Slip on the role of clever court attendant and try your luck in the court of Louis XIV. Influence his next decrees. Relax in his radiance on his countless cushions. Bribe ministers and buy generals. Spin intrigue and spread your net in the empire of the Sun King. Every plan is right - if it works! A careful plan and provident use of information gained in the court can help you fulfill your mission - and win the game!


Price: $36.95
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Maharaja

Type: Area Control
Number of players: 2-5
Age of players: 10+
Length: 90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Maharaja is a clever strategic boardgame for two to five players. During the game the players take different roles and travel from city to city in India. Their architects build palaces and houses for the maharaja. Of course, building a palace is expensive. Therefore it is important to earn enough money in the cities.
The maharaja has called and you, a distinguished Indian prince, are obeying his call! Build magnificient houses and palaces in his name! The first player building seven palaces is the winner.
Besides the basic game the rules booklet contains two advanced versions for players who seek even more depth in their game play.


Price: $61.95
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Manhattan

Type: City Building
Number of players: 2-4
Age of players: 10+
Length: 45 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Building boom in Manhattan! But not only there! Sky-scrapers are springing up all around the world. Players also have the opportunity to build sky-scrapers in Sydney, Frankfurt, Hongkong, Sao Paulo, and Cairo. The question each turn is whether to increase the height of one of your own buildings, or to build onto someone else’s building, making it your building. At the end of every six turns, players score for having the tallest building, the most buildings per city, and for each building that a player owns. After four rounds, the player with the most points is the winner!


Price: $41.95
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Medici

Type: Auction
Number of players: 2-6
Age of players: 10+
Length: 45 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Return to the trading days of the ancient Medici family when ships sailed throughout the Mediterranean and beyond. Bid at the markets for the best prices on valuable and not so valuable goods. Corner the market on a commodity and reap additional rewards. Fill your ship and set sail for foreign markets where your goods will fetch high prices. After three trips to the market, the player with the most money wins!


Price: $39.95
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Metropolys

Type: City Building
Number of players: 2-4
Age of players: 8+
Length: 50-60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The awe-inspiring Metropolys is in effervescence! Talented urban planners and architects rival each other to make luxury; elegant buildings of glass and steel defying the laws of balance grow from the ground. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands!
The players are urban planners in quest of prestige. Over the course of the game, they try to construct their buildings in the best places. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner.


Price: $55.95
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Mexica

Type: City Building
Number of players: 2-4
Age of players: 10+
Length: 60-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

First the players explored Tikal, next they developed Java, and now they can help build Mexica. The Aztec prophesy foretold they would build their home where they found an eagle on a cactus eating a snake. After years of searching they found their eagle on an island in lake Texcoco and there they began building a city. Using dams and the natural landscape, they built a city with districts separated by roads of water and connected by many bridges.


Price: $56.95
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Middle Earth Quest

Type: Fantasy Adventure
Number of players: 2-4
Age of players: 13+
Length: 3 hours

Additional DescriptionMore Details

Middle-Earth Quest takes place approximately ten years after Bilbo Baggins leaves the Shire, and several years before Frodo leaves Bag End on his journey leading to the destruction of the One Ring. Thus, Middle Earth Quest will take place in a time of growing darkness. Players will take control of characters such as a rare adventurous Hobbit, a Gondorian Captain, a Rider from the Westfold, or numerous other character types. Not only will characters be able to experience new adventure in Middle Earth, but will carefully seek to tie in the experience with the massive amounts of lore and story that takes place around the edges of the central THE LORD OF THE RINGS storyline.

Middle-Earth Quest is a game of adventure and conflict set in the time leading up to the creation of the Fellowship. One player will adopt the mantle of Sauron and do his best to spread his evil influence across the lands. Up to three players become heroes and will do their best to foil Sauron's foul plots, and rally the peoples of Middle-earth to their side.

Middle-earth Quest includes:

* 1 Rulebook
* 1 Gameboard
* 5 Character cards
* Over 470 game cards
* More than 225 game tokens
* High-quality, fully detailed plastic playing pieces
including: 5 hero figures and 5 minion figures


Price: $92.95
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Ming Dynasty

Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 60 minutes

Additional DescriptionMore Details

By the mid-14th century, the Chinese people had succeeded in freeing themselves from Mongolian domination. With Tai-tsu’s accession to the throne as emperor, a new and independent China emerged. In this game, each player takes on the role of an imperial prince who, with the aid of his royal family members, attempts to acquire more and more wealth and influence for the Chinese people of the Ming Dynasty.


Price: $39.95
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Mission: Red Planet

Type: Area Control/Role Selection
Ages: 10+
Number of Players: 3-5
Gametime: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

1889. The Paris World Fair is the latest place to be, and the masses marvel at the latest technical achievements which are on exhibit there. Meanwhile, the big industrial trusts, supported by their governments, are planning their next step - the conquest of Mars and the mining of the fantastic ores found in its subsoil...

Mission: RED PLANET is a majority control game, a character selection game, and an exploration game, with a balanced mix of bluffing and strategy. In order to charter shuttles to Mars, and take control of the regions where the most interesting minerals will be found, you'll have to make the best use of your nine characters' powers. The scientist can make mysterious discoveries, the saboteur can blow a rocket up before it leaves the launch pad, the pilot can change a shuttle's destination, and so on.


Price: $64.95
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Mykerinos

Type: Area Control
Number of players: 2-5
Age of players: 9+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

1899. For more than a century, the European public has been fascinated by Egyptology, and the discoveries of Denon, Champollion, Petrie and others. Seeking adventure and glory, teams of archaeologists search the sands of Egypt for hidden treasures. The players embody archaeologists working for patrons. They excavate the land of Egypt to find precious artifacts, which will adorn the most prestigious rooms of the Museum.


Price: $35.95
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Neuroshima Hex

Type: Tile-laying, combat
Number of players: 2-4
Age of players: 10+
Length: 30 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game.
 The world of Neuroshima RPG is that of a post-apocalypse world torn apart by a war between humans and machines. The remains of humanity took shelter in the ruins of cities and organized in small communities, gangs and armies. Conflicts between such groups are not uncommon and the reasons of such are numerous: territory, food or equipment. What is more, the ruined cities are constantly patrolled by machines sent from the north, where a vast cybernetic entity, called MOLOCH, appeared. Great wastelands that surround what was left of the greatest cities are home to another enemy - Borgo - a charismatic leader who controls an army of gruesome mutants. One of the last hopes of humanity is the OUTPOST, a perfectly organized army which wages a guerilla war against MOLOCH. Nevertheless, most human settlements, including the HEGEMONY, are not concerned with war until it comes banging at their door. Such is the world of Neuroshima.


Price: $59.95
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Ninjato

Type: Area Control/Card Drafting Game
Number of Players: 2 – 4
Playing Time: 60 minutes
Ages: 12 and up

Additional DescriptionMore Details

IN 12TH CENTURY JAPAN, the Minamoto and Taira clans vie for power while retired Emperor Go-Shirakawa plays his rivals against one another. One of the three factions will triumph to impose the coming social order. In the shadow of these elite powers, a few ninja scheme to exploit the chaos. Daring raids, skill mastery, and subtle intrigue are essential to establishing one’s honor. When the new era dawns, one ninja will flourish as the Ninjato, the Invisible Sword of the ruling family.

Contents:

  • board
  • 19 Sensei skill tiles
  • 40 guard and 20 elite guard cards
  • 90 treasure tokens
  • 30 rumor cards
  • 21 envoycards
  • 52 Dojo cards
  • 12 wooden shuriken
  • 12 wooden scoring markers
  • 15 clan tokens
  • 1 bag
  • rules


Price: $59.95
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Oasis

Type: Tile Placement
Number of players: 3-5
Age of players: 10+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

You are the head of a Mongolian family, intent on becoming the most powerful in the land. Use your resources wisely to take control of fertile steppe lands to raise horses, build sacred temples, develop caravans of camels, and control the beautiful oases. The player with the most points at the end of the game will be anointed the Noble of the Oasis.


Price: $36.95
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Olympos

Type: Civilization Game
Number of players: 3 – 5
Age of players: 10 and up
Length: 90 minutes

Additional DescriptionMore Details

At the dawn of civilization, take the destiny of a whole people into your hands.

In front of you, the plains of the Peloponnese stretch out. In the distance, the bright shores of the mythical Atlantis. However, in order to create a stable environment in this promised land, you will need to defeat your enemies, develop technologies, build wonders, and above all pray for the clemency of the gods who watch your every action from on high in their abode on Olympos!

Philippe Keyaerts scored gold with Small World, a new version of his Vinci that was released by Days of Wonder in 2009 to great acclaim and numerous awards. With Olympos, coming from French publisher Ystari Games, Keyaerts has another go at the simplified civilization game. The playing time for Olympos is only 60-90 minutes for 3-5 players, but says Ystari's Cyril Demaegd, "Even if it's a short game, it's a gamer's game."

Players take actions based on their position on a time track, along the lines of Peter Prinz' Thebes. (Says Demaegd, "This is mainly a coincidence because Philippe designed this game years ago.") By spending time, players take actions, with the choices being expansion or development. Expanding brings new settlers onto the game board, which depicts Greece and Atlantis, which lets you conquer territories and thereby acquire resources.

Development takes place on the game's discovery board, with players either buying new scientific discoveries – such as medicine or phalanxes – or building architectural wonders. Each discovery brings you new powers, such as an upgrade in military strength due to the phalanx, and each wonder earns you points.

A player's piety is measured by discoveries, and the most pious player might be rewarded during the game by one of the nine gods included. Similarly, the less pious players might be punished by those same gods.

The replayability of Olympos is huge, says Demaegd, as the discovery board and gods in play will be different each game, not to mention the territories you're able to conquer.


Price: $59.95
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Oregon

Type: Area control
Number of players: 2-4
Age of players: 8+
Length: 45 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The year is 1846. Gunslingers, lawmen, pioneers and whole families left their homes in the east and midwest to try their luck in the West. They loaded their covered wagons with all they could and headed west across steppes, deserts, and mountains. Many chose to settle in Oregon, where the farming and hunting was plentiful and they could stake out a bit of land for themselves. The players have already reached Oregon and gaze upon the rich farmland below and the potential gold and coal reserves of the mountains. They build ports on the lakes and rivers, churches, warehouses, post offices, and train stations on the plains. And, of course, they must farm the rich land to grow the food necessary for the area to grow and thrive. To win, a player must choose the right times to farm and the right times to build, for planning is necessary, even here in the untamed wilderness of Oregon! Oregon - the way the west was won ...


Price: $41.95
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Pandemic

Type: Cooperative
Number of players: 2-4
Age of players: 10+
Length: 45-60 minutes

An open copy of this game is available for play at Board Game Warriors.

Additional DescriptionMore Details

Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.
Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5.
But the diseases are outbreaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures.
A truly cooperative game where you all win or you all lose.


Price: $39.95
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Pantheon

Type: Civilization Game
Number of players: 2 – 4
Age of players: 10 and up
Length: 90 minutes

Additional DescriptionMore Details

One civilization declines, another awakes! With their God‘s blessings, each civilization experiences its own great flowering. The surrounding civilizations offer rich booty and the Gods support those who worship them and build great monuments to their glory.

In PANTHEON, 8 ancient civilizations emerge, but not always the Romans after the Persians and the Egyptians before the Greeks.

Each civilization has its own unique characteristics and good players will use these to their best advantage.

Components:

  • 1 game board
  • 48 columns in 4 player colors
  • 48 feet in 4 player colors
  • 4 score figures in 4 player colors
  • 1 large foot
  • 1 temple
  • 8 civilization tokens
  • 32 sacrifice tiles
  • 40 booty tokens
  • 40 God tiles
  • 21 minor God tokens
  • 4 50/100 point markers
  • 6 bonus tokens
  • 75 action cards
  • (16 movement, 44 sacrifice,
  • 15 1 gold piece)
  • 7 special gold cards
  • (2 each 2, 3, 4; 1 each 5)
  • 8 civilization cards
  • 1 cloth bag
  • 4 rule summary

Price: $47.95
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Pax

Type: Card Drafting/Area Control
Ages: 10 and up
Number of Players: 1 – 4
Playing Time: 30 minutes

Additional DescriptionMore Details

Enter Rome at the time of the slave uprisings under Spartacus! The escaped rebels have managed to gain influence and power. Rome is attempting to undermine the stronger armies of the slaves in order to restore "pax", or peace – but only for personal gain.

Will the Empire collapse under the strain, or will their promises to insurgents succeed in drawing them to their side?

The players play the part of the escaped slaves who try to increase their sphere of influence and undermine the Roman establishment. Using their cards, they expand their power in seven different categories. At the end of the game, each player tries to be stronger than Rome - and, of course, stronger than any opponent. Through intrigue, however, a player can join forces with Rome and thus contribute to its victory over the slave revolt.

PAX is a multi-faceted game of card management and influence in which each card requires a tricky tactical decision. With two copies of the game, up to eight players can compete for a foothold in the Roman Empire.


Price: $23.95
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Perikles

Type: Political/Dice Rolling
Number of players: 3-5
Age of players: 13+
Length: 120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Perikles is a game from Martin Wallace. Players assume the role of a noble family seeking to become the leader of one or more of 6 ancient Greek city-states. The game plays out in two phases:
In the first, players vie for area control in each of the six states, which end in elections. Players who win the election in each state can then "control" that state's army.
In the second phase, players use cards to move their armies to attack or defend one of seven battles (each tied to a state, and you can't attack your own!) that are up for grabs that round.
The gameplay mechanic is straightforward, with elements drawn from other Euro-style wargames (especially Martin Wallace's Struggle of Empires). What makes Perikles unique is the smooth integration of the area control/voting phase and the military phase.


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Portobello Market

Type: Area movement
Number of players: 2-4
Age of players: 8+
Length: 30 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

London, 1901. At the world famous Portobello Market, the goal in the morning is to secure the best places to build stalls. Try to place your stalls in the most lucrative manner, cut off your opponents, and grab the most profitable alleys for yourself. You can build only where the Bobby stands—but a little cash will make the Bobby stand where you want him to!


Price: $39.95
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Power Grid

Type: Economic
Number of players: 2-6
Age of players: 12+
Length: 90-120 minute

A copy of this game is available for play at Board Game Warriors.
Expanded by:

Also Available:

Additional DescriptionMore Details

Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like McMulti and an auction round intensity reminiscent of The Princes of Florence.

The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.


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Power Struggle from Z-Man Games

Type: Negotiation/Are Control Game
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 90 minutes

Additional DescriptionMore Details

Welcome to the world of the powerful, of those who pull the right strings at the right time from the shadows of the big companies. Each player becomes one of these people, trying to increase their power and influence by hiring Employees, creating New Departments and taking over the sought-after positions of Divisional Heads to procure influence and privileges. Divisional Heads can resign to join the Board of Directors (in the hopes of becoming the Chairman, of course) or get hired as an External Consultant. All the while, players are investing in stocks and bribing other players to make their way to the top.

Contents:

  • 1 Game board,
  • 110 wooden managers,
  • 60 wooden employees,
  • 5 Bribe folders,
  • 100 notes of money,
  • 21 blocks of shares,
  • 44 cards,
  • 5 player reference mats,
  • rules


Price: $59.95
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Quebec

Type: Worker Placement/Area Control
Ages: 13 and up
Number of Players: 2 – 5
Playing Time: 90 minutes

Additional DescriptionMore Details

Founded in 1608 by Samuel de Champlain, the city of Québec is, without a doubt, one of the most historically significant cities in North America. In this game, you are in charge of a rich family whose goal is to acquire influence by building the city of Québec. The game covers four centuries during which you will build the most prestigious buildings and places of the city, all the while ensuring your presence in the great spheres of power. It is up to you, and your adversaries, to build Québec in your colours!

Québec is a strategy game different from other Scorpion masqué light games. That's why you'll find 3 rules sets, perfect for players of all skills!

In Québec, you're at the head of a rich family who wants to leave its name in history by building Québec city. The game spans four centuries during which you erect the most prestigious buildings and places of the city. Construction is not enough: you also have to ensure your presence in the great spheres of power. It is up to you and your opponents to build Québec City in your colors!

In 2007, Québec won the Plateau D'or and was shortlisted at Boulogne-Billancourt.


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Quo Vadis

Type: Negotiation
Number of players: 3-5
Age of players: 10+
Length: 30-60

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Return to the glory of Rome and walk in the footsteps of Rome's elite. In Quo Vadis you play one of the mighty patrician families in the power struggle that will determine of the destiny of Rome, and the world. To win, you must survive the treacherous political waters of the empire and reach the Senate.
Each player starts at the bottom of the political ladder, and tries to move up the board through the committees to reach the Senate. In true Roman fashion, the road to power is strewn with laurels; to win the player must reach the Senate and collect deals and promises, not all of which they have to keep. Players can also use Caesar's favor to advance. But there is only room for five senators at the top....


Price: $27.95
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Rattus

Type: Area Influence
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 45 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Europe, 1347. A disaster is about to strike. The Black Death reaches Europe, and during the next 4-5 years, the population of Europe will be halved.
The players settle in the various regions of Europe, while the plague spreads throughout all of the continent. The players gain help from the various classes of the middle ages: The Peasants provide population growth, the wise Monks keep the rats away, the rich Merchants flee when the plague approaches, the warfare conducted by the Knights spreads the plague to new areas, the Witches controls the spread through magic and witchcraft, whereas the Kings avoid the plague by staying in their fortified palaces. But the plague does not make any distinction: When the rats arrive, no one can feel safe.
When the plague withdraws and the game ends, the player with the highest surviving population wins.

Rattus ia a medium-strategy game which handles in the Dark Ages during the black plague. The players try to hold the disease.
To do this they get help from farmers, magicians, knights, nobles, ... But nothing helps as long as the rats keep coming.


Price: $47.95
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Reef Encounter

Type: Set Collection
Number of players: 2-4
Age of players: 12+
Length: 90-120 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Reef Encounter is about life on a coral reef! Using polyp tiles, players grow different types of corals, which they can protect from being attacked by other corals through judicious placing of their four wooden shrimp. To be successful, players must consume polyps from neighboring corals in order to acquire the ‘consumed’ polyp tiles that are the key to the game. The consumed polyp tiles have a myriad of uses: most importantly they can be used to flip over or lock the coral tiles, which determine the respective values of the different types of coral at the end of the game.


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Rise of Empires

• Type: Area Control
• Players: 2-5
• Ages: 12+
• Playing Time: 180 minutes

Additional DescriptionMore Details

Don't just make history-guide it! Take the reins of a developing civilization, choosing the resources and development paths that will lead to the fastest expansion, as you claim and defend territory on a map forging an empire that eventually encompasses whole continents.

Rise of Empires play is divided into three eras. Choices made early in the era are repeated late, so your decisions must have both short-term and long-term benefits to be successful. This process requires tough decision-making and promotes an atmosphere with nail-biting suspense. Victory points are rewarded for building cities, having an empire, for progress in science, and for trading goods.

Rise of Empires breathes new life into the civilization games genre! Balance gold and food, war and agriculture, territory and technology to forge an empire that is destined to rise above all other nations!

Each copy of Rise of Empires contains:
. 1 large game board
. 1 tiles display
. 40 resource discs
. 150 player cubes in 5 colors
. 45 action discs in 5 colors
. 8 empire tiles
. 40 territory tiles
. 48 progress tiles
. 36 city tiles
. 104 gold markers
. 5 alliance pieces
. 5 player aid cards
. 1 rules booklet with illustrated example of play.


Price: $71.95
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Risk 2210 A.D.

Type: Area Movement
Number of players: 2-5
Age of players: 10+
Length: 4 hours

Additional DescriptionMore Details

In the Year 2210, the World is at War
As the leader of a warring faction, you control the destiny of your people. On the Earth, in the great underwater domed cities beneath the oceans, in orbit, and even on the Moon, you must marshal your forces, send forth your troops, and hire the right commanders to crush your enemies. Build alliances if you dare, but be wary of whom you trust. Energy is the currency of the 23rd century; spend wisely and you just might conquer the world -- and beyond.
RISK 2210 A.D. also includes everything needed to play the classic game of Risk.


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Risk Reinvention

Type: Area movement
Number of players: 3-5
Age of players: 8+
Length: 90 minutes

Additional DescriptionMore Details

The classic wargame Risk has been updated and revised for 2008. The graphics and components are brand new. Major and minor objectives have been added, along with cities and capitals, plus rewards for completing objectives.
The new version has a drastically changed victory condition: complete three objectives while controlling your capital. This shortens the game playing time to around 90 minutes.
There are three rule sets: Basic Training, Command Room and World Conquest. Basic Training is an introduction to the new Risk rules and includes a pre-existing setup for 3, 4 or 5 players. Command Room adds a randomized setup and rewards for achieving objectives. Both Basic Training and Command Room end when a player controls three objectives. World Conquest is an updated version of the classic Risk game of Global Domination: play continues until one player controls all territories.


Price: $44.95
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Royal Palace

Type: Area control
Number of players: 2-4
Age of players: 12+
Length: 60-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Royal Palace is primarily a game of majority. Each player has servants he will place appropriately on the nine parts of the palace. In his turn, a player will perform actions based on the number of servants available on each location. If he has for example three servants on the mint, he gets three pieces of gold. As a bonus, the player with the majority of servants on a location receives generally a bonus extra action.
Some places allow you to add new servants or to move them from room to room. The purpose is to earn gold and royal seals and to use those to recruit the lofty noblemen waiting in the castle park. The latter will be the main source of victory points at the end of the game.
Some noblemen benefits are that you can break the balance in the rooms of the palace and there are also cards with privileges, offering bonuses of the same nature that it is also possible to retain them in hand to score points.


Price: $49.95
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Runewars

Type: War
Number of Players: 2 − 4
Playing Time: 180 minutes
Ages : 12 and up
Expanded by:

Additional DescriptionMore Details

Runewars is an epic board game of conquest, adventure, and fantasy empires for two to four players. Designed by Corey Konieczka, Runewars pits players against each other in a strategic game of battles and area control, where they must gather resources, raise armies, and lay siege to heavily fortified cities.

Runewars takes place in the same popular fantasy universe as the best-selling board games Runebound and Descent: Journeys in the Dark, and dozens of fan-favorite heroes and monsters play their part. The wars for the dragon runes are beginning, and only one faction will emerge victorious. What would you do to claim the ultimate power?


Price: $129.95
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Samurai

Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 45-60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

In this game by Reiner Knizia, each player has an identical force of warriors, priests, and peasants to use to gain control of the important power figures of Old Japan. The players deploy their forces to the spaces around the power figures. When a figure is surrounded, it is captured by the player with the strongest sympathetic force. To win, a player must gain dominance with one of the powers while getting better support from the other powers than the other players.


Price: $39.95
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Shogun

Type: Area control
Number of players: 3-5
Age of players: 12+
Length: 90-120 minutes

An open copy of this game is available for play at Board Game Warriors.

Additional DescriptionMore Details

As warlords in 16th-century Japan, the players attempt to secure a position of dominance for their respective clans.  The most successful Daimyo at the end of the game will become SHOGUN. To succeed, a player will need not only to control as many provinces as possible, but also to develop his realm by building castles, temples, and theaters. The player who manages to build the most buildings in each of the 5 regions will be rewarded with valuable bonus points.


Price: $69.95
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Sid Meier's Civilization: The Board Game

Type: Civilization
Ages: 13 and up
Number of Players: 2 – 4
Playing Time: 180 minutes
Expanded by:

Additional DescriptionMore Details

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

Price: $71.95
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Skyline 3000

Type: Auction/Area Control
Number of players: 2-4
Ages: 10+
Playing time: 60 minutes

Additional DescriptionMore Details

Skyline City, year 3000. Another urban colony on another nameless moon. The galaxy always needs more living space for the traders, the miners, the pilots, the farmers and the soldiers that ply the overdeveloped planets and the space lanes connecting them. The infrastructure has been built and the atmosphere is just about ready to accept citizens and their families. Now the only
thing left to do is to build the city’s skyscrapers!

As usual, the Government has farmed out the job to several competing developers. Their hovering Plants are already in low orbit, their armies of riveting and welding robots are ready to construct the luxury condominiums and office towers that will comprise Skyline City, and lower them into place. No time is to be wasted: construction begins on the buildings before their locations are even secured. It will be a mad scramble to build the tallest buildings and install them in the best locations with access to the finest amenities. In the year 3000, city-building is a different game!


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Small World

Type: Area Control
Ages: 8+
Players: 2-5
Playing Time: 80 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:



Integrates with:


Additional DescriptionMore Details

In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.

Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci™, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!


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Small World Underground

Type: Area Control
Number of players: 2 – 5
Age of players: 8 and up
Length: 80 minutes

An open copy of this game is available for play at Board Game Warriors.
Expanded by:

Integrates with: Small World

Additional DescriptionMore Details

SMALL WORLD UNDERGROUND
... WHEN IN A HOLE, KEEP DIGGING!

Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires.

Designed by original Small World author, Philippe Keyaerts, it features all new Races and Special Powers, and introduces Monster occupied regions that protect Relics and Places of great power!

Play Small World Underground on its own or combine it with other Small World game elements.

  • 2 Double-Sided Game Boards, one for each player configuration
  • 15 New Fantasy Races with matching banners & tokens
  • 21 New Special Power badges
  • 9 Popular Places & 6 Righteous Relics
  • 9 Black Mountains & 1 Volcano
  • 8 Mushroom Armor, 7 Silver Hammer, 4 Vengeance Markers, 1 Bag-o'-Many-Things & 1 Game Turn Marker
  • 1 Balrog, 1 Ghost, 1 Great Ancient & 1 Queen
  • 106 Victory Coins
  • 5 Player & 1 Game Turn Summary Sheets
  • 1 Reinforcement Die
  • 1 Rules Booklet

Price: $59.95
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Steam: Rails to Riches

Type: Train/Pick-up and Deliver
Players: 3-6
Ages: 12+
Playing Time: 90+ minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Players adopt the role of a governor, and vie for resources to build up their province, military power to defend their homes, and above all the influence of the King. Over five years (five turns) players rely on various advisors to the King for resources. From tangibles like gold, wood, and stone to soldiers and portents, each acquisition will shape the future of your community.


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Strasbourg

Type: Economic/Area Control
Number of players: 3 – 5
Ages: 12 and up
Length: 60 minutes

Additional DescriptionMore Details

Strasbourg in the 15th Century. The political fortunes of the city are strongly influenced by the craft guilds. Your goal is to place one's own family members in the guilds. Only a skillful use of influence points allows you to do this, as an apprentice, journeyman or even be admitted as a master - provided you have the money for the due registration fee ready. But do not underestimate the power of the nobility and the church!

Strasbourg is an easy to learn strategy game with original mechanisms that give the players more freedom of choice. But only the player who does not lose sight of the end will reap the highest reward.

Content:

  • Schedule 1
  • 5 player screens
  • 82 wooden figures
  • 150 playing cards
  • 5 Round tables
  • 30 Goods
  • 40 coins
  • 10 privileges
  • 5 buildings
  • 5 Prestige Marker
  • 1 Information Sheet
  • 1 Manual, German
  • 1 Manual, English

Price: $71.95
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Struggle of Empires

Type: Area Control
Ages: 13 and up
Number of Players: 2 – 7
Playing Time: 180 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

In Struggle of Empires, designer Martin Wallace manages to take the imperialism of the 19th century and make a fascinating, heavily strategic game. Introducing a fascinating mechanic that keeps alliances shifting over the course of a game, Struggle of Empires allows a player an almost overwhelming number of choices each turn, as players seek to capture and hold lucrative colonies. With a bit of combat, a bit of negotiation, and clever use of allies, players can build empires to remember! Players must use negotiation and war to win in this game that will surely delight those looking for a "meaty" game.

Think of Civilization/Age of Renaissance set in the 18th century. Players take the role of one of the major powers of the period and fight in both Europe and the colonies. The twist to the game is that in each war, players must form into two alliances. Once allied with a player, you cannot fight each other. This means that you do not have the backstabbing of Diplomacy to worry about; if he's allied, he's with you until the end of the war. This means that a player has to think carefully about who he wants to fight against and who he wants to ally with. Very often he will want to ally with his natural enemy and go to war with the guy who doesn't really want to fight him. On top of this, you have lots of improvement tiles that you buy to shape your empire, plus alliances with minor powers, and the possibility of going into revolution. Even though it is a big empire building game, it will scale from 3 to 7 players and has pretty simple rules.

Contents:
1 game board
6 card counter sheets
plastic coins
4 dice
2 wooden tokens
2 player aid cards
rules


Price: $70.99
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Taj Mahal

Type: Auction/Area control
Number of players: 3-5
Age of players: 12+
Length: 60-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Control of India at the beginning of the 18th century is up for grabs. The 200-year long rule of the Grand Moguls has collapsed. Now is the time for the most powerful Maharishis and princes to take control of the Indian subcontinent. The players use strategy and cunning to win influence over India, province by province and city by city. The most successful player (and the winner) is the one who establishes the most magnificent palaces and has the most power in the end.


Price: $42.95
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Taluva

Type: Tile Placement
Number of players: 2-4
Age of players: 10+
Length: 45 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

On Taluva, that South Seas island shrouded in secrecy, raw elemental powers prevail. Powerful volcanoes erupt, pouring their lava into the sea, forming a terrace-like jungle landscape. Four groups try to establish themselves on this island. They search the jungle, beaches, and lakes, looking for the best places to build their huts, towers, and temples. They put their fate in the hands of their gods. Each player makes decisions on how the island grows and where his group builds their huts, towers, and temples. At the end of the game, the temples are the most important for scoring. It may be advantageous for a player to hasten the game end by building all of two kinds of buildings.


Price: $34.95
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The Forgotten Planet

Type: Tile Placement/Area Control Game
Ages: 12 and up
Number of Players: 2 – 4
Playing Time: 75 minutes

Additional DescriptionMore Details

The Forgotten Planet is a tile-laying management game in which tiles represent safe areas on a planetary surface on which robots walk and take other actions. These tiles also accumulate energy from the sun, then conduct it to robots, giving them (and the player) more actions if they absorb enough energy – so building and maintaining ownership of these tiles is fundamental in the game strategy. Players and robots use this energy to build new bases, discover mines, build walls to keep out other robots, push those same walls out of the way, produce more robots and much more.

If your robot falls out of contact with tiles you control, however, then it loses power and falls inactive for the round. Control of tiles is determined by the distance from a particular tile to each player's closest base; whoever is closest to the tile (with walls serving as barriers that players must "walk" around while counting distance) controls it, and the more tiles you control, the more energy you have available to you.

Thus, players need to maintain an energy connection for their robots while trying to extend their area of control on the planet's surface with their bases. They also need to control mines, of course, as that's how a player produces new resources, which are subsequently converted into new bases, sold for victory points (VPs) or converted into new robots.

The game ends when the playing area is filled with tiles or no land tiles remain in the supply. (Players can "consume metal" as one of their actions to speed along the endgame and crimp someone else's efforts to keep building.) Players then score points for the land and mines they control, with bonuses going to the player(s) with the most robots in play, the most common mines and the most bases. The player with the high score wins!

Contents:

  • 28 wooden robots
  • 116 Tiles
  • 19 VP tiles
  • 4 angle markers
  • 9 grid spacers
  • 60 resource cubes
  • 140 ownership markers
  • 28 wall sticks
  • 1 die
  • player reference sheets

Price: $71.95
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The Heavens of Olympus

Type: Area Control
Ages: 13 and up
Number of Players: 3 – 5
Playing Time: 60 minutes

An open copy of this game is available for play at Board Game Warriors.

Additional DescriptionMore Details

Zeus, the greatest of the gods, has decided that he wants to construct a universe to gaze upon from high atop Mount Olympus. He has enlisted the help of several unknown gods to do this for him – and they have 5 days to fi nish the job. As a reward, Zeus has decided that the god who performs the best while making this universe will take his or her place among the greater gods and be admitted into Mount Olympus. Each player takes on the role of one of these unknown gods working to help create the Heavens of Olympus. The goal of the game is to earn the most Prestige Points. Prestige Points can be earned at the end of each round and during each round if specific actions are completed.


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Through the Desert

Type: Abstract Strategy
Number of Players: 2 − 5
Playing Time: 45 minutes
Ages: 10 and up

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

The desert is treacherous, mysterious, and without mercy. But for those willing to risk the dangers of the shifting, sun-baked sands, the desert holds riches beyond compare.

In Through the Desert, players vie for vital resources found scattered across the sandy wastes. Each player will command a tribe of five nomad chieftains that extend their long caravan chains across the board, one camel at a time, in order to connect with valuable sources of water and oases. Each chieftain under your control is in charge of a single color camel.

Fantasy Flight Games published the game in 2000, and it quickly gained a legendary reputation for being the perfect gateway game, offering plenty of fun for gamers of all ages.

In Through the Desert, a board game from celebrated designer Reiner Knizia, 2-5 players each control a tribe of nomads vying for control of the desert. By establishing caravans and taking over oases, the players gain points as their tribes increase in power.


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Thurn and Taxis

Type: Area Control/Set Collecting
Number of players: 2-4
Age of players: 10+
Length: 60 minutes

An open copy of this game is available for play at Board Game Warriors.
Expanded by:


Additional DescriptionMore Details

In 1490, Kaiser Maximilian I awarded Franz von Taxis the contract to deliver mail between the Kaiser’s residences in Innsbruck and Brussels.He did such a good job, that postal services in the country continue to be connected with the name Thurn and Taxis. With the introduction of postal carriages in the middle of the 17th century, members of the family were raised to Count status and given the hereditary title of Postmaster General. The game begins at this point in history. Can you emulate the achievements of this family and build a successful postal network? Do you have the talent to connect the right cities to create an effective network and not lose sight of the need to acquire new carriages when they are needed? Plan your moves carefully and watch your opponents’ moves carefully, so you are prepared to respond to them. The game takes you back in time and gives you challenges that will bring you back to the game over and over.


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Tigris & Euphrates

Type: Area Control
Number of players: 3-4
Age of players: 12+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Culture, Conflict, Civilization!
This revised edition contains a new 2-sided game board, 4 new civilization buildings, and a new advanced scenario!
Step back to the dawn of recorded time. Take command of a young dynasty in fertile Mesopotamia. Here, between the Tigris and Euphrates rivers, lies the cradle of civilization. Here, as the Bible tells, rose man's first cities: Ur, Nineveh, and fair Babylon. Play a part in the epic saga of the rise of these great urban centers. Guide your dynasty to develop and control the most vibrant culture in the rich
land between the two rivers.
Create the best balance between markets, temples, settlements, and farms. Forge your own new civilization and dominate the rich valleys of the Tigris and Euphrates.


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Tikal

Type: Area control
Number of players: 2-4
Age of players: 10+
Length: 75-90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Each player is the director of an expedition intent on exploring Tikal in search of the secret paths that lead to the temples and precious treasures that have remained hidden for over 1000 years. A player receives points during four scoring rounds for each recovered treasure and for each temple that he controls. But, both temples and treasures can change hands. The expedition that earns the most points exploring Tikal wins the game.


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Tongiaki

Type: Tile laying/Exploration
Number of Players: 2 − 6
Playing Time: 45 minutes
Ages : 10 and up

Additional DescriptionMore Details

300 AD: The Polynesians embarked on daring sailing trips and explored thousands of Pacific Islands. Driven by overpopulation and a desire for adventure, they set forth into the unknown on simple catamarans called Tongiakis.

With a unique tile design never seen in any other game (hexes with wavy edges), this game is easy to explain and easy to enjoy.


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Torres

Type: Area control
Number of players: 2-4
Age of players: 12+
Length: 60 minutes

Additional DescriptionMore Details

A series of devastating tornadoes, unleashed by enemy mages in the recent war has left all the king’s castles in ruin. Only the foundations of these once magnificent monuments remain. He has charged his sons with rebuilding his castles and promised the throne to the one who can rebuild the tallest and largest castles. Each prince has 6 knights to supervise the building. Two or more princes may work together on a castle with their knights competing to control the highest towers of the castle. Once each year, the king will tour the castles, to judge the progress of each son. After he finishes the third tour, he will choose his successor and the winner!


Price: $50.00
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Urban Sprawl

Type: Area Control/Tile Placement
Number of Players: 2 – 4
Playing Time: 180 minutes
Ages: 12 and up

Additional DescriptionMore Details

Urban Sprawl is a game for 2-4 players. Urban Sprawl abstractly models the growth of a town into a teeming metropolis.

Players assume the roles of entrepreneur, tycoon and politician—each helping in the development of a hypothetical “Anywhere, USA.” Wealth and Prestige will be earned and spent throughout the game. Buildings will rise only to later be demolished for better and larger fare.

Throughout the game, players will gather valuable Permits. These will result in either a wealthy Investment or the foundation of a new building Contract. Players will strive to become dominant in one or more building Zones in order to acquire beneficial political offices.

All of this eventually leads to the end game – a vibrant metropolis that is revered around the world – when the player with the most Prestige will be crowned the winner.

Game Play:

The grid of streets on the board provides the framework for building the small town. The buildings will be placed within the grid and identified with control markers (wooden cubes) to show each player’s contribution to the growing urban area. Each building’s value is determined by the cumulative Wealth and Prestige values of the block in which is it constructed.

At the start of a player’s turn he may discard one or more Building Permit cards from hand as “Investments,” gaining Wealth in doing so. Next that player gets 6 “Action Points” (APs) that he may spend on any of the the following activities:

  • Acquiring new Building Permit cards from those available to choose;
  • Constructing new buildings from those currently available;
  • Acquiring a “Favor” – a Building Contract that only that player can build.

Each activity carries with it a variable cost in APs, depending on where the chosen card lies on the board.

Once a player has spent his APs it’s time for a quick reset phase in readiness for the next player’s turn. It is during this phase that events can occur, elections can be held for the various political offices, and players receive payouts in Wealth and Prestige. Wealth payouts provide funding for new buildings while Prestige payouts provide victory points.

Generally, players will be trying to build in areas that provide better payouts. Players are also looking to construct more buildings of a particular “zone” – Government, Residential, Industrial or Commercial – in order to help them win an election, as the politicians each confer a special ability to the player holding the office. Many of the buildings also provide a one-time bonus as they are built, and players can benefit from construction in the right neighborhoods.

Throughout the game, the values of the buildings will generally increase as the town grows into a city and then a large metropolis. Neighborhoods that were once valuable can become run down and new city centers spring up as the urban areas sprawl out across the grid.

When the game ends, players will conduct a final scoring of each Prestige row, earn points based on accumulated Wealth, and score bonus points for political offices held—after which the player with the highest Prestige total wins the game.

Components:

one game board

four player mats

144 wooden cubes in four player colors

four wooden cylinders in four player colors

one orange wooden pawn

165 cards:

  • 54 in the Building Permit deck
  • 37 in the Town deck
  • 37 in the City deck
  • 37 in the Metropolis deck

four sheets of die-cut tiles:

  • 128 buildings
  • 24 Vocations
  • 6 Politicians
  • 1 Contractor
  • 6 Wealth markers
  • 3 Prestige markers
  • 1 Active Player marker
  • 1 Extra Favor marker

Price: $70.99
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Utopia

Type: Area control
Number of players: 3-5
Age of players: 12+
Length: 60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Take the role of one of the ministers of Utopia in this strategy game for 2 to 5 players. To succeed, you will have to be flexible and find the best ways to accomodate and move the royal princes. You will also find it imperative that you participate in the building of the most prestigious monuments and most awe-inspiring wonders! The rules of Utopia are simple to understand, but the strategies are many and the game flow is contantly changing, making for both a challenging and extremely replayable game. 


Price: $57.95
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Ventura

Type: Area Control
Number of players: 2 – 4
Age of players: 12 and up
Length: 60 minutes

Additional DescriptionMore Details

In an age of great battles, valiant leaders, and unscrupulous mercenary armies, fortune lies within your grasp.

Ventura is a board game of nobility and conquest for 2-4 players. Set in 14th century Italy, Ventura puts players in control of warring noble houses, each vying for control of the countries growing wealth. Balance your house’s earnings and maintain your hired soldiers to keep your family’s noble standing. Remember, the best armies are also the ones that cost the most!

With more than 120 plastic pieces, 40 Territory tiles, 4 Family Boards, a scoring board, and over 100 cards, Ventura will whisk players into a world of warring mercenaries and noble families, all seeking control of Italy’s burgeoning wealth.


Price: $95.95
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Wallenstein

Type: Economic/Area Control Game
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 120 minutes

Additional DescriptionMore Details
The 2012 rerelease of Wallenstein tweaks the 2002 title from designer Dirk Henn and publisher Queen Games, while including two new expansions.
The setting and game play of the two games are mostly the same. In 1625, the Thirty Years' War is underway, and military leaders like Albrecht von Wallenstein and Gottfried Heinrich Graf zu Pappenheim are roaming the country, fighting for land, and trying to establish the best of everything for themselves. The game lasts two "years," with players taking actions in the spring, summer, and fall, then possibly suffering from grain shortage and revolts in the winter before scoring points for the year. After two years, the player with the most points – with points being scored for land and buildings under one's control – wins.
In each of the "action" seasons, ten action cards are shuffled, then laid out, with five face-up and the rest face-down. The five bonus tiles (which provide extra money, grain, or armies) are also laid out. Each player then secretly assigns one of his county cards (or a blank card) to each of the ten actions on his individual player board, in addition to bidding for player order and choice of bonus tile.
After revealing that round's event card and determining player order, players carry out actions in the order determined earlier, revealing which county is taking the current action, then revealing the next face-down action, thus giving players some information about when actions will occur, but not all. Taxing a county or taking grain from it can increase the chance of a revolt during winter, but without money you can't deploy troops or build palaces or churches and without grain you increase the chance of revolt.
Combat and revolts are handled via a dice tower in which players drop army units and peasants (colored wooden cubes) into the top of the tower and see which ones emerge in the bottom tray (representing the fighting forces for that combat) and which get stuck in the tower's baffles to possibly emerge in the future.
Wallenstein includes two expansions: "Emperor's Court," in which a player's army tokens that fall from the dice tower at the start of the game become courtiers who compete for favors (special actions) from the emperor; a player can convert armies to courtiers during the game, and whoever has the most courtiers in the court's entrance hall each turn gets first shot at the favors available. "Landsknechte," which can be used with "Emperor's Court" or on its own, consists of a set of four cards for each player stacked in a particular order. If after determining turn order, a player controls counties in four different regions, he removes the top card from the stack, then takes one of the bonuses (such as money or armies in the tray) shown on the newly revealed card. This stack resets after winter ends.

The 2012 rerelease of Wallenstein tweaks the 2002 title from designer Dirk Henn and publisher Queen Games, while including two new expansions.
The setting and game play of the two games are mostly the same. In 1625, the Thirty Years' War is underway, and military leaders like Albrecht von Wallenstein and Gottfried Heinrich Graf zu Pappenheim are roaming the country, fighting for land, and trying to establish the best of everything for themselves. The game lasts two "years," with players taking actions in the spring, summer, and fall, then possibly suffering from grain shortage and revolts in the winter before scoring points for the year. After two years, the player with the most points – with points being scored for land and buildings under one's control – wins.
In each of the "action" seasons, ten action cards are shuffled, then laid out, with five face-up and the rest face-down. The five bonus tiles (which provide extra money, grain, or armies) are also laid out. Each player then secretly assigns one of his county cards (or a blank card) to each of the ten actions on his individual player board, in addition to bidding for player order and choice of bonus tile.
After revealing that round's event card and determining player order, players carry out actions in the order determined earlier, revealing which county is taking the current action, then revealing the next face-down action, thus giving players some information about when actions will occur, but not all. Taxing a county or taking grain from it can increase the chance of a revolt during winter, but without money you can't deploy troops or build palaces or churches and without grain you increase the chance of revolt.

Combat and revolts are handled via a dice tower in which players drop army units and peasants (colored wooden cubes) into the top of the tower and see which ones emerge in the bottom tray (representing the fighting forces for that combat) and which get stuck in the tower's baffles to possibly emerge in the future.

Wallenstein includes two expansions: "Emperor's Court," in which a player's army tokens that fall from the dice tower at the start of the game become courtiers who compete for favors (special actions) from the emperor; a player can convert armies to courtiers during the game, and whoever has the most courtiers in the court's entrance hall each turn gets first shot at the favors available. "Landsknechte," which can be used with "Emperor's Court" or on its own, consists of a set of four cards for each player stacked in a particular order. If after determining turn order, a player controls counties in four different regions, he removes the top card from the stack, then takes one of the bonuses (such as money or armies in the tray) shown on the newly revealed card. This stack resets after winter ends.


Price: $85.95
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War of the Ring

Type: Area Movement
Number of players: 2-4
Age of players: 12+
Length: 3 hours

An open copy of this game is available for play at Board Game Warriors.

Additional DescriptionMore Details

In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA).
Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not.
The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or viceversa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.
Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).
Action dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events which could possibly have happened) which cannot be portrayed through normal gameplay. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.


Price: $82.95
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Warriors & Traders

Type: Area Control
Number of players: 2 – 6
Age of players: 13 and up
Length: 120 minutes

Additional DescriptionMore Details

Warriors & Traders, a turn-based strategy board game set in the Dark Ages in Europe, is a pure strategy game, involving no dice and no unforeseen events. In a nutshell, there's no luck, just strategy.

Each player starts as the ruler of a small country which he or she will grow into an empire.

In Warriors & Traders, players will use Actions to develop their countries' technologies, Production, Trade and Military, keeping track on separate Play-mats. They will also build armies to conquer new provinces and forts to defend their own and they will harvest and trade for resources.

The game can be played either in alliance or in a free-for-all system. Player will get Victory points from fighting enemy player or the Barbarians who populate the map, from building Forts or trading. The player or alliance accumulating the most Victory points will win the game. The game ends after a maximum of 10 turns or when one or more players reach the victory conditions, dependent on the number of players and the type of play.

Most game components are language independent. The Play-mats, used to keep track of the development of countries are only in English, the Info cards which help players throughout the game are printed in English, Dutch, French and German and the rulebook is printed in English and provided in electronic format in six additional languages, Dutch, French, German, Hungarian, Polish and Romanian.

Components:

  • Game board, double sided, with the map of Western Europe on one side and Eastern Europe on the other side
  • Country Cards, 8 for Western Europe and 8 for Eastern Europe
  • 81 Province tokens, one for every province on Eastern and Western Europe
  • 200+ Resource tokens
  • 180 Army and Fort tokens
  • 85 Victory Points tokens
  • 100+ Development tokens
  • 100 plastic supports for armies
  • 14 Info cards, in English, German, French and Dutch
  • 6 Play-mats
  • Printed rule book in English
  • Game starter CD, with the rule book in seven languages and a game intro PPS presentation

Price: $72.95
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Wars of the Roses

Type: Area Control
No. of players: 2-4
Ages: 13+
Playing time: 180 minutes

Additional DescriptionMore Details

Journey back to England, 1450, just prior to the outbreak of the bitter civil war between the Royal Houses of Lancaster and York. Henry VI, a Lancastrian, was proving to be a weak ruler, so the wealthy and ambitious Richard, Duke of York, looked to put things right. The powerful noble families had to choose sides and over the next 40 years, kings, royal heirs, and great nobles were to die, in what was to become known as the Wars of the Roses. Players take on the role of Lancastrians and Yorkists, who must gather support from the major towns and powerful noble families and attempt to control the royal castles throughout the country. Ports, the shipping trade, and financial aid from the Church and France are also needed. As their faction grows in strength, players vie for the King’s favor and look to earn the prestigious titles of Captain of Calais, Archbishop of Canterbury, Warden of the Cinque Ports, Lord High Admiral, and Constable of the Tower of London.

Money means power, because loyalty can be bought, so players should be prepared for the inevitable treachery as nobles change allegiance at crucial times, affecting the balance of power.

When Parliament is called, each region in England will support one or other of the two Royal Houses and the crown will go to the one with the greater power base. Nobles loyal to this House will be rewarded by a grateful King. Eventually, only one Royal House will boast the King, but the player who has gathered the most money and prestige will win, regardless of his allegiance.

A highly interactive game where the Lancastrians fight the Yorkists but since only one person can win, one must anticipate treachery from within their own ranks.


Price: $91.95
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Wildlife

Type: Area control
Number of Players: 2 to 6
Age of players: 10+
Length: 75 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Wildlife is a game that simulates the theory of evolution, as each player takes a different creature type (mammoth, bear, crocodile, eagle, or snake) and make it the dominant species.

This game was published by uberplay, a company that went out of business in 2008. The last copies of a very good game.


Price: $45.95
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Ys+

This is an expansion for Ys.

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

This expansion includes new character cards (12) and event cards (14), +5 gem cards (22), player aid cards (6), an additional screen, a marker and 14 blue broker cylinders for the fifth player, and additional rules.


Price: $24.95
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Yspahan

Type: Economic
Number of players: 3-4
Age of players: 12+
Length: 90 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

1598. Yspahan the fair becomes the capital of the Persian empire. Thus, being placed at the center of the world, the city enjoys a period of cultural and economic blossoming. The cities and villages of the region intend to take advantage of this expansion. Caravans loaded with goods and jewels set out for the desert, bearing the promises of a radiant future.The players embody merchants trading with Yspahan. Meaning to take advantage of the coming of the Shah’s Supervisor, they score points by placing their goods in the right shops, by sending them to the Caravan, and by constructing buildings. At the end of the game, the player with the highest score is the winner.


Price: $53.95
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