Card Games
7 Wonders
Type: Card/Civilization Game
Ages: 10 and up
Number of Players: 2 – 7
Playing Time: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
Lead one of the seven great cities of the Ancient world.
Exploit the natural resources of your lands, take part in the eternal march of progress,
develop your commercial relationships and assert your military might.
Leave your mark in the history of civilization by building an architectural marvel that will transcend the ages to come.
7 Wonders is a strategy game for 2 to 7 players.
Contents:
- 7 Wonder boards
- 7 Wonder cards
- 49 Age I cards
- 49 Age II cards
- 50 Age III cards
- 42 Conflict tokens
- 20 value 3 coins
- 30 value 1 coins
- 1 score booklet
- 1 rulebook
- 2 "2 player" cards
A Game of Thrones Living Card Game - Core Set
Type: Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 60 minutes
Expanded by:
A Game of Thrones LCG: Core Set
"When you play the game of thrones, you win or you die. There is no middle ground."
-Cersei Lannister
Across the Seven Kingdoms, the Great Houses of Westeros struggle to control the Iron Throne. The battle begins here in the A Game of Thrones Core Game.
The beloved heroes, villains, locations, and events of George R.R. Martin's A Song of Ice and Fire saga come to life in this customizable card game. Players take control of the Starks, Baratheons, Lannisters, or Targaryens and attempt to plot, fight, conspire, manipulate, and bribe their way to victory.
The A Game of Thrones card game can be played in a multiplayer "melee" format with 3-4 players, or in a one-on-one "joust" format with 2 players. But whichever format you choose, the game has only just begun! In the world of the Living Card Game™, hundreds of additional cards are available separately, allowing players to customize the four houses included here, or create entirely original decks.
Welcome to A Game of Thrones: The Card Game, where you'll experience George R.R. Martin's Westeros like never before!
Game Contents:
- Game Board
- Rulebook
- 6 Plastic Title Markers
- 6 Multi-player Reference Cards
- 60 Power Counters
- 44 Gold Coins
- 6 House Cards
- Four 52-cards Decks
Archaeology
Type: Set Collection
No. of players: 2-4
Ages: 8+
Playing time: 20-30 minutes
An open copy of this game is available for demonstration.
Discover the lost treasures of Egypt and make your fortune!
You are an archaeologist working the dig sites of the Egyptian desert. Search for the right pieces to complete torn parchments, broken pots, and other priceless artifacts. Trade shrewdly at the marketplace to increase the value of your collection. Sell your treasures to the museum for maximum profit.
But beware, the desert also has its dangers! A devastating sandstorm can throw your expedition into disarray, and cunning thieves lurk around the dig site ready to steal your prize discovery.
Ascension: Chronicle of the Godslayer
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Integrates with:
Ascension is a fast paced deckbuilding game designed by Magic™ Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee. Ascension is a deck-building game where players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly.
Gameplay is similar to other deckbuilding games, with the player adding cards to their deck by purchasing them from a central deck, which has the top six cards revealed and available for purchase. When cards are removed, they are replaced with a new one from the top of the deck. Victory points are earned in three ways: firstly, each card purchased is worth one or more victory points; second, victory points can be gained by defeating monsters with a power resource featured on several of the cards; finally, some cards give victory points directly each time they are played.
Attribute
Type: Party card game
Number of players: 3-8
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for demonstration.
A creative word game about associations. One player chooses a topic and each player picks one of the 4 attribute cards from their hand. If they have a green sheep, they must try the attribute that matches the topic best. If they have a red sheep they try to pick an attribute that least matches the topic. Then everyone tries to grab the attribute that comes with a green sheep. It's a flurry of fun and action as players try to grab the matches.
A fun party game.
Bacchus
Type: Card Game
Ages: 10 and up
Number of Players: 3 – 5
Playing Time: 20 minutes
When the gods throw a party... The Roman god of wine, Bacchus, has organized three great Bacchanalias to be held in his honor.
He has given his satyrs the enviable task of recruiting young nymphs to come to these wild parties.
As a player, you are one of Bacchus’ satyrs. Your task is to gather together as many like-dressed nymphs as possible, driving up the point value and scoring as much as possible in the process.
Back to the Future: The Card Game
Type: Card Game
Ages: 11 and up
Number of Players: 2 – 6
Playing Time: 20 – 60 minutes
How To Play
In this game you are a time traveler, a descendant of one of the characters in the Back to the Future movies. Unfortunately, other time travelers have been tampering with events in your past, endangering your very existence. You must put things back in the ways that seem right to you, then stop Doc Brown from ever inventing time travel, which will freeze reality the way you need it to be, once and for all.
The game is played entirely with cards, but has the feel of a board game since important events are represented by a special grid of 24 cards called the TimeLine.

Bang!
Type: Bluffing/Card Game
Number of players: 4-7
Age of players: 8+
Length: 30 minutes
"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box)
This card game recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.
Four different Roles are available, each with a unique victory condition:
Sheriff - Kill all Outlaws and the Renegade
Deputy - Protect the Sheriff and kill any Outlaws
Outlaw - Kill the Sheriff
Renegade - Be the last person standing
A player's Role is kept secret, except for the Sheriff. Character cards are placed face-up on table, and also track strength (hand limit) in addition to special ability.
There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter - it can only be used once, but targets all other players at the table!
Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.
Bang! The Bullet!
Type: Bluffing/Card Game
Number of players: 3-8
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for play.
Bang! The Bullet 2nd Edition contains:
- Bang! 4th edition (no player mats or bullet tokens)
- Dodge City 3rd edition
- High Noon 2nd Edition
- A Fistful Of Cards 2nd Edition
- Two Exclusive High Noon cards - "New Identity" and "Handcuffs"
- Three new characters - "Uncle Will", "Johnny Kisch", and "Santa Claus"
- Two blank cards
- One silver sheriff badge
Battle Line
Type: Set Collecting/Card Game
Number of players: 2
Age of players: 12+
Length: 30 minutes
An open copy of this game is available for demonstration.
Two opponents face off across a 'battle line' and attempt to win the battle by taking 5 of 9 flags or 3 adjacent flags. Flags are decided by placing cards into 3 card poker-type hands on either side of the flag (similar to straight flush, 3 of a kind, straight, flush, etc). The side with the highest 'formation' of cards wins the flag.
This is a rethemed version of Schotten-Totten with different graphics and wooden flag bits in place of the boundary stone cards. Game play is identical, except the cards run from 1 to 10 (not 9), you hold seven cards in your hand (not 6), and the rule that stones may only be claimed at the start of your turn is presented as an "advanced variant".
Blood Bowl Team Manager
Type: Card Game
Ages: 14 and up
Number of Players: 2 – 4
Playing Time: 90 minutes
The stadium is packed with thousands of screaming fans, gathered from across the world and eager to see the bone-crushing action of today’s game. As the players take the field, a surge of excitement rushes from the bleachers; both teams boast impressive rosters full of players hand picked for their unique skills. Some offer speed, others size. Some will mercilessly injure their opponents, while others deviously cheat to score touchdowns. Are you ready to face off against stout Dwarfs, crafty Skaven, and ruthless Orcs, all to become Spike! Magazine’s Manager of the Year?
Blood Bowl: Team Manager – The Card Game is a bone-breaking, breathtaking card game of violence and outright cheating for two to four players. Chaos, Dwarf, Wood Elf, Human, Orc, and Skaven teams compete against each other over the course of a brutal season. Customize your team by drafting Star Players, hiring staff, upgrading facilities, and cheating like mad. Lead your gang of misfits and miscreants to glory over your rivals as you strive to become Spike! Magazine’s Manager of the Year!
The season is starting. What kind of team will you build?
Blood Bowl: Team Manager – The Card Game includes:
- Over 150 Player and Matchup cards
- 4 Scoreboards
- 2 Tackle Dice
- Rulebook
- Over 50 Team and Staff Upgrade cards
- Over 50 Customized Tokens
Blue Moon
Type: Card Game
Number of players: 2
Age of players: 12+
Length: 30 minutes
Blue Moon is fast-paced and easy to learn. Each player plays with a 30-card deck, representing one of the factions vying for control of the three elemental dragons. Each card is oversized, allowing more space to show off the artistic detail. Each turn, the players battle for control of the dragons, playing characters or other helpful cards from their deck, and imbuing their characters with greater and greater power, in order to overwhelm their opponent and force a retreat. In the advanced game, players have the option of building their own deck, constructing a powerful multi-faction alliance.
The basic set provides all the materials needed to play Blue Moon, including the races of the fiery VULCA and the clever HOAX, as well as a gorgeous game board, full-color rules, and three plastic dragon figures.
Bohnanza
Type: Card Games
Number of players: 2-7
Age of players: 10+
Length: 45 minutes
An open copy of this game is available for play at Board Game Warriors.
This great card game is about planting, trading, and selling beans - 11 kinds of beans. Players try to collect large sets of beans to sell for gold. There is limited growing space and always new beans to plant. To avoid planting unwanted beans, players trade them to other players who want them for their bean fields.
Bonnie and Clyde
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 45 minutes
There are two basic types of cards used in this game: Evidence cards and Gavel cards. The play of the game is based on the Rummy card game, with players trying to make melds (3 or more of a kind) of Evidence cards of the same color to score points. The Gavel cards add a strategic element to the game not found in traditional Rummy. The game ends when at least one player has scored 100 points or more (or 200 points depending on the length of game desired). The player with the highest score wins. In the event of a tie, you must play another hand. You will need a pencil and paper to keep score of each hand.
Botswana
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 30 minutes
An open copy of this game is available for demonstration.
On safari in Botswana, you might be able to spot lions, rhinos, elephants, leopards, and zebras. In this game, you will spot them for sure! But can you guess which ones will be worth the most at the end of this safari? Play the right cards at the right time, collect the best animals, score the most points and win the game. Botswana has easy and quick rules, it is fast to learn and yet challenging to play—for all family members young and old. This is the latest addition, #11, in the popular Gryphon Bookshelf Series of family games. You’ll want to collect them all for a never-ending supply of quick, challenging, fun family activities; whether at home or on-the-road! This game easily adapts and therefore plays well for 2 to 5 players by simply adjusting the number of cards in the playing deck.
Bottle Imp
Type: Card Game
Number of players: 3-4
Ages: 10+
Playing time: 30 minutes
An open copy of this game is available for demonstration.
“Of glass it is but the glass of it was tempered in the flames of hell. An imp lives in it, and that is the shadow we behold there moving: or so I suppose. If any man buy this bottle the imp is at his command; all that he desires - love, fame, money, houses like this house ... - all are his at the word uttered ... There is one thing the imp cannot do - he cannot prolong life; and, it would not be fair to conceal from you, there is a drawback to the bottle; for if a man die before he sells it, he must burn in hell forever ... it cannot be sold at all, unless sold at a loss. If you sell it for as much as you paid for it, back it comes to you again like a homing pigeon ... Only remember it must be coined money that you sell it for ...”
As with many other trick-taking card games, the idea of The Bottle Imp is to acquire the most points. The Bottle Imp makes trumps out of the lowest cards. The player with the highest card less than the price of the Bottle earns the trick and also the bottle imp card. Then the price of the Bottle falls to that of the winning card. In this way the owner of the Bottle Imp changes until its
value can no longer be undercut. Whoever has the Bottle Imp at the end of the hand earns negative points instead of positive ones.
Bridge Troll
Type: Card game
Number of players: 3-6
Age of players: 10+
Length: 45-60 minutes
In BRIDGE TROLL, you and your friends are hideous trolls who each guard a troll bridge. Each turn, you throw boulders to bid for travelers, who vary in number depending on the weather for that day.
ravelers include fat merchants, pilgrims, poor monks (who make good eating), and if you are lucky, royal personages. As travelers come to your bridge, you use them to collect tolls. But watch out! Knights, bandits, dragons, and vicious Billy Goats Gruff prowl the countryside. You'll have to use some of your boulders to chase them away (which means you’ll have fewer left to use on your bridge!).
Although you need to collect tolls from travelers so you can buy building supplies, working on your bridge makes you hungry, so you will have to eat some of your travelers instead. It is important to
alance tolls with food in order to make your bridge very appealing to travelers. If you eat too many travelers or just collect money, you won't be able to fix up your bridge. The player who uses toll-money, food, and boulders to build the most impressive troll bridge operation wins the game.
Call of Cthulhu Core Set
Type: Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 30 minutes
An open copy of this game is available for demonstration.
Ancient, nameless horrors dwell in the darkness, writhing in the night sky and under the earth, just beyond our senses.
In Call of Cthulhu: The Card Game, players tak the roles of investigators, villians, and unspeakable horrors inspired by the dark mythos of H.P. Lovecraft. Agency detectives , Miskatonic University students and faculty, and the members of the mysterious Syndacite all join the fight against otherworldly beings including Cthluhu, Hastur, Yog-Sothoth, and Shub Niggurath.
Call of Cthulhu: The Card Game is 2-player, customizable dueling game in which players command both human and monster factions. As a Living Card Game, hundreds of addtional Cards are available for all seven factions, allowing players to customize the contents of this set, or create thier own original decks.
Lovecraft's horrors live, in Call of Cthulhu: The Card game!
Game contents:
Game Board
Rulebook
24 Cthulhu Story markers
6 Plastic Cthulhu Domain Markers
155 Customizable Deck Cards
10 Story Cards
Carcassonne: CARDcassonne
Type: Card Games
Number of players: 2-5
Age of players: 8+
Length: 30-45 minutes
Do I add another 3 to the city?
Then I can add my follower next turn and score lots of points. Of course, then another player may claim the row and score those points.. So, what is the answer, add to the row or maybe claim it now. Oh, what a dilemma.
In Cardcassonne the players place their
cards in rows so as to make each card as valuable as possible.
A player may choose to protect a sequence of cards with a follower, but when to do so is the problem. That brings excitement to this fast, merry card game.
Catan: Starship Catan
Type: Card Game
Number of players: 2
Age of players: 12+
Length: 60-90 minutes
An open copy of this game is available for demonstration.
In a flash, two Starfarers from the Catan space fleet have been thrown through a mysterious wormhole into an unknown galaxy. Lost, dazed and unable to find their way home, and with limited resources, the brave explorers face a seemingly hopeless situation, until they meet four peaceful alien races. These friendly aliens offer them limited aid and will guide them home if they can meet the high standards required for entrance into the Galactic Advisory Council.
Take the role of a Starfarer! Daringly brave the unknown reaches of space! Explore and colonize new worlds, strike vital trade agreements and perform missions of mercy, while improving and preparing your Starship for the journey home. If you work hard and choose your course carefully and vigorously, you will attain membership in the Council and learn the way home!
Beware! Not every alien in the galaxy will look upon you with friendliness. Dastardly space pirates desire your wealth and influence. Their raids are merciless, and their strength is growing! Be careful as you speed through the unknown! Only a careful balance of colonization and trade, bravery and caution, will lead you and your crew home.
Lost in the depths of space? Not a problem for a real Starfarer! Activate your boosters for an adventure of space discovery!
Caylus Magna Carta
Type: Worker Placement/Card Game
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 45 – 75 minutes
An open copy of this game is available for demonstration.
1289. King Philip the Fair wants to have a new castle built in Caylus. Workers and craftsmen are fl ocking by the cartload, attracted by the great prospects of such a formidable task. All along the road that snakes from the foot of the castle, a city is slowly rising up…
Caylus Magna Carta allows you to experience Caylus differently. Each player has their own deck of buildings to be built along a common road. All the aspects of the original Caylus are still there, but the game dynamics has been changed: games are shorter and more agressive. Furthermore, beginner rules are provided, to allow you to take your first step into the universe of Caylus.
Chaos
Type: Auction/Set Collection
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 40 minutes
“You must have Chaos within you to give birth to a dancing star.” – Friedrich Nietzsche
“In all Chaos there is a cosmos, in all disorder a secret order.” – Carl Gustav Jung
In this card game, you need to collect sets of 3 identical Spectrum cards and place them on the table. Or collect the set of 3 Order cards and keep it in your hand until the end of the round.
You need to avoid the 4th Spectrum card that matches a set you have placed on the table or the 4th Order card if you have the other 3. Also, avoid holding a Chaos card at the end of the round.
On your turn you can seek a card, trade a card or declare a battle. You can't hold Order cards while holding a Chaos card. If you discard a Chaos card, all hands are rotated among players until the discarding player calls Stop! Well, the title does say "Chaos".
Chez Cthulhu
Type: Card Game/Set Collecting
Number of players: 2-5
Age of players:
Length: 45 minutes
Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job – will you be a Morgue Janitor, a Sanitarium Attendant, or a Gravedigger? Buy things to give you Slack. A Straitjacket may be a good choice, but Friendly Tentacles can also be helpful. Oh, and Nookie, don't forget the Nookie. But avoid the Ectoplasmic Slime.
Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God and stirs in a new Madness mechanic, in a new stand-alone game designed by Steve Jackson and illustrated by John Kovalic.
Chez Geek House Party Edition
Type: Card Game
Ages: 18 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
This edition includes the original Chez Geek . . . plus Slack counters and a die . . . PLUS the cards from the supplements Slack Attack and Block Party.
Beer. Nookie. Roommates. It's another Friday night at Chez Geek. Set up house with your friends – for as long as you can stand them. Get a job – they're all bad. Spend money and your precious spare time to accumulate Slack points. Drink cheap booze, hang out at the cafe, and play with the cats. Do unto your roomies before they do unto you. What other game gives you points for sleeping?
Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.
Citadels
Type: Card Game
Number of players: 2-7
Age of players: 10+
Length: 20-60 minutes
An open copy of this game is available for play at Board Game Warriors.
Players seek to build a collection of districts worth from one to eight points. Once someone has built eight districts, the game is over after that round ends and the player with the highest total value wins. However to facilitate the process (and make the game interesting), players sequentially choose a character from a rapidly dwindling pool of eight each turn. The characters give players special abilities for the turn.
Clear Card Sleeves - 63.5 x 88 mm - 100
These are designed for cards of 63.5 MM X 88 MM, or 2 1/2″ x 3 1/2″. They are 100 per pack and are very thin.
These sleeves are GREAT for card games with a lot of cards that stack. We have play tested a few thicknesses and this thickness works best if you have over about 75 cards in a pile. Any thicker and they simply fall over and difficult to shuffle due to the thickness.
Most trading card games, Lord of the Rings LCG, A Game of Thrones LCG, Glory to Rome, Pandemic...
Also for use with such games as:
1960: Making of the President
2 de Mayo
A Game of Thrones LCG
Acquire (2008 version)
Artic Scavanger
Ascension
Attack!
Battleline
Call of Cthulhu
Castle Ravenloft (D&D)
Claustrophobia
Commands & Colors: Ancients
Conflict of Heroes
Conquest of the Empire
Defenders Of The Realm
En Guarde
For Sale
For the People
Forbidden Island
Frontline D-Day
Gem Dealer
Guillotine
Hera and Zeus
Here I Stand
Illuminati: New World Order
Incan Gold
Invasion From Outer Space (Flying Frog)
Ka Ching
Killer Bunnies
Kung Fu Fighting (Slugfest)
Last Night On Earth
MtG (Magic The Gathering)
Munchkin Quest
Mystery Express
Nexus Ops
Nightfall Deck Builder Game
Pandemic: On The Brink Expansion
Paths of Glory
Penny Arcade
Race For The Galaxy
Railroad Tycoon
Red Dragon Inn (Slugfest)
Red Dragon Inn 2 (Slugfest)
Resident Evil: Deck Building Game
Shadow Hunters
Sylla
Thunderstone Base Game
Twilight Struggle
Vegas Showdown
Wasabi
Wits and Wagers
Wrath of Ashardalon (D&D)
Yomi Complete First Edition
Zombie in my Pocket (2010)
Pandemic
Clear Standard Card Game Sleeves - 50
Fits Cards of This Size: 2 1/2″ x 3 1/2″ (63.5 x 88 MM)
Each pack of sleeves includes 50 sleeves.
All sleeves in the Fantasy Flight Supply board game sleeve line are made of clear, 100 micron-thick, non-PVC, acid-free polypropylene plastic. This means that the sleeves are durable, difficult to tear or crease, and are free of chemicals that will corrode the cards within the sleeves. The sleeves are also designed to fit cards snugly, to make shuffling and handling easy.
Examples of games with cards that this sleeve will fit: Most trading card games, Lord of the Rings LCG, A Game of Thrones LCG, Glory to Rome, Pandemic, Innovation, Quarriors...
Also for use with such games as:
1960: Making of the President
2 de Mayo
A Game of Thrones LCG
Acquire (2008 version)
Artic Scavanger
Ascension
Attack!
Battleline
Call of Cthulhu
Castle Ravenloft (D&D)
Claustrophobia
Commands & Colors: Ancients
Conflict of Heroes
Conquest of the Empire
Defenders Of The Realm
En Guarde
For Sale
For the People
Forbidden Island
Frontline D-Day
Gem Dealer
Guillotine
Hera and Zeus
Here I Stand
Illuminati: New World Order
Incan Gold
Invasion From Outer Space (Flying Frog)
Ka Ching
Killer Bunnies
Kung Fu Fighting (Slugfest)
Last Night On Earth
MtG (Magic The Gathering)
Munchkin Quest
Mystery Express
Nexus Ops
Nightfall Deck Builder Game
Pandemic: On The Brink Expansion
Paths of Glory
Penny Arcade
Race For The Galaxy
Railroad Tycoon
Red Dragon Inn (Slugfest)
Red Dragon Inn 2 (Slugfest)
Resident Evil: Deck Building Game
Shadow Hunters
Sylla
Thunderstone Base Game
Twilight Struggle
Vegas Showdown
Wasabi
Wits and Wagers
Wrath of Ashardalon (D&D)
Yomi Complete First Edition
Zombie in my Pocket (2010)
Pandemic
Cold War: CIA vs. KGB
Style: Card Game
Number of players: 2
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Cold War: CIA vs. KGB puts two players in control of the superpowers of the USA and the USSR. In a covert clash of ideology, politics, guerilla warfare, and dirty tricks, they must establish the dominance and superiority of their worldview and bring about their own vision of the future.
Coloretto
Type: Card Games, Set collecting
Number of players: 2 – 5
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
The players draw cards from a card supply in the middle of the table. During the game, the players try to specialize in a few colors, as at the end of the game, a player can score plus points for only 3 colors; the rest score minus points. The more cards a player has of a color, the more points he scores. The player with the most points wins.
Cribbage: 2 Player Track Mini "29"
This fun “29″ shaped 2-Track set has a natural wood board and 6 plastic pegs. The compact size makes this cribbage board convenient for travel.
- 2 Track
- Mini “29″ Wood
- 6″ x 4 1/2″
- 6 Metal Pegs
Cribbage: 3 Player Track "29" Board
This fun “29″ shaped 3-Track set has a natural wood board and 9 plastic pegs. Many cribbage players prefer the “29″ board for ease of scoring.
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Cribbage: 3 Player Track with Metal Pegs
A bright cheerful cribbage board for those gloomy days spent indoors. This 3-Track set has a natural wood board with red, green, and blue tracks that make it easier to keep track of your scoring. Six metal pegs included. Make it a festive occasion!
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Cribbage: 3 Player Track with Metal Pegs - RWB
This elegant 3-Track set is a slice of Americana with its wood board and red, white, and blue tracks that make it easier to keep track of your score. A classic cribbage board for a great price!
Cribbage: 4 Player Track - Natural Wood
This quality wood 4 Track Cribbage Board comes with twenty-four plastic pegs (in four different colors) that store inside the board. Detailed markings make scoring a breeze!
- Elegant 4-Track
- Natural Wood
- 15 1/2″ x 7 1/4″
- 24 Plastic Pegs Included
Cthulhu Gloom
Type: Card Game
Number of players: 2 – 5
Age of players: 13 and up
Length: 60 minutes
A transparent card game from Atlas Games
From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Sanitarium, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed -- but whose downfall will be the most entertaining?
In Cthulhu Gloom, you control a group of Lovecraftian protagonists and guide them down a path of horror and madness to an untimely death, while keeping your opponents happy, healthy, and annoyingly alive. While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins.
Cthulhu Gloom is printed on transparent plastic cards. Multiple Modifier cards can be played on top of the same Character card; since the cards are transparent, elements from previously played Modifier cards either show through or are obscured by those played above them. You can immediately and easily see the point value of every character, no matter how many Modifiers they have piled on.
Cthulhu Gloom is a stand-alone card game that's also fully compatible with Gloom and its expansions. It introduces Story cards and Transformation cards.
One or more Story cards can be placed face up on the table at the start of the game; the first player to meet the conditions of a card -- drawing the attention of The King in Yellow or heeding The Call of Cthulhu, for example -- can claim it and gain the benefits it lists.
Transformation cards have ongoing effects that remain with a character throughout his life, along with a picture that replaces the character's original art with something hideous and slimy; when you've Felt Rather Fishy or been Minced by Mi-Go, the squamous results aren't easily forgotten!
Desperados
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
An open copy of this game is available for demonstration.
Times were hard for miners during the Gold Rush. Rival miners fought over the rights to the few productive gold, silver and copper mine sites. Then came the Desperados. Those gold thieves and mine robbers showed up in all shapes and sizes. It was best to have the help of a reliable partner to fight ‘em off. In Desperados, two players form just such a partnership in order to prospect and develop gold, silver and copper mines. So grab a partner and work those mines together, stay ahead of your rival prospectors, and watch out for those pesky Desperados!
Dixit 3: Odyssey
Type: Party Game
Ages: 8 and up
Number of Players: 3 – 12
Playing Time: 30 minutes
Voyage to a new dream!
The fantastic universe of Dixit, winner of the Spiel des Jahres 2010, returns to entrance you once more. With Dixit Odyssey, continue the adventure in new worlds that will enchant and delight.
Dixit Odyssey gives players the chance to choose the whimsical and dreamlike art that matches the storyteller’s tale, then see if they can find the storyteller’s card among all those before them. Using your imagination and wit, journey through wild and magical new worlds and rediscover the brilliance and wonder of the original.
Discover 84 new illustrations by Piero and Marie Cardouat in Dixit Odyssey, the standalone game for up to 12 players that include a new, more practical scoreboard, voting pads, and new rabbit tokens. Plus Dixit Odyssey has room to store all the cards from both Dixit and Dixit 2, so you can take the whole game with you in one box. A new universe of magical worlds awaits!
Dominion
Type: Card Games
Number of players: 2-4
Age of players: 10++
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, would be delighted.
Dominion: Intrigue
Type: Card Games
Number of players: 2-4 (to 8 with base game)
Age of players: 8++
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! You will bring civilization to these people, uniting them under your banner.
Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in Dominion or with the basic game of Dominion.
Dragon Parade
Type: Card game
Number of players: 2-5
Age of players: 10+
Length: 30 minutes
The Chinese New Year. The dragon parade starts from the Forbidden City and moves randomly through the streets. Where the parade ends, the celebration begins. During the parade, the street sellers must decide where to set up their stands to provide food and drinks. Naturally, they want to be close to the celebration. But who knows where the parade will end?
Players play cards to move the dragon token and at the same time placing their street seller tokens where they think the dragon will end.
Dutch Blitz
Type: Card Game
Number of players: 2-12
Age of players: 8+
Length: 10 minutes
Each player gets one of the four decks of 40 cards each. Each deck has a different design on the back (carriage, pump, pail, and plow) to designate players cards. Each player has three cards placed on the table in front of them (post piles) along with a pile of 10 cards (blitz pile). Players try to form sequences of cards (in ascending order, by color) in the center of the table starting from one up to ten. Quickest player to get rid of his blitz pile calls BLITZ and play stops. Cards in center of table count for 1 point each, cards left in blitz pile count for -2 points each. First player to 75 wins.
En Garde
Type: Card Game
Number of players: 2
Age of players: 8 and up
Length: 20 minutes
An open copy of this game is available for play at Board Game Warriors.
Experience the thrill of fencing— board game style! In this two-player game, tactics, skill, and a little bit of luck will determine the best fencer. Teach yourselves the concepts with the basic game, test yourselves with the standard game, and challenge yourselves with the advanced game. Cards fly back and forth as the fencers attack, and parry-riposte.
Who will be bold enough to attack first? Is it possible to win with that initial attack or has your opponent beguiled you into an attack while waiting to mount a parry-riposte?
En Garde is a very dynamic game— strategically rich yet easy to learn and play. Three levels of rules are included in the game.
En Garde!
Type: Card Game
Number of players: 2-6
Age of players: 10+
Length: 45 minutes
This is a game where 2-6 people are dueling it out in fencing matches.
You have poise points which keep track of how "good looking" a character is. When you lose all of your poise points, and are a staggering mess, you can be stuck with a sword for the final blow and be killed.
You can regain poise by doing things to help make you look better, such as wiping your brow, or tucking in your shirt. You can play cards to enhance your attacks or to defend against an opponents attack. Such as parrying or "strong arming" your way through an opponents defense.
There are also weapons and items which can be played to affect the game in different ways.
Epic Spell Wars: Duel at Mt. Skullzfyre
Type: Fighting/Cardgame
Ages: 13 and up
Number of Players: 2 – 6
Playing Time: 30 minutes
Did you know that magical wizards are battling to the death ... and beyond ... right now!? "Why battle?" you might ask. "What have I got to prove, magic man?" Only who's the most awesomely powerful battle wizard in the entire realm, that's what! As a Battle Wizard, you'll put together up to three spell components to craft millions (okay, not really) of spell combos. Your spells might kick ass, or they could totally blow – it's up to you to master the magic. You will unleash massive damage on the faces of your wizard rivals in a no-holds-barred, all-out burn-down to be the last Battle Wizard standing. And it doesn't stop there! Powerful magic items bring on a whole new level of bloody carnage as you and your mighty wizard opponents tear each other limb from limb in an orgy of killing! Do you have what it takes to use epic spells in a war at Mt. Skullzfyre? Will YOU be the Ultimate Battle Wizard!?!
Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre is a humorous card game depicting a vicious, over-the-top battle between a variety of comically illustrated wizards. The game focuses primarily on creating three-part spell combos to blast your foes into the afterlife. The unique Dead Wizard cards allow players to stay in the game even after their wizards have been defeated.
Contents:
- 40 Spell Source cards
- 40 Spell Quality cards
- 40 Spell Delivery cards
- 25 Dead Wizard cards
- 25 Treasure cards
- 8 oversized Hero cards
- 8 Wild Magic cards
- 7 Last Wizard Standing chips
- 6 Skull life counter chips
- 4 Six-sided dice
- 1 Rulebook
Escalation
Type: Card Game
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 15 minutes
It's the classic suburban conflict of unreturned tools, loud neighbors, and prize-winning garden gnomes from Reiner Knizia. This simple gateway card game has players starting with low-value cards then escalating the values until someone goes too far and penalizes their neighbor with the stack of cards. When the deck runs out and a player's hand is empty, the player with the least cards in his stack wins.
One player opens with a card or cards and calls out the value played. The next player must play cards to surpass that value, and so on, escalating the value until the point where a player does not wish to or cannot go above that value, thus taking the stack of cards and placing them in her penalty stack. A simple card game in the tradition of No Thanks!
Euphrates & Tigris
Type: Card Games
Number of players: 2 – 4
Age of players: 10+
Length: 60 minutes
The fruitful region between the Euphrates and Tigris rivers has long been an area of conflict. It is no different now and was not different 5000 years ago. Neighboring rulers are constantly scheming and fighting, always looking for the upper hand in the region. Those with cunning, and a little luck can become famous; those without that, infamous or unknown to history. By taking his excellent board game to a card format, Reiner Knizia has simplified some aspects of the game, but it remains Knizia and Euphrates & Tigris! And with 200 cards and 16 wooden discs, it is more than just a card game!
Euro Game Card Sleeves (59 MM X 92 MM) 100/pack!
These are for cards that are 2 5/16 X 3 9/16 inches in size (59 MM X 92 MM). Don’t worry, with our standard thickness sleeves it is very easy to fit the cards back in the box, you only need to move a few copper behind the Trash card holder or other open slot. These are DESIGNED to not take up too much thickness in the box and to allow for easy storage with the existing box/holder!
Please note that these sleeves are for cards of about 59 MM X 92 MM in size. That means the sleeves themselves are 60 MM X 93 MM to allow for the thickness of the sleeves themselves and to get the cards in and out of the sleeves. If they were exactly 92 MM long then the tops of the cards would rub when handled and wear the cards out, defeating the entire purpose of the sleeves. They are designed so that you can continue to use the card holders for game such as Dominion. Please note this is compatible with many board games. Dominion is very popular right now and has just under 500 cards. If you are looking to sleeve the entire Dominion Game then you will need 5 packs of these to do so. The cards will still fit in the box just fine, though you may have to move a few cooper and maybe a few silver to another slot (like behind the Trash Card) to fit them in without using the middle section.
What is this item? It is a set of simple card sleeves that are basically plastic sleeves to protect your cards from wear and tear! If you play very many European Board Games you probably spend HUNDREDS and HUNDREDS of dollars on your games. What happens to the best ones? They eventually wear out from hours and hours of fun! Don't let your cards get beat up, spilled on, marked up or destroyed by thoughtless friends or family, invest a few bucks in these and protect your investment! Whats that? You already have sleeves? Yeah, well you may have some sleeves but chances are they don't fit very well. Why? Standard sized card sleeves are NOT sized for "Euro Cards"! Take a look at this list of games who's cards will fit into these sleeves: Agricola Aladdin's Dragons Alhambra Atlantic Star Babel Balloon Cup Battlelore Board Game Battlelore: Call To Arms Battlelore: Heroes Battlelore: Scottish Wars Beowulf: The Legend Blue Moon City Castle for All Seasons Civilization (1982 Ver) Cuba Cuba: El Presidente Exp. Der Herr der Ringe: Die Gefährten, Das Kartenspiel Der Herr der Ringe: Die Zwei Türme Die Säulen von Venedig Dominion Dominion Intrigue Dr. Jekyll & Mr Hyde Duel In the Dark Edel, Stein & Reich El Grande Decentennial Exp. NOT BASE GAME Flaschenteufel For Sale (Uberplay 2005 Ed) Heave Ho! Hellas High Society (not sure which version) I'm the Boss Intrigue (Dominion Sequel) Jambo Jambo & Expansion Jambo Expansion Kahuna Kakerlaken Poker King Arthur - Das Kartenspiel Knights of Charlemagne Le Havre Lifeboats Lord of the Rings Lord of the Rings - Battlefields Lord of the Rings - Friends & Foes Lord of the Rings - Sauron Expansion Lord of the Rings - The Duel Lord of the Rings Trivia Lord of the Rings: The Confrontation Mag·Blast Third Edition Manhattan Memoir '44 Memoir '44 - Air Pack Memoir '44 - Operation Overlord Notre Dame Olympia 2000 Perry Rhodan: Die Kosmische Hanse Phase 10 Relationship Tightrope San Juan Starship of Catan Stone Age Stop it! Taj Mahal The Bucket King Top Race! Torres Up Front Witch's Brew Princes of Florence Yes all of the above games have this unique "Euro" Sized Card.
Fairy Tale
Type: Card Drafting
No. of players: 2-5
Ages: 10+
Playing time: 30-45 minutes
An open copy of this game is available for play at Board Game Warriors.
It is a tale as old as time itself. Shadow threatens the world of Dragons, Fairies, and Knights. But this time you are in control as you draft cards from one or more factions. By choosing your forces wisely and anticipating your opponent's picks, it is within your power to affect the outcome of this FAIRY TALE!
This is a non-collectible cardgame wherein you draft cards - you draw 5 cards, pick one, then pass the remaining cards to another player while receiving a new hand of 4 cards yourself from another player. You pick another card then give those cards to another player, etc. After 4 rounds of drafting, the player with the most points wins.
Team play available. Includes a team rules variant by Richard Garfield.
Family Business
• Type: Card Game
• Players: 2-6
• Ages: 6+
• Playing Time: 45 minutes
An open copy of this game is available for demonstration.
Be the boss in this fast-paced card game of survival on the mean streets. "Family Business" pits mobsters against each other - all working to make sure theirs is the last family standing!
Your gang members get placed on the Hit List. Can your "Family Influence" save them? Will they "Take it on the Lam", seek "Police Protection", or perhaps up the ante with a "Double Contract"?
Family Business is fast, furious, and fun! Your goad is survival! What's in the cards for your game?
Figaro
Type: Card Game
Number of players: 3-6
Age of players: 8+
Length: 30 minutes
Figaro is a card game by Reiner Knizia, for 3-6 players. It’s set in the world of Viva il Re! / King Me!, but it’s got totally different mechanics… but one rule in common!
Fluxx
Type: Card Game
Number of players: 2-6
Age of players: 8+
Length: 15 minutes
This is the 4.0 Edition of Fluxx.
A card game where the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. There are many editions, themed siblings, and promo cards available.
Awards: 1999 Mensa Select
For Sale
Type: Card Game
Number of players: 3-6
Age of players: 8+
Length: 20 minutes
Bid and bluff your way to purchase the most valuable real estate for the lowest amount of money. Then turn around and sell those houses (and shacks) for cold hard cash. Be the richest mogul at the end of the game to win.
Frank's Zoo
Type: Card Game
Number of players: 7
Age of players: 8 and up
Length: 60 minutes
The two hedgehogs won! You ask, "How could that happen?" It all started with a stately lion, who was chased away by an elephant. The single elephant naturally yielded to the pair of elephants. It didn't matter that one of those elephants actually was a mosquito.
Then two mice came along and scared the elephants away. Finally, the two hedgehogs came and bested the mice. A pair of foxes could have won, but they stayed away and left the victory to the hedgehogs. If you are not yet a believer, play and see for yourself!
The ultimate animal fun, a quick card game with changing partners. Easy to learn but not without some strategic decisions.
This game is played in several hands. In each hand the players try to be the first to get rid of all of their cards. Their scores are based on how early in the hand they get rid of all their cards. There are two ways to play: you can play where all hands are played the same, or you can play the game with changing partners.
This is a climbing game, similar to The Great Dalmuti, Tichu, and others. The difference here is that the ranks are different kinds of colorfully illustrated animals. Each is scared away only by certain other animals. Players set out one to whatever cards of a particular variety, and someone can play onto that pile only if they have more of that animal or an equal number of some animal that can scare it away. Players get points by playing all their cards, collecting lions, and collecting a hedgehog.
Frank's Zoo was nominated candidate for Game of the Year and taken more awards.
Frontline: D-Day
Type: War/Card Game
Ages: 12 and up
Number of Players: 1 – 4
Playing Time: 60 minutes
Frontline is a tactical WWII ground combat card game for 1 to 4 players. The game covers small unit action during the D-Day beach assaults and the steady stream of conflicts as the Allied troops advanced toward Germany.
Each player commands a squad of 5 to 12 British, American, or German soldiers and vehicles. Each card represents one soldier or vehicle. Each unit has inherent actions each turn including moving and attacking with different modes of fire. An action card deck enhances basic actions, and provides units with spur of the moment options.
The game uses counters to illustrate vital game information such as wounds, range, ammo, command, and morale. The range system is easy to use and simulates the movement of forces on the battlefield.
Frontline can also be played solitaire using the enemy Tactic cards. These cards give general, specific, and conditional orders to the enemy troops based on the current battlefield situation.
You can create battles by purchasing your starting forces, playing pre-made scenarios, or using the balanced randomized engagement rules.
Fzzzt! - Tin Box Edition
Type: Card/Auction Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Tomorrow's world is here today! A world where strange and crazy robots are built in a crackpot factory, and the players (mechanics) compete to collect them as they fall off become available on the conveyor belt.
Fzzzt! is a five-round, set-collecting, sci-fi auction game with robots and production units individually sold to the highest bidder. Mechanics pay for new cards using the power (zaps) of one or more robot cards in hand which include those previously purchased. Mechanics can also assign cards to production units for bonus points. The winner is the mechanic with the most points.
Gem Dealer
Type: Card Game
Number of players: 3-5
Age of players: 8+
Length: 30 minutes
What do the best gem dealers in the world do when their discriminating clients demand the finest of gems for their prized collections? Everything they can - and anything they have to.
Gem Dealer is a game of strategy in which players collect priceless gems through a bidding process that involves cunning, calculation and a bit of bluffing. But bidders beware! The risks you take might pay off, or they could cost you a fortune.
Gem Dealer combines fun and suspense and daring and luck. But only the shrewdest Gem Dealer of them all will walk away in the end with the winning collection.
Gloom
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 60 minutes
An open copy of this game is available for Board Game Warriors.
Integrates with:
Expanded by:
The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice -- just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope -- if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!
Gloom: Unfortunate Expeditions
This is an expansion for the game Gloom, and requires the base game to play.
It also adds an additional player.
The Game of Inauspicious Incidents and Grave Consequences
In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family of intrepid explorers who've faced misfortune across the globe. These days Colonel Bumpersnoot is really more of a bargain hunter, while Lady Bumpersnoot struggles with high society -- but she always loves to have guests for dinner. Their Towering Treehouse is included as a Residence card to use with the Unhappy Homes expansion.
Unfortunate Expeditions introduces Expeditions into the game. Set the new Expedition cards to one side. When you play a Modifier or Untimely Death with an Expedition symbol, resolve the immediate effects of the card, then place that Expedition in the center of the table. Only one Expedition can be in play at a time, so it replaces the current Expedition, if there is one. An Expedition's rules affect all players as long as it's in play. Some cards also have special effects that occur if a particular Expedition is already in play when they're played.
Gloom: Unhappy Homes
This is an expansion for the game Gloom, and requires the base game to play.
It also adds an additional player.
In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards included in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family -- the artistes of Le Canard Noir, whose creative endeavors always end in disaster.
When art lets you down, the Black Duck is there for you. This dingy cafe is home to a motley assortment of washed-up bohemians. Here the tormented painter Rosseau buys drinks for neurotic models and destitute poets, while a troubled actress and sickly courtesan compare notes across the way.
Also included are five Residences with a light blue background behind their central illustration. These are each placed next to their related family at the start of the game. New cards called Mysteries, which have a dark blue effects bar at the bottom, are also shuffled into the deck before play. A Mystery is the only card that can be placed on a Residence (and only a Residence), and can be placed on any Residence as either of your two plays. It gives that Residence's player a special effect and Pathos points that count toward his final Family Value. A Mystery remains even if the requirements for playing it are lost. You may discard a Mystery from your hand as a free play.
Gloom: Unwelcome Guests
This is an expansion for the game Gloom, and requires the base game to play.
It also adds an additional player.
The Game of Inauspicious Incidents and Grave Consequences
In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family - the malodorous Malone mob - including The Broken Arms Hotel as a Residence card to use with the Unhappy Homes expansion. When Boils Malone brought his family overseas to "get away from the heat," he wasn't expecting quite so much rain!
Adding an extra level of strategy, new persistent effect icons on cards allow their special effects to continue to be active even if covered by another card. A persistent effect ends only when the attached character is killed.
Also inside are five new Character cards called Unwelcome Guests. Deal one or more face up to the table's center at the the start of the game, and set aside the rest. Guests "follow" the card types noted on them; no matter where it currently is, a living Guest immediately moves to join the family of the character on which one of its "trigger" cards is played. All its Modifiers are moved with it, and it's considered a member of that family until it moves again. This may delay the game's end if a final play draws a Guest to the near-winner's family!
Glory To Rome
Type: Card Drafting
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
An open copy of this game is available for demonstration.
In 64 A.D., a great fire originating from the slums of Rome quickly spreads to destroy much of the city, including the imperial palace. Upon hearing news of the fire, Emperor Nero Caesar races back to Rome from his private estate in Antium and sets up shelters for the displaced population.
Reporting directly to Nero, you are responsible for rebuilding the structures lost in the fire and restoring Glory to Rome.
Glory to Rome is a card-based city building and resource management game with a novel mechanic. Each card may act as a building, a patron, a raw material, or a valuable resource, frequently forcing players into difficult decisions regarding how each card should be used. In addition, much of the game is played from the discard pool, giving players some control over what cards are accessible to opponents.
Scoring is a combination of completing buildings and storing resources, with end-of-game bonuses for storing a diverse assortment. Game length is player-controlled, and is triggered in a few different ways.
The lighthearted artwork and slim rulebook belie the strong strategic and tactical elements of Glory to Rome.
Grave Robbers From Outer Space
Type: Card Game
Number of Players: 2 – 6
Playing Time: 30 minutes
Ages: 12 and up
The cult classic Grave Robbers From Outer Space is a fast-paced, humorous look a B-rated science-fiction movies. Players are creating bad horror and sci-fi films using cards that represent characters, props, locations, creatures and special effects. Creatures are used to attack characters. Props and locations can strengthen characters against creatures. Whoever has the strongest characters in play when the credits roll wins the game.
Great Dalmuti
Type: Card Game
Number of players: 4-8
Age of players: 8+
Length: 60 minutes
An open copy of this game is available for demonstration.
A light card game where players gain status by going out first.
The 80-card commercial deck contains cards ranked from 12 to 1, along with two Jesters. Each card bears a number, which is not only its rank, but also tells you how many of that card exist in the deck. In other words, there are twelve 12s, eleven 11s, four 4s and a single card ranked 1. The lower the number, the better the rank.
The deck is dealt out to all players and the object is to get rid of your cards as fast as possible. The hand begins with one person playing one or more card to the center of the table. The cards played must all be of the same rank (although Jesters are wild, and may be played with any other cards). Each player in turn must now either play the same number of cards of a better rank, or pass. Play continues around the table until everyone has passed; at that point, the cards are cleared and whoever played the last set of cards leads the next round. After everyone has gone out, the players are ranked. For example, the person who first got rid of all his cards becomes The Great Dalmuti. Players change seat position to represent the new hierarchy and begin another round. The Great Dalmuti is generally played for many rounds.
Great Wall of China
Type: Card Game
Number of players: 2-5
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for demonstration.
This game lets each player take on the role of a Northern Chinese prince. His task: the construction of a massive wall. His reward: Honor everlasting! To gain the honor, though, requires some sweat.
Grimoire
Type: Card Game/Set Collection
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
Grimoires are ancient tomes from which Wizards learn their spells, everything from the simplest of cantrips to spells of unspeakable power. Wizards generally use this knowledge to help their fellow adventurers to quest for fame and fortune...but sometimes they turn that power on each other!
Each round they will choose from their Book of Spells to either help themselves or hinder their opponents, then gain Companions or Treasure to help them towards victory. If you earn the most Victory Points, you win the game!
Contents:
- board,
- 5 spellbooks,
- 5 bookmarks,
- 30 VP tokens,
- 72 Quest cards,
- 21 Item cards,
- 5 turn order markers,
- 1 spell level marker,
- rules
Guillotine
Type: Card Game
Number of players: 2-5
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for demonstration.
The French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the least popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before 'harvesting,' which is what makes the game interesting. After three days worth of chopping, the highest total carries the day.
Haggis the Card Game
Type: Card Game
Ages: 12 and up
Number of Players: 2 – 3
Playing Time: 45 minutes
Haggis is a climbing card game for 2-3 in the same family as Zheng Fen and Big Two. It borrows and recombines elements from its parent games (card combinations, bombs, scoring for cards in hand, scoring for cards collected in tricks) and mixes in equally distributed wild cards and betting that you'll be the first to empty your hand of cards. Sean Ross designed Haggis over a number of years, extensively testing over thousands of hands to create a very engaging and balanced game. Gary Simpson has done a masterful job on the original artwork, that has to be seen to be appreciated.
The 2nd Edition of Haggis will feature the highest quality materials you have come to expect from the top "Euro" game publishers. From the thick, linen finished cards, a practical formed insert and thick box, we have choosen the best manufacturers available to produce this (soon to be) classic game.
Havana
Type:
Number of players: 2-4
Age of players: 10+
Length: 30-45 minutes
A copy of this game is available for play at Board Game Warriors.
In order to make Cuba's capital citiy Havanna gleam in renewed splendor, many magnificent buildings are being built.
Players can get Pesos or building materials, hire workers, bring the architect into play, collect taxes, send out thieves, hinder the construction of buildings or simply have a siesta while being protected by their body guard.
Havanna stands out due to its minimal rules and its ingeniously simple mechanism that calls for different approaches each time you play. It is equally important to use intuition and rapidly find new strategies as it is to carefully plan ahead. No two games are alike, and in the end, exact timing will determine victory or defeat!
Hera & Zeus
Type: Card Game
Number of players: 2
Age of players: 12+
Length: 30 minutes
When Gods feud, the earth quakes! Zeus, the father of Gods, and his wife Hera often disagreed on matters both earthly and Olympic. Eventually, the disagreement became a full fledged feud with both Zeus and Hera calling upon the other Gods from Olympus and mortals from earth to support him or her against the other. Cyclops, Amazon, Medusa, Hydra, Pegasus, and others join the feud. The players take the roles of Hera & Zeus and use strategy and cunning to pit their allies against the allies of the other. It is winner take all for control of Olympus!
Heroes of Graxia
Type: Card Game
Number of players: 2-6
Age of players: 10+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Heroes of Graxia is a deck building game for 2-6 players that features dynamic gameplay using cards in a fantasy strategy-based environment.
The game uses cards to represent forces on the gameplay table. Starting with a small deck of 12 cards, players build their empire by buying the best cards to prepare them to out-smart and out-maneuver other players to obtain trophies and prestige in the World of Graxia.
The game will contain more than 240 unique cards at release, as well as miniatures. Buy for your deck the best Weapons, Armor, Spells, Armies, Henchmen, and Mercenary cards. Conquer enemies by playing these cards on the gameplay table in a sequence of turns with other players.
As Players defeat Units and Heroes of opposing Legions, they gain Prestige by taking the appropriate Prestige Point cards and placing them in their Loot Pile. These points are tallied the end of the game to determine the winner. Player’s may examine the Loot Pile of each other at any time.
The fantasy world of Graxia is filled with mysteries designed for players to discover and solve. Why are there huge continents floating in the sky? Why is there such a wide variety of races living on each of these continents when travel between these lands is only accomplished through the use of Guardian created magical portals?
Only selecting your favorite Guardian, exploring the world, and commanding your armies in battle, provides the answers to some of the Graxian mysteries.
Heroes of Graxia is not a CCG. It is a deck building card game based on the Graxia universe and Guardians of Graxia board game published by Petroglyph.
High Society
Type: Card Game
Number of players: 3-5
Age of players: 10+
Length: 15 minutes
Travel the world and acquire wonderful luxuries during the turn of the 19th century as you become a member of High Society.
After acquiring your new wealth, you now face the enviable challenge of becoming the wealthiest and most admired tycoon of them all.
In the day and age of mansions, castles, and extravagant luxuries, there are so many choices of where to spend your money. But if you are wise in your affairs, you may emerge the ultimate winner in the game of High Society!
Igels
Type: Card Game
Players: 3 – 4
Time: 60 minutes
Ages: 10 and up
Winter will be coming soon, and the forest creatures must look after their winter food supplies... Gone are the days where all of them could find enough to eat without having to look very hard ... nowadays, they must fight for it! In this card game, you'll take the side of hedgehogs, squirrels, rabbits or mice in the fight for the last food to be found in the forest. In the process, you can make use of all sorts of helpful items that people have "forgotten" in the woods. And there are lots of those items: an abandoned chainsaw, Cola cans, worn out, smelly shoes, illegally dumped oil containers and much more. If you're clever, you can also lure your opponents onto the roadway that people regularly travel through the woods. Igels is a fast-paced, funny card game in which the winner is the player with the most food points at the end of the game.
Iliad
Type: Card/Bluffing
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 45 minutes
The players will lead their Greek characters into a bold action of besieging Troy and rescuing the beautiful Helene.
The first one to reach 12 points will be the winner.
During the game, various stages will unfold and during these, the victory cards are put into play. As it happens, a player can make his own army stronger or weaken those of his opponents by playing the correct cards.
After the siege, the strongest players will receive a victory card of their choice, all cards in play will be discarded, and a new phase will unfold with the cards remaining in each player's hand. Each player will then receive 3 new cards and the next battle round will commence.
Illuminati: Deluxe Edition
Type: Card Game
Number of players: 2-6
Age of players: 12+
Length: 3 hours
An open copy of this game is available for play at Board Game Warriors.
They're all around us. Secret conspiracies are everywhere, and where can you find the only truth? Certainly not in the game of Illuminati.
The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss bank account to smash the IRS! Two to six players compete to grab powerful groups and increase their wealth and power. No ploy is too devious, no stratagem too low, as you scheme your way to victory.
Innovation
Type: Card/Civilization Game
Number of players: 2 – 4
Age of players: 12+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Innovation is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well!
To win, you must score achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. Plan your civilization well, and outmaneuver your opponents, and with some luck you will achieve victory!
Intrigue
Type: Negotiation
Number of players: 3-5
Age of players: 12+
Length: 45 minutes
A Game of Bribery, Bluffing, Betrayal, and Banishment. Intrigue - a secret scheme... to achieve or force a result by manipulation, scheming, or underhanded means. Can you supress your integrity and honor? Will only the money in your coffers have value to you?
As master of a palace of unemployed scholars, you must coerce, cajole, con, bully, beg and bribe the other palace holders to employ these freeloading academics and bring you profit. Beware of double-crossing opponents, who may not honor your deals and banish your scholars to the "Island of Misfit Scholars".
But revenge is sweet (and the profit that much greater) when they come to you for employment!
Jaipur
Type: Card
Number of Players: 2
Playing Time: 30 minutes
Ages : 12 and up
An open copy of this game is available for demonstration.
Jaipur, capital of Rajasthan. You are one of the two most powerful traders in the city.
But that's not enough for you, because only the merchant with two Seals of Excellence will have the privilege of being invited to the Maharaja's court.
You are therefore going to have to do better than your direct competitor by buying, exchanging and selling at better prices, all while keeping an eye on both your camel herds.
A card game for two seasoned traders!
When it's your turn, you can either take or sell cards.
If you take cards, you have to chose between taking all the camels, taking 1 card from the market or swapping 2 to 5 cards between the market and your cards.
If you sell cards, you get to sell only one type of good per turn, and you get as many chips from that good as you sold cards. The chips' values decrease as the game progresses, so you'd better hurry ! But, on the other hand, you get increasingly high rewards for selling 3, 4, or 5 cards of the same good at a time, so you'd better wait !
You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.
Jaipur is a fast-paced card game, a blend of tactics, risk and luck.
Jambo
Type: Economic Card Game
Number of players: 2
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for demonstration.
Jambo! is the friendly greeting Swahili traders offered their customers in Central Africa before colonization. The players are traders in this day, competing to be the first to earn 60 gold by selling tea, hide, fruits, salt, silk, and trinkets. The game is played with cards which represent goods, people (which can help you or hinder your opponent), and animals (which add a bit of spice to the game). Players take turns with up to 5 actions per turn until one player reaches the goal and wins the game.
Kill Shot
Type: Card/Party Game
Number of Players: ?
Playing Time: 5 to 20 minutes
Ages: 13 and up
Kill Shot is ultra fast paced with each terrorist hunt taking only 1 or 2 minutes. An entire terrorist campaign takes less than 20 minutes.
Kill Shot is a speed card game played in real-time, like a firefight. As you and your friends frantically throw down cards, you’ll scream manly phrases like “Cover me!”, “Jam!”, “Reloading!”, and of course the ultimate “Head Shot!”
This is the perfect party game, convention game, and game to play with all your non-gamer friends. The game comes with 1 (ONE!) sheet of rules.
We have included 3 modes of game play, to match-up with the three basic modes of fire on close-quarters assault weapons (Single, Burst, and Auto). The three ways to play are: “Hunt”, “Head Shot”, and “Situation Room.”
In addition to the core rules, we’ve included add-on rules that can mix and match however you like with the core rules. Kind of like the lights, lasers, and suppressors that can be added to modern firearms. These include high-impact options such as: “Hot LZ”, “Taliban”, “Night Mission”, “One Shot One Kill”, and “Reign of Terror”.
Killer Bunnies and the Journey to Jupiter
Type: Dice/Cards/Modular Board
Number of players: 2-6
Age of players: 12+
Length: 90 minutes
A hysterical new Killer Bunnies brand game! Killer Bunnies and the Journey to Jupiter is a strategy hex board game with classic KB card play. Move your ships around the board, engaging in space battles with your opponents, on your way to gathering up carrots from random hexes and bringing them back to Jupiter first. With new hilarious cards and spoofs, Killer Bunnies and the Journey to Jupiter is great strategic fun for new and veteran Bunnies players alike.
Killer Bunnies and the Quest for the Magic Carrot
Type: Card Game
Number of players: 2-8
Age of players: 12+
Length: 90 minutes
Killer Bunnies is a funny and satirical non-collectible, expandable card game. This game is played with only 1 copy of the game, so players do NOT need to bring their own decks to the table.
The object: Collect as many "Carrots" as possible, hoping that one of them is the randomly predetermined "Magic Carrot". In doing so, you must keep your bunnies alive as long as possible, while eliminating your opponents' Bunnies because once all the Carrots have been claimed you must have a living Bunny to win.
The problem: Your opponents are armed with outrageous weapons (from level 1 weapons such as a "Kitchen Whisk" to level 12 weapons such as the "Nuclear Warhead") and you must roll higher than these levels to survive.
Use cards to defend your Bunnies, such as the hilarious "Magic Spatula" or other special cards, or use a "Feed The Bunny" card to force your opponent to buy cabbage and water (if they have the money to do so...)
Your opponents, as the back of the box quotes, "will stop at nothing to keep you from winning the game, which can get dreadfully vengeful, horribly nasty, hilariously messy, and just plain fun!"
Killer Bunnies Chocolate Booster Deck
This is an expansion for Killer Bunnies and the Quest for the Magic Carrot and requires the base game to play.
It’s incredible (but it’s not edible), the Chocolate Booster Deck adds 55 new cards to your existing set, including the bizarre antics of the Omega cards, the Arrow Kite mechanic of the Psi cards, and the literary parodies of the Nu cards.
Take a glance Through The Looking Glass to increase your Cabbage and Water supply or use a shameful Scarlet Letter to force an opponent to lose cards. Indiana Clones will help you to increase your weapons supply while Bunny Eye For The Carrot Guy will reward you for wearing the right color clothes during play. If a pesky opponent’s annoyance won’t cease, then give him The Djarnak and force him to declare peace.
It’s the best Booster Deck yet, so there’s no reason to fret. It’s the one with the delicious title: Chocolate!
Contents: 55 large cards & Instructions.
Kung Fu Fighting
Type: Card Game
Number of players: 2-6
Age of players: 10+
Length: 30 minutes
Kung Fu Fighting is a card game that simulates an all-out brawl between 2-6 Kung Fu masters! Players are dealt a hand of cards, which include attacks, attack enhancements, weapons, blocks, chi restoration (healing) and fighting stances. They take turns playing cards from their hands to attack other players with stylish moves like the dreaded "Running up the Wall-Spinning-Flipping-Kick." A defending player can answer back with a block card, or counter attack with certain powerful cards. If an attack gets through, the defender loses chi (health). When a player runs out of chi, he is knocked out, and the battle continues until only one Kung Fu master - the True Master - remains standing. Kung Fu Fighting is easy to learn, plays quickly and captures the flavor of Hong Kong's famous cinematic battles.
Launch Pad
Type: Card Game
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 30 to 60 minutes
An open copy of this game is available for demonstration.
The space race is on!
You are battling to build the biggest, baddest rockets possible and send them soaring into space. Each rocket requires metal, fuel, and the expertise needed for liftoff. As you build your rockets, beware of your opponents, who are eager to steal your goods and sabotage your work--you may even have some tricks of your own to thwart their progress.
All the while, the launch pad is being constructed--as soon as it’s ready, the rockets that are "go" for launch will blast off into space, leaving all others behind!
Do you have what it takes to make your rockets soar before it’s too late?
London
Type: Economic
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
London lies devastated after the Great Fire of 1666. This is your opportunity to build a new city on the ashes of the old. It is up to you how you employ the talents of the people of London to this end. Will you favour the business classes, who will earn you money? Or would you prefer to spend more money than you can rightly afford on grand monuments and sumptuous palaces? You must also deal with the problem of rising poverty and how to employ the many paupers of the city. Throughout the game you will be forced to make tough decisions. To achieve one aim you must sacrifice another, which may open an opportunity for a competitor.
Almost 250 years of the city’s history is recreated in this game. Many of the most famous buildings and monuments are captured in detail on illustrated cards. These elements are presented in a relatively simple game that can be played easily within ninety minutes.
As with a lot of games, London is about scoring the most VPs. Players manage their hand, selecting cards to play into their building display by laying them out in a line. At some point a player will choose to run his city. They can activate their buildings in whatever order they prefer. The resulting actions can generate money and VPs, reduce poverty or have some other effect specified on the card. Some cards have an entry cost which must be paid before the action can be performed.
Looting London
Type: Card Game
Number of players: 2-5
Age of players: 10+
Length: 30 minutes
Players take on the role of an iconic detective to solve the biggest caper of the decade! The culprit is clever, but for the sharp-minded and keen observer, there's no such thing as the perfect crime, and every criminal leaves a trail of clues to follow, no matter how small or well-covered.
Follow these clues across the seedy streets of 19th century London, but be alert; the best detectives are rarely led astray! With witnesses to interview, get-away routes to trace and a bevy of clues to sift through, only the finest detective will be able to track down the culprits in order to return the stolen treasures to their rightful locations.
Lord of the Fries
Type: Card Game
Number of players: 3-8
Age of players: 12+
Length: 45 minutes
Welcome to Friedey's, the Fast Food Restaurant of the Damned!
Our whole staff is dead, and we're really short on brains. But we'll do our best to fill your order! Even a horde of nearly-mindless zombies can assemble combo meals. Sort of.
And now you're one of us. Combine frighteningly generic ingredients like "Cow Meat," "Sauce," and "Drink." Play from eight different menus, including Ratherbee's Steakhouse, the classic Friedey's Restaurant, and the new McPubihan's. Build orders like Bovine Spongiform Yum, Yum, Yum!, Penne for Your Tots, Synaptic Relay Deteriorator, and Sheep wit' da Fishes. But be quick - the customer is waiting!
Whoever fills the best orders gets the most points, and the zombie with the most points becomes . . . The Lord of the Fries!
Lord of the Rings Living Card Game - Core Set
Type: Cooperative Card Game
Ages: 13 and up
Number of Players: 1 – 2
Playing Time: 60 minutes
Expanded by:
The Lord of the Rings: The Card Game is a cooperative card game that puts 1-2 players (or up to four with two Core Sets!) in control of the most powerful characters and artifacts of Middle-earth. Players will select heroes, gather allies, acquire artifacts, and coordinate their efforts to face Middle-earth’s most dangerous fiends. By cooperating to overcome the obstacles drawn from the encounter deck, you will complete the quest before you and claim victory!
The Core Set includes 226 cards that can be used to assemble a wide variety of decks right out of the box. Included are three perilous quests that, along with countless combinations of settings and enemies, offer near-limitless replayability.
Additionally, players can build a party from a set of 12 hero cards, and focus their decks on any combination of four distinct spheres of influence: Leadership, Lore, Spirit, and Tactics. Each sphere offer unique benefits to the party, so choose wisely!
Monthly 60-card expansion packs called Adventure Packs will introduce new quests, heroes, allies, attachments, events, and encounters, allowing players to fully customize their game and continue their fight against the Dark Lord!
Lost Cities
Type: Card Games
Number of players: 2
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
For the daring and adventurous, there are many lost cities to explore. They are in the Himalayas, the ever-shifting sands of the desert, the Brazilian rain forest, ancient volcanoes and in Neptune’s Realm. With limited resources the players must choose which expeditions to begin. Those with high confidence may want to up the stakes: increasing the rewards for success, but risking more should the expedition fail. The player who finds the right balance will find victory!
Lucca Citta
Type: Card Game
Number of players: 3-5
Age of players: 10+
Length: 20 minutes
An open copy of this game is available for play at Board Game Warriors.
This game has won the award for the best unpublished game in the contest Lucca Comics & Games 2004, organised by Lucca Comics & Games (oldest and most famous Italian game convention) and daVinci games.
The theme of the award was “Cities and Walls;” Lucca Città is a very clever and elegant card game that won hands down, and daVinci is proud to introduce it to the public.
It features a deck of 110 cards, divided in 96 Palace parts, 4 towers, 5 Coat of Arms, and 5 Quarters. Each player belongs to a Quarter and tries to increase his family’s fame by building palaces and walls and by giving parties in the completed palaces.
During his turn, the player chooses a triplet of cards from the table and uses them to build his buildings; resources and time are very limited, and you need careful planning and master play in order not to have at the end of the game too many unfinished palaces, have lots of parties and... be the winner!
Mad Zeppelin
Type: Card Game
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 60 minutes
1890. At the height of the industrial revolution, the Great Empire is about to take delivery of many secret crates from its colonies. These crates contain all the Emperor needs to strengthen his rule on the Empire: steel, coal, ore, and above all: gold!
For security reasons, the Emperor himself has hand-picked the crew of the Nostria, one of the armoured zeppelins of the imperial fleet. However, neighbouring nations are organizing the resistance, and traitors are secretly boarding the airship to thwart the Emperor’s plans.
Mapominoes
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 30 minutes
From the box:
It's like dominoes but with maps, as you build a map of Europe, by connecting countries that share a common border. Stay one step ahead of your opponents, as you race to be the first player to play all your country cards on the table and win the game.
Master's Gallery
Type: Card Game
Number of players: 2-5
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for demonstration.
In Masters Gallery, players are art critics and gallery owners at the same time, trying to pump up the value of certain artists before cashing in their works. The works of five artists Vermeer, Degas, Renoir, Monet and Van Gogh are in play. Each player starts with a hand of masterpiece cards, and on a turn you play one on the table to show a stake in the fate of that artist; some masterpiece cards include special actions that allow you to play a second card, draw an extra card, increase the value of a certain artist, or have everyone play a masterpiece card at once.
When a certain number of works from one artist are on the table, the round ends, and each work from the most well-represented artists are sold for $1-3. Masters Gallery lasts four rounds, with players receiving additional masterpiece cards prior to new rounds and the value of an artist’s work increasing based on past performance. The player with the most money after four rounds wins.
Masters Gallery will also be sold as Modern Art: The Card Game in a tuckbox format that’s stands apart from the Gryphon line.
Medici vs. Strozzi
Type: Auction/Set Collection
Number of players: 2
Age of players: 10+
Length: 30-45 minutes
This game re-lives the fierce competition between the two great Florentine families: Medici and Strozzi. The players compete to buy the best goods, load them on their ships, and sail away to sell them for great profits. The mechanism is similar to Medici, but for two players. If you liked Medici, but wanted to play with two - now you can!!
Merchants
Type: Economic
Number of Players: 2 − 4
Playing Time: 30 minutes
Ages : 12 and up
Originally published as Handelsfürsten by Pegasus Spiele in Germany, Merchants focused on a theme of Old World trading in the 16th century. While the over-all theme of tall-ship trading remains unchanged, all new art has been generated, focusing the items traded towards an American market.
The 16th and 17th Centuries open a new era in trade. The Americas are newly colonized, and large merchant-vessels ply the sea lanes, bringing resources back to a desperate England. Lead one of four emerging families destined to control this swelling market. Be bold, realize the biggest profit!
Every player starts with three Good Cards, two Ship Cards and one Goods Token on each ship corresponding to one of the six Goods Cards in the game: Indigo, Fur, Corn, Lumber, Fish and Cotton. Every turn a player may draw or play various cards. This can change Goods Tokens on player's Ship Cards, the face-up Goods Cards on the playing area, trigger scoring, and so on.
The game play remains unchanged from its original German publication and Reiner Knizia design. A classic German-style resource management style of play, with rules that are read and understood in minutes, but a depth of play that allows for a lot of fun repeat play.
Middle Kingdom
Type: Card game
Number of players: 2-5
Age of players: 12+
Length: 40 minutes
Following the collapse of the Han Dynasty, warlords backed rival claimants to the Chinese throne, while others sought influence among the merchants, nobles, farmers, and bureaucrats.
In this game, players blind bid each round to claim Dynasty cards in order to control the Emperor, Heir, Palace, Market, and Harvest. However, the heavens, in the guise of the Celestial Dragon, can disrupt the best-laid plans. The game ends as the Emperor dies and whoever gains the most influence will ascend the throne.
Modern Art: The Card Game
Type: Card Game
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 30 minutes
Remember those unknown, starving, but up-and-coming artists from the early nineties – Lite Metal, Yoko, Christin P., Karl Glitter and Krypto? You first met them in the now-classic Reiner Knizia game Modern Art. Now, almost 20 years later, they have all found fame and fortune in the art world and their masterpieces are displayed in major galleries around the world. But even with their success, the group’s artistic rivalry remains as lively as ever. Whose work sells for the most? Which one has the highest standing in the minds of the art-buying public?
In Modern Art: The Card Game, the players are art critics, collectors and gallery owners. All have their own favorite artist in this pantheon of great or at least they do until the game begins. As it is in art galleries the world over, tastes and opinions change constantly in the world of Modern Art. Today’s treasure is tomorrow’s trash, and no one has more influence on the artists’ values than the players in this game.
Which players will exert the most influence on the art market? Who will be the best at anticipating the quickly-changing tastes and opinions of buyers, and thus assemble the highest-valued collection of these new masters?
Only the most influential collector will come out on top in Modern Art: The Card Game!
Modern Art the Card Game features the same gameplay as Masters Gallery.
Modern Society
Type: Card/Economic Game
Ages: 10 and up
Number of Players: 3 – 5
Playing Time: 60 minutes
Modern Society is a game about our time, the world we live in. It covers aspects from Equality to Organic Food, from War in Iraq to Torture Scandal, to Youth Culture, Women's Priesthood and beyond. Those are but few aspects the players wrestle with as they try to convince the deep rows of the people behind their own agenda.
The players all live in the same society and seek influential power to leave their mark on the surrounding world. The people's opinions, what they feel and think, is determined by four societal values – militarism, economy, human values & green values.
The players have game cards which become ”hot topics” in the society once they are played. They will become the issues the imaginary townsfolk talk in coffee tables, what they read from the news and what shapes their view on the world. These issues then shape the four values, but also bring points through them. This means that the more militaristic the society is the more militaristic influence points you get from cards like 'Raise in Defence Budget' or 'War on Terrorism'. With these points you then push through laws that focus on that value. Only these law cards that the players have pushed through with their political influence they get victory points. And as each value has limited amount of laws there is a race who stands as the best advocate for each value.
Most cards have special abilities that makes them stronger with certain other cards (i.e. Feminism with Equality) or for example prevent certain points to be scored (i.e. Torture Scandal on militarism points or UN in Crisis on Human value points).
As the game proceeds the players try to sell their world view to the masses. But whether the well-being of the people is trampled as the players thirst for power and whether that society is still worth defending for? That is what the players decide all over again during each game they play the Modern Society.
-from boardgamegeek.com
Money
Type: Card Game
Number of players: 3-5
Age of players: 10+
Length: 30 minutes
Players enter the volatile currency market. They begin with a small holding and use it through successive auctions to build a valuable currency portfolio. Each round they bid to exchange a portion of their holdings for new holdings offered on the market or by other players.
Monster- pocalypse 2 Player Starter Set
Type: Combat
Ages: 12 and up
Number of Players: 2
Playing Time: 60 minutes
Unleash Power on an Unimaginable Scale!
Take control of a giant monster and its horde of minions and fight for control of your turf. Stomp the competition to dust as you slam, smash, blast, and brawl your way to victory in the biggest battle ever to hit your table. Interactive buildings and unique landscapes mean every city offers hundreds of options for development and destruction.
- 36 Highly detailed, pre-painted plastic figures bring all the monster-smashing action right to your tabletop!
- Each of the six possible factions features its own style and special abilities. Will you control G.U.A.R.D., Terrasaurs, Lords of Cthul, Planet Eaters, Martian Menace, or Shadow Sun Syndicate?
- Every battle box contains everything two players need to play, including full forces for two random factions!
Contents: 4 monster figures (2 versions of 2 monsters), 26 unit figures, 6 buildings, 2 sets of specialty dice, 2 monster health trackers, 1 double-sided city map, 1 rulebook, and 1 quick start rules sheet.
Only One Monster Can Reign Supreme!
Monty Python Fluxx
Type: Card Game
Number of players: 2-6
Age of players: 8+
Length: 15 minutes
Monty Python themed version of Fluxx. The random and chaotic nature of the Fluxx engine makes it a perfect vehicle for the crazy world of Monty Python!
The card mix focuses on Holy Grail with other references added from Flying Circus and other Python material.
Mountain of Inferno
Type: Card Game
Number of players: 2-4
Ages: 10+
Playing time: 30 minutes
Mountain of Inferno (Flaming Mountain) is a chapter of “Journey to the West”, one of the four great classical novels of Chinese literature. During the journey, Xuanzang is trapped in the Mountain of Inferno by hungry Buffalo Demon King family. Now it is up to his disciples to protect him, so he may continue his journey to the west safely.
Experience the Journey to the West with the classic characters such as the Monkey King and Monk Pig - as they battle the Buffalo Demon King and his minions.
Mu and More
Type: Card Game
Number of players: 3-6
Age of players: 11+
Length: 90 minutes
An open copy of this game is available for demonstration.
While the headline game, Mü, is the main attraction, this deck of custom cards comes with rules for several games:
Mü - A complex trick-taking game. For 3-6 players, ages 12 and up.
The Last Panther - A trick-taking game similar to Hearts, where players try to avoid negative points. For 3-8 players, ages 10 and up.
Wimmüln - A trick-taking game where players must estimate how many tricks they will take, akin to Oh Hell!. For 3-6 players, ages 8 and up.
Rummü - A Rummy-like card laying game where players try to get rid of their hands by playing high-scoring combinations of cards. For 3-6 players, ages 8 and up.
Safarü - A card "catching" game using basic adding skills. For 2-4 players, ages 10 and up.
Calcory (only in the original 1995-1998 edition) - A memory and calculation game, where players push their luck to uncover the most cards. For 2-4 players, ages 7 and up. Calcory uses wooden markers that were not packaged in subsequent releases, so the game was dropped from the set.
Mü is regarded by many as one of the best offerings in the trick-taking genre. Players reveal cards to declare their bids: the highest bidder becomes the Chief and the second highest bidder is the Vice. Both the Vice and Chief choose a trump (either number or suit), and then players try to capture tricks to score the most points. The Chief chooses a partner and tries to cover the bid to score bonus points, while the Vice and remaining players seek to stop the Chief from reaching his goal.
The deck consists of 60 cards in 5 different colored suits. Each suit contains cards numbered from 0 to 9, with two of each the 1 and 7 cards. Cards also have 0, 1, or 2 triangles printed on them to show the point value of that card.
Munchkin
Type: Card Game
Number of players: 2-6
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
More Munchkin Titles
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Expanded by:
- 2: Unnatural Axe
- 3: Clerical Errors
- 4: The Need For Steed
- 5: De-Ranged
- 6: Demented Dungeons
- 7: Cheat with Both Hands
- Go Up a Level
- Reloaded
- Fairy Dust
- Monster Enhancers
- Munchkinomicon
- Conan the Barbarian
- Marked for Death
- Waiting for Santa
- Santa's Revenge
- Boxes of Holding
- Wicked Bag & Die
- Kill-o-Meter
- Level Counter
Integrates with:
- Munchkin Bites
- Munchkin Booty
- Munchkin Cthulhu
- Munchkin Fu
- Munchkin Holiday Edition
- Munchkin Impossible
- Star Munchkin
- Super Munchkin
- The Good, The Bad, and the Munchkin
- Munchkin Zombies
Also available:
Munchkin Cthulhu
Type: Card Game
Number of players: 2-6
Age of players: 12+
Length: 60 minutes
Expanded by:
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they... level up?
Munchkin Cthuhlu is a stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson (US) and John Kovalic, this set features four new Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
Munchkin Deluxe
Type: Card Game
Number of players: 3-6
Age of players: 13 and up
Length: 60 minutes
What makes this edition "deluxe"? It's got a big gameboard to keep your cards in place, and six colored pawns that you move on the gameboard as you level up! Plus a card to go with each pawn, to make it easy to remember who is what color and whose sex has changed!
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated (in full color!) by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Murdero
Type: Card Game
Ages:10 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Murdero is a fixed deck collectible card game with a Murder Mystery theme. The aim of the game is to complete sets of case cards to solve murders. There are 45 case cards numbered 1 to 5 and 15 action cards in the deck. Action cards alter the gameplay mechanics. Additional decks can be added, and players are encouraged to design their own deck builds by adding or removing case and action cards.
Musketeers
Type: Auction/Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 45 minutes
In the Queen’s service, the Musketeers are trying to acquire three valuable gems. However, the Cardinal and his dreaded Guards are out to sabotage the Musketeers’ mission. Many skirmishes between the Musketeers and the Guards ensue. The most successful Musketeers will be awarded gems. Those who fail will be sent to prison and will remain empty handed. The game is played to 100 points, with victory going to an individual player.
Easy-to-learn rules and short playing times make for great entertainment in this fast paced cooperative, yet also very competitive, card game. En Garde!
Target Audience:
• Families , young and old alike
• Casual to advanced gamers
• Educators who want to use games to promote math and literature
Core Information:
• Card game with elegant mechanics
• Award winning game
• Beautiful and engaging art
• Develops teamwork and cooperative play between partners.
My Dwarves Fly
Type: Card Game
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
This is not a game about grace or style; it is a game about grabbing gold and then more gold! To find gold, you need to be victorious in battles. You win your battles by means of creatures that also find gold if you win the battle. You need to roll high to win your battles, but you need to roll low to find any additional gold. Thus, creatures are the most important part of this game. You cannot do battle without them, and you cannot find gold without them. It is quite possible to be nice to the others while playing. Then again, you don't have to. You probably shouldn't - for those who don't play nice and fair tend to win more often, just as in real life.
Components:
88 playing cards
5 dice
4 treasure tokens
4 battle tokens
40 gold pieces
1 set of rules
1 game map
4 reference cards
Card illustrations are by the wonderful John Kovalic (although note that the game play is very different from Munchkin and Chez Geek).
Nightfall
Type: Deckbuilding Card Game
Number of players: 2-5
Age of players: 12 and up
Length: 45 minutes
Integrates with:
Expanded by:
The sun has retreated from the earth. It has been a little over a week since the last hint of light shone over the horizon, and the chaos has begun. People fear for their existence, while scientists struggle to explain the phenomenon.
Until they came.
The creatures of nightmare — vampires, werewolves, and ghouls — have begun to appear throughout the world, and they show no sign of hesitation in claiming the dark world as their own!Nightfall - a new fast, furious and fun deck-building game from Alderac Entertainment Group. Featuring direct head-to-head combat, amazing art, a new AEG world, and unique mechanics by designer David Gregg, Nightfall will be the deck-building game to own.
Before the game begins, there is a draft to determine which cards are available for purchase, and by whom. During this draft players select two cards from the set for their personal archives, and they also select cards to put into the common area. The cards drafted into personal archives may only be purchased by the player who drafted them.
After the table has been set with the private and common cards, players begin play.
The meat of Nightfall is in the chaining mechanic, which was partially developed with the help of people right here on BoardGameGeek.
Each card has a main color and two linking colors. If you can match the main color of a card to one of the linking colors of the previous card, you can chain those cards together. Once a chain is started, players all get an opportunity to link additional cards onto the chain during that turn.
Cards in the chain resolve in reverse order: first in, last out. Instant effects fire off as cards come off the chain, doing damage to your opponents or bringing characters into play to defend you and attack your opponents.
The object of Nightfall is to put wounds into your opponents’ decks and end the game with the least amount of wounds in your deck. But beware: the more wounds a person has, the more enraged they become and the faster their deck works, meaning more cards and bigger chains will come your way!
Nightfall's base set releases with starting decks of 12 cards for up to 5 players, and 24 distinct cards (7 copies of each) for drafting during play.
The box contains card dividers, and is in the same format as the much heralded Wrath of the Elements box for Thunderstone.
Nightfall: Martial Law
Type: Deckbuilding Card Game
Number of players: 2-5
Age of players: 12 and up
Length: 45 minutes
This game is stand alone and can be integrated with the original base game.
Integrates with:
Expanded by:
Darkness envelops the world; chaos reigns. Humanity fights back in the only way they know how -- with forceful control. But how does one control creatures whose existence defies all logic?
Nightfall: Martial Law is a stand-alone game that can be integrated with the hit competitive deck-building game Nightfall. Martial Law brings you a complete new set of cards with special powers, and features all-new vampires, werewolves, hunters and ghouls. Martial Law also introduces the feeding mechanism: Feed your chained orders to give them greater effect!
Each card has a main color and two linking colors. If you can match the main color of a card to one of the linking colors of the previous card, you can chain those cards together. Once a chain is started, players all get an opportunity to link additional cards onto the chain during that turn.
Cards in the chain resolve in reverse order: first in, last out. Instant effects fire off as cards come off the chain, doing damage to your opponents or bringing characters into play to defend you and attack your opponents.
The object of Nightfall is to put wounds into your opponents’ decks and end the game with the least amount of wounds in your deck. But beware: the more wounds a person has, the more enraged they become and the faster their deck works, meaning more cards and bigger chains will come your way!
Nile Deluxor
Type: Farming/Card Game
Ages: 8 and up
Number of Players: 2 – 6
Playing Time: 30 minutes
Nile DeLuxor is a reprint of the card game Nile that includes a new expansion in the box. The expansion adds several new cards including two new crop types, monuments, and turn counter cards. The number of players is also expanded to allow for as many as 6.
Ninja Burger
Type: Card Game
Number of players: 3-6
Age of players: 12+
Length: 30 minutes
Now you can join the elite Ninja Burger delivery team! You will learn to deliver tasty burgers and fries anywhere. You will bring honor to your franchise. Failure is not an option.
This hilarious card game, designed by Steve Jackson, pits you against your fellow trainees in a new Ninja Burger store. Hone your skills. Learn the secrets of stealth, swordsmanship, and customer service. Fight for honor, respect, big tips, and that coveted promotion . . .
No Thanks!
Type: Set Collection
No. of players: 3-5
Ages: 8+
Playing time: 20 minutes
Good card games can be so simple: either take a card or pay a chip. Anyone can make that decision, right? However, there's a catch - in fact there are two. Nobody wants the cards, not even for free, because they give you points in a game where you need to have the fewest points to win. And the chips? They are scarce, very scarce.
An excellent filler game that appeals to non-gamers as well.
Onirim
Type: Card Game/Co-operative
Number of players: 1-2
Ages: 8+
Playing time: 20 minutes
You are a Dreamwalker, lost in a mysterious labyrinth, and must discover the oneiric doors before your dreamtime runs out - or you will remain
trapped forever!
A solo or cooperative game where you try to find the doors to escape from the labyrinthine nightmare.
The game also includes three expansions: The Book Of Steps Lost And Found, The Towers, and Dark Premonitions and Happy Dreams.
SAMPLE CARD IMAGES


Oz Fluxx
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 6
Playing Time: 20 minutes
Does life seem drab and humdrum? Let the cyclone of Oz Fluxx, the ever-changing card game, whisk you away to a magical world of fun and wonder! Mingle with Munchkins, make new friends, help them with their quests, and follow the Yellow Brick Road to seek the Wizard's help for your own heart's desire – but beware the flying monkeys, fighting trees, and fields of poppies! Don your green spectacles to enter the Emerald City, and keep a bucket of water handy: You never know when you'll run into a Wicked Witch that needs melting. Next stop...the land of Oz!
Parade
Type: Card Game
Number of players: 2-6
Ages: 10+
Playing time: 30 minutes
The parade has started in Wonderland. Everybody is dressed up, the streets are decorated, excitement is in the air. Let’s find more people to join the parade. You are one of the organizers of the parade and are constantly trying your best to encourage people to join. If only the people already taking part didn’t leave so early… After a short while they just lose any interest in the parade. And if somebody shows up with the same dress or of higher rank, all they do is to leave the parade immediately and complain to you. You just want everybody to have fun, but why is that so difficult?
A quirky card game originally published in Japan.
Pax
Type: Card Drafting/Area Control
Ages: 10 and up
Number of Players: 1 – 4
Playing Time: 30 minutes
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.
Pillars of the Earth: Builder's Duel
Type: Card Game
Number of players: 2
Age of players: 10+
Length: 45 minutes
An open copy of this game is available for demonstration.
For players not satisfied with the possibility of playing Pillars of the Earth with two, there now is a card game on the subject solely for two players - maybe this exclusivity helps them to accept a superb game; yes, again on a successful book.
One player tries to erect a cathedral, while the other is in charge of building a fortress, an element that also seems to be part of the book; the one who succeeds first in erecting his building has won the game.
Each of the two buildings consists of three sections/cards; each of those sections require a different combination of materials. Action cards enable players to get to construction materials; other action cards upgrade these materials, such as iron into bells, sand into cement or wool into cloth.
Poison
Type: Card Game
Number of players: 3-6
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for demonstration.
The mad doctor has cooked up something evil in Reiner Knizia's Poison, a clever strategy card game. Players choose a potion card from their hand to add to one of three colored cauldrons, being careful not to let the pot go over a total value of 13.
The player who causes the cauldron to go over 13 must take all of the cards within it, trying to avoid taking a potion mixed with poison.
Be the player with either the most or none of any potion and you're safe - otherwise take the risk of receiving a deadly dose!
Queen's Ransom
Type: Deduction/Card Game
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 20 minutes
The queen has been captured and is held for ransom!
You and your friends are detectives enlisted by the king. Who will be the first to determine who captured her and where she is being held captive.
A fun deductive-type game.
Race for the Galaxy
Type: Economic/Card Games
Number of players: 2-4
Age of players: 12+
Length: 30-60 minutes
An open copy of this game is available for play at Board Game Warriors.
In Race for the Galaxy, players build galactic civilizations by game cards that represent worlds or technical and social developments. Each round consists of one or more of five possible phases. In each round, each player secretly and simultaneously chooses one of seven different action cards and then reveals it. Only the selected phases occur. For these phases, every player performs the phase’s action, while the selecting player(s) also get a bonus for that phase. For example, if at least one player chooses the Develop action, then the Develop phase will occur; otherwise it is skipped. In it, each player may simultaneously select a development from his hand of cards to build. After revealing the cards, each player adds his development to his tableau of cards on the table and then discards cards from his hand equal to its cost. Each player who chose Develop discards one card fewer as his bonus. Explore allows a player to draw cards and select which of them to add to his hand. Settle allows a player to place a world in his tableau. Some worlds produce goods, represented by face down cards, when Produce is selected. These goods can be discarded for victory points or sold to add cards to the player’s hand by selecting Consume. With cards, players can settle new worlds and build more developments, gaining both victory points and card powers that provide advantages in certain phases. The player who best manages his cards, phase and bonus selections, and card powers to build the greatest space empire, wins. The winner is the player with the most victory points.
Railways of the World: The Card Game
Type: Train/Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Expanded by:
Railways of the World The Card Game is a fast paced card game adaptation of the popular Railways of the World board game series. In Railways of the World The Card Game players use track cards and city cards to build a series of railroad routes and deliver goods!
As the game progresses, players work to connect more cities, upgrade their engines for larger carrying capacity and deliver goods through a network of routes across the table.
Railways of the World The Card Game provides two versions of rules: one the whole family can play, which is also a great way to introduce them to Railways of the World, and one for more experienced fans of the Railways of the World series.
Rapscallion
Type: Card/Auction Game
Ages: 8 and up
Number of Players: 2 – 6
Playing Time: 45 minutes
As a sophisticated Victorian era card player, you'll stop at nothing in order to obtain a decisive advantage over your adversaries, even if it means using methods that are...well, less than respectable.
In Rapscallion, players vie for the best poker hand by bidding for playing cards using unique bidding cards and powerful Rapscallions. During each hand, players obtain more powerful bidding cards by giving up playing cards already won. Points are given for the best hand, certain types of hands, and for other criteria, until one player reaches 100 points.
Red Dragon Inn
Type: Card/Betting Game
Number of players: 2-4
Age of players: 13+
Length: 60 minutes
Can be combined with:
The Red Dragon Inn 2
The Red Dragon Inn 3
The Red Dragon Inn: Gambling? I’m In!
You and your adventuring companions have spent all day slogging through the Dungeon, killing monsters and taking their stuff. Now you're back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn.
Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh... and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you... after they loot your body for Gold of course!
The last conscious adventurer with Gold wins the game!
Take on the role of one of these heroic fantasy adventurers - Dierdre, Fiona, Gerki, or Zot - and enjoy an evening at the Red Dragon Inn!
Red Dragon Inn 2
Type: Card/Betting Game
Number of players: 2-4
Age of players: 13+
Length: 45 minutes
Can be combined with:
The Red Dragon Inn
The Red Dragon Inn 3
The Red Dragon Inn: Gambling? I’m In!
Once again you and your adventuring companions have spent all day slogging through the Dungeon, killing monsters and taking their stuff! Now you're back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn with four new members of the party!
Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh... and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you... after they loot your body for Gold of course!
The last conscious adventurer with Gold wins the game!
The Red Dragon Inn 2 introduces four new members of the party and can be played alone or in combination with The Red Dragon Inn to allow for games of up to 8 players!
So, take on the role of one of these heroic fantasy adventurers - Gog, Fleck, Eve, or Dimli - and enjoy an evening at the Red Dragon Inn!
Red Dragon Inn 3
Type: Card/Betting Game
Number of players: 2-4
Age of players: 13+
Length: 60 minutes
Can be combined with:
The Red Dragon Inn
The Red Dragon Inn 2
The Red Dragon Inn: Gambling? I’m In!
You and your ever-expanding party of adventuring companions have spent another day slogging through the dungeon, killing monsters and taking their stuff. Now you're back in town, healed up, cleaned up, and ready once again to party at the Red Dragon Inn.
Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh... and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you... after they loot your body for Gold of course!
The Red Dragon Inn 3
The last conscious adventurer with Gold wins the game!
The Red Dragon Inn 3 introduces four new adventurers, each with a unique game mechanic to add new strategies to the original game. The Red Dragon Inn 3 may be played alone or in combination with other versions of The Red Dragon Inn to allow games of up to 12 players!
Wizgille the Tinkerer
Wizgille is a Gnomish Artificer. Her brilliance with gadgets is surpassed only by her enthusiasm for tinkering with them--often with disastrous results. When Wizgille tests a new device, watch out! It could do something impressive, or it could blow up in everyone's faces!
The Good: Many of her creations are legendary among the Gnomish Inventors Guild and have been featured in Adventurer's Gazette.
The Bad: She thinks that a crowded tavern is an appropriate place to test new prototypes.
Brewmaster Phrenk
Phrenk is a Troll Alchemist. His skill as a potionmaster is unmatched, but he's not above using his skills for the "lowly" art of creating specialty drinks for his friends. He is a laid-back, live-and-let-live kind of a guy. But don't make him angry, because he is, after all, a troll.
The Good: He's more than capable of brewing enough healing potions to keep his companions on their feet.
The Bad: He's just as capable of brewing enough drinks to knock them all back down.
Kaylin the Renegade
Kaylin is a tiny Pixie Enchanter with a big chip on her shoulder. The whole cutesy pixie thing didn't suit her, so she left The Grove and set out on her own. Wulfric is a wolf who is neither tiny, nor has a chip on his shoulder. Between her magical skills and his brute strength, they are a match for any dungeon's monsters.
The Good: Wulfric is a noble companion who always helps his friends.
The Bad: Kaylin isn't always so noble.
Serena the Pious
Serena would have died if she hadn't been such a cute baby. The Paladins who found her could not bring themselves to slay her as they did the other Orcs in her village. Seeing no other option, they took her in and tried to raise her as one of their own. Even with her training, she is always at risk of succumbing to her chaotic Orcish instincts, so she must be ever-vigilant to stay on the righteous path.
The Good: With her holy blade at her side, she lives to smite evil.
The Bad: Carousing in a tavern isn't exactly the best way for Serena to stay on that righteous path...
You Get:
4 unique 40 card player decks
Serena's Piety Chart
1 Piety marker
Phrenk's 18 card potion deck
Wizgille's 18 card gear deck
Kaylin's 12 card Wulfric deck
One 30 card Drink deck
4 Player Mats
4 Fortitude markers
4 Alcohol Content markers
50 Gold Coin tokens
Rules for playing The Red Dragon Inn 3
Resident Evil DBG - Alliance
Type: Deck Building
Number of players: 1 – 4
Age of players: 13 and up
Length: 45 minutes
This game can be played stand alone or combined with the original Resident Evil DBG.
Expanded by:
In Resident Evil, a deadly virus has caused the dead to rise and infect any living thing they encounter! Fleeing to a mysterious mansion, you must gather any materials you can find to protect yourself and fight for your survival against a legion of infected beings!
The Resident Evil Deck Building Game brings the story to life in a game of strategy where players construct their cards decks while they play. Choose one of your favorite characters from Resident Evil such as: Chris Redfield, Jill Valentine, or Albert Wesker among others. Players start with only the most basic of items and weapons. As the game progresses, players build their arsenal with additional Weapons, Ammunition, Action or Item cards to customize their deck and improve their ability in defeating 'the Infected'! Your deck will be your lifeline to survival. How will you survive the zombie outbreak?
Resident Evil DBG: Alliance is a stand-alone expansion that can be played on its own or with the top selling Resident Evil Deck Building Game. Play with new additional characters such as Hunk, Carlos Oliveira, Steve Burnside, Josh Stone or Billy Coen. New weapons, actions and infected have been added to this set to create even more powerful combinations and dangers. Alliance also introduces the new partner mode of play where you take on the mansion with not just one character but two!
Resident Evil Deck Building Game
Type: Card Game
Ages: 13 and up
Number of Players: 1 – 4
Playing Time: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
Integrates with:
Expanded by:
What is Resident Evil DBG?
- Immerse yourself in the critically acclaimed world created by Capcom, where friends become foes, survival becomes paramount, and where death is not necessarily the end. Arm yourself with the most powerful weapons you can, for the infected know no exhaustion, no pain, and hunger for carnage and destruction.
How is Resident Evil DBG Played?
- Compete with friends to escape the Mansion first, destroy as many Infected as you can, or have a showdown to see who will come out on top. How you play is your decision, whether you live or escape is up to Infected…
What's Included?
- 250 Originally designed cards with scenes straight from the Resident Evil™ series!
- 3 different play modes: Story, Mercenary, and Versus Modes.
Revolver: The Wild West Gunfighting Game
Type: Card Game
Ages: 12 and up
Number of Players: 2
Playing Time: 45 minutes
The year is 1892. The bank at Repentance Springs has been robbed. Many good citizens, including Sheriff Anton Dreyfus and school-marm Sue Daggett, were brutally slain as the gang shot its way, whooping and hollering, out of town. Colonel Ned McReady and his men are tasked with bringing Jack Colty - a man so mean he’d steal a fly from a blind spider, or a coin off a dead man’s eyes - and his gang to justice.
• perfectly thematically balanced card game set in the Wild West
• each player has their own unique deck of cards with unique possibilities
• several winning conditions for each player: requires different tactics and different methods of play
• short texts and clear symbols on the cards make the game easy and clear to play
• cards feature beautiful illustrations and have titles that could have been lifted directly from a western
movie, such as : “Let’s shoot our way outta here“ and “Chew on this, gringo!”
• a lot of direct player interaction and high replayability
CONTENTS:
• 1 Colonel McReady deck with 62 cards
• 1 Colty gang deck with 62 cards
• 16 Bandit character cards
• 5 Battlefield cards
• 1 Derail the Train card
• 1 Mexican Border card
• 14 Mexican Border tokens
• 6 True Grit (extra life) tokens
• 6 Power tokens
• 1 Turn marker
Ruse and Bruise
Type: Card Game
Number of players: 2 – 6
Age of players: 8 and up
Length: 30 minutes
Ruse and Bruise by Lutz Stepponat is a fast-paced card game in the tradition of Citadels. Magicians and dragons, kings and princesses populate the land and want only one thing: the greatest fame. The players try to use their royal household to cause problems for their opponents and trick them with underhanded chess moves. In the process, turbulent developments and surprises are guaranteed.
Saboteur
Type: Card game
Number of players: 3-10
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
You are dwarves digging for gold in the depths of a mine when suddenly, the pick-axe breaks, and the lantern goes out. The saboteur has struck again! But who is the saboteur and will he (or they!) stop you from reaching the treasure? If you succeed, gold awaits you. If you don't, then to the victor goes the spoils. Whoever has the most gold nuggets after three rounds is the winner.
A 3-10 player path-laying card game where each player has a role and no one knows for sure what that role is.
Samurai: The Card Game
Type: Hand Management/Set Collection
Number of players: 2-4
Age of players: 12+
Length: 60 minutes
Samurai - the Card Game simulates the board game by placing cities on the board and then allowing each player to play one of their 5 cards from their hands. A city is considered surrounded when 4 cards surround the sides. A new city is placed when two different players cards create a location for it to be placed.
San Juan
Type: Card Game/City Building
Number of players: 2-4
Age of players: 10+
Length: 45-60 minutes
An open copy of this game is available for demonstration.
Puerto Rico’s golden age returns. Through you! Players travel now to the capital city of this beautiful island. Who will build the most important buildings? Players build palaces, poor houses, silver smelters, gold mines, and many others - each with its own special features. The cleverest player will build well and win! As with the board game, players choose roles which can help all players, but the choosing player gets a special privilege with the role chosen. Players build buildings, produce and sell goods, and so on. The game is based on Puerto Rico, but different enough to give players new challenges and opportunities for fun and enjoyment.
Scary Tales: Little Red vs. Pinnocchio
Type: Card Game
Number of players: 2
Age of players: 10+
Length: 20 minutes
An open copy of this game is available for demonstration.
Scary Tales is a new series of 2-player games pitting common fairy tale characters against each other.
The setting for Scary Tales is a kingdom, where a battle awaits as the king has died, leaving no heir. While the enchanted forest is feared and the castle is covered in dark clouds, corruption has affected the town and only those with the utmost abilities in Strength, Wisdom, Magic and Luck will be able to collect enough relics from the stories of long ago to prove themselves worthy of being the new leader. The challengers are sharp, indomitable, and devious - and with each match-up, it is uncertain who will win the crown.
Each character comes with it's own unique deck and a single unique-die that is used in combination with the common dice in the game. To win, a player needs to obtain seven relics, which give you special abilities. Additional bonuses can be obtained by claiming relics in a particular order.
Scary Tales: Snow White vs. the Giant
Type: Card Game
Number of players: 2
Age of players: 10+
Length: 20 minutes
An open copy of this game is available for demonstration.
Scary Tales is a new series of 2-player games pitting common fairy tale characters against each other.
The setting for Scary Tales is a kingdom, where a battle awaits as the king has died, leaving no heir. While the enchanted forest is feared and the castle is covered in dark clouds, corruption has affected the town and only those with the utmost abilities in Strength, Wisdom, Magic and Luck will be able to collect enough relics from the stories of long ago to prove themselves worthy of being the new leader. The challengers are sharp, indomitable, and devious - and with each match-up, it is uncertain who will win the crown.
Each character comes with its own unique ability which may be used once per game, a color coded set of dice. A set of power cards and fortune cards, a fairy card and a die associated with said fairy, comprise the contents of the game. To win, a player needs to obtain seven points worth of relics, and hold on to them until the beginning of their next turn.
Sentinels of the Multiverse
Type: Cooperative Card Game
Number of players: 2 – 5
Age of players: 8 and up
Length: 60 minutes
A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!
Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of 10 heroes, against one of 4 villains, and the battle takes place in one of 4 different dynamic environments.
Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which "play themselves", requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.
The Sentinels of the Multiverse Box contains:
578 63mm by 88mm cards
- 10 Hero Character Cards
- 10 Hero Decks of 40 cards each
- 8 Villain Character and Game Text Cards
- 4 Villain Decks of 25 cards each
- 4 Environment Decks of 15 cards each
Shazamm!
Type: Card game
Number of players: 2
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
A wizard is usually an angry and lonesome bad guy, both eager for power and drunk with it. When two wizards meet over a bridge (one of the old stone bridges over lava rivers which are commonplace in the wizard kingdom), you can bet none of them will let the other pass first, and it usually ends in a magic duel, full of fire and fury.
So, YOU are one of the most powerful wizards in the wizard kingdom – but out there, just across that bridge over the lava river, is a wizard that insists on thinking HE is the mightiest wizard in the realm! The only thing left to do is have a duel. Your goal is to push the rival wizard back under your fire walls, balls and bolts so that he falls down into the lava lake. With careful management of your mana and your spellbook, it will be a piece of cake. Be careful, though – the bridge is collapsing under the fury of the magical duel.
Sleuth
Type: Deduction
Number of players: 3-7
Age of players: 10+
Length: 60 minutes
Absolutely genuine classic deduction game from the master designer Sid Sackson. There are two decks, one normal size, 36 cards showing 1,2,or 3 diamonds, pearls or opals, in 4 colors, red, green, blue & yellow. This deck is shuffled and one removed and hidden; the missing gem for you to discover. The remaining cards are dealt out, any spare are turned up. The other deck is 54 small Search cards, showing one or two elements, eg. diamonds, pairs, or blue opals, red pearls, or free choices. Players are dealt 4 each face up. You then select one, ask one player how many they have of that type. So ask for Pairs and the player will say "3" if it has the Blue Diamond Pair, the Yellow Pearl Pair and the Green Pearl Pair. But if you ask them for the Red Diamonds, they must pass them over to you to look at in secret, but also declare to the other players how many are being passed.
Players have simple score pads showing the 36 gems on which to record information. Discard the Search card and draw another. You can declare your deduction at any time, or on your turn ask one question without having the Search card and then immediately declare. Mark your sheet, check the missing gem. If you're wrong, you keep playing, but only answering questions. If you're correct, you win.
The simplicity of the rules and the cards belies the complexity of the game. It is the mixture of seeing some cards, but only getting told numbers for others, that makes it hard to deduce. Any notation you devise has to be flexible but reliable, and it is as important to record negative information as well as positive detail.
The game was part of 3M's classic range of games (3M Gamette Series), but has been re-issued by Face2Face.
Sleuth is a stripped down version of The Case of the Elusive Assassin-- featuring the core mechanics of the original game without the board. Proximity and movement are no longer a part of this system.
Sneaks and Snitches
Type: Bluffing/Card Game
Ages: 9 and up
Number of Players: 2 – 5
Playing Time: 20 minutes
Imagine you are the head of a company of thieves – oh, not a filthy band of cutpurses and pickpockets, but rather an elite cadre of elegant ladies and gentlemen skilled in the art of illegal acquisition. As their criminal mastermind, it is your job to coordinate their efforts and gain recognition as the best in the business.
You decide whether to enter the prestigious and risky field of information theft. You decide how much effort to focus on stealing artifacts and jewelry. And don’t forget about gold! Only the top thieves in each category will win the respect and admiration of their peers. Outguess your competition and foil their plans, while sending your team after items no one expected you to steal!
St. Petersburg
Type: Card Drafting
Number of players: 2-4
Age of players: 10+
Length: 45 minutes
An open copy of this game is available for demonstration.
Saint Petersburg is a card game in which you acquire workers for income, build buildings for fame, and attract aristocrats to your city in order to gain the most fame at the end of the game.
Card game deals with 'gracious living along the river Neva: the baroque palaces, wide boulevards, and imposing bridges of St. Petersburg. On May 16th, 1703, Czar Peter laid the cornerstone for the first building. Quickly, glorious buildings were added, always being expanded, so that Nobility (as well as victory-bringing Fame Points) may want to move in. But to accomplish this, one needs merchants who can bankroll the necessary Rubles, or the glory is over. The competition isn't sleeping either, and can sometimes steal a desired card right out from under your nose.
Stoner Fluxx
Type: Card Game
Number of players: 2-6
Age of players: 18+
Length: 15 minutes
It's Fluxx, the game with the ever-changing rules, on weed. Start with "Draw 1, Play 1" and go on from there. For adults.
Stop Lights Tin Box Edition
Type: Educational
Ages: 4 and up
Number of Players: 1 – 3
Playing Time: 10 – 15 minutes
A clever, strategic 1-3 player game, Stoplights will
challenge adults, yet you can play it with a four-
year-old. Learning to play Stoplights will take less
than a minute, and games typically last 10 – 15
minutes. Draw a card, play a card, maybe cover a
card – it’s fast and addictive. The first player to get
five lights of the same color in one row wins! But
CAUTION, once you GO for it, you won’t STOP
playing Stoplights! A 2009 Teachers’ Pick by
Scholastic’s Instructor Magazine.
Each player takes a set of four cards with either red,
yellow or green – just like a typical stoplight! You
win if you are the first to place 5 cards in a row,
diagonally or horizontally – not vertically - with
wild cards and blockers making this more difficult
than you might think.
Stoplights is a perfect game to introduce strategic
thinking to children and practice it with friends. It’s
portable, fun and offers a level of challenge that will
make you want to pull it out again and again.
Sudoku: The Card Game
Type: Card game
Number of players: 2-5
Age of players: 8+
Length: 30 minutes
A fun way for families and friends to share in playing the cult hit puzzle called Sudoku. The object of Sudoku is to have each column, row, and box grid contain different numbers.
But there's a twist in SuDoku: The Card Game. The object here is to have the least amount of points in your penalty stack while forming a Sudoku puzzle. Your penalty stack comes from not being able to (or be unwilling to) play cards correctly.
Yellow cards form the boxes (and are worth 2 points in your penalty stack) and blue cards surround the yellow cards (and are worth 1 point in your penalty stack).
Games are short and you'll be able to play many games during the evening - and each game is different!
Summoner Wars Master Set
Type: Fighting/Card Game
Number of Players: 2 (can be combined for 4)
Playing Time: 30 minutes
Ages : 9 and up
Expanded by:
Summoner Wars is a fast-playing, action-packed card game for 2-4 players in which they take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens. But most notoriously, they summon their great race's hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.
The Summoner Wars Master Set contains six new and different complete factions from which to choose:
• Play as the Shadow Elves and conceal your plans in swirling darkness!
• Choose the Benders and confound your foe, turning his own troops against him!
• Command the Vargath, mountainous goatfolk who call lightning from the heavens!
• Select the nefarious Sand Goblins and delight in malicious trickery!
• Muster the Deep Dwarves and control the forces of Geomancy!
• Lead the ferocious Swamp Orcs to war and hack upon your foes as they are snared in your vines!
Strategy shapes the composition of each deck of cards and how they are used. Tactics determine the effectiveness of those cards in battle. Call walls of stone to protect you in combat and serve as magic portals for you to summon your warriors. Call your forces forth and send them in a surging wave against your enemy. Cast spells that bolster your forces and cut down those who would oppose you.
Victory can come only from the death of your opponent's Summoner...
Summoners Wars: Guild Dwarves vs. Cave Goblins
Type: Fighting/Card Game
Number of Players: 2 (can be combined for 4)
Playing Time: 30 minutes
Ages : 9 and up
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
The Battle Ignites in the Mountains of Sorrow!
The Mountains of Sorrow are aptly named, for they have been the site of the unending clash between Goblin and Dwarf. The Cave Goblins seek merely to throw themselves upon any foe with the will to fight. The Guild Dwarves sit in their mountain halls, jealously guarding their ancient riches. But with the discovery of the Summoning Stones comes a new kind of combat, and now these two great races will help set off the War for Itharia.
Summoner Wars: Guild Dwarves vs. Cave Goblins gives players everything they need to join the War for Itharia, as either of these great races. Will you play the Guild Dwarves, whose knowledge of siege warfare knows no rival? Or will you play the Cave Goblins, and swarm your foe with your fanatical hordes?
This Summoner Wars Starter Set provides 2 complete Faction decks, as well as all the materials needed to play games of Summoner Wars.
This Starter Set Includes:
•1 Battlefield
•20 Wound Markers
•5 Six-Sided Dice
•1 Full-Color Rulebook
•2 Complete Faction Decks
Guild Dwarves Faction Deck Includes:
•1 Oldin - Summoner
•1 Gror - Champion
•1 Baldar - Champion
•1 Thorkur - Champion
•8 Defenders - Common
•6 Spearmen - Common
•4 Engineers - Common
•2 Besiege the Walls Events
•2 Heroic Feat Events
•2 Magic Drain Events
•2 Reinforcements Events
•1 A Hero is Born Event
•3 Wall Cards
•1 Summoner Reference Card
Cave Goblins Faction Deck Includes:
•1 Sneeks - Summoner
•1 The Eater - Champion
•1 Mook - Champion
•1 Blarf - Champion
•8 Fighters - Common
•6 Slingers - Common
•4 Berserkers - Common
•3 Goblin Horde Attack Events
•3 Goblin Rage Events
•2 Goblin Rush Events
•1 Goblin Invinciblity Event
•3 Wall Cards
•1 Summoner Reference Card
The summoning stones have been found and war is upon you. Carve out your empire - and let your enemies despair!
Summoners Wars: Phoenix Elves vs. Tundra Orcs
Type: Fighting/Card Game
Number of Players: 2 (can be combined for 4)
Playing Time: 30 minutes
Ages : 9 and up
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Blood will Flow in the Wasted Summerlands!
What was once a fertile land of unparalleled beauty was replaced by a wasteland of ice. Now the Phoenix Elves, trapped for millennia in their volcanic halls, have found a Summoning Stone and are ready to seek revenge for the destruction of the Summerlands. But in their way are the Tundra Orcs: frozen reavers with a Stone of their own, as well as plans for grisly conquest.
Summoner Wars: Phoenix Elves vs. Tundra Orcs gives players everything they need to join the War for Itharia, as either of these great races. Will you play the Phoenix Elves, whose magic and ferocity burn as brightly as their anger? Or will you play the Tundra Orcs, and bury the world in a graveyard of ice?
This Summoner Wars Starter Set provides 2 complete Faction decks, as well as all the materials needed to play games of Summoner Wars.
This Starter Set Includes:
•1 Battlefield
•20 Wound Markers
•5 Six-Sided Dice
•1 Full-Color Rulebook
•2 Complete Faction Decks
Phoenix Elves Faction Deck Includes:
•1 Prince Elien - Summoner
•1 Maelena - Champion
•1 Kaeseeall - Champion
•1 Fire Drake - Champion
•6 Guardians - Common
•6 Warriors - Common
•6 Archers - Common
•3 Spirit of the Phoenix Events
•2 Burn Events
•2 Magic Drain Events
•1 Greater Burn Event
•1 A Hero is Born Event
•3 Wall Cards
•1 Summoner Reference Card
Tundra Orcs Faction Deck Includes:
•1 Grognack - Summoner
•1 Blagog - Champion
•1 Krung - Champion
•1 Ragnor - Champion
•8 Fighters - Common
•5 Shamans - Common
•5 Smashers - Common
•3 Freeze Events
•3 Ice Wall Events
•2 Reinforcements Events
•1 A Hero is Born Event
•3 Wall Cards
•1 Summoner Reference Card
The summoning stones have been found and war is upon you. Carve out your empire - and let your enemies despair!
Swat
Type: Memory/Card Game
Number of Players: 2 − 7
Playing Time: 30 minutes
Ages : 7 and up
Those pesky bugs just keep coming at you! Your job is to SWAT them right when they score the most points. But be quick or your fellow players will SWAT them first. Do you go for Sure Stings, or wait for Double-or-NoStings? Or maybe you try to get the most Swat-or-Nots or Zappers, since these can be worth even more points.
SWAT! is about capturing cards. A dealer turns over cards one-by-one, until someone decides he wants the exposed cards and hits the colorful "SWAT!" board. That player then becomes the dealer and the same process continues until all players have “swatted” three times or the deck runs out. Your challenge is to remember what you have already swatted and decide how far you can push your luck before another player swats the stack. The artwork is fun, imaginative and might get a little bit under your skin!
The Ares Project
Type: Card/Dice/Fighting Game
Number of Players: 2 – 4
Playing Time: 60 minutes
Ages: 13 and up
Earth has been devastated by thousands of years of human exploitation. The salvation of mankind lies millions of miles away, in the Martian tundra. Mankind embarks on The Ares Project, an ambitious and audacious program to terraform and colonize the red planet. As they spread across the surface of Mars, four factions will fight for the future…
Terrans: The remnants of the global Earth Defense Force, the Terran Alliance is making a last stand for democracy.
Kahoum: An ancient cabal that has kept their existence secret, the Kahoum have mastered psychic forces and are ready to reveal themselves to the rest of humanity.
Colossus: A renegade team of underpaid engineers retreated to a secret lab to create the ultimate fighting machine: The Colossus. It is
the equal of an entire army, and is prepared to wreak havoc.
Xenos: The original inhabitants of Mars, they have lain in dormant hibernation for millenia. Now the human terraforming has awakened
them from their slumber.
Lead one of these four unique sides in fast-paced, card-driven action. Build your forces, upgrade them with advanced technologies, and launch them into battle.
Contents:
- 1 Main Rulebook,
- 4 Faction Rulebooks,
- 212 Cards,
- 4 Base Mats,
- 1 Frontier Mat,
- 360 Tokens,
- 4 Six-Sided Dice,
- 4 Player Screens
The Castle of the Devil
Type: Deduction
Ages: 12 and up
Number of Players: 3 – 10
Playing Time: 30 – 60 minutes
A copy of this game is available for play at Board Game Warriors.
Coach ride to Devil's Castle is a mystical Cardgame for 3-10 players from Michael Palm and Lukas Zach. The game consist of 60 illustrated cards and has a playing time of 30-60 minutes (with 9-10 players longer). The ideal amount of players for the introduction is 4-8.
All players are passengers within a carriage that is rushing to Devil's Castle. They each act as a member of a secret association, but no one knows who is friend and who is foe.
Each player starts as a secret member in one of two antagonistic associations. He also gets a secret profession with a special ability. So at the beginning of the game you have no information about the associations and the professions of the others.
To win the game, each association has to collect 3 defined artifacts jointly. Therefore you have to find out who your allies are and where to find the artifacts among the other secret objects that are in possession of other players.
You can get this information during the game either by trading objects with other players, because every object has a special ability, e.g. "Trade the monocle and you may take a look at your trading partners-association." or by struggling with other players, because the winner of a struggle can view the cards of the underdog and steal one of them. But be careful, all players can support the attacker or defender in a struggle. If they know your identity but you don't know theirs it maybe risky to struggle.
The association that has collected their 3 artifacts first can declare their victory.
Coach ride to Devil's Castle has a special atmosphere, because you never know if somebody is faithfully supporting you or if he only pretends to be your friend!
The King Commands
Type: Card Game
Number of players: 2-6
Ages: 10+
Playing time: 30 minutes
Camelot has fallen! King Arthur is dead, Merlin is missing, and the treasury has been plundered. The remaining Knights of the Round Table have decided to duel over the remaining bags of gold found in the castle. To their aid they have King Arthur's crown, Merlin's crystal ball, and the magic sword, Excalibur.
Players play combination of sword cards to steal bags of gold from players who can block or parry. The relics, such as the crown, crystal ball, and Excalibur, have special abilities. The player with the most points at the end can call themselves "king".
The Red Dragon Inn: Gambling? I'm In!
Type: Card Games
Ages: 15 and up
Number of Players: 2 – 8
Playing Time: 5 minutes
Can be combined with:
The Red Dragon Inn
The Red Dragon Inn 2
The Red Dragon Inn 3
The Red Dragon Inn: Gambling I'm In! is a game about the games that the heroes play when they gamble at the Red Dragon Inn. Now, players of The Red Dragon Inn, The Red Dragon Inn 2, and Red Dragon Inn 3 can play out an actual round of gambling when they play the "Gambling? I'm In!" card! Even better, the gambling games also can be played on their own as standalone games, or as part of your RPG, or LARP. The game will come with a 93 card Rogues and Warriors Deck, a bunch of 6 sided dice, coin tokens, debt and loan tokens and rules for at least 7 games! Some of the games use dice. Some of the games use cards from the Rogues and Warriors Deck, and some of the games use dice and cards.
This card deck was developed as a stand-alone game as well as a possible replacement to the gambling component in Red Dragon Inn 1 and 2.
The deck consists of 90 cards. The deck is broken down into three colors (rust, green, and blue) with 6 different symbols. The card faces feature 1 Knight, 2 Ladys, 3 Bards, 4 Merchants, and 5 Rogues per card symbol. There is a die symbol on each card with a number of pips equal to the number of cards of its type and a set of symbols on the right that denote character superiority in certain game variations. Some games with this deck involve 6 D6 dice (not included).
There are five base games included and are as follows:
1. Rogues and Warriors - Similar to two card poker, each player is dealt two cards. You compare these two cards to the symbols on the right to determine how powerful your hand is.
2. Threes - Uses all dice, no cards.
3. Jack of All Trades - Uses 5 dice and only the Rogue and Warrior cards. The theme is putting your workers to work and using the cards and dice to complete jobs.
4. Den of Thieves - No dice. Hands are dealt and players use the special abilities of each character to influence hand weight and scoring.
5. The Wheel (and The Clock) - No dice. Players try to guess what cards others are collecting in order to gain points and win the round.
When combined with The Red Dragon inn 1 and 2, when a player plays the "Gambling, I'm in!" card, the player may decide to choose any game from the list to play instead of the normal gambling rules. Special rules are included for each variation when combining this with the normal game.
There will be other variations available as Slugfest has invited players to create their own games with the deck and the ones deemed best will be included in later rules updates.
Thunderstone
Type: Card Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
For ages the vile Doom Knights have sought to gather the remaining Thunderstones to fulfill a prophecy of corruption over the lands. Now the first Thunderstone has been discovered in the Dungeons of Grimhold and the Doom Knights have sent their minions to claim the relic. The Villagers of Barrowsdale gather brave souls to face the dungeon and keep the Thunderstone out of the hands of the Doom Knights.
Thunderstone is a new and exciting fantasy deck-building game from Alderac Entertainment Group. Fight the evils of the dungeon to prove your worth. Gain powerful weaponry and level into new and mighty hero classes. Claim the best cards and survive to take the Thunderstone. Featuring beautiful art from Jason Engle, Thunderstone is a welcome addition to any fantasy gamer’s collection.
Will you claim the Thunderstone?
- A Fantasy Deck Building Adventure.
- Amazing Replay Value.
- Build Up Your Character as you Play.
- Over 500 Cards.
- Challenging Game Design by Michael Elliott.
- Stunning art by fantasy artist Jason Engle.
Thunderstone: Dragonspire
Type: Deck Building Card Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
Compatible with Thunderstone
The Doomgate is open, and Doom has been released into the world! The forces of destruction stalk the lands, destroying all they touch. There is but one dim flicker of hope: the Thunderstones, scattered at the dawn of time. Two lie hidden deep within the Dragonspire.
Will your heroes be the first to reach them?
Dragonspire is a stand-alone expansion to Thunderstone. The cards within can be played with any or all of the past Thunderstone sets, or can be used by themselves as a fully playable set. Dragonspire adds a fresh crew of new heroes, along with new spells, villagers, and weapons all ready to help your stand against the darkness. They will be needed, for within new terrors have awakened: bloodthirsty undead, blistering elementals, wrathful dragons, and mighty giants! Dragonspire also includes brand-new dungeon settings, campaign rules, and an entirely new way to face Doom alone!
- New Dungeon Board
- Over 500 cards with all-new art
- New plastic XP tokens
- Eleven new heroes and seven new monsters, plus new village cards
Tichu
Type: Card Games
Number of players: 3-10
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
Players who love new and interesting card games will love Tichu. It is simple to learn: one need only get rid of his cards. The basic game is played by two pairs of two partners each with the players of each team sitting opposite one another. During the game, the partners try to help each other score points and opportunities to lead. The game is played over several hands with the goal to be the first team to score a total of 1000 points. Although Tichu is primarily a partnership game for four, with the two packs of cards, Tichu is well suited for large groups, too.
Ticket to Ride Card Game
Type: Card Game
Number of players: 2-4
Age of players: 8+
Length: 30 minutes
The Ticket to Ride Card Game delivers all of the excitement, fun and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format.
Players collect sets of illustrated Train cards which are then used to complete Destination Tickets - routes between two cities depicted on each ticket. But before their Train cards can be used, players must face the risk of "train-robbing", where another player may force them to lose their hard-earned cards.
Every fan of the board game will want to own a copy of the Ticket to Ride Card Game!
Tien Zi Que
Type: Set Collection
Ages: 8 and up
Number of Players: 2
Playing Time: 25 minutes
(Tien Zi Que) TZQ is an entertaining pocket MahJong for two. It uses a unique selection of MahJong tiles and adds new color codes for end of round scoring. All you need is 5 cards in hand and little or no MahJong knowledge to play. After four rounds of play, the player with highest score wins the game.
Traders of Carthage
Type: Card Game
Number of players: 2-4
Age of players: 10+
Length: 30-45 minutes
An open copy of this game is available for demonstration.
You are traders in the bustling commerce city of Carthage, buying goods at Market and selling them to overseas merchants. But if you want to prosper, be careful of pirates!
Players buy goods or grab coins in the market while cards inthe famr replenish the market. When goods are bought, ships move toward Carthage. When a ship reaches Carthage, a payday occurs, where that particular merchandise is sold. Any ships on pirate spaces get raided and you must discard cards with storage icons to try and save your merchandise.
Achievement tokens increase the value of your merchandise and when someone has gotten 8 or more such tokens the game is over.
War of the Ring - 2nd Edition
Type: War Game
Ages: 14 and up
Number of Players: 2 – 4
Playing Time: 180 minutes
The War of the Ring is a game for two to four players, based on J.R.R. Tolkien’s The Lord of the Rings™. The players take part in the struggle of the armies of the Free Peoples and the heroic Companions of the Fellowship of the Ring against the dark host of the Shadow and the powerful Minions of the Dark Lord.
In a two-player game, each opponent will lead either the Free Peoples or the armies of the Shadow, while in a three- or four-players game, the players will be organized in two team, each team controlling either faction.
In each game of War of the Ring, the player controlling the Shadow attempts to use his superior military power to conquer Middle-earth. At his command gather Sauron’s legions of Orcs and Trolls, the forces of the wizard Saruman, and the hosts of the Southrons and Easterlings, set to bring darkness over the West.
Against this onslaught, the Free Peoples player leads an allegiance of Elves, Dwarves, the riders of Rohan, men of Gondor, and men from the North—a fragile union trying to defend the last free realms of Middle-earth, and to gain precious time to allow the success of the Quest of the Ring-bearers.
While armies clash, the nine Companions of the Fellowship of the Ring travel towards the very heart of the domains of the Dark Lord—Mount Doom—to destroy the One Ring in the Mountain of Fire.
Controlled by the Free Peoples player, the Fellowship is his true chance of winning, as the military forces of the Shadow will be vanquished together with their master if the Ring is undone. But the Quest is fraught with ever greater perils, as the Darkness falls over Middle-earth… In the end, one side will emerge victorious.
If the Shadow conquers enough of its enemies’ cities and strongholds, or if the Ring-bearers fail and are corrupted, Darkness will triumph. If the Fellowship succeeds in destroying the Ring before this happens, or the armies of the Free Peoples succeed in turning the tide and conquering the enemy’s strongholds themselves, the fall of the Dark Lord is at hand…
- A massive 70x100 cm Game Board in two sections
- 204 Plastic Figures representing Armies and Characters (more than 30 different sculptures)
- 16 Action Dice
- 5 Combat Dice
- 76 Cardboard Counters
- 110 Event and Character Cards
- Game Rules
- 2 Player Aids
Warriors
Type: Car/Battle Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
The Game of Monsters, Myth, & Mayhem.
For centuries, the kingdoms of earth have been at peace, dominated by the rule of men. But now, powerful Wizards, Dwarves, Elves, Trolls, and Goblins are ready to challenge man's reign. Even the Undead are rising up. Chaos is about to erupt as creatures battle each other and even amongst themselves for control. You must lead your armies (infantry, archers, cavalry, and more) into the fray or be crushed by the assault. It is the age of WARRIORS.
Warriors: Dragon Horde
This is an expansion for the game Warriors, and requires the base game to play.
Dragons. Will they be your ally? Or will they be a new foe? Fire away and see!
DRAGON HORDES is not a stand-alone game.
It is the first Expansion Set for the basic WARRIORS game. You must own WARRIORS to be able to use DRAGON HORDES. With this expansion, the game becomes suitable for 2-6 players
Wench! A Drinking Man's Thinking Game
Type: Card/Memory Game
Ages: 18 and up
Number of Players: 3 – 5
Playing Time: 25 minutes
The game of Wench is played by 3-5 players, more if you're a little crazy! Its 54 cards are brilliantly splashed with sexy art by artist Monte Michael Moore, known for his work for Playboy, LucasArts, Playstation2, Wizards of the Coast, and dozens of others. MYNDzei Games provides game play that is easy to learn, difficult to master, and impossible to dominate! Wench cards can also be used to play any poker games as well!
Wench! A Drinking Man's Thinking Game can be played as a drinking game, or other methods of 'penalties' can be agreed upon by players prior to game play. The cards also feature traditional poker symbols, so the cards may be used to play games such as Texas Hold 'Em, Poker, or a Wench variation utilizing the card mechanics. Cards have 3 different categories, Stein (table cards), Barley (played only on a player's turn) and Wing (which can fly out of a player's hand at any time. The game involves remembering what cards your opponents have that they may have shown during the game, or tricking them into breaking one of your rules or a rule that is in play so they must pay a penalty, and you can remove a card from your hand. The object of the game is to remove all cards from your hand and go 'out,' thereby making the player at the end of the night, who accumulated the most points, The Wench of the evening. They will then have to pay an agreed upon punishment such as buy the beer or pizza, take out the garbage, etc.
Witch's Brew
Type: Card/bluffing
Number of players: 3 – 5
Age of players: 9+
Length: 30-60 minutes
An open copy of this game is available for play at Board Game Warriors.
Whether it is the druid, the witch, or the wizard. All these masters of magic help the players brew their potions, helping them to become rich and successful. layers take turns at the different roles, but also compete for them. The player who can best choose when to take risks and compete, and when to sit back and allow others the center stage will win the game! Who will make the best witch‘s brew?
WrestAngel
Type: Card Game
Ages: 6 and up
Number of Player: 2 – 10
Playing Time: 30 minutes
WRESTANGEL is a fast paced, interactive game, up to 5 players with two warriors each, up to 10 players with 1 warrior each.
All cards have a double use: they can be used to Move, Fight, Avoid hits, Play Special Actions, Fly from the ropes OR to Pin an opponent down on the ground for the three seconds count.
It's up to you to balance them well: it's not useful to throw down an opponent if you are not able to Pin him:
One... Two... THREE!
Wyatt Earp
Type: Card game
Number of players: 2-4
Age of players: 12+
Length: 45-60 minutes
An open copy of this game is available for demonstration.
The players are bounty hunters who work cooperatively and competitively to try to capture the most notorious outlaws of the old west. They do this by collecting and playing sets of cards for the various outlaws. When a player plays a set, he both adds to the reward and improves his chances for collecting the reward for that outlaw. At the end of each hand, players collect money for the outlaws that they helped in capturing. After several hands, the player who has collected the most money in rewards is the winner!
Yin Yang - Tin Box Edition
Type: Card Game
Ages: 9 and up
Number of Players: 3 – 5
Playing Time: 30 minutes
An ancient Chinese philosophy, Yin Yang is a belief that complementary forces exist in the universe. In this trick-taking card game for 3-5 players, the player who best succeeds in balancing these forces will be the winner.
Each round, players play a card from their hand. The highest card played receives light tokens, the lowest dark. If you manage to collect pairs of light and dark tokens, you can discard them. The player with the fewest tokens from each round wins the game.
Yomi: Complete First Edition
Type: Card/Fighting Game
Ages: 10 and up
Number of Players: 2
Playing Time: 30 minutes
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
Yomi's playing card stock + protective coating means that the cards are more bendable than CCG cards (for easier shuffling), have a reinforced core for stiffness, and a coating to help protect from finger oils and scratches. It's unusual for a card game to go that extra mile, but then it's also pretty unusual to have so much awesome art, dozens of tournaments pre-release to tune balance, and 6 years of development. I hope you cherish this special first edition set.
This Complete First Edition of Yomi contains:
- All 10 character decks on playing card stock with coating, not cheapy CCG card material
- 8-page rulebook with FAQ, plus 10 copies of 1-pages quick rules
- Two large, beautiful playmats, each with different art and integrated life counters
- Two red glass beads and two blue glass beads to track your life total on the playmats


Yomi: Grave & Jaina
Type: Card/Fighting Game
Ages: 10 and up
Number of Players: 2
Playing Time: 30 minutes
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
BROTHER & SISTER 2-PACK
Grave is careful and in control. His Dragonheart attack is tied for the fastest in the game. Sometimes he can look at your hand cards, other times he counters whatever you tried to do. His sister Jaina, by contrast, is fiery and reckless. She can damage herself to buyback her attacks, and to change her mind mid-combat in desperate situations.

Yomi: Lum & Argagarg
Type: Card/Fighting Game
Ages: 10 and up
Number of Players: 2
Playing Time: 30 minutes
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
PANDA & FISH 2-PACK
Lum is a gambling panda who loves randomness. While he's fighting, he also tries to make poker hands to sneak in extra damage and effects. He gets random boosts every time he deals damage with an attack, as well. Argagarg is a wise water shaman, with a patient style. Though his combos are weak, his hex grinds you down every turn whether he hits you or not.

Yomi: Midori & Setsuki
Type: Card/Fighting Game
Ages: 10 and up
Number of Players: 2
Playing Time: 30 minutes
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
NINJA & DRAGON 2-PACK
Master Midori is an honorable teacher who uses a lot of throws. He can transform into a dragon to really power up. Setsuki is a young ninja who can draw more cards than anyone and do lots of combos. Her speed is high but her damage and hit points are low.

Yomi: Rook & Degrey
Type: Card/Fighting Game
Ages: 10 and up
Number of Players: 2
Playing Time: 30 minutes
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
FREEDOM FIGHTERS 2-PACK
Rook is a stone golem with the highest hit points in the game, and the strongest throws. He's slow but he can punch right through other attacks sometimes. DeGrey is a slippery debater and a slippery fighter. He has the best dodge in the game, and while his combos are usually small, he only needs a very few cards to do enormous damage.
Rook started the Fantasy Strike tournaments at DeGrey's urging, to bring the many different struggling provinces together.

Yomi: Valerie & Geiger
Type: Card/Fighting Game
Ages: 10 and up
Number of Players: 2
Playing Time: 30 minutes
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
ARTS & SCIENCES 2-PACK
Valerie is a painter with emotional highs and lows. She's pretty good at drawing cards and keeping the pressure up. She can also get an extra burst of speed when she needs it the most. Geiger is a precise and logical watchmaker and a scientist who has time-bending abilities. He can stack his deck and save up for a really huge combo that's immune to the opponent's combo escapes.

Zombie Fluxx
Type: Card Game
Number of players: 2-6
Age of players: 8+
Length: 15 minutes
Zombie Fluxx is the zombie uprising card game with ever-changing rules. Like Fluxx, players start off with the basic rules: draw 1, play 1. After that, everything changes! There are now six types of cards:
Keeper cards (possessions)
New Rule cards (changes gameplay rules)
Action cards (one-time actions)
Goal cards (victory conditions)
Creeper cards (undesirable Keepers)
Ungoal cards (conditions in which everybody loses!)
Meet the goal to win the game. A constantly-changing and challenging, but light and ultimately fun game.
Part of the Fluxx series.
Zombie in My Pocket
Type: Co-operative Card Game
Ages: 11 and up
Number of Players: 1 – 8
Playing Time: 30 minutes
The semi-cooperative 1-8 player published version (from Cambridge Games Factory). The game offers players chances to help the group, or play selfishly, and you never know what your fellow zombie bashers are going to do.
In Zombie in my Pocket, you're searching for the secret of the evil temple where you can find the item to destroy the zombies rising from the dead. You can pick up items to bash zombies along the way; a machete, golf club, chain saw, or even your former uncle's grisly femur.
Find the zombie totem, then bury it in the backyard graveyard before midnight and you've saved the world. Otherwise, you're zombie food.
