A railroad-building strategy game where players develop routes, manage companies, and compete for wealth and influence in mid-19th century America.
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Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora.
In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.
In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna.
To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half.
On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play.
During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins.
Schotten Totten 2 features gameplay familiar to anyone who's played Schotten Totten, but with a few twists.
This time, one player is the attacker who is trying to breach the walls of the defender, and players will assemble their forces by playing cards into formations at seven locations on the battlefield. Locations will hold 2-4 cards as depicted on each spot, and in most cases (but not all) the strongest formation in a location will claim that spot. The strength of a location is determined by the poker-style hands that players will create by playing cards one by one.
The defender has three boiling oil tokens available to them to clear out the attacker's cards. The deck consists of cards numbered 0-11 in five colors, along with ten tactical cards.
The deck consists of 36 cards, numbered 1-12 three times. Players receive some cards in hand, which they are required to sort from low to high, and the remaining cards are placed face down on the table.
On your turn, choose any single card to reveal, either the low or high card from a player's hand (including your own) or any face-down card from the table. Then, do this again. If the two cards show the same number, continue your turn; if they do not, return the cards to where they came from and end your turn.
If you reveal three cards showing the same number, take these cards as a set in front of you. If you are the first player to collect three sets, you win — except that a player wins immediately if they collect the set of 7s or two sets that add or subtract to 7, e.g., 4s and 11s.
Note that nana and Trio contain identical components, but nana is labeled for 2-5 players, while Trio is labeled for 3-6 players. Trio has slight changes to the rules, with players using all cards no matter the player count. Additionally, you play in normal mode — winning with three sets or the 7s — or "spicy" mode, winning with two linked sets or the 7s. Finally, Trio includes rules for playing in teams with four or six players.
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Ring Circus is a strategic board game where 1–4 players build and manage a traveling circus in 19th-century America. You hire performers, build stages, and tour towns and cities to gain fame. The game blends hand management, area control, and route planning in a richly themed, vintage-circus setting.
Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora.
In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.
To win at Can't Stop Express, you need the courage to take risks, but also the ability to predict and plan. After each throw of the five dice, you try to choose the best combination of two pairs while also making a good choice for the fifth die. Through this effort, you are awarded points, and whoever has the most points at the end of the game — which usually takes 24-25 rolls — wins.
A quick, strategic board game where players lead pirate crews through a maze of tunnels to escape the fortress, using cards to move their pawns efficiently and outmaneuver opponents.
In an abandoned warehouse a gangster band is splitting its loot, but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!
Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive.
- Cats or Aliens? Pick your team for the race to World Domination.
- Get four of your tiles in a row before the enemy! If you run out of tiles, just pick up your previous tile and play it anywhere.
- Quick to learn, Tough to master - This game is surprisingly strategic
- The gameplay is around 15 minutes. Ideal for 2-4 Players.
- Family friendly, Suited for Ages 7 and above.
Challengers! is an interactive deck-management game for 1-8 players that plays in about 45 minutes independent of player count. With the tournament gameplay style, you meet another opponent every round.
In the Deck Phase, you choose new members and add them to your deck, which might consist of a wizard, alien, cat, gangster and kraken. 75 distinct characters with more than 40 exciting effects create a unique experience every game. Choose from six different sets and discover new strategies and synergies every game.
In the Match Phase, stay in flag possession to win the trophy of that round. Try to get the most fans and trophies over the course of seven rounds to be able to qualify for the final. If you can best your opponent in the final, you win Challengers!
wo rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like "disease", "Germany", and "carrot". Yes, carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake.
In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct, they can keep guessing up to one more than the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the team's turn ends; and if they fingered the assassin, they lose the game.
Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play
- 4-12 Players,40 Minutes, Age:10+
- Select icons to help your team guess a secret word or phrase.
- Your goal is to guess words through the association of icons.
- A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess.
- Acting together, this team places pieces judiciously on the available icons on the game board.
- An award winning party game involving deduction
Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
Faraway is a light and quick card‑placement game for 2–6 players where each player builds a tableau of “region” cards in a row. You score points in reverse order based on icons and increasing card values, and you can also gain bonus “sanctuary” cards by playing higher‑value regions.
Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours!
Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard "worker placement" genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure.
As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.
For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.
In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna.
To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half.
On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play.
During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins.
A competitive card game about thieves, monsters, magic, bombs, and mostly goats.
The goal of Goat Lords is to gather the biggest goat herd. You do so by stacking pairs of matching goat cards in front of you and stealing opponent's goats before the draw pile runs out.
Knowing how to play your cards, when to hold 'em, and who to attack greatly affect how many points you end up when the last goat is played.
Each supply card shows one to three apples, carrots or nuts. During their turn, the active player can uncover in sequence up to four cards from the pile. If the same kind of fruit appears one after the other, then all cards uncovered in this turn are lost for the player. Since there are only three fruit sorts, this occurs regularly, so this provides tension both for children and adults.
If a player has more than six of a set, then he loses everything that he collected so far from this set.
If the player has exactly six pieces of a set, the player then receives a gopher trophy in exchange for the set. The first to get his third cup wins the game.
Grab That Dino is a fast-paced, scream-out-loud, grab-before-your-friends-do kind of card game where only the quickest hands (and loudest voices) survive. Perfect for 3–8 players (or just two very competitive people), this game is all about matching dinos with their zombie counterparts, yelling “COMET COMET” or “LAVA LAVA” when things get wild, and diving for the squeaky dino in the middle, his name is Bunty. Yes, you must name him.
Flip cards. Watch closely. Scream if you have to. Then GRAB THAT DINO.
Mess up? Flinch too early? Shout the wrong thing? Congratulations, you’ve just paid the penalty. The stakes are high, the chaos is higher, and no one is safe from the drama.
With rounds lasting just 10–20 minutes, this game is addictively replayable and dangerously competitive. It’s part memory game, part reflex test, and all-out dino mayhem.
GrandBois is a hidden-clan, tile-placement strategy game where players expand forest territories, place watchtowers, and cleverly bluff to maintain their secret identity while scoring the most golden chestnuts.
In Gwent, two players build decks from factions such as the Northern Realms, Scoia'tael, Monsters, Skellige, and Nilfgaard, each with its own unique set of cards and abilities.
The goal of the game is to win two out of three rounds. The battlefield features multiple rows to which players will deploy their units and special ability cards to battle it out. Players must skillfully bluff, manage their resources, and read their opponent's moves in order to wisely choose when to push aggressively to win a round — and when to hold back and play for the long game.
A cooperative card game where players give each other limited clues to create a beautiful fireworks display in the correct order.
Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory!
Drivers can compete in a single race or use the "Championship System" to play a whole season in one game night, customizing their car before each race to claim the top spot of the podium. They have to be careful as the weather, road conditions, and events will change every race to spice up their championship. Players can also enjoy a solo mode with the Legends Module or add automated drivers as additional opponents in multiplayer games.
strategic card-driven game where players manage rising tides, collect resources, and build coastal developments. Quick to learn but requires careful planning and timing to maximize points.





























































