Ticket To Ride
Ticket to Ride is a cross-country train adventure in
which players collect and play matching train cards to claim railway
routes connecting cities throughout North America. The longer the routes, the more points they earn. Additional points come to those who can fulfill their Destination
Tickets by connecting two distant cities, and to the player who builds
the longest continuous railway.
- 1 Board map of North American train routes
- 225 Colored Train Cars
- 144 Illustrated cards
- 5 Wooden Scoring Markers
- 1 Rules booklet
- 2-5 Players
- Age 8+
- 30-60 minutes
Ticket to Ride Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway’s beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun. Players collect cards of various types of train cars that enable them to claim railway routes and pass through tunnels and onto ferries, as they connect cities throughout the Nordic Countries.
- A full-size board map of Nordic Countries
- 120 Colored Train Cars
- 110 Train Car cards
- 46 Destination Tickets
- 1 Globetrotter Bonus card
- 3 Wooden Scoring Markers
- 1 Rules booklet
- 2-3 Players
- Age 8+
- 30-60 minutes
- 1 Board map of European train routes
- 225 Colored Train Cars
- 158 Illustrated cards
- 15 stations
- 5 Wooden Scoring Markers
- 1 Rules booklet
- 2-5 Players
- Age 8+
- 30-60 minutes
- Map of India
- Map of Switzerland
- Destination Tickets and Rules for each map
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci™, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!Smallworld: Underground
Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires. Designed by original Small World author, Philippe Keyaerts, it features all new Races and Special Powers, and introduces Monster occupied regions that protect Relics and Places of great power! Play Small World Underground on its own or combine it with other Small World game elements.Smallworld: River World
- 4 Maps of River World
- 11 Event Markers
- 1 Caravel
- 12 Pirate Ships
- 1 double-sided board (2 or 3 Sky Islands)
- 7 Fantasy Race banners
- 7 Unique Special Power badges
- 94 Matching Race tokens
- 24 various tokens
- 1 Rules Booklet / Helper
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, move the Tribes into position at the right time and the Sultanate may become yours!
- 30 Tiles depicting the Sultanate of Naqala
- 2 Players Sets with 11 Camels and 2 Turn markers each
- 2 Players Sets with 8 Camels and 1 Turn markers each
- A bag of wooden Meeples with:
- 16 Yellow Viziers
- 18 Red Assassins
- 18 Blue Builders
- 18 Green Merchants
- 20 White Elders
- 10 Palaces & 12 Palm Trees
- 22 Djinn cards
- 54 Resource cards
- 96 Victory Coins
- 1 Bid Order & 1 Turn Order Track
- A Scoring Pad
- 5 Djinns & Turn Order Summary Sheets
- A Rules Booklet
- 2-4 players
- Aged 13 and more
Helsinki 1918 is a hex wargame for three players. The game offers a historical representation of the Battle of Helsinki between 11th and 13th of April and covers the whole battle from the outskirts to the centre of the city. Each hex represents an approximately 300 meters wide area and each unit represents a company sized force.
Aristeia! The Core Game
This box contains everything two players need to get started playing Aristeia!, including plastic characters, custom dice, cards, tokens, and ‘How to Play’ guide. Reference Guide with scenarios and ‘Access Guide to Human Sphere’ are also included to let players know more about the ultimate sport show!
Contains:1 Two-Sided HexaDome 2 2 Control Panels 2 8 Models 2 8 Character Cards 2 8 Initiative Cards 2 14 Custom Dice 2 52 Tactics 2 52 State tokens 2 6 Red/Green counters 2 6 Red/Blue counters 2 6 Blue/Orange counters 2 6 Green/Orange counters 2 11 Victory Point tokens 2 5 Tactics markers 2 5 Barrier (Obstacle) tokens 2 27 “1” Damage tokens 2 12 “3” Damage tokens 2 10 Frag tokens 2 1 Underdog token 2 1 Team stickers sheet 2 ‘How to Play’ booklet 2 ‘Reference Guide’ booklet 2 ‘Access Guide to the Human Sphere’ booklet.
In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
Setup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of possibly playing a development card, rolling the dice, everyone (perhaps) collecting resource cards based on the roll and position of houses (or upgraded cities—think: hotels) unless a 7 is rolled, turning in resource cards (if possible and desired) for improvements, trading cards at a port, and trading resource cards with other players. If a 7 is rolled, the active player moves the robber to a new hex tile and steals resource cards from other players who have built structures adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road and the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), he announces his total and claims the win.Catan: Seafarers (EE)
Catan: Cities & Knights (EE)
The game changes the base game in three main ways:
First, there are 3 new commodities in the game, distinct from resources - paper, cloth, and coins, which can be acquired from Forest, Meadow, and Mountain spaces, respectively. Cities that would normally produce two of one of those resources instead produce 1 resource and 1 of the corresponding commodity. (To make commodities easier to obtain, each player starts the game with 1 city and 1 settlement on the board.) These commodities allow players to build city improvements that confer various advantages and eventually points.
Second, the deck of development cards is replaced by three different decks, each corresponding to one of the commodities. Building city improvements gives players a chance to draw these cards with every roll of the dice. Building more improvements will increase these chances, but cards cannot be bought directly in any way. These cards are similar to the development cards in the base game, but with a wider range of effects. (Some cards are balanced better as well - the new Resource Monopoly card, for example, can take no more than 2 of the named resource from any one player.)
Finally, players can also build knights on the island along their network of roads. These knights can be used to claim certain intersections and move the Robber (taking the place of Soldier cards), but are also used to defend the island from periodic barbarian attacks. If the island is successfully defended, the player(s) with the most knights are rewarded. If not, the player(s) with the fewest knights each have a city downgraded to a settlement.Catan 5-6 Baltic
Allows you to add up to two more opponents to Catan. The only change in the rules is that there is a building round at the end of each turn in which any player can build.
Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner.
During a game of Carcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete his project and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.Carcassonne: Inns & Cathedrals (EE)
Carcassonne: Inns & Cathedrals is the first major expansion for Carcassonne and introduces a few new aspects to the game. There are a couple of completely new kinds of tiles - the inns and cathedrals. There are also new tiles that present cities, roads, and cloisters in new shapes. Additionally, each player gets a "big meeple" which counts as two regular meeples. Another whole set of meeples means 6 players can now enjoy the game. Finally, a set of scoring cards helps make score-keeping a little clearer.
Carcassonne: Traders & Builders (EE)
The second major expansion to the original game of Carcassonne: Traders & Builders contains 24 tiles with new features such as Bridges and Cities.
Some tiles also feature symbols for the goods Wine, Cloth and Wheat. Players collect one of these goods when the feature that has it on the tile is scored. Players with the most of each type of good gets bonus points at the end of the game. There is a popular house rule that allows the trading of goods between players in exchange for other goods and the ability to chose where a tile is placed. There are also two new wooden playing pieces in this expansion. The Builder is like a meeple in that it may be placed in a city or road as a kind of supervisor. A subsequent tile extension of the feature the Builder is in allows the player another tile placement. Farmers will also be able to place a new Pig pawn in a field for extra points at the end of the game.
Finally, Traders & Builders comes with a large cloth bag. Not only does this makes it easier to keep and handle the tiles, but it also removes the problem of having non-identical backsides.
Carcassonne: Traders & Builders Expansion Play Summary
- Traders - Some of the new city tiles depict goods: wine, grain and/or cloth. When you complete a city, your own or someone else's, you collect a matching token for each good in the city. At game end, whoever has the most goods in each category scores an additional 10 points.
- Builders - Each player receives a builder meeple in his color. You can add your builder to any city or road you already have in progress. Now anytime you add a tile to that city or road, you immediately get to take another turn. The builder does not count as a follower for determining control of a city or road.
- Pig - You can add your pig to one of your farms to enrich its value. A farm with a pig scores 4 points per completed city served instead of the usual 3.
Traders & Builders is playable with or without the first expansionPandemic (EE)
In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.
The game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the "normal" spread of the infections.
Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five—but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win!Dark Souls: The Board Game
The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. Prepare to die.
The game features a "fast set-up, long reveal" mechanism that gets you into the game quickly and builds the location as you explore. The sense of danger is palpable as you discover new locations and the monsters that inhabit these dark places. The core combat mechanism and enemy behavior system forces deep strategic play and clever management of stamina to survive.
Dark Souls includes numerous boss and mini-boss encounters — including one against the Dragon Slayer Ornstein and Executioner Smough — and utilizes an innovative behavior mechanism so that no two encounters are ever the same, thus giving the game near infinite replayability.
Guild Ball: Kick Off!
In Kick Off!, two
players take on the role of team coach for either the rowdy Brewers or the
tactical Masons and play a match of Guild Ball, a bloody mob football game of
intense action and high stakes.
As the coach, you’ll get to make strategic decisions and exciting plays to rack up victory points. Be the first team to score 12 points and victory is yours! Your players can win points by scoring goals or by sending the other team's players back to the bench. And as your players make plays on the field, they’ll generate a unique resource that will let your team play harder and bring the Guild Ball crowds roaring to their feet.
The Kick Off! starter set contains everything you need to play a match of Guild Ball, including 12 diverse character models, each full of personality with their own unique playstyle. The included tokens and health dials make it easy to track the effects of each character's plays as you combine their unique strengths to dominate the field.
This box contains:
. Kick Off! Rulebook
. Guild Ball Core Rulebook
. Captain’s Handbook
. 3’x3’ Double-Sided Board of the Guild Ball Pitch
. 12 Colored Plastic Models (Pre-assembled)
. Player Character Cards
. 128 Game Tokens
. Measuring Tools and Templates
. Guild Ball Dice