Board Games

In 7 Wonders: Architects, 2-7 players race to become a leader of the ancient world by completing an architectural wonder that will last through the ages.

Players receive an unconstructed wonder at the beginning of the game and must collect resources to build their society, develop military might to navigate conflicts, oversee resource management, research science improvements, and collect civil victory points as they race to leave their mark on world history.

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 Beez, players compete to optimize their flight plans to secure nectar for their hive. Be careful of the other bees as you will compete with them over a set of public and private scoring goals. The challenge in planning and storing the nectar will make your brain buzz! 


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 their 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.



Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win. 

Cellulose: A Plant Cell Biology Game is a worker placement game that puts 1-5 players inside a plant cell, where they will compete over limited resources in order to undergo photosynthesis, produce carbohydrates, and build the cell wall. With everyone vying for the same actions, players must time their use of proteins, hormones, and cell component cards in order to diversify their strategies and outplay the competition. 

Century: Golem Edition is a re-themed version of Century: Spice Road set in the world of Caravania. In Century: Golem Edition, players are caravan leaders who travel the famed golem road to deliver crystals to the far reaches of the world. Each turn, players perform one of four actions:

The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.


Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters. 

In Cubitos, players take on the role of participants in the annual Cube Cup, a race of strategy and luck to determine the Cubitos Champion. Each player has a runner on the racetrack and a support team, which is represented by all the dice you roll. Each turn, you roll dice and use their results to move along the racetrack, buy new dice, and use abilities — but you must be careful not to push your luck rolling too much or you could bust! 

Cytosis: A Cell Building Game is a worker placement game that takes place inside a human cell. Players start out with a number of workers and on a player’s turn, they will place one of their workers in any available location within that cell. Some of the locations provide players with resources (e.g., mRNA, ATP); some with actions (e.g., convert resources, collect cards). Resources are used to build enzymes, hormones and/or receptors, which score Health Points. The player with the most Health Points at the end of the game wins! 

In Dale of Merchants, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild! 

In Equinox, mysterious creatures gather in the forest in an effort to write themselves into the legendary storybook and for tales to be shared for countless generations. However, there is room for only four more stories — not every story will be recorded, so the creatures have to be cunning and clever to outwit their opponents and make the cut. 

Unlock! is a cooperative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc.

Unlock! Escape Adventures includes three separate scenarios for you to explore:


Each round, players get two actions to dig at the site or make an extraction. As they remove the top layers of sand, clay, and stone, they'll discover trace fossils, which can be exchanged for tools, the plaster necessary to extract bones, and discovery points. As they delve deeper, precious bones will be exposed. They can make a careful extraction if they have the right amount of plaster, but sometimes shifting the earth to cover up a find and slow down the competition is the right move. Bones on their own can be valuable, but museums are really interested in more complete specimens. Sets of bones can be exchanged for museum cards worth big points!

Fossilis features a unique 3D dig site board, with recessed pockets filled with dinosaur bones, and thick, chunky terrain tiles that cover the dig site. Players have to use strategy, timing, and a little bit of luck if they want to make the best discoveries, get their name in all the paleontology journals, and of course, win the game.


In Happy Little Dinosaurs, the first person to reach 50 points, or be the last Dinosaur standing, wins the game! During each round, you’ll flip a Disaster card featuring a Natural, Predatory, or Emotional disaster. Each player will play a Point card in hopes of collecting points and avoiding the disaster. 

In Hey, That's My Fish!, players want to catch as many fish as possible with their waddle of penguins. Each turn, a player moves one penguin in a straight line over hex-shaped ice tiles with 1, 2 or 3 fish on them. The player then collects the hex from where the penguin started its movement from the table, thereby creating a gap which penguins can't cross on future turns. When a penguin can't move, it's removed from play with its owner claiming the tile on which it stands. The player who collects the most fish wins. 

In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.

At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.

The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!

Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!

In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.


In Kingdomino, you are a lord seeking new lands in which to expand your kingdom. You must explore all the lands, including wheat fields, lakes, and mountains, in order to spot the best plots, while competing with other lords to acquire them first.

The game uses tiles with two sections, similar to Dominoes. Each turn, each player will select a new domino to connect to their existing kingdom, making sure at least one of its sides connects to a matching terrain type already in play. The order of who picks first depends on which tile was previously chosen, with better tiles forcing players to pick later in the next round. The game ends when each player has completed a 5x5 grid (or failed to do so), and points are counted based on number of connecting tiles and valuable crown symbols.


In Mandala Stones, you use artists to collect colorful stones in towers that you then score.

To set up the game, randomly place the 96 stones — 24 each in four colors and 48 each in two patterns — on the main board in stacks of four. Place the four artist pillars in their starting locations among these stone stacks.

On a turn, you either pick stones or score stones. To pick, move an artist to a new location, then collect all stones adjacent to this artist that (1) bear the same pattern as that artist and (2) are not adjacent to another artist. Choose one of these stones to be first in a tower, then stack the other collected stones on top of this foundation one in clockwise order, then place this tower on an empty space on your player board.

To score, choose to remove either (1) a color that appears on the top stones of at least two towers on your player board or (2) any number of top stones on your player board. In the latter case, you score 1 point for each removed stone. In the former case, you score points for each removed stone depending on the scoring condition for that space on your player board, which might be based on the height of that stone in a tower or the number of colors in that tower or the height of all towers on your board. Place all removed stones on the shared central mandala, building from the inside out and possibly scoring points depending on the spaces that you cover.

If a player can neither pick nor score OR if a stone placed on the central mandala covers the game-ending space based on the number of players in the game, complete the round so that everyone has the same number of turns. Each player can then score one of two secret objective cards in their hand, then the player with the most points wins.


Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.

Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units -- infantry, paratrooper, tank, artillery, and even resistance fighters -- to their greatest strength.


In this cooperative stand-alone game, the ghost sends visions with illustrated cards. The psychics try to interpret them in order to rule out certain suspects and locations. Then, they’ll seize their only chance to piece together what happened to the director. You have only six nights before the carnival leaves town... Open your minds and find the truth! 

Puzzling and animal breeding: Designer Uwe Rosenberg is at his best! In New York Zoo, you are constructing an animal park. Build animal enclosures, introduce new animals and raise their offspring. The game play is straight forward as you have only two turn options: Puzzle a new enclosure tile into your zoo area or gain new animals to populate your animal encounters. But be sure to time your actions well since you want your zoo to participate in as many animal breedings as possible. 

In Outfoxed, you move around the board to gather clues, then use the special evidence scanner to rule out suspects. You have to work together quickly because the guilty fox is high-tailing it towards the exit! Will you halt the hungry hooligan before it flies the coop — or will you be outfoxed? 

In Periodic: A Game of the Elements, players collect sets of elements and advance their research by moving through the periodic table. Players use energy to activate periodic trends and move in the corresponding directions. The conservation of energy forces players to spend carefully and play efficiently. The game ends when someone completes the research track or when a stack of goal cards is depleted. The player with the most victory points at the end of the game wins! 

In Planet, each player receives a planet core without anything on it. Each turn, players choose a tile with mountain/ice/forest/desert on it and place it on the planet. Then the player who fulfills the most conditions for the appearance of certain animals gains its card. 

You are movie producers in a failing film production company. You have one last chance to make a successful film - otherwise the company will collapse and you’ll never work in this town again! You have to use the resources at your disposal to produce this film on time and under budget, ensure it’s a high enough quality, and make some sense of the resulting story. No time to waste - roll camera!

Roll Camera! is a cooperative or solo dice worker placement game of resource management and a central geometric puzzle representing your shooting arrangement. You throw the custom D6 Crew dice, each face representing a different production department (camera, light, sound, actor, production design, visual effects) and assign them to actions, either on the main board or on your individual player boards. Your player board features a specific head of department (Director, Producer, Cinematographer, Editor, Production Designer or The Star) and contains unique action spaces that can be used on your turn.

Place the Crew in specific arrangements matching those on the Shot cards, resolve the constant Problems getting in your way, and hold production meetings to play Idea cards from your hand to help out. Everything costs time and money, and you lose if either one runs out. You must also ensure your film reaches a certain level of Quality in order to win!

At the game's end, you'll have a unique sequence of completed Shot cards which you can "premiere" using the story cues -- it's the filmmaking game that results in a "real" movie!


In Space Base, players assume the roles of Commodores of a small fleet of ships. Ships begin docked at their stations and are then deployed to sectors as new ships are commissioned under your command. Use cargo vessels to engage in trade and commerce; mining vessels to build reoccurring base income; and carriers to spread your influence. Establish new colonies for a new Commodore in a sector to gain even more influence. Gain enough influence and you can be promoted to Admiral!

Space Base is a quick-to-learn, quick-to-play dice game using the core "I roll, everyone gets stuff" mechanism seen in other games. It's also a strategic engine builder using a player board (your space base) and tableaus of ship cards you can buy and add to your board. The cards you buy and the order you buy them in have interesting implications on your engine beyond just the ability on the card you buy, making for a different type of engine construction than seen in similar games. Players can take their engine in a number of directions: long odds and explosive gains, low luck and steady income, big end-game combos to launch from last to first, or a mix-and-match approach. Ultimately, Space Base is a game you can just start playing and teach everyone how to play in the first round or two and has a satisfying blend of dice-chucking luck and challenging strategic choices.


TEN is an exciting push-your-luck and auction game for the whole family! Players draw cards one-at-a-time, trying to add as many as they can without exceeding a total value of TEN, or they bust!

Players may push their luck to draw more cards and use currency to buy additional cards in their attempt to build the longest number sequence in each color. When valuable wildcards emerge from the deck, players compete in auctions to obtain them in order to fill gaps in their sequences


In Tiny Epic Dinosaurs, breakthroughs in modern science have dinosaurs and humans existing side by side. This has allowed for a lucrative industry. Dino Ranching! Independent ranchers have begun farming dinosaurs to sell to the highest bidders for use in their high thrill theme parks. You are one of those ranchers. Do you have what it takes to out ranch your opponents and operate the most successful dinosaur farm!?

Tiny Epic Dinosaurs is a 45 minute, 1-4 player game of dinosaur ranching, worker-placement and resource management. It features classic euro game mechanics with unique twists that portray the dangers of farming these prehistoric beasts.

In Tiny Epic Dinosaurs, players control a team of ranchers and will be acquiring, breeding and selling dinosaurs. The game is played over 6 rounds. With each round consisting of several short phases.

In phase one, players will harvest the resources from their farm that are not being consumed by dinosaurs.

In phase two, players will put their ranchers to work. This phase has ranchers wrangling and buying new dinosaurs to farm, improving their farm’s security and supplies, vying for high dollar contracts, and researching technologies and unique dinosaur breeds. These unique dinosaur breeds introduce a large variety of special benefits players can utilize to separate themselves from their competition.

In phase three, ranchers return to finish their day’s work at the farm.

In phase four, players arrange their ranch, making sure their ranch is suitable for the types of dinosaurs they have.

Phase five is the feeding phase, and every dinosaur MUST be fed. Dinosaurs that don’t eat will escape, posing a grave threat to your enclosures’ security and your other dinosaurs.

Phase six is for breeding. For each pair of matching dinosaurs you have properly enclosed, you’ll welcome a new dinosaur to your farm.


Tiny Epic Dungeons is a fully co-operative dungeon crawler for 1 to 4 players set in the fantasy world of Aughmoore.

In Tiny Epic Dungeons, players control a band of Heroes exploring a treacherous dungeon in search of the fearsome Dungeon Boss. Heroes make their way through the dungeon one room at a time. Around every corner goblins and ferocious minions seek to block the Heroes’ path. Where there isn’t an enemy, traps are set, ready to spring on even the most prepared Hero.

Tiny Epic Dungeons features a modular dungeon that is unique with each play.

The game is played over two acts: The Dungeon, and the Dungeon Boss. In both acts, the players are constantly struggling against the waning firelight of their torch which decreases each turn. When the torch goes out, the Heroes are forever lost in the darkness.

After clearing the dungeon of all its' minions and finding the entrance to the lair, players must engage in an epic battle against the Boss. Each boss has unique abilities and a lair with a unique environment that gives various advantages and disadvantages depending on the skill used and where the Hero attacks from.

These Epic Monsters cannot be slain by mere swords, axes, arrows, and the occasional spell. Ritual Rooms around the dungeon must be used to lower their magical bond to the dungeon. The Dungeon boss must be lured to these rooms to lower their defenses and allow the Heroes to strike the final blow!

Victory in Tiny Epic Dungeons is achieved by defeating the Dungeon Boss! In order to do that, the Heroes will need to collect legendary loot, and supreme spells

Heroes of old crafted loot to honor the ways of their clans. Bear, Lion, Phoenix, and Panther. Heroes can discover pieces from these ancient sets that grow more powerful the more you collect.

Will you be the greatest warrior the Bear clan has ever seen? Or will you make the Panther clan proud by stalking your prey and striking with surprising force, unseen before the moment of impact?

The story is yours to tell in Tiny Epic Dungeons!


Tiny Epic Mechs is an arena-style player-vs-player action-programming game. It features ITEMeeples with plastic molded power armors and a Mech suit that the ITEMeeples actually go inside of.

In Tiny Epic Mechs, players take on the roles of highly skilled and athletic Mech pilots. They compete in a free-for-all battle royale over the span of six rounds. In each round, players select four of eight available actions to program. These actions keep you moving around the arena while allowing you to deploy high-scoring defensive turrets, plant explosive land mines with hidden values, collect resources, purchase weaponry, and power up into your Power Armor or eventually the highly-sought-after Mech Suit. While each player has their own Power Armor, there is only one Mech Suit, reserved for the king of the hill.

Your programmed actions are played out one at a time around the table until all players have executed their four actions. When you cross paths with another player, combat ensues. During combat, players exchange fire until one player is out of ammo and must retreat, or they are defeated and forced to reset.

Combat is fast, and you can use each weapon only one time per fight, so the more weapons you have, the longer you'll last. Weapons are categorized into three types, and each type counters one of the other types. If you time your weapons correctly, you can counter your opponent and unleash a more powerful attack and gain an edge over them. Dealing a lot of damage to your opponent will wow the audience and earn you lots of points, which brings you closer to victory. You also score victory points every other round based on area control and who controls the Mech. At the end of the game, you also earn points for each weapon you own.


Tiny Epic Pirates is a 45 minute, 1-4 player game of high-seas adventure, utilizing a variable rondel action system and action combo-ing!. In Tiny Epic Pirates you take control of a Pirate ship with the goal of burying vast amounts of wealth on secret island hideaways.

Each turn, you move your Captain Token around your ship’s action wheel (rondel), selecting which action to perform... Plunder, Trade, Crew Up, Attack, or Search. Each player has a randomized and unique arrangement of these actions on their rondel. Sailing your Pirate Ship is something every player can do every time they take an action. Plundering allows you to acquire booty from settlements at a very reasonable rate. It’s amazing how negotiating changes when your blunderbuss is at the ready. A crate of gunpowder for a promise of no harm? Fair exchange. Trading allows you to sell your ill-gotten goods to the Black Market for gold. Each Market is only interested in a specific good, so make sure you are sailing in the right direction. Timing is everything, sell your good at the wrong time and it’s worth a pittance. Crew Up adds a new crew member to your growing Pirate Ship. Crew increases your ship’s combat advantage and unlocks new abilities for each spoke of your ship’s action wheel, making that action more powerful every time you take it! Attacking Merchant Ships and other Pirates will grow your reputation. It also happens to be a great way to score some gold and more booty to sell. Be enough of a menace and you may just become a Legend of the Sea!

Search the high-seas for treasures left behind by the unfortunate souls that preceded you. Salvage old ship parts for temporary aid or get lucky and find something worth selling.

The end of the game is triggered once a player has buried three treasures. To do this, a player must first acquire the amount of gold required to bury at the various bury spots on the map. After all players have had an equal number of turns. The player who has buried three treasures wins the game. Ties are decided by the player who has the highest legendary status, followed by which player has the most gold.


Trek 12 is a roll-and-write alpinism game, with progressive difficulty levels and more. To score points, you have to create chains of consecutive numbers from 0 to 12 and areas of a same number.

A game is composed of 19 rolls of two six-sided dice, with one die having values from 1 to 6, and the other from 0 to 5. After each roll, the player must combine both die values to obtain the number to place. You can:

Be careful as you may choose each of these options at most four times during a game. After placing your first number on the game sheet, you must place each subsequent number in a space adjacent to one already filled. You try to make chains and develop areas. Players also have access to several bonus elements to earn during a game.

At the end of a game, numbers that belong to neither a chain nor an area give you minus points. The same applies if you have to place a number greater than 12...

Trek 12 contains three different sheet pads to add narrative with three progressive difficulty levels.


Trekking the National Parks is a spirited family board game that lets players experience the U.S. National Parks in a fun and competitive way.

Up to six players compete in a cross country race to visit the National Parks and collect the most points. Gathering colored trek cards allows players to move across the map and claim valuable park cards. If a player is the first to visit a National Park, they collect that park's colored stone, which award bonus points at the end of the game. Players must jockey for position and make tough tactical decisions at every turn to emerge victorious!


You are a VIRUS that has just infected a human body. Now you have to spread out and mutate your virus in order to infect other organs to gain VIRAL POINTS. But watch out for the other VIRUS controlled by other players and the powerful IMMUNE SYSTEM!

VIRAL is a 2-5 players competitive boardgame in which each player controls a virus that is growing inside a human body. Players will simultaneously play cards to place tokens on the board and move them around to gain control of zones to score Viral Points. Players also score points when they cause a crisis in an organ, thus activating the anti-virus (the immune system). Players also can play cards that allows them to attack other players. The player with the most Viral Points when the event deck runs out is the winner of the game VIRAL!



In Vivid Memories, you’ll take turns collecting fragments of childhood memories, weaving a tapestry of colored threads in your mind. Throughout your journey, you’ll store important moments in your memory bank -- gaining new abilities to help you score.

Cleverly create connections and earn rewards for completing core memories, matching the imagination behind each moment, and working toward your lifelong aspirations for victory.

During the game, players take turns collecting fragments of memories from moment tiles, placing them in their "brain" board to weave a tapestry of colored threads. Using abilities at the end of each round to cleverly create connections, players are rewarded for how they store memory fragments while working toward completing “core memories”, which give repeated benefits each round. Through their journey, players store important moments in their memory bank -- gaining new abilities and new opportunities to score -- all while working to collect fragments and moments that match what they aspire to be.


Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features over 170 birds illustrated by Beth Sobel, Natalia Rojas, and Ana Maria Martinez.

You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:

The winner is the player with the most points after 4 rounds.


In 1811, free trade is declared for the harbor city of Valparaíso in Chile. A short time later, Chile proclaims its independence. As an influential citizen of Valparaíso, you want to push the development of your city, so you send merchants into the hinterland to get hold of important export goods and send your ships overseas to gain new achievements there.

To do well in Valparaíso, you must plan well ahead, keep an eye on your opponents, and react to their actions at short notice. Almost any action influences the other players by changing costs or trading possibilities. Each building of a house must be given a lot of thought, every trade must be well-timed. Whoever wants to change the order of their initial planning during the course of the game must pay a penalty, but if your plans aren't good enough, time will slip away — in the short run as well as in the long run. You all plan simultaneously, and the end of the game may come sooner than you've hoped!

For advanced players who like planning while pressed for time, the game includes a variant using a sand timer.

—description from the designer


No moderator, no elimination, ten-minute games.

One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!

Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.

This game can be combined with One Night Ultimate Werewolf Daybreak.


In Werewords, players guess a secret word by asking "yes" or "no" questions. Figure out the magic word before time is up, and you win! However, one of the players is secretly a werewolf who is not only working against you, but also knows the word. If you don't guess the word in time, you can still win by identifying the werewolf!

To help you out, one player is the Seer, who knows the word but must not to be too obvious when helping you figure it out; if the word is guessed, the werewolf can pull out a win by identifying the Seer!

A free iOS/Android app provides thousands of words in hundreds of categories at various difficulty levels, so everyone can play.


Bohnanza is the first in the Bohnanza family of games and has been published in several different editions.

In the game, you plant, then harvest bean cards in order to earn coins. Each player starts with a hand of random bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. Unlike in most other cards games, you can't rearrange the order of cards in hand, so you must use them in the order that you've picked them up from the deck — unless you can trade them to other players, which is the heart of the game.

On a turn, you must plant the first one or two cards in your hand into the "fields" in front of you. Each field can hold only one type of bean, so if you must plant a type of bean that's not in one of your fields, then you must harvest a field to make room for the new arrival. This usually isn't good! Next, you reveal two cards from the deck, and you can then trade these cards as well as any card in your hand for cards from other players. You can even make future promises for cards received right now! After all the trading is complete — and all trades on a turn must involve the active player — then you end your turn by drawing cards from the deck and placing them at the back of your hand.

When you harvest beans, you receive coins based on the number of bean cards in that field and the "beanometer" for that particular type of bean. Flip over 1-4 cards from that field to transform them into coins, then place the remainder of the cards in the discard pile. When the deck runs out, shuffle the discards, playing through the deck two more times. At the end of the game, everyone can harvest their fields, then whoever has earned the most coins wins.

The original German edition supports 3-5 players. The English version from Rio Grande Games comes with the first edition of the first German expansion included in a slightly oversized box. One difference in the contents, however, is that bean #22's Weinbrandbohne (Brandy Bean) was replaced by the Wachsbohne, or Wax Bean. This edition includes rules for up to seven players, like the Erweiterungs-Set, but also adapts the two-player rules of Al Cabohne in order to allow two people to play Bohnanza.


Finger Guns at High Noon is a fast-paced game of strategy, negotiation, and pure hilarity—battle royale style.

Craft your plan, convince the crowd to join in, then count down and draw your finger guns. Hand gestures show everyone’s actions and targets. Eliminate players with pistols, dynamite, and power shots, or stand to the side and lasso up an ally. Last player standing is the winner—unless the ghosts eliminate everyone.

Do you have the fastest draw in the west? Time to put your moxie to the test in Finger Guns at High Noon!

—description from the publisher


The king lies weakened on his deathbed. His Majesty has but days to live, and has failed to produce an heir. Any of the local dukes or duchesses could be next in line, as long as they are able to gain the approval of the people. Each has set off on a heroic campaign. They vie for fame, for glory, for crown and kingdom!

In For Crown & Kingdom, players must use their teams of specialized emissaries to travel the kingdom, raise funds, obstruct opponents, and gain the support of the people. The first duke or duchess to gain support in every region will become the new monarch!


The harvest is in, and the artisans are hard at work preparing for the upcoming festival. Decorate the palace lake with floating lanterns and compete to become the most honored artisan when the festival begins.

In Lanterns: The Harvest Festival, players have a hand of tiles depicting various color arrangements of floating lanterns, as well as an inventory of individual lantern cards of specific colors. When you place a tile, all players (you and your opponents) receive a lantern card corresponding to the color on the side of the tile facing them. Place carefully to earn cards and other bonuses for yourself, while also looking to deny your opponents. Players gain honor by dedicating sets of lantern cards — three pairs, for example, or all seven colors — and the player with the most honor at the end of the game wins.


The call comes in... "911, what is your emergency?" On the other end is a panicked response of "FIRE!" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack – then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger.

You must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day.

Flash Point: Fire Rescue is a cooperative game of fire rescue.

There are two versions of game play in Flash Point, a basic game and expert game.

In both variants, players are attempting to rescue 7 of 10 victims from a raging building fire.

As the players attempt to rescue the victims, the fire spreads to other parts of the building, causing structural damage and possibly blocking off pathways through the building. Each turn a player may spend action points to try to extinguish fires, move through the building, move victims out of the building or perform various special actions such as moving emergency vehicles. If 4 victims perish in the blaze or the building collapses from taking too much structural damage, the players lose. Otherwise, the players win instantly when they rescue a 7th victim.

The expert variant included in the game adds thematic elements such as flash over, combustible materials, random setup, and variations on game difficulty from novice to heroic. The game includes a double sided board with two different building plans and several expansion maps are available.


"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, on your mother's side, would be delighted."

—description from the back of the box

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.


In Dizzle, players want to fill their scorecards with dice collected each round. Players take turns selecting dice from the center of the table, and the next die they collect must match the others. At the end of a round, mark all boxes on your scorecard filled with dice.

This might sound simple, but of course others will compete for the dice you need...


Among Thieves is a game of deception and greed. You will work together to extort information from higher level employees of the largest corporations in the world. However, no one can be trusted. Win by having the most money, but be careful – the player with the least honor is eliminated.

Each round one player is the Heistmaster. They will choose who to take on the heist with them. All of the players can offer whatever they want to go on the heist. The Heistmaster can accept whatever deal they want, but no promises are binding.

Once the team has been chosen, the players will simultaneously choose whether to be honorable or dishonorable. If every player chooses honorable, you will flip over one card for each player. Each player on the heist will gain ISK equal to the total shown. If one or more players chose dishonorable, you will flip one card for each honorable player, but only the dishonorable player(s) will gain ISK. They will gain ISK equal to twice the total shown. Finally, if anyone chose dishonorable, all the dishonorable players will lose 1 honor and all the honorable players will gain 1 honor.

Will you share the ill-gotten gains of your exploits or will you backstab your partners in crime and keep the money for yourself?

—description from the publisher


"Squires, welcome to Medieval Academy, the place where you'll be trained to become a knight. You'll have to master the arts of Jousts and Tournaments, complete dangerous Quests, and polish your Education. You'll also have to serve the king, and show that you have a sense of Charity and Gallantry. Only one of you will be knighted by King Arthur, so it's time to show what you’re capable of." —Father Advevan Nicolus Emilius, chairman of the Medieval Academy.

In Medieval Academy, a "family+" game, each player takes the role of a squire who wants to outdo the others in the different training categories to score Chivalry Points. To achieve this goal, during the six turns of the game, the players must wisely draft the cards that are the most useful to them and play them at the right time to move their discs up the training tracks.

At the end of turn VI, the squire who has the most Chivalry Points wins the game and is knighted by King Arthur!


The famous Master Fox is getting old and looking for his successor amongst the intrepid thieves of the forest. It could be your chance to prove your skill as a thief and take his place! To impress the old fox, you must complete the missions he'll give you and bring him the biggest loot from the nearby cottage. But you're not the only ambitious young fox around here...

Each round in Master Fox, you flip three cards to reveal the animals you must capture, then shuffle the pawns inside the box, put on your fox blindfolds, and start feeling around with your hand for the right pawns! But your bag isn't big enough to hold more than four catches, so you can't grab everything you touch...

Whenever you think you have the right pawns, shout "Stop!" to end the round. Everyone scores one point for each wanted pawn in his bag, but loses one for incorrect or extra pawns.

Later rounds add tricks to the game: Catch fox cubs for extra points, steal from your opponent's bags with sneaky snakes, or defend yourself with the mighty hammer! Whatever you do, don't be hasty because the shapes can be deceiving!


The city of Amul was one of the largest centers of international trade in ancient times and an important transit point on the Great Silk Road. The prosperity of this splendid city of merchants peaked after Arabian conquest in the 10th century and it was destroyed by the Mongols in 1220.

Amul, originally announced as Silk Road, is a card game of bustling bazaars for up to eight aspiring merchants. In Amul, each player is a striving merchant, competing for wealth and success. The creative card drafting mechanism caters to swift and simultaneous gameplay, keeping all players constantly engaged.

Draft cards from the market to collect goods and valuables, hire guards, assemble caravans, and make contracts with traders. Manage your hand effectively as only certain cards can be played to the table for scoring, while others must be in your hand for optimal end game scoring.

Amul features fast and engaging gameplay, as well as beautiful artwork.

—description from the publisher


A silly monster lives in my house!

Box monster eats everything in my room. A piece of pizza, my teddy bear and even grandma's false teeth! Then he has always stomach problem, of course. Help him to take out from his mouths the bad things he ate.

Game Play

When they lose 3 life tokens, the game is over.

When they finish all stuff cards, win the game.

—description from the publisher


Game description from the publisher:

It's Spring 1942, and the world is at war. Five major powers struggle for supremacy: Germany and Japan are aligned against the great alliance of the United Kingdom, the Soviet Union, and the United States.

Designed for 2–5 players, Axis & Allies: 1942 takes place at the historical high-water mark of Axis expansion. Controlling one of the Axis or Allied powers, players command both their country's military forces and its war-time economy, with the chance to plan attacks, marshal forces into embattled territories, and resolve conflicts. Victory will go to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours!

•••

The second edition of Axis & Allies: 1942 features an expanded game board (40"x26"), a change to the unit set-up, five new sculpts (UK artillery, submarine & destroyer units; German artillery; a Russian submarine; and antiaircraft artillery), and a few rules changes, e.g., AA-Guns have been replaced by AAA Guns, ICs have integrated air defense against strategic bombing raids, and Honolulu is now a victory city.


Choose your dice well in Ganz schön clever to enter them into the matching colored area, put together tricky chain-scoring opportunities, and rack up the points. The dice you don't use are as important as what you do because every die that's smaller than the chosen one can be used by the other players, keeping everyone in the game at all times. 

Doppelt so clever follows the model of 2018's Ganz schön clever. Each turn the active player rolls six dice, chooses one of them to mark off a space on their scoring grid, places any dice with lower numbers aside, then re-rolls any remaining dice. The white die is a joker and can be used as any one of the other five colors. After the active player chooses at most three dice, then the other players each choose one of the set-aside dice for use on their scoring sheet.

Doppelt so clever has five new dice-marking challenges and a new action beyond the re-roll and "use one more die" actions of the earlier game.


In Doctor! Doctor!, your patient is waiting, and the other doctors aren't sure of your surgical skill. Show them who has the steadiest hand in the O.R. by completing more procedures than your competitors in this fast-paced, nerve-fraying dexterity game of concentration and operation. 

It is the late Republican period of Rome, and you are the leader of one of the factions in the city, competing for power in the Senate. You are increasing your wealth by buying up resources, then using your position to sell them to the state for fat profits. With the resulting cash, you then "buy" more Senators, controlling yet more votes in the Senate. Rome is constantly in conflict, and you know that at some point wars will increase to the point that the Senate will choose to centralize power and appoint a single leader. At that moment, the leader of the faction with the most Senators will be made Caesar.

Senators is best described as an adversarial bidding game. Players earn money by purchasing resources at auction, extorting them from other players, then selling them in sets to the bank. Cash is required to support wars, defend against aggressive bids, and most importantly to buy more Senators. The game lasts a variable number of turns, and when the fourth war is revealed it immediately ends. At that point, the player with the most Senators wins.

On their turn, a player first draws an event card from the deck, then takes one of three actions: a) launching an auction by putting new cards up for sale, b) extorting cards from other players, or c) cashing in sets of cards and buying new Senators. The game is simple, relatively short, and highly interactive. The key decisions are both tactical — how to value the cards at auction and how to bid for the wars, deficits, and other events given your relative position — and strategic: choosing which Senators to collect and how long to build sets versus when to cash in and buy Senators.

Everyone is transacting all the time, and the game integrates different bidding systems including an open step bid (like many worker placement games) at the market auctions, blind bidding at the wars, an innovative high/low blind bid at the budget deficits, dutch auctions when new Senators arrive, and shotgun offers (similar to Kuhhandel or Medici v Strozzi) when players extort from each other.


Skull King is a trick-taking game similar to Oh Hell!, Wizard, Euchre and Spades, with players needing to state how many tricks they think they'll win each round. A unique element of this game is that bidding takes place simultaneously, leading to rounds that are sometimes over, or under-bid. As players must win the exact number of tricks that they bid to earn points, winning too many tricks is just as bad as winning too few and this leads to intense competition where losing a trick can be as exciting as winning one.

Skull King uses a 66-card deck that consists of five Escape cards, four suits numbered 1-13, five Pirate cards, 1 Tigress card, and 1 Skull King card. The game lasts ten rounds, and in each round, each player is dealt as many cards as the number of the round. All players simultaneously bid on the number of tricks they think they'll take by holding out a fist and on the count of three revealing a certain number of fingers (or possibly a closed fist for a bid of zero tricks).

Standard rules apply for the playing of cards, with one player leading off a card and other players following suit, if possible, and playing something else if not; however, a player may always choose to play one of the special, unnumbered cards — and the power of those cards might let you win a trick that otherwise would have gotten away. In more detail, the black Jolly Roger suit trumps the other three suits, a Mermaid trumps all numbered cards, a Pirate trumps the Mermaid, and the Skull King trumps everything — except if he appears in the same trick with a Mermaid, in which case she captures him and wins instead. An Escape card loses to any other card, and the Tigress card serves as either a pirate or escape card as desired by the player. Whoever wins a trick leads in the next trick.

If a player makes their bid exactly, they score 20 points per trick; if they collect more or fewer tricks, they lose 10 points per trick they are off. If a player makes a bid of zero tricks, they win points equal to ten times the current round number — but if they take even a single trick, they lose this many points instead. If a player catches pirates with the Skull King, or the King with a mermaid, they score bonus points. Whoever has the most points after ten rounds wins.


You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:

On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.

If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

The last player to still have influence – that is, a face-down character – wins the game!

A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.


The stakes are high in this high-energy, competitive, and cut-throat, set-collection card game from Grandpa Beck's Games!

In Cover Your Assets, players compete to become the first millionaire by building towers of matching sets made from 10 different types of asset cards (things like jewels, piggy banks, classic autos, and more). Each new set that is created is stacked crosswise on top of the previous set, covering, and protecting, all the sets beneath it.

The top set of assets in your pile is vulnerable, and can be stolen by other players if they show you a matching asset card, or wild (which are Silver and Gold cards) from their hand. You can defend your stack by showing the challenger a matching card from your own hand. If you do, they can counter with another matching card of their own. The battle rages back and forth until one player can't respond, or bows out.

If you win, you keep the set, if the challenger wins, they take the set. Regardless of who wins, ALL the cards used in the challenge are added to the set, increasing its value and allure to other players.

To keep the set from being stolen by another player, the best thing you can do is to Cover Your Assets, by creating a new pair from your hand, or by stealing a set from the top of another player's stack during your next turn.

At the end of the round scores are tallied, the cards are shuffled, and a new round begins. The first player to reach $1,000,000 wins!

Cover Your Assets is quick to learn, and simple to play, yet surprisingly addictive and strategic. The game plays with 4-6 players, and is a great for mixed groups as kids, teens, parents, and grandparents alike can learn the game in minutes and enjoy it for hours.

The 2021 edition contains advanced rules, new cards, and rules for 2 & 3 players!

Be warned: This is not a good game for sore losers!


Are you a modern mastermind detective?

The Sherlock Files: Elementary Entries includes three confounding cases for you to solve. First, you need to discover the cause of a fatal heart attack aboard Flight TJ1309. Next, you dig up a cold case from 1923 involving the violent and unexpected death of a famous explorer and archaeologist. Last, unravel the story behind the mysterious body that put a damper on one family's 4th of July party.

Decipher clues to determine which are relevant to the case and which are not. Share the clues you deem relevant with your detective partners. Which theories will you chase?

How will you fare compared to the world's greatest detective? Work together to solve each case to find out!


In Encore!, first published as Noch mal!, the dice determine which color and how many spaces you can mark off on your playing sheet — but the starting player may first evaluate what everyone's doing, then remove two dice, leaving everyone else to make their choices with the dice that remain... 

The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.

Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.

Rule Correction:

For first printing (2010 purchases), the expansion rules should read: "Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards." and "...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)" - This has been corrected in the subsequent printings.


Conflicting Legends is a fast-paced, highly interactive, and uniquely strategic card game based on Rock-Paper-Scissors fought by history’s greatest personalities.

Play science and culture persona cards to build your empire, or military persona cards to conquer new territories and challenge your opponents. Each card has a unique ability. You’ll need to time your attacks to have the best chance of winning.

You’ve never had so much fun playing Rock-Paper-Scissors!

-description from publisher


3 Laws of Robotics is a lively deduction game for 4-8 players in which you know everyone's information except your own!

Each round, you ask a single question to try to figure out who is on your side, being sure to obey the laws as they're added. Ask the right questions, find your team, and boot up victorious in 3 Laws of Robotics!


GOLF®

THE LOW SCORE WINS

Players each begin with nine cards face down and then use the following simple steps to try and get the lowest score to win.

This game is inspired by the classic face card game called golf.

Now the game is fully developed game with custom cards, rules, and numbers of cards per suit to make the original concept much more engaging.

Uniquely fun for youth and adults! Easy to learn, but there is interesting strategy to make it interesting for everyone.

here are the basics of play:

1. Draw One Card from Either the Draw Pile or The Discard Pile.

2. Place the Card Drawn Face up In Your Grid to Replace One Card in Your Grid.)

3. The Card Replaced Goes in the Discard Pile.

4. Three Identical Cards in a Row or Column Are Removed for a -5 Point Bonus.

5. First Player to Expose All Cards Earns -5 Bonus Points – If They Have the Lowest Score that Round – If not a +10 Penalty is Imposed.


From the publisher:

It’s been a ruff day and your dogs are barking. As one of the local dog walkers, it’s time to get these pooches back to their homes.

Unfortunately, it sounds like the friendly neighborhood mutt is on the loose again and he loves to play! If you want to get home before everyone else, you’ll need to give that good boy a bone to distract him or wind up chasing your dogs all over the neighborhood.

Overview

The game is played over three rounds (for a faster game, just play one round). Each round, you’ll take turns playing cards until someone goes out by playing their last card.

Each turn, you must play either a dog that matches the number, color, and/or breed of the dog previously played, or an action card. If you can’t, you’ll have to draw a card! If you are quick, you’ll even be able to play certain cards when it’s not your turn! At the end of each round, points are tallied for cards remaining in each player’s hand. After three rounds, the player with the fewest points wins and is chosen as The Most Paw-some Dog Walker!

It's a howling good time for everyone!


The game is played in rounds. Each round, one of the players is chosen as the "subject" of a question. The question has 6 multiple choice answers. The question is read aloud and players vote on the answer they think is correct. Points are awarded to the players that chose the most popular answer.

An example of a question:

Imaginiff X were a flying object. Which would he/she be?

1) Blimp

2) Biplane

3) Glider

4) Frisbee

5) Lear jet

6) Brick

The 10th Anniversary edition features a new card type: "pick-a-player". Instead of choosing an answer to fit one player, you choose a player to fit the listed description.


This deluxe game of Puerto Rico began as Puerto Rico: Anniversary Edition, a tenth anniversary edition of Andreas Seyfarth's Puerto Rico that celebrates Puerto Rico's debut at Spiel 2001 with a production-ready copy that met mass acclaim.

Game play is the same as the original Puerto Rico game: The players are plantation owners in the days when ships had sails. By growing up to five different kind of crops – corn, indigo, sugar, tobacco, and coffee – they try to run their business more efficiently than their close competitors: growing crops and storing them efficiently, developing San Juan with useful buildings, deploying their colonists to best effect, selling crops at the right time, and, most importantly, shipping their goods back to Europe for maximum benefit.

The game system lets players choose the order of the phases in each turn by allowing each player to choose a role from those remaining when it is his turn. No role can be selected twice in the same round. The player who ends up with the most victory points – achieved by shipping goods and building – wins the game.

Puerto Rico: Anniversary Edition and its follow-up versions include two expansions: Puerto Rico: Expansion I – New Buildings, that first appeared in 2002 in Spielbox magazine and was later published by alea and Rio Grande Games, and the Puerto Rico: Expansion II – The Nobles expansion from alea's Schatzkiste collection of game expansions.

The game has completely redesigned components and artwork: The cardboard doubloons are now sixty metal coins, while the fifty octagonal resources have been replaced with colored wooden crates. The building tiles are now illustrated, and the cardboard for those tiles and other components are nearly 3 mm thick to give the bits more heft. The individual player boards, the VP tokens, the ships, and other components have also been redesigned.


Welcome to the city of Machi Koro. You've just been elected Mayor. Congrats! Unfortunately the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die.

Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!

Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your dice (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of their city on future turns. The first player to construct all of their landmarks wins!