Game Night

For several years the castle hosted game nights, and the library grew to a few hundred boxes. This is the list: what is on the shelves, and the wish list we kept while collecting. Game nights are currently paused; this page is here for the record and for anyone planning one.

Player counts, ages and playing times are the publishers’ figures as recorded in our catalogue; ratings are the BoardGameGeek community average at the time we noted them. Expansions are listed under their base game’s name.

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Showing 216 of 359 titles.

  1. 7 Wonders: Base

    Players
    2-7
    Ages
    10+
    Time
    30 Min
    Year
    2011
    BGG
    7.7
    About the game

    You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times. 7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how her choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

  2. 7 Wonders: Duel

    Players
    2
    Ages
    10+
    Time
    30 Min
    Year
    2015
    BGG
    8.0
    About the game

    In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.

  3. Agricola: Base - All Creatures Big and Small

    Players
    2
    Ages
    13+
    Time
    30 Min
    Year
    2012
    BGG
    7.4
    About the game

    Agricola: All Creatures Big and Small is a new take on Uwe Rosenberg's Agricola designed for exactly two players and focused only on the animal husbandry aspect of that game. So long plows and veggies! In Agricola: All Creatures Big and Small, you become an animal breeder of horses, cows, sheep and pigs and try to make the most of your pastures. Players start with a 3x2 game board that can be expanded during play to give more room for players to grow and animals to run free. Sixteen possible actions are available for players to take, with each player taking three actions total in each of the eight rounds. The player who amasses the most victory points through enclosing space with fences and acquiring the largest number and variety of animals and victory point-generating buildings will be the winner. Four Standard Buildings and 4 special buildings are available in the base game. These buildings each provide unique special abilities during play and/or VP at game end. Balancing the tension between building infrastructure (fenced pastures and buildings) and acquiring animals (the single biggest source of end-game scoring) is the key to success! I have 2 copies of this game, though one came with two expansions and one may have included those in it.

  4. Agricola: Expansion - Even More Buildings

    Players
    2
    Ages
    13+
    Time
    30 Min
    About the game

    This expansion appears to have been included in more recent copies of the base game.

  5. Agricola: Expansion - More Buildings

    Players
    2
    Ages
    13+
    Time
    30 Min
    About the game

    This expansion appears to have been included in more recent copies of the base game.

  6. Android: Netrunner (OOP)

    Players
    2
    Ages
    14+
    Time
    45 Min
    About the game

    Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view. Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners. Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.

  7. Apples to Apples

    Players
    4-10
    Ages
    12+
    Time
    30 Min
    Year
    1999
    BGG
    5.8
    About the game

    APPLES TO APPLES Party Box-The Game of Hilarious Comparisons!: The wild card and party game that provides instant fun for four to 10 players! It's as easy as “comparing apples to apples”...just open the box, deal the cards and you're ready to play! Select the card from your hand that you think is best described by a card played by the judge. If the judge picks your card, you win that round. And everyone gets a chance to be the judge! Each round is filled with surprising and outrageous comparisons from a wide range of people, places, things and events. Fast moving and refreshing, Apples to Apples is perfect for any get-together with family and friends! The Party Box comes complete with more than 1,000 cards.

  8. Architects of the West Kingdom

    Players
    1-5
    Ages
    12+
    Time
    60-80 Min
    Year
    2018
    BGG
    7.8
    About the game

    Architects of the West Kingdom Will you remain virtuous, or be found in the company of thieves and black marketeers? Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress.

  9. Ascension: Base

    Players
    1-4
    Ages
    13+
    Time
    30 Min
    Year
    2010
    BGG
    6.8
    About the game

    Ascension: Deckbuilding Game — originally released as Ascension: Chronicle of the Godslayer — is a fast-paced deck-building game designed by Magic: The Gathering Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee. Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

  10. Ascension: Expansion - Imortal Heroes

    Players
    1-4
    Ages
    13+
    Time
    30 Min
    Year
    2012
    BGG
    6.3
    About the game

    Ascension: Immortal Heroes is both a supplement to Gary Games' full-sized expansion/stand-alone game Ascension: Storm of Souls as well as a stand-alone two-player game in its own right. As the second set in the series, Ascension: Immortal Heroes completes the Storm of Souls story arc, with players trying to wield the power of past heroes with new Soul Gem cards – representing the trapped souls of heroes from the past – to stop the rebel godling Kythis from fueling his mad ascent to godhood. As with other Ascension titles, Immortal Heroes is a deck-building game in which players acquire cards from a central pool to add to their decks for use later; at the same time, they also combat creatures and other things that show up in that shared space. Both cards acquired and creatures defeated earn a player points.

  11. Ascension: Expansion - Return of the Fallen

    Players
    1-4
    Ages
    13+
    Time
    30 Min
    Year
    2011
    BGG
    6.6
    About the game

    Ascension: Return of the Fallen is the newest set for the popular deck-building game Ascension: Deckbuilding Game. The 65-card Ascension: Return of the Fallen is playable as a 2 player stand-alone game, or can be combined with Ascension: Deckbuilding Game for an expanded game with up to six players. With its 65 all-new cards for the Center Deck, the Return of the Fallen provides players with the ability to face the God Samael in a final battle to determine the fate of Vigil. It also includes a new Fate mechanic that can change the game with a single flip of a card. Ascension: Deckbuilding Game revolves around a Center Deck containing Heroes, Constructs, and Monsters. Players take turns recruiting Heroes or Constructs for their decks or defeating Monsters to earn honor and ultimate victory. Ascension: Deckbuilding Game joins other deck-building games including Dominion, Thunderstone and Resident Evil and Fantasy Flights Living Card Games (Call of Cthuhlu, Warhammer Invasion and Game of Thrones) as a new category of games that continue to increase in popularity. These games combine complexity of combat-focused card game experience with the benefit of not having to chase powerful randomly distributed, blindly-packaged cards.

  12. Auburn-Cayuga County NY - Limited Edition

    Players
    2-6
    Ages
    8+
    Time
    15-45 Min
    Year
    1980
    About the game

    Each player visits the shops and businesses and collects cards as detailed on their shopping list. The first to return home to their residence with the travel cards for all the locations on their list, wins. The locations are real businesses in Auburn - Cayuga County, New York, and this game was made as a promotional item for the area.

  13. Awesomeness is Lowell

    Players
    2-4
    Ages
    8+
    Time
    30-60 Min
    Year
    2018
    BGG
    3.0
    About the game

    A fun filled, exciting game of touring historic Lowell, Massachusetts visiting historic sites, local businesses & collecting souvenirs. Be part of the famous Lowell Kinetic Sculpture Race, Walk through Kerouac Park, Visit Whistler's House, or Enjoy an outside concert at Boarding House Park. Players move around a board of historic places in the city of Lowell, MA. They are tourists collecting special souvenirs that they will then get to keep when they finally return home. The object of the game is to tour Lowell, visit the 6 historic sites with the green bar above and purchase a souvenir. The first tourist to collect all 6 different souvenirs and return home wins.

  14. Axis & Allies: Classic

    Players
    2-5
    Ages
    12+
    Time
    180 Min
    Year
    1981
    BGG
    6.6
    About the game

    Axis and Allies is the most successful of Milton Bradley's Gamemaster series. It depicts WWII on a grand scale, full global level. Up to five players can play on two different teams. The Axis which has Germany and Japan, and the Allies which has the USA, the United Kingdom, and the USSR. A full map of the world is provided, broken up in various chunks similar to Risk. The game comes with gobs of plastic miniatures that represent various military units during WWII. Players have at their disposal infantry, armor, fighters, bombers, battleships, aircraft carriers, submarines, troop transports, anti-air guns, and factories. All of the units perform differently and many have special functions. Players have to work together with their teammates in order to coordinate offenses and decide how best to utilize their production points. Players also have the option of risking production resources on the possibility of developing a super technology that might turn the tide of war.

  15. Axis & Allies: Europe - 1940 Second Edition

    Players
    2-6
    Ages
    12+
    Time
    360 Min
    Year
    2010
    BGG
    7.6
    About the game

    Axis & Allies Europe 1940, a deluxe edition of Axis & Allies: Europe, includes neutral countries which can be invaded. There are true neutrals as well as pro-axis and pro-allied neutrals. Mechanized infantry and tactical bombers are included. Mechanized infantry is represented by half-tracks. France (blue) and Italy (brown) have national tokens and dedicated units of their own. The board measures 35 inches wide by 32 inches high (89 x 81 cm). This game is designed to be joined with Axis & Allies Pacific 1940 to create a six-player game on a map measuring 70 inches wide by 32 inches high (178 x 81 cm). This variant of the game is described in the Europe 1940 manual as Axis & Allies Global 1940. Integrates with: Axis & Allies Pacific 1940

  16. Axis & Allies: Pacific - 1940 Second Edition

    Players
    2-4
    Ages
    12+
    Time
    360 Min
    Year
    2009
    BGG
    7.5
    About the game

    Axis & Allies celebrates 25 years of strategy war gaming with a deluxe edition of its original theater-level game. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, represent a new playable ally. China fields more forces than ever before, but will need help from their allies -- the United States and England -- to withstand the might of expansionist Imperial Japan. Axis & Allies Pacific 1940 features an oversized board that measures 35 inches wide by 32 inches high (89 x 81 cm). With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game. Finally, this deluxe theater-level game is designed to join together with Axis & Allies Europe 1940 to create the greatest Axis & Allies experience to date! When joined, these boards will measure 5 feet wide by 32 inches high (178 x 81 cm). Both games have been designed to play alone or together to offer a 2-6 player global 1940 scenario, complete with separate set up and national objectives.

  17. Axis & Allies: Pacific - From Pearl Harbor to Victory

    Players
    2-3
    Ages
    12+
    Time
    240 Min
    Year
    2001
    BGG
    6.7
    About the game

    Axis & Allies Pacific is the second stand-alone game expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains. The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

  18. Azul

    Players
    2-4
    Ages
    8+
    Time
    30-45 Min
    Year
    2017
    BGG
    5.8
    About the game

    Azul was designed by the world famous, award winning game author Michael Riesling. Azul captures the beautiful aesthetics of Moorish art in a contemporary board game. Players compete as artisans decorating the walls of the royal Palace of Dvora. By carefully drafting the correct Quantity and style of tiles, the most clever of artisans plan ahead to maximize the beauty of their work (not to mention their scores!) while ensuring they wasted no supplies in the process. 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 Dvora.

  19. Bad People

    Players
    3-10
    Ages
    17+
    Time
    20-60 Min
    Year
    2016
    BGG
    5.3
    About the game

    The Game You Probably Shouldn't Play Find out what your friends really think about you in this hilarious and brutal voting game! Each turn one of the players is the Dictator and reads a question card out loud. They then silently vote for one of the other players who they feel fits the question best. All other players then vote for who they think the Dictator choose, if they are correct they earn a point. First person to 7 points win.

  20. Battle Sheep

    Players
    2-4
    Ages
    7+
    Time
    15 Min
    Year
    2010
    BGG
    6.3
    About the game

    In Battle Sheep (first released as Splits), players start the game by constructing the board from identical four-hex tiles, then each player places his/her tall stack of discs on one of the border hexes. Players take turns removing some number of discs from the top of one of their stacks, moving that new stack of discs as far away as it can go in a straight line. Players must leave at least one disc behind when moving, so the board gradually fills up and movement opportunities become more and more scarce. The player occupying the most spaces at the end of the game wins!

  21. Battlelore: Second Edition

    Players
    2
    Ages
    14+
    Time
    90 Min
    Year
    2013
    BGG
    7.2
    About the game

    Prepare for fantasy battles beyond your wildest imagination with the onslaught of BattleLore Second Edition. Set in the fantasy realm of Terrinoth, BattleLore Second Edition is a two-player board game focused on squad-based battles between the hardy defenses of the Daqan Lords garrison in Nordgard Castle and the unleashed ferocity of the demon-worshipping Uthuk Y’llan. You must strategically command your troops and use the power of lore to tip your battles in your favor. In every game, you will create new maps and scenarios, before mustering a new army for each game, so you can tailor your army to suit your favored play style. Command armies of fearsome warriors and deadly creatures, and lead them against the enemy in this intense game of warfare and military strategy. By seizing victory points from objectives on the battlefield and by eliminating enemy units, a skilled commander can raise his banners as the victor over the borderlands of Terrinoth! BattleLore Second Edition comes with a game board, ninety-two detailed figures, forty-three map overlay pieces, more than one-hundred fifty cards, rules, four custom dice, and everything else you need to win the borderlands of Terrinoth!

  22. Battleship: 1967 Edition

    Players
    2
    Ages
    7+
    Time
    20 Min
    Year
    1967
    BGG
    4.7
    About the game

    Since 1967, the Battleship game has been thrilling would-be naval commanders! This retro edition is inspired by the original favorite game where 2 players try to sink each other's hidden ships. It’s full speed ahead to hunt, hit, sink, and win! The first player to sink all 5 ships in the enemy fleet wins! The average playing time is 20 minutes per game. Hasbro Gaming and all related terms are trademarks of Hasbro.

  23. Betrayal at Baldur's Gate

    Players
    3-6
    Ages
    12+
    Time
    60 Min
    Year
    2017
    BGG
    7.1
    About the game

    Never Split the Party…Unless Someone is the Traitor! The shadow of Bhaal has come over Baldur’s Gate, summoning monsters and other horrors from the darkness! As you build and explore the iconic city’s dark alleys and deadly catacombs, you must work with your fellow adventurers to survive the terrors ahead. That is, until some horrific evil turns one—or possibly more—of you against each other. Was it a mind flayer’s psionic blast or the whisperings of a deranged ghost that caused your allies to turn traitor? You’ll have no choice but to keep your enemies close! Based on the award-winning Betrayal at House on the Hill board game, Betrayal at Baldur’s Gate you’ll return to Baldur’s Gate again and again only to discover it’s never the same game twice. Can you and your party survive the madness or will you succumb to the mayhem and split (or slaughter!) the party?

  24. Betrayal at House on the Hill

    Players
    3-6
    Ages
    12+
    Time
    60 Min
    Year
    2010
    BGG
    7.1
    About the game

    From the press release: Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends. Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters. Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game. Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play. An updated reprint of Betrayal at House on the Hill was released on October 5, 2010.

  25. Betrayal at House on the Hill: Widow's Walk

    Players
    3-6
    Ages
    12+
    Time
    60 Min
    Year
    2016
    BGG
    7.5
    About the game

    The house on the hill has a wicked reputation. Those who dare to darken its door often leave steeped in madness and despair — if they leave at all. Now the horror reaches new heights with Widow's Walk, the first-ever expansion for the critically acclaimed board game Betrayal at House on the Hill. The house is expanded with the addition of twenty new rooms, including the roof, a previously unexplored floor. Also in its halls you will find new monsters, items, omens, events, and fifty brand-new haunts, penned by lead developer Mike Selinker's all-star cast of contributors from the world of gaming and entertainment. In Widow's Walk, terror and panic are taken to a whole new level. Enter if you dare. Exit if you can...

  26. Better Me

    Players
    2-8
    Ages
    12+
    Time
    30-180 Min
    Year
    2015
    BGG
    7.3
    About the game

    Self Improvement Board Game for Friends, Couples & Family Games Night Fun Personal Development While Learning About Your Friends, Family, Coworkers, Classmates. Better Me is a cooperative new approach to relationships and personal development. Using the principles of positive psychology, the game challenges players to take real world action to improve themselves and their life. It also strengthens relationships by helping people connect in a meaningful way. The game creates amazing conversation, allowing players to quickly learn about themselves and their fellow players. And all in an encouraging and fun atmosphere, with no pressure or judgment. When has a game asked you to share a past accomplishment that you’re proud of, or a challenge that taught you a valuable lesson? When has a game challenged you to write a thank you letter to a loved one, or give a flower to a stranger?

  27. Bristol 1350

    Players
    1-9
    Ages
    14+
    Time
    20-40 Min
    Year
    2021
    BGG
    5.9
    About the game

    The dreaded Black Death has descended upon the town of Bristol. You are racing down the streets in one of the three available apple carts, desperate to escape into the safety of the countryside. If your cart is the first to leave the town and it is full of only healthy villagers when you leave, you and your fellow cart-mates successfully escape and win the game! However, some villagers on your cart may already have the plague! They are hiding their early symptoms from you so that they can enjoy their last few days in peace. If you leave town with a plagued villager on your cart, you will catch the plague. You must do whatever is necessary to make sure that doesn't happen! On the surface Bristol 1350 is part co-operative teamwork, part racing strategy, and part social deduction. In reality, it's a selfish scramble to get yourself out of town as quickly as possible without the plague, by any means necessary. The game comes in a magnetic book box and includes a rubber playmat, 9 wood pawns, 3 miniature carts, 6 rat/apple dice, a linen bag, and 64 cards. The deluxe version adds 6 coins, 6 cards, and 3 metal carts. This standalone game is Volume 4 in the "Dark Cities Series" by Facade Games following Salem 1692, Tortuga 1667, and Deadwood 1876.

  28. Candy Land

    Players
    2-4
    Ages
    3+
    Time
    30 Min
    Year
    1949
    BGG
    3.2
    About the game

    Created by Eleanor Abbott in the early 1940's to entertain children recovering from polio and first published by Milton Bradley (now Hasbro) in 1949, Candy Land encourages young players to socialize, exercise patience, recognize colors, learn rules, and follow directions. Players race down a rainbow-colored track to be the first to find the lost King Kandy at Candy Castle, but watch out for obstacles like the sticky Molasses Swamp! Start by placing your plastic Gingerbread Man (or other character marker) at the beginning of the track. Each turn, players draw a simple card and move by matching the color on the card to the next color on the track. Some cards show a named location on the board; players who draw these cards move forward or backward on the track to the named location. The game ends when the first player arrives at Candy Castle by reaching or moving beyond the last square on the track. In the 2004 version, younger players are not required to remove backward on the track if they draw a named card, and the last square of the track was changed from a Violet Square to a Rainbow Square, resolving a 55-year dispute over whether a player needs to land on the Violet Square or move beyond the Violet Square to win. Prior to the 2006 version, three colored spaces on the track (one in Molasses Swamp and two "Cherry Pitfalls") were marked with a dot. Players who landed on a dot were "stuck," and were unable to move from the spot until they drew a card that matched the color of the square they were on. The 2006 version replaced gum drops with licorice spaces; players who land on a licorice space only lose their next turn. “The Legend of the Lost Candy Castle” is printed inside the box and can be read out loud. The game parts can be stored below it. The game board is colorful and has lots of yummy candy references.

  29. Carcassonne: Big Box Edition

    Players
    2-4
    Ages
    7+
    Time
    35 Min
    Year
    2017
    BGG
    8.2
    About the game

    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, etc. 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. This new Big Box contains the base game, plus the most popular of the expansions: Inns & Cathedrals, Traders and Builders, Princess & Dragon, Abbey & Mayor, and Bridges, Castles, & Bazaars.

  30. Cards Against Humanity & Expansions

    Players
    4-8
    Ages
    18+
    Time
    30-90 Min
    Year
    2009
    BGG
    5.9
    About the game

    Cards Against Humanity is a party game for horrible people. The game is simple. Each round, one player asks a question from a black card, and everyone else answers with their funniest white card.

  31. Cards Against Muggles

    Players
    4-8
    Ages
    18+
    Time
    30-90 Min
    About the game

    Cards Against Muggles: Best Game Ever Period. Funny cards game for players and the playing time is 30 to 90 minutes. Total 1359cards, including 900 white cards and 459 black cards for maximum replayability. Features: Total 1359 cards, including 900 white cards and 459 black cards for maximum replayability. Great for parties, providing much fun to you and fulfill hours of entertainment. A have for all Harry Potter fans with an evil sense of humor.

  32. Cash & Guns: 2nd Edition

    Players
    4-8
    Ages
    10+
    Time
    30 Min
    Year
    2014
    BGG
    6.9
    About the game

    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. Each round, one player is the Boss, and he controls the pace of play. First, loot cards are revealed on the table to show what's up for grabs. Next, players load their guns by secretly selecting either a "Bang!" or a "Click! Click!" card from their hand. The Boss counts to three, and on "Three" each player points his foam gun at someone else; due to his status, the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes, the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round. Everyone who's pointing a gun at someone still in the round now reveals their card, and anyone who's the target of a "Bang!" takes a wound marker and gets none of the available loot. Starting with the Boss, everyone still in the round takes one loot card at a time from the table — money, diamonds, paintings, the position of Boss, medical care (to remove a wound), or a new bullet (to add a "Bang!" card to your hand) — until everything has been claimed. After eight rounds, the game ends. Whoever has the most diamonds receives a big bonus, and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins!

  33. Cash n Guns 2E: More Cash More Guns Expansion

    Players
    4-8
    Ages
    10+
    Time
    30 Min
    Year
    2015
    BGG
    7.2
    About the game

    Just when you were starting to relax around your fellow thieves, crooks and criminals comes More Cash 'n More Guns, an expansion for Ca$h 'n Guns that'll have you looking over your shoulder long after the police sirens have faded. In this expansion, you can get your hands on four new pistols, new loot cards and new special powers. The simple act of robbing a bank has never been more fun!

  34. Cashflow: Get ouf of the Rat Race

    Players
    2-6
    Ages
    10+
    Time
    180 Min
    Year
    1996
    BGG
    5.2
    About the game

    Rich Dad Poor Dad was written by Robert Kiyosaki and advocates financial independence through investing, real estate, owning businesses, and the use of finance protection tactics. Kiyosaki followed with Rich Dad's CASHFLOW Quadrant and Rich Dad's Guide to Investing Cashflow 101 is a serious game designed by investor, businessman, and self-help author Robert Kiyosaki to serve as a tool for learning basic financial strategies and accounting principles. Cashflow 101 is the first of several games created by Kiyosaki to reinforce the information in his books.

  35. Castle Panic: A Cooperative Tower Defense Game

    Players
    1-6
    Ages
    10+
    Time
    60 Min
    Year
    2009
    BGG
    6.7
    About the game

    The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer! 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.

  36. Castle Panic: Dark Titan

    Players
    1-6
    Ages
    12+
    Time
    60 Min
    Year
    2015
    BGG
    7.3
    About the game

    The story of the castle is enhanced by the addition of the Dark Titan himself: Agranok. An unparalleled threat, Agranok has returned from banishment with a vengeance, and he's bringing new enemies that will test players like never before. The Dark Titan, an expansion for Castle Panic, adds more powerful enemies to the game, as well as new reinforcements and weapons with which the players can defend the castle. The Dark Titan Agranok is a new 8-point monster seeking vengeance, and his support includes the Dark Sorceress, elite monsters, and a boom troll. To defend against these new threats, players will have a Cavalier that fights for them on the board as well as boiling oil and support tokens. The Dark Titan is compatible with The Wizard’s Tower, the first expansion for Castle Panic, for even more of a challenge.

  37. Castle Panic: Engines of War

    Players
    1-6
    Ages
    12+
    Time
    60 Min
    Year
    2016
    BGG
    7.2
    About the game

    Castle Panic: Engines of War introduces an engineer who uses new resource cards to build catapults, ballistas, barricades, and more in order to better defend the castle from the growing capabilities of the monsters — and you're going to need his help since they're now charging at you with a siege tower, war wagon, and a battering ram. What's more, they've enlisted the help of a shaman, breathtaker, and goblin saboteurs. Prepare your forces! Castle Panic: Engines of War can be used with the Castle Panic base game on its own or with any combination of other expansions.

  38. Castle Panic: Wizard's Tower

    Players
    1-6
    Ages
    12+
    Time
    90 Min
    Year
    2011
    BGG
    7.5
    About the game

    The Wizard's Tower is an expansion to the board game Castle Panic. It is not a stand-alone game and requires Castle Panic to play. The Wizard's Tower is a cooperative board game for 1 to 6 players ages 12 and up. Your Castle has been rebuilt, and a friendly Wizard has joined your forces. As long as his Tower stands, you and your friends have access to powerful magic spells. And you'll need them, for the Monsters have returned stronger, faster, smarter, and with new abilities to threaten the Castle. You'll fight against magical Imps, evasive flying creatures, and more. Make your stand against six new, dangerous Mega Boss Monsters, including the Dragon and Necromancer. Use fire to attack the Monsters, but beware, your Walls and Towers can be burned down as well! The challenge is high but so is the adventure. Can you survive more panic and defend The Wizard's Tower?

  39. Catan Junior

    Players
    3-4
    Ages
    6+
    Time
    30 Min
    Year
    2011
    BGG
    6.2
    About the game

    Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games. Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain! Be the first player to control seven pirate hideouts, and you win!

  40. Catan: Trade, Build, Settle

    Players
    3-4
    Ages
    10+
    Time
    60-120 Min
    Year
    1995
    BGG
    7.1
    About the game

    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 build by spending resources (sheep, wheat, wood, brick and ore) that are depicted by these resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep. 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 has won multiple awards and is one of the most popular games in recent history due to its amazing ability to appeal to experienced gamers as well as those new to the hobby.

  41. Cathedral Wood: Classic

    Players
    2
    Ages
    8+
    Time
    20 Min
    Year
    1978
    BGG
    6.5
    About the game

    In Cathedral, each player has a set of pieces of a different color. The pieces are in the shapes of buildings, covering from one to five square units. The first player takes the single neutral Cathedral piece and places it onto the board. Players then alternate placing one of their buildings onto the board until neither player can place another building. Players capture territory by surrounding areas that are occupied by at most one opponent or neutral building. A captured piece is removed and captured territory becomes off-limits to the opponent. The player with the fewest 'square units' of buildings that can't be placed wins.

  42. Chameleon

    Players
    3-8
    Ages
    14+
    Time
    15 Min
    Year
    2017
    BGG
    6.2
    About the game

    A bluffing deduction game for everyone. Each round involves two missions, depending on whether you’re the Chameleon or not. Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is to blend in, not get caught and to work out the Secret Word. Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word. At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.) Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.

  43. Chronicles of Crime

    Players
    1-4
    Ages
    12+
    Time
    60-90 Min
    Year
    2018
    BGG
    7.7
    About the game

    Chronicles of Crime is a cooperative game of crime investigation, mixing an app, a board game and a touch of Virtual Reality. With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarios and solve as many different crime stories. Players start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the current case in the shortest time possible. Using the Scan&Play technology, each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is released simply by downloading the app's updates, without any shipping of new physical components involved. The VR experience only requires a mobile phone. Players simply put the VR glasses (optional buy) onto their mobile device, and put the VR glasses on their nose, holding their mobile device in front of their eyes, to immerse themselves in the game's universe and search for clues in a virtual world. The game comes with 1 tutorial and 5 scenarios, but more can be downloaded directly inside the app! Each session last around 1h to 1h30 minutes and many scenarios are connected to each others in order to tell a much bigger story.

  44. Chutes & Ladders

    Players
    2-4
    Ages
    3+
    Time
    30 Min
    Year
    1943
    BGG
    2.9
    About the game

    Traditional game from ancient India was brought to the UK in 1892 and first commercially published in the USA by Milton Bradley in 1943 (as Chutes and Ladders). Players travel along the squares sometimes using ladders, which represent good acts, that allow the player to come closer to nirvana while the snakes were slides into evil.

  45. Citadels

    Players
    2-8
    Ages
    10+
    Time
    30-60 Min
    Year
    2016
    BGG
    7.0
    About the game

    In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their eighth building. Players then tally their points, and the player with the highest score wins. Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on. On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors. The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay.

  46. Cities Skylines

    Players
    1-4
    Ages
    10+
    Time
    70 Min
    Year
    2019
    BGG
    6.7
    About the game

    Cities: Skylines – The Board Game is a co-operative game based on the popular computer game of the same name by Paradox Interactive. Gameplay starts with four land boards being visible, the exact number varying depending on the scenario. The goal is to finish a number of milestones and to make the inhabitants of your city happy. At the start of each milestone, one additional board is bought, flipped over from its nature side to its developed side. Players have personal cards that show what they can build, and ideally they discuss and plan with the other players how to best develop the city. The cards show what effects the building will have on the city, for example increasing the need for garbage collection, decreasing crime, or giving a bonus if placed next to a park. Cardboard tiles represent residential, commercial, industrial, and other buildings, and they have varied base shapes that are placed on the developed boards on the grid. When the players have developed the city to the next milestone, they choose which new board to buy to expand the city, score their current happiness, and start a new milestone. When the last milestone is finished, the game ends, then the total happiness score is summed. There is only one city treasury, and all players add to it when they make money for the city and take money from it for building a hospital or buying a new board. Making sure you have enough money is an important aspect of the game for if you run out of money, you go bankrupt and lose. A series of scenarios teach the game in steps, with each new step introducing new parts of the game. The full game with News, Unique buildings, Policies and Roles vary greatly from game to game, as players are provided with new challenges by the emergent behavior of the city.

  47. Clash of the Cards

    Players
    2-6
    Ages
    8+
    Time
    20-40 Min
    Year
    2016
    BGG
    5.5
    About the game

    Clash of the Cards is a high-speed, strategic battle card game in which you battle your opponents to steal cards and win hands. To win each hand of this rummy-style game you collect armies (sets of 4). The first player to collect 2 armies wins the hand, and all players count points. Keep playing hands until someone reaches 1,000 points. Each card in the game can be harnessed during battle. Use special cards to defend your armies, to walk away from battle, slow down your opponents, or join battles you were not invited to, in order to increase your chance at winning cards. This game allows you to set up traps for other players and develop attack and defense strategies from your first turn.

  48. Classic 15 Game Set: Backgammon

    Players
    2
    Ages
    8+
    Time
    30 Min
    Year
    3000 BC
    BGG
    6.5
    About the game

    Backgammon is a classic abstract strategy game dating back thousands of years. Each player has a set of 15 "men" that must be moved from their starting positions, around, and then off the board. Dice are thrown each turn, and each player must decide which of his men to move based on the outcome of the roll. Players can capture each other's men, forcing the captured men to restart their journey around the board. The winner is the first player to get all 15 men off the board. A more recent addition to the game is the "doubling cube", which allows players to up the stakes of the game, as it is often played for money. Although the game relies on dice to determine movement, there is a large degree of strategy in deciding how to make the most effective moves given each dice roll as well as measuring the risk in terms of possible rolls the opponent may get. Backgammon may be the first game to be mentioned in written history, going back 5,000 years to the Sumerians of ancient Mesopotamia. During the 1920's, archaeologists unearthed five boards from a cemetery in the ancient town of Ur. At another location, pieces and dice were also found along with the board. Boards from ancient Egypt have also been recovered from the tomb of Tutankhamun, including a mechanical dice box, no doubt intended to stop cheaters. The names of the game were many. In Persia, Takhteh Nard which means "Battle on Wood". In Egypt, Tau, which may be the ancestor of Senat. In Rome, Ludus Duodecim Scriptorum ("game of twelve marks"), later, Tabula ("table"), and by the sixth century, Alea ("dice"). In ancient China, T-shu-p-u and later in Japan, Sugoroko. The English name may derive from "Bac gamen" meaning "Back Game", referring to re-entry of taken stones back to the board. It was often enjoyed by the upper classes and is sometimes called "The Aristocratic Game." The Roman Emperor Claudius was known to be such a fan that he had a set built into his coach so he could play as he traveled (the world's first travel edition?). The rules in English were standardized in 1743 by Edmond Hoyle. These remained popular until the American innovations of the 1930's.

  49. Classic 15 Game Set: Checkers

    Players
    2
    Ages
    6+
    Time
    30 Min
    BGG
    4.9
    About the game

    Abstract strategy game where players move disc-shaped pieces across an 8 by 8 cross-hatched ("checker") board. Pieces only move diagonally, and only one space at a time. If a player can move one of his pieces so that it jumps over an adjacent piece of their opponent and into an empty space, that player captures the opponent's disc. Jumping moves must be taken when possible, thereby creating a strategy game where players offer up jumps in exchange for setting up the board so that they jump even more pieces on their turn. A player wins by removing all of his opponent's pieces from the board or by blocking the opponent so that he has no more moves. This game, also known as Draughts, is part of the Checkers family. The Official Checker Board to be used in tournaments and official matches of associations like international WCDF, ACF, and APCA usually shall be colored of green and off-white (buff). Board squares shall be not less than 2 inches nor more than 2½ inches wide. Tournament pieces are Red and White, but called Black and White in game related literature.

  50. Classic 15 Game Set: Chess

    Players
    2
    Time
    ?
    BGG
    7.2
    About the game

    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. The game has its origins in the Indian game Chaturanga, and became Shatranj when introduced to the Persians. The current form of the game emerged in the second half of the 15th century when the Persians brought Shatranj to Southern Europe. The tradition of organized competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886. The current World Champion is Magnus Carlsen, Norway. Chess is also a recognized sport of the International Olympic Committee.

  51. Classic 15 Game Set: Chinese Checkers

    Players
    2-6
    Ages
    7+
    Time
    30 Min
    Year
    1893
    BGG
    5.2
    About the game

    Chinese Checkers, or Stern-Halma, is a version of Halma supporting up to six players. Parenthetically, it is neither Chinese nor is it Checkers. In many countries, it's known as Chinese Chess or China-Chess which is even less accurate and definitely shouldn't be confused with Xiangqi which is the true Chess variant from China. Players jump over their own and/or their opponents' pieces with the objective of being the first to move all their pieces from one side to the opposing side.

  52. Classic 15 Game Set: Go Fish

    Players
    2-6
    Ages
    4+
    Time
    20 Min
    BGG
    3.6
    About the game

    Go Fish is a standard deck playing card game and is one of the first card games taught to children in the United States. Players are seeking to complete books consisting of four of the same number cards (the two of hearts, diamonds, clubs, and spades together would be a book). After dealing 6 cards to each player, players take turns asking one other player if they have a card matching one in their hand. If a player has the requested card type, they surrender them all to the asking player, and the asking player can then continue asking for a type of card from either the same player or different one. If a player doesn't have the card requested, he says Go Fish and the asking player then draws from a draw pile. A draw which results in the last card asked for or in a complete book means the asking player gets another turn.

  53. Classic 15 Game Set: Mancala

    Players
    2
    Ages
    5+
    Time
    10 Min
    Year
    1940
    BGG
    5.9
    About the game

    The most common rule set in games sold commercially as Mancala is for this game of Kalah. Mancala is actually a whole family of games. Kalah was invented in 1940 by an American, William Champion Jr.. He started selling the game in 1944, patented the rules in the 1950's, and founded the Kalah Game Co. in 1958. The game is played on a board of two rows, each consisting of six round pits. The rows have a large store at either end called the Kalah. A player owns the six pits closest to them and the Kalah on their right side. The game is started with four (4) seeds in each pit. A player takes all the seeds from one of their pits, and then they are distributed one by one, counterclockwise, in the pits and the player's own Kalah, but not into the opponent's store (Kalah). If the last seed is dropped into an opponent's pit or a non-empty pit of the player, the move ends without anything being captured. If the last seed falls into the player's Kalah, they must move again. If the last seed is put into an empty pit owned by the player, they capture all contents of the opposite pit together with the capturing piece and puts them in their Kalah. If the opposite pit is empty, nothing is captured. A capture ends the move. The game ends when one player no longer has any seeds in any of their holes. The remaining pieces are captured by their adversary. The player who has captured the most pieces is declared the winner. Variants: Beginners may start with 3 seeds in each pit, but the game can also be played with 5 or 6 seeds in each pit. William Champion Jr. recommended the expert game with 6 in each pit.

  54. Classic 15 Game Set: Old Maid

    Players
    2-6
    Ages
    4+
    Time
    5 Min
    Year
    1874
    BGG
    3.6
    About the game

    Old Maid is a traditional children's game. You can buy a deck of cards designed for the game, but it can be easily played with a standard deck of cards: Throw away all but one of the queens from the deck. You won't use the "extra queens" during play. (You may also want to throw out all black cards or all red cards to speed up the game). Deal all the cards out to the players. Players put down any pairs they have, then keep the rest of their cards in their hand, hidden from their opponents. From here on, take turns; on your turn, draw a card from any other player. If you made a pair, then put it down. In the end, all cards except the "old maid" (the one queen left in the deck) will be down in pairs. Whoever holds that card loses! Everybody else wins! The best part of this game is seeing another player draw the old maid away from you. You're supposed to keep it a secret when this happens (because other players will avoid drawing from the victim if they know that they risk the old maid by doing so), but young children usually laugh or gloat when the old maid gets taken from them. Adults playing can make the victim feel better by trying to draw the maid away from them.

  55. Classic 15 Game Set: Parcheesi

    Players
    2-6
    Ages
    5+
    Time
    30 Min
    Year
    4 AD
    BGG
    4.5
    About the game

    Pachisi, the national game of India, dates back to 4 AD and remains popular today. Each player has a set of pawns that start in his or her corner of the board. The goal is to move the pawns around the board to the "home" section. Movement is controlled by dice. All players move around the same board, so they may capture each others pawns. Captured pawns are returned to their player's corner and must start their journey over. The winner is the first player to move all pawns "home". Parcheesi is the westernized version. The usual game is for 2-4 players. Jumbo's version handles up to 6. There is also a Schmidt-Spiele edition with a double-sided board. One side for 4 players, the other for 6. Juegos de la Antigüedad Parchis boards are up to 8 players. 'Wa-hoo' (or 'Wahoo') is a homegrown variant of the game, popular in Texas and surrounding states since the early 1900s, which features different rules and team play. Another homegrown variant is to prohibit players to capture each others pawns. But this overprotective variant is not recommended!

  56. Classic 15 Game Set: Pick Up Sticks

    Players
    2-6
    Ages
    4+
    Time
    10-30 Min
    Year
    1850
    BGG
    4.3
    About the game

    Long, thin sticks are scattered on the table in a heap. The black one is used as a tool to pick up the others. The player picks up sticks one at a time, until he causes any other stick to move besides the one he is attempting to pick up. Score points based on the color retrieved. The game is believed to have developed from the yarrow stalks used for divination with the Chinese I Ching. Published in Germany about 1850. This concept has been re-published in Germany, 2003, by HABA as Mikado, a game Ages 5 and up

  57. Classic 15 Game Set: Playing Cards

    Players
    1+
    Ages
    4+
    Time
    ?
    Year
    1370s
    BGG
    6.7
    About the game

    Traditional Card Games is not an individual game, but a game system including games that can be played with a traditional deck(s) of cards. This database entry covers all card games that can be played with a standard deck of cards. Not all card games played with standard playing cards can be mentioned separately in BGG's database, and many regional card games that aren't as widespread as popular games like Poker or Blackjack. The standard deck playing card games page lists many of the card games that are listed separately in the BoardGameGeek database. Many are also included in the list of games belonging to the Traditional Card Games family. Related BGG Database Entries: Bicycle Official Rules of Card Games (Book) The Penguin Book of Card Games (Book) Card Games Around the World (Book) Miscellaneous Card Game Accessory Related BGG Resources: Articles About Playing Cards 40+ Great Card Games For All Occasions Favorite Games with Standard Playing Cards Pictorial Reviews of Custom Playing Cards Playing Card Games Enthusiasts (Guild)

  58. Classic 15 Game Set: Roll Out

    Players
    2
    Ages
    10+
    Time
    30 Min
    About the game

    Players take turn rolling two dice to either 'bear off' their checkers by rolling the corresponding numbers (or combination of numbers) or flip their opponent's checkers to make it harder for their opponent to bear off his/hers (essentially adding an extra step for each checker flipped). Players can continue rolling dice until they win or roll out (dice combination cannot be satisfied by checkers).

  59. Classic 15 Game Set: Snakes & Ladders

    Players
    2-6
    Ages
    3+
    Time
    30 Min
    BGG
    2.9
    About the game

    Traditional game from ancient India was brought to the UK in 1892 and first commercially published in the USA by Milton Bradley in 1943 (as Chutes and Ladders). Players travel along the squares sometimes using ladders, which represent good acts, that allow the player to come closer to nirvana while the snakes were slides into evil.

  60. Classic 15 Game Set: Solitaire

    Players
    1
    Ages
    6+
    Time
    15 Min
    Year
    1687
    About the game

    A family of games designed for a single player. These puzzle-games challenge the player to clear a grid of tokens or pegs. Typically all but one space on the board is filled. The game is played by jumping a peg over one other into an empty space. The peg jumped over is removed from the board. This continues until no more jumps can be made. The object is to leave only a single peg or token left on the board. The two most common boards are the 33-peg English cross and the 37-peg French octagon boards. Ostensibly, this is Outside the Scope of BGG, but is kept in the database by fiat due to history.

  61. Classic 15 Game Set: Tic-Tac-Toe

    Players
    2
    Ages
    4+
    Time
    1 Min
    Year
    1300 BC
    BGG
    2.7
    About the game

    A very old game where each player attempts to place three of their markers (usually an X or an O) in a line on a 3x3 grid. The Romans called this game Terni Lapilli (this does not appear to be true, Terni Lapilli seems to be a distinct and separate game). It shares the board but the players only have 3 pieces each. The same game may be played not on the grid spaces but on lines where it is aka Three Men's Morris.

  62. Classic 15 Game Set: War

    Players
    2
    Ages
    4+
    Time
    30 Min
    BGG
    2.3
    About the game

    War can be played with a standard 52 card deck as well as special themed decks of different sizes. The deck is dealt out evenly to the players into face down piles. Both players then turn their top card face up. The player with the higher value card takes both cards and puts them face down at the bottom of his or her pile. If the cards have equal value, there is a war. Both players place 3 cards face down (occasionally, some people play with the modified rules of 1 or 2 face-down cards instead of the standard three) on the table and then place another face-up card on top of those. If the two are equal, they place more face-down cards and add another face-up card (etc.) The winner of the round once the most recent face-up cards are different in value takes all of the cards currently on the table. The game ends when one player has the entire deck.

  63. Clue: The Classic Edition

    Players
    2-6
    Ages
    8+
    Time
    45 Min
    Year
    1949
    BGG
    5.7
    About the game

    The classic detective game! In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out.

  64. CodeNames

    Players
    2-8
    Ages
    14+
    Time
    15 Min
    Year
    2015
    BGG
    7.6
    About the game

    Codenames is an easy party game to solve puzzles. The game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. At the beginning of the game, there will be 25 cards on the table with different words. Each card has a corresponding position, representing different colors. Only the team leader can see the color of the card. The team leader should prompt according to the words, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win.

  65. Color Brain: Disney Edition

    Players
    2-20
    Ages
    8+
    Time
    20 Min
    Year
    2019
    BGG
    5.6
    About the game

    No good at quizzes? Great, because in this game we give you all the answers before you start. All you have to do is work out which of the eleven color cards in your hand correctly answers one of Color Brain’s crafty questions. Get it right and you could be in luck. Now you need the other teams to get it wrong to walk off with the points — while they turn green with envy. Color Brain: Disney Edition features questions from more than twenty Disney films.

  66. Connect 4

    Players
    2
    Ages
    6+
    Time
    10 Min
    Year
    1974
    BGG
    4.9
    About the game

    Connect 4 is a well known vertical game played with "checkers" (it is more akin to Tic Tac Toe or Go Moku). The board is placed in the stand to hold it vertically and the players drop checkers into one of the 7 slots, each of which holds 6 of the "checker's" men, until one player succeeds in getting 4 in a row--horizontally, vertically or diagonally. The game is actually non-proprietary and nicer adult versions can be found under the name The Captain's Mistress.

  67. Couch Skeletons

    Players
    2
    Ages
    9+
    Time
    5-10 Min
    Year
    2020
    BGG
    5.7
    About the game

    These spooky sassy skeletons are looking for a couch to crach on. Compete to knock your opponent's skeletons off the couch in this quick nd easy two player game. Once you've filled the couch with your own skeletons you can declare yourself victorious.

  68. Coup

    Players
    2-6
    Ages
    13+
    Time
    15 Min
    Year
    2012
    BGG
    6.9
    About the game

    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.

  69. Coup: Expansion - Reformation

    Players
    2-10
    Ages
    10+
    Time
    15 Min
    Year
    2013
    BGG
    6.8
    About the game

    Coup: Reformation, an expansion for the original version of Coup: City State from La Mame Games, adds new cards to the game and rules for factions and team play that increases tension in the early stages for four or more players and (thanks to 15 additional character cards) allows Coup to be better played with up to ten players. With Coup: Reformation, each player must declare himself either Catholic (Loyalist in the second edition) or Protestant (Reformist) and can target only members of the other faction. Conversion is possible, however, for yourself or for another player by paying a charitable donation to the Almshouse (Treasury). Like all factions, once you have eliminated or converted the other group, you just descend into in-fighting, so there's still only one winner and no second place. Coup: Reformation adds a new fluid team dynamic to Coup as players jostle with their allegiance to take advantage or seek protection in the early stages of the game.

  70. Cover Your Assets

    Players
    2-6
    Ages
    8+
    Time
    15-45 Min
    Year
    2011
    BGG
    6.4
    About the game

    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!

  71. Cover Your Kingdom

    Players
    2-8
    Ages
    10+
    Time
    25-40 Min
    Year
    2019
    BGG
    5.7
    About the game

    Cover Your Kingdom is an absurdly ruthless set-collection party game for 2-8 players ages 9+. The game's cutthroat mechanics which make the game a highly-addictive riot-inducer are blunted by the punderfully-whimsical theme. The pace of play is fast, with very little downtime, as interactions may occur involving any player at any moment keeping all players on the edge of their seats and prompting loads of impish banter, gloating, and murderous glares. due to its competitive nature, it might not be the best choice of game if you've got a table-flipper in your group. However, as long as everyone has a good (or evil) sense of humor, the game will take you on a boisterous ride you'll want to repeat. Cover Your Kingdom is an excellent game for building relationships... or ending them. (Perfect for family reunions!)

  72. Deadwood 1876

    Players
    2-9
    Ages
    14+
    Time
    20-40 Min
    Year
    2018
    BGG
    5.9
    About the game

    There’s gold in the Black Hills of South Dakota, and you’ve come to find (or steal) your share. You’re staying at one of the three major establishments in Deadwood where you and your associates are working together to steal some of the gold-filled safes floating around town. But you suspect that the “friends” you’re working with are secretly plotting to keep all the gold for themselves. Will you be ready to turn on them before they shoot you in the back? In Deadwood 1876, you use cards from your hand to try to win Safes from other players. Safes contain Badges, Gold, or Showdown Guns. Near the end of the game, players with Badges get extra turns. After the final turn, the team with the most Gold will advance to the Final Showdown. There, teammates will have to fight each other to the death using Showdown Guns. The last person alive is the winner! The game is a balance between teamwork and selfishness. If a player uses all of their best cards to hunt down Gold for their team, they’ll be defenseless to fight against their teammates if they go to the Final Showdown. But if a player only goes after Guns and saves all of their best cards, their team might not have enough Gold to actually reach the Final Showdown. If someone on your team doesn’t seem to be pulling their weight, they might be plotting to steal your gold after using you to get to the Finals! There may come a point where you need to gather Showdown Guns instead of Gold, or attack, mislead, frame, abandon, or banish your own teammates. Deadwood 1876, volume 3 in the "Dark Cities" series from Facade Games, can have 2-9 players. Learn in 20 minutes, play in 20-40 minutes.

  73. Deception: Murder in Hong Kong

    Players
    4-12
    Ages
    14+
    Time
    20 Min
    Year
    2014
    BGG
    7.5
    About the game

    Deception: Murder in Hong Kong is a game of deduction and deception for 4-12 players that plays in about 20 minutes. In the game, players take on the roles of investigators attempting to solve a murder case – but there's a twist. The killer is one of the investigators! Each player's role and team are randomly assigned at the start of play and include the unique roles of Forensic Scientist, Witness, Investigator, Murderer, and Accomplice. While the Investigators attempt to deduce the truth, the murderer's team must deceive and mislead. This is a battle of wits! The Forensic Scientist has the solution but can express the clues only using special scene tiles while the investigators (and the murderer) attempt to interpret the evidence. In order to succeed, the investigators must not only deduce the truth from the clues of the Forensic Scientist, they must also see through the misdirection being injected into the equation by the Murderer and Accomplice! Find out who among you can cut through deception to find the truth and who is capable of getting away with murder!

  74. Diplomacy

    Players
    2-7
    Ages
    12+
    Time
    360 Min
    Year
    1959
    BGG
    7.0
    About the game

    European Political Themed Cooperative Strategy Board Game The Avalon Hill Diplomacy cooperative board game is a game of negotiation, cunning, and deceit. Through making deals and forming alliances, you'll expand your empire over pre-World War I Europe. You'll have to watch your back as you make and break deals, un-hatch traitorous plots, negotiate, and outwit others to gain dominance of the continent. It's a strategy game in which players must rely on their own cunning and cleverness, not the luck of the dice, to determine the outcome. It's a great choice for those who love multi-player strategy games, European political games, and cooperative board games. For 2-7 players, ages 12 and up, and can take about 6 hours to play. Avalon Hill and all related trademarks and logos are trademarks of Hasbro, Inc.

  75. Dixit Expansion: 10th Anniversary

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2018
    BGG
    8.0
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  76. Dixit Expansion: Daydreams

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2014
    BGG
    7.7
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  77. Dixit Expansion: Harmonies

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2017
    BGG
    7.9
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  78. Dixit Expansion: Journey

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2012
    BGG
    7.8
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  79. Dixit Expansion: Memories

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2015
    BGG
    7.9
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  80. Dixit Expansion: Mirrors

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2020
    BGG
    8.0
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  81. Dixit Expansion: Origins

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2013
    BGG
    7.8
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  82. Dixit Expansion: Quest

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2010
    BGG
    7.7
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  83. Dixit Expansion: Revelations

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2016
    BGG
    8.0
    About the game

    An expansion for Dixit that contains 84 new cards for use with that game.

  84. Dixit: Base - Odessy

    Players
    3-12
    Ages
    8+
    Time
    30 Min
    Year
    2008
    BGG
    7.2
    About the game

    Dixit Odyssey is both a standalone game and an expansion (Dixit: Odyssey (expansion)) for Jean-Louis Roubira's Dixit, which won Germany's Spiel des Jahres award in 2010. Game play in Dixit Odyssey matches that of Dixit: Each turn one player is the storyteller. This player secretly chooses one card in his hand, then gives a word or sentence to describe this card—but not too obviously. Each other player chooses a card in hand that matches this word/sentence and gives it to the storyteller. The storyteller then lays out the cards, and all other players vote on which card belongs to the storyteller. If no one or everyone guesses the storyteller's card, the storyteller receives no points and all players receive two; otherwise the storyteller and the correct guesser(s) each receive three points. Players score one point for each vote their image receives. Players refill their hands, and the next player becomes the storyteller. When the deck runs out, the player with the most points wins. Dixit Odyssey contains 84 new cards, each with a unique image drawn by Pierô and colored by Marie Cardouat, artist of Dixit and Dixit 2. The stand alone version also includes a folding game board, 6 new rabbit scoring tokens (12 total), and a box large enough to hold all the Dixit cards released to date. The stand alone version of Dixit Odyssey includes enough components for up to twelve players and also has variant rules for team play and for new ways to play with the cards. Expansion versus standalone versions of the game. Standalone version is in a square box (released in 2011 but may still be available). Expansion version is in a rectangular box (available from 2013 onwards): Dixit: Odyssey (expansion)

  85. Dixit: Base - Original

    Players
    3-6
    Ages
    8+
    Time
    30 Min
    Year
    2011
    BGG
    7.4
    About the game

    2010 Spiel des Jahres Winner One player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players). Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others. The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's. If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card. The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game. The base game and all expansions have 84 cards each.

  86. Dominion: Base 2nd Edition

    Players
    2-4
    Ages
    13+
    Time
    30
    Year
    2008
    BGG
    7.5
    About the game

    "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.

  87. Dominion: Expansion - Intrigue

    Players
    2-6
    Ages
    13+
    Time
    30 Min
    Year
    2009
    BGG
    7.5
    About the game

    In Dominion: Intrigue (as with 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. From the back of the box: "Something’s afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you’re sure of it. At the very least, there are yours. A passing servant murmurs, “The eggs are on the plate.” You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan." Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with Dominion. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in Dominion or with the basic game of Dominion.

  88. Dominion: Expansion - Seaside

    Players
    2-4
    Ages
    13+
    Time
    30
    Year
    2009
    BGG
    7.7
    About the game

    This expansion is inside the box with the base game. Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. From the back of the box: "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours."

  89. Dragonwood

    Players
    2-4
    Ages
    8+
    Time
    20 Min
    Year
    2015
    BGG
    6.6
    About the game

    Dare to enter Dragonwood! Deep in the heart of this mythical forest lurk angry ogres, giggling goblins, and even the famed and fearsome fire-breathers themselves! In Dragonwood, you collect sets of adventurer cards to earn dice, which you then use to roll against your foes. Stomp on some fire ants, scream at a grumpy troll, or strike the menacing orange dragon with a magical silver sword. Choose your strategy carefully because the landscape of Dragonwood is ever-changing. Only the bravest will overcome the odds to emerge victorious! Gameplay: On their turn, players either draw a card or attempt to capture a creature or enhancement. Players draw from the Adventurer deck that contains cards of 5 different colors all numbered 1-12. With these cards players form combinations to attempt a Strike (cards in a row of any color), a Stomp (cards of the same number) or a Scream (cards of the same color). To capture, players roll a number of dice equal to the number of cards they have of the particular combination. Each creature has different minimum values of a Strike, Stomp or Scream needed to capture it, and a Victory Point amount. The game includes six, six-sided dice with sides 1, 2, 2, 3, 3, and 4 to reduce extremely lucky outcomes. The Dragonwood deck has 42 cards, 5 of which are displayed in the landscape at any time. In addition to creatures, this deck also has enhancements that are captured in the same way as creatures which assist players in capturing creatures, and contains events that also impact play. When both dragons have been defeated, the game is over and the player with the most victory points wins! Is the best strategy to go for several smaller creatures or save up for larger attacks? Should you grab some enhancements hoping they will pay off, or go immediately for creatures? Do you take chances on some rolls or go for sure things? Every time you play Dragonwood the deck is different, so no two games are the same!

  90. Drone Home

    Players
    2-4
    Ages
    8+
    Time
    5-15 Min
    Year
    2020
    BGG
    6.8
    About the game

    Race to launch your aliens down the ramps and land inside the drone! Watch out—there’s a delay once you make it in, so others can knock you out! If you stay in and your alien escapes when the drone lifts off, you’re one step closer to winning! Get rid of all your aliens first to win!

  91. Dungeons & Dragons: Castle Ravenloft

    Players
    1-5
    Ages
    12+
    Time
    60 Min
    Year
    2010
    BGG
    7.0
    About the game

    Castle Ravenloft Boardgame by Bill Slavicsek, Mike Mearls and Peter Lee The master of Ravenloft is having guests for dinner – and you are invited! Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative gameplay. Each player selects a hero; a ranger, rogue, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord.

  92. Eight Minute Empire

    Players
    2-5
    Ages
    13+
    Time
    8-20 Min
    Year
    2012
    BGG
    6.6
    About the game

    Eight-Minute Empire, by Ryan Laukat, is a quick game that implements the Civilization/Exploration theme using card-driven area control (by placing armies and cities in a small map) and set collection (by getting resources from the board and the cards). Players spread through the map in order to collect points at the end of the game by having majorities in regions and continents. All actions (such as land or sea movement, army production, or the founding of cities) are driven by cards that are face-up (six at a time) and available by increasing prices. Cards also contain resources, which also give points when the game ends if properly collected. Its first version was available as print-and-play, and a regular (Kickstarter funded) version was published in 2013. An expansion featuring a European map is available as an expansion (Eight-Minute Empire: Europe Expansion Board), and a stand-alone sequel has also been published (Eight-Minute Empire: Legends). From the publisher: Build an empire and conquer the land in around eight minutes! In Eight-Minute Empire, 2-5 players take turns selecting a card from six displayed. The card gives a good, and also has an action that the player takes immediately. Actions help players take over the map, but sets of goods are worth points at the end of the game, so players have to balance the two aspects. Eight-Minute Empire is the super-quick area control game with tough decisions. It's easy to learn and perfect for when you only have a few minutes.

  93. Eldritch Horror (With Insert)

    Players
    1-8
    Ages
    14+
    Time
    120-240 Min
    Year
    2013
    BGG
    7.5
    About the game

    Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction? Eldritch Horror is a co-operative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas. While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space. Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate. All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.

  94. Elysium

    Players
    2-4
    Ages
    14+
    Time
    60 Min
    Year
    2015
    BGG
    6.9
    About the game

    Mythic Greece. As an upstart demigod, you want to earn the favor of the Olympians and become a figure of legend yourself. Gather heroes and powerful artifacts, please the gods and bear their power to write your own epic tale. Let your allies achieve their destiny and enter the Elysium, home of the glorious and the brave. Once the stories are written, only one demigod will be chosen to stand at the side of Zeus. Elysium is a game of set collecting and combinations in which players recruit cards representing heroes, items, powers and gods. These cards have many different powers and you can create powerful combination to earn gold (the help of the gods) and victory points (the favor of the gods). Each card belongs to one of the eight Olympians gods (a family), and shows a level (1 to 3). During the five turns of the game, players will try to transfer their cards to the Elysium and write their own Legends, which are series of cards from the same family or from different families of the same level. The more epic the Legends, the more favor from the gods they’ll earn. But as they go to Elysium, most cards lose their power and players will therefore have to renounce some of their combinations ! A game of balance and opportunity with simple action, but constant dilemmas and complex strategies.

  95. Escape from The Hidden Castle

    Players
    2-8
    Ages
    8+
    Time
    30 Min
    Year
    1989
    BGG
    6.3
    About the game

    Although billed as a children's game, Escape from the Hidden Castle, a.k.a. Midnight Party or Hugo, is actually quite enjoyable by adults as a light, fun game. Each player controls a number of guests at a party, with the number of guests dependent on the number of players. These guests start the round in the spaces of the gallery on the game board, one guest per space; this initial placement is a large part of a player's strategy. The Phantom (or "Hugo the ghost" in earlier versions) starts in the cellar, then climbs the stairs towards the gallery where the guests circle. The mechanism for the Phantom's movement is simple: On a player's turn, he rolls a special die. If he gets a number, he moves his pieces; if he gets a Phantom, the Phantom moves. This means that with more players in the game, the Phantom moves a lot more frequently, so you must adjust your strategy accordingly. Once the Phantom has reached the gallery, the guests can start ducking into rooms adjoining the gallery to avoid him, with only one guest per room! A couple of rooms are special in that they add or subtract extra "fright points" from your score. As the Phantom catches up with the remaining guests, they are sequestered on the stair steps, then in the cellar. The first guest caught "earns" the most fright points, with those caught later in the round earning less and less. Once all the guests have been caught, the fright points are tallied. After playing a predetermined number of rounds, the player with the fewest fright points wins!

  96. Estates: Bid & Build

    Players
    2-5
    Ages
    10+
    Time
    40-60 Min
    Year
    2018
    BGG
    7.5
    About the game

    The City Council recently approved the zoning map for a new urban development — The Estates — featuring high-end infrastructure and a modern atmosphere for its citizens. Soon after, the banks awarded millions of dollars in loans to six real estate investment firms to help develop this new area. The zoning map for The Estates calls for two rows of four buildings each, located between the River and Main Street. The meadows on the other side of the River are to remain a recreational area for the City. But, with hopes of larger profits, investors and building tycoons entirely ignore the City Council's demands and begin developing three rows of buildings instead. The Mayor catches wind of the potential for profit and begins planning a new mansion in The Estates, which would double the value of one of the building rows! With some sketchy building permits, investors begin developing buildings on the other side of the River, beyond the designated building zone. However, the City Council takes rigorous steps to put an end to the racketeering with an ultimatum: As soon as the first two rows are completed, the buildings in the uncompleted row will be torn down, resulting in a huge loss for all who invested there. At the end of the day, the investor with the highest-valued buildings will come out on top. The players take on the role of investors seeking to make the most money by developing buildings in The Estates. Players will bid for the various building pieces and place them in The Estates to their benefit. All buildings in completed rows score positive points, while all buildings in incomplete rows score negative points. It is possible to have zero completed rows of buildings. A game of The Estates lasts around 40 minutes and can be played in several rounds to experience a shifting economy.

  97. Everdell

    Players
    1-4
    Ages
    13+
    Time
    40-80 Min
    Year
    2018
    BGG
    8.1
    About the game

    Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises? Everdell is a game of dynamic tableau building and worker placement. On their turn a player can take one of three actions: a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player's tableau: gathering resources, drawing cards, and taking other special actions. b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities. c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins.

  98. Evolution: The Beginning

    Players
    2-5
    Ages
    8+
    Time
    30 Min
    Year
    2016
    BGG
    6.7
    About the game

    In Evolution: The Beginning, you'll adapt your species to succeed in a dynamic ecosystem where food is scarce and predators roam. Traits like Flight and Horns will protect your species from Carnivores while a Long Neck will help them get food that others cannot reach. With hundreds of ways to evolve your species, every game unfolds in a beautifully unique way. Evolution: The Beginning borrows ideas and concepts from other games in the Evolution branded product line, but it is a stand-alone game that is not compatible with anything else in the Evolution product line. It is the most casual and quick playing adaptation of the Evolution concept, but it is highly strategic as a two-player game.

  99. Exploding Kittens: Base

    Players
    2-5
    Ages
    7+
    Time
    15 Min
    Year
    2015
    BGG
    6.0
    About the game

    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.

  100. Exploding Kittens: Expansion - NSFW

    Players
    2-5
    Ages
    18+
    Time
    10-20 Min
    Year
    2015
    BGG
    6.2
    About the game

    Originally an expansion for Exploding Kittens, the most successful Kickstarer project ever, that contained cards that were too horrific and/or incredible to be included in a kid safe version. As a stretch goal this was turned into a stand alone game that can be combined with the standard Exploding Kittens deck. If you combine the two decks, you can go up to 9 players. 10 with Imploding Kittens

  101. Exploding Kittens: Expansion - Party Pack

    Players
    2-10
    Ages
    7+
    Time
    15 Min
    Year
    2017
    BGG
    7.2
    About the game

    This stand-alone game includes cards from Exploding Kittens, Imploding Kittens and the Exploding Kittens App and allows 2-10 players 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.

  102. Exploding Kittens: Expansion - Recipies for Disaster

    Players
    2-5
    Ages
    7+
    Time
    ?
    Year
    2021
    BGG
    7.6
    About the game

    Recipes for Disaster has everything beginners need to play their first game of Exploding Kittens. For more experienced players, it’s got all the best cards from our expansions, as well as Recipe Booklets used to unlock over a dozen brand new game modes.

  103. Flash Point

    Players
    2-6
    Ages
    10+
    Time
    45 Min
    Year
    2011
    BGG
    7.0
    About the game

    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.

  104. Forbidden Island

    Players
    2-4
    Ages
    10+
    Time
    30 Min
    Year
    2010
    BGG
    6.7
    About the game

    Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made. What causes this game to truly stand out among co-op and competitive games alike is the extreme detail that has been paid to the physical components of the game. It comes in a sturdy and organized tin of good shelf storage size. The plastic treasure pieces and wooden pawns are well crafted and they fit just right into the box. The cards are durable, well printed, and easy to understand. The island tiles are the real gem: they are screen-printed with vibrant colors, each with a unique and pleasing image. With multiple levels of difficulty, different characters to choose from (each with a special ability of their own), many optional island formats and game variations available, Forbidden Island has huge replay value. The game can be played by as few as two players and up to four (though it can accommodate five). More players translates into a faster and more difficult game, though the extra help can make all the difference. This is a fun game, tricky for players of almost any age. Selling for under twenty dollars, oddly, Forbidden Island is a rare game of both quality and affordable price. For those who enjoy Forbidden Island, a follow-up project by Gamewright titled Forbidden Desert was released in 2013. From the publisher's website: Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss!

  105. Forbidden Sky: Height of Danger

    Players
    2-5
    Ages
    10+
    Time
    60 Min
    Year
    2018
    BGG
    6.5
    About the game

    Soar to dizzying heights in the electrifying cooperative adventure. Work as a team to explore a mysterious platform that floats at the center of a savage storm. Connect a circuit of cables to launch a secret rocket — all before you are struck by lightning or blown off to the depths below. It's a high-wire act that will test your team's capacity for courage and cooperation. One false step and you all could be grounded…permanently! This latest installment in the Forbidden... game series takes you to new heights with several novel challenges, including collectively planning a terrain using only limited information and constructing a real electrical circuit.

  106. Fox in the Forest

    Players
    2
    Ages
    10+
    Time
    30 Min
    Year
    2017
    BGG
    7.2
    About the game

    The Fox in the Forest is a trick-taking game for two players. Aside from the normal ranked- and suited-cards used to win tricks, fairy characters such as the Fox and the Witch have special abilities that let you change the trump suit, lead even after you lose a trick, and more. You score points by winning more tricks than your opponent, but don't get greedy! Win too many tricks, and you will fall like the villain in so many fairy tales...

  107. Fox in the Forest: Duet

    Players
    2
    Ages
    10+
    Time
    30 Min
    Year
    2020
    BGG
    7.2
    About the game

    In the two-player, co-operative trick-taking game The Fox in the Forest Duet, players team up, helping each other move through the forest. Collect all the gems before the end of three rounds of play, and you win! To set up the game, place gem tokens on the designated spaces of the game board and the team tracker token in the center of the movement path. At the start of each round, shuffle the deck of thirty cards — which contains three suits, each numbered 1-10 — and deal each player a hand of eleven cards. Reveal one card as the "decree" card to determine the trump suit. For each trick, one player leads a card, and the other must follow suit, if possible. The winner of the trick moves the team tracker toward them a number of spaces equal to the number of fox footprints on the cards played. If the tracker lands on a space next to a gem, the players collect one gem. If the tracker would move off the end of the path, return the tracker to the center of the path, then add a forest token to one end of the path, reducing the number of spaces upon which you can move (with you sliding gems next to this covered space next to the new end of the path). The odd-numbered character cards have special abilities when played, allowing the trick winner to move the tracker in the direction of their choice or to ignore the footprints on one of the played cards so that you can land on just the right spot. One character allows players to exchange one card with each other, while another allows a player to change the decree card. At the end of a round, you add five gems to designated spaces, add a forest space to shorten the path, then receive a new hand of eleven cards from a freshly shuffled deck. Collect all 22 gem tokens, and you win. Run out of time or head off the end of the path with no forest spaces in reserve, then you can just keep running in defeat or shuffle the cards and start the game anew.

  108. Game of LIFE

    Players
    2-6
    Ages
    8+
    Time
    60 Min
    Year
    1960
    BGG
    4.3
    About the game

    This game attempts to mirror life events many people go through from going to college, raising a family, buying a home, working and retiring. The intent of the game is to have the most assets at the end of the game, assets are earned primarily by working and earning tokens with dollars amount on them. Additionally the first person to complete the course gets additional money tokens. There is a very linear board that you move along by spinning a wheel or landing on spaces that tell you to move to a specific space or forward or back. There are a handful of intersections where you can choose to go one direction or another but they ultimately have similar spaces and meet back up quickly. There are a handful of choices regarding insurance and investments but for the most part it is a game of luck. Note -- this entry covers many versions of the game with different rule sets. In general, the newer the printing the gentler the rules. The 1960s original can be quite brutal if the players choose to act on all the options made available to them. The most recent versions are suitable for young children without parental supervision.

  109. Gloomhaven: Jaws of the Lion

    Players
    1-4
    Ages
    14+
    Time
    30-120 Min
    Year
    2020
    BGG
    8.3
    About the game

    Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game. The game also includes 16 monster types (including seven new standard monsters and three new bosses) and a new campaign with 25 scenarios that invites the heroes to investigate a case of mysterious disappearances within the city. Is it the work of Vermlings, or is something far more sinister going on? Gloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly. All of the hard-to-organize cardboard map tiles have been removed, and instead players will play on the scenario book itself, which features new artwork unique to each scenario. The last barrier to entry — i.e., learning the game — has also been lowered through a simplified rule set and a five-scenario tutorial that will ease new players into the experience.

  110. Go

    Players
    2
    Ages
    8+
    Time
    30-180 Min
    Year
    2200 BC
    BGG
    7.6
    About the game

    By all appearances, it's just two players taking turns laying stones on a 19×19 (or smaller) grid of intersections. But once its basic rules are understood, Go shows its staggering depth. One can see why many people say it's one of the most elegant brain-burning abstract games in history, with players trying to claim territory by walling off sections of the board and surrounding each other's stones. The game doesn't end until the board fills up, or, more often, when both players agree to end it, at which time whoever controls the most territory wins. The earliest mention of Go (圍棋 (wéi qí)- "surrounding game") appears in the "Analects" of Confucius (551-479 BC), while the earliest physical evidence is a 17×17 Go board discovered in 1952 in a tomb of the former Han dynasty (206 BC- 9 AD). There is a tangle of conflicting popular and scholarly anecdotes attributing its invention to two Chinese emperors, an imperial vassal and court astrologers. One story has it that Go was invented by the legendary Emperor Yao (ruled 2357-2256 BC) as an amusement for his idiot son. A second claims that the Emperor Shun (ruled 2255-2205 BC) created the game in hopes of improving his weak-minded son's mental prowess. A third says the person named Wu, a vassal of the Emperor Jie (ruled 1818-1766 BC), invented Go (as well as games of cards). Finally, a fourth story suggests that Go was developed by court astrologers during the Zhou dynasty (1045-255 BC). A Go set, consisting of a very general-purpose grid and colored stones, can also be used to play a variety of other abstract strategy games, such as Connect6, Go-Moku, and Pente.

  111. Guess Who?

    Players
    2
    Ages
    6+
    Time
    20 Min
    Year
    1979
    BGG
    4.8
    About the game

    The mystery face game where you flip over a collection of faces with different color hair, eye color, hair, hats, glasses etc. to deduce who the secret person is that your opponent has chosen. You flip over the hooked tiles as you narrow your choices by asking characteristic questions.

  112. Happy Little Dinosaurs: Base

    Players
    2-4
    Ages
    8+
    Time
    30-60 Min
    Year
    2021
    BGG
    6.2
    About the game

    Lately, it feels like we’re all just dinosaurs trying to avoid the falling meteors. In this game, you’ll try to dodge all of life’s little disasters. You might fall into a pit of hot lava or get ghosted by your dino date, but the dino who survives it all wins 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. You will work to avoid all of life’s little disasters and laugh as they happen to your friends. If you collect 3 Disaster cards of the same type OR 3 different types of Disaster cards, you will be out of the game. Point cards feature weapons, trinkets, and good luck charms that you use to collect points and avoid disasters. Each card has a point value between 0 and 9 that you will use when scoring a round. You can use Instant cards at different points during the game to tip the odds in your favor or save your Dinosaur from certain death. Player boards include your Dinosaur's traits, an Escape Route you use to track your score, and a Disaster Area where you will collect Disaster cards. Player boards include your Dinosaur's traits, an Escape Route you use to track your score, and a Disaster Area where you will collect Disaster cards. You'll move your Dinosaur meeple along the Excape Route on your player board to track your score. Will you successfully dodge the disasters or get eaten by a prehistoric whale? Only the cards can decide.

  113. Happy Little Dinosaurs: Expansion

    Players
    5-6
    Ages
    8+
    Time
    30-60 Min
    Year
    2021
    BGG
    6.9
    About the game

    This pack expands Happy Little Dinosaurs to six players by adding two dinosaur player boards and the corresponding meeples, as well as fifty cards.

  114. Here to Slay

    Players
    2-6
    Ages
    14+
    Time
    15-90 Min
    Year
    2020
    BGG
    7.1
    About the game

    Here to Slay is a competitive role-playing fantasy strategy card game that's all about assembling a party of Heroes and slaying monsters (and sometimes sabotaging your friends too) from the creators of Unstable Unicorns. In this game, you’ll assemble a full party of heroes to slay dangerous monsters while working to avoid the sabotage of your foes. The game also includes items you can equip to your heroes, 1V1 challenge cards, and roll modifiers to tip the odds in your favor. The first person to successfully slay three monsters, or build a full party with six classes, wins the game! Every player gets to choose a party leader character to represent them throughout the game. Each party leader card has a class and a skill that gives you an edge over your opponents. Whether you enjoy fighters, bards, wizards, or thieves, you'll find a party leader that's right for your play style - but choose wisely, because you only get one party leader for the whole game! Your heroes are brave adventurers, ready to attack monsters and go head to head with your foes! The game includes over 40 unique heroes. Each hero card has a class and an effect, and each hero’s effect has a roll requirement. In order to use a hero’s effect, you must roll two dice and score equal to or higher than that effect’s roll requirement. Heroes take advantage of items, magic and modifiers to increase their chances of making their dice rolls. Everyone wants to be a hero, but are you brave enough to face off against these monsters? If you successfully slay three monsters, you win the game, but attacking a monster may come at a price! In order to slay that monster, you must roll two dice and score equal to or higher than that monster’s roll requirement. Be warned: Each monster has a roll range in which they’ll fight back, and if you score within that range, your party might be in grave danger… Don't like what your opponent just played? Throw down a challenge! Challenge cards can be played instantly to try to stop another player from playing a hero, item, or magic card. Playing a challenge card initiates a 1V1 challenge in which you and another player both have to roll the dice. If they win the challenge, they still get to play their card, but if you win the challenge, you get to send their card directly to the discard pile!

  115. Hiss

    Players
    2-5
    Ages
    4+
    Time
    15 Min
    Year
    2001
    BGG
    5.6
    About the game

    The players try to form snakes, which are as long as possible. A snake always consists of a head-section, at least one middle-section and a tail-section. The player who has formed the most and longest snakes wins. The cards are shuffled and placed face down fan-like on the table. One card is drawn from the "fan" and is placed face-up in the middle of the table. In turn, each player draws a card from the "fan" and tries to match the color with a card in the middle of the table. The card can be turned around to match. If the colors of the two cards match, a snake is started. If a player draws a card which cannot be placed next to a card or a snake in the middle of the table, this card is then placed on its own in the middle of the table. A card which is drawn from the "fan" can be placed next to a snake to lengthen the snake. A snake can be made longer on both sides. If a head or a tail was already added to the snake, the snake cannot be made longer on that side where the head or tail was placed. A snake without a head or a tail is an incomplete snake. Incomplete snakes remain in the middle of the table until they can be made complete and claimed. A complete snake consists of a head-section, a tail-section and at least one middle-section. A complete snake does not need to have all colors. The player who is able to complete a snake by laying down a head or a tail with the matching color next to the "open" side of the snake may pick up the snake from the center of the table and place it directly in front of him. The head and the tail with the rainbow colours are jokers. They may be placed next to every middle-section of a snake. If several incomplete snakes exist in the middle of the table, a player who draws a matching card from the "fan" can combine two incomplete snakes. The player picks up the combined snake and places it directly in front of him. The player is only allowed to combine two incomplete snakes if he uses the card which he just drew from the "fan." The game ends when the last card is drawn from the "fan." If the player with the last card is able to complete a snake, he is allowed to pick up the snake and place it directly in front of him. Now the cards in front of every player are counted. The player who has the most cards wins. If two or more players have the same number of cards the player with the longest snake wins.

  116. Hollow Woods

    Players
    2-5
    Ages
    8+
    Time
    ?
    Year
    2017
    BGG
    5.8
    About the game

    Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for ‘myrioramas’, the 20 picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities. Traverse an enchanted landscape as you build a perpetual panorama inhabited by fire-breathing dragons, magical unicorns and sinister shadow figures. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you? There are over two quintillion storyscaping possibilities, and you can build a seamless panorama stretching up to 170cm!

  117. Imperial Settlers: Base

    Players
    1-4
    Ages
    10+
    Time
    45-90 Min
    Year
    2014
    BGG
    7.2
    About the game

    Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins... Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points. The core mechanism of Imperial Settlers is based on concepts from the author's card game 51st State.

  118. Imperial Settlers: Expansion - 3 Is A Magic Number

    Players
    1-4
    Ages
    10+
    Time
    45-90 Min
    Year
    2016
    BGG
    6.1
    About the game

    Imperial Settlers: 3 Is a Magic Number, the second Empire Pack for Imperial Settlers, introduces a new rule: SET. This new ability allows players to score and trigger new effects each time they build three cards in a particular color. With this rule, the drafting phase and the choice of the "right" card to draft becomes even more interesting. This expansion includes new cards for the common deck as well as new cards for each of the five factions and two cards for use in the solitaire game.

  119. Imperial Settlers: Expansion - Atlanteans

    Players
    1-4
    Ages
    10+
    Time
    45-90 Min
    Year
    2015
    BGG
    6.4
    About the game

    Imperial Settlers: Atlanteans, an expansion that requires the base game to play, adds the option for playing Imperial Settlers with up to five players. The expansion includes a new faction board, the Atlanteans faction deck, technology tokens, and expansion cards for the original factions that complement the Atlanteans abilities. The Atlanteans bring a new resource to the world of Imperial Settlers with technology that can unlock special abilities on faction cards and transform common buildings into powerful allies. The Atlanteans must use their abilities to find unique ways to score because their faction buildings sink at the end of the game and do not score points! While the other factions do not have the knowledge to use the technology of the Atlanteans, some buildings for each faction allow them to use some of that technology to their advantage.

  120. Imperial Settlers: Expansion - Why Can't We Be Friends

    Players
    1-4
    Ages
    10+
    Time
    45-90 Min
    Year
    2014
    BGG
    6.6
    About the game

    Imperial Settlers: Why Can't We Be Friends, the first Empire Pack for Imperial Settlers, includes new common cards for the central deck, new cards for each of the base game's four factions, and two new cards for use in the solo game with some factions. One new effect on the cards is "open production", an ability that allows an opponent to visit your building for the resource produced there while giving you the worker who made that trek. Hope you can put him to use once again!

  121. Imperium Legends

    Players
    1-4
    Ages
    14+
    Time
    60-120 Min
    Year
    2021
    BGG
    6.5
    About the game

    Formidable adversaries are arrayed against you. Your people stand ready. History beckons. In your hands lies the destiny of one of history's great civilizations. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of eight radically asymmetric civilizations, you will compete to become the most dominant empire the world has ever seen. Imperium: Legends is a standalone game that contains the Arthurian, Atlantian, Egyptian, Mauryan, Minoan, Olmec, Qin, and Utopian civilizations and an individual solo opponent behaving as each nation. It is also fully compatible with Imperium: Classics for players wanting to expand their pool of civilizations even further.

  122. Jenga

    Players
    1-8
    Ages
    6+
    Time
    20 min
    Year
    1983
    BGG
    5.6
    About the game

    A tower building game. Jenga is played with 54 wooden blocks; each block is 3 times as long as it is wide, and slightly smaller in height than in width. The blocks are stacked in a tower formation; each story is three blocks placed adjacent to each other along their long side, and each story is placed perpendicular to the previous (so, for example, if the blocks in the first story are pointing north-south, the second story blocks will point east-west). There are therefore 18 stories to the Jenga tower. Since stacking the blocks neatly can be tedious, a plastic loading tray is included. Once the tower is built, the person who built the tower moves first. Moving in Jenga consists of taking one and only one block from any story except the completed top story of the tower at the time of the turn, and placing it on the topmost story in order to complete it. Only one hand at a time may be used to remove a block; both hands can be used, but only one hand may be on the tower at a time. Blocks may be bumped to find a loose block that will not disturb the rest of the tower. Any block that is moved out of place may be left out of place if it is determined that it will knock the tower over if it is removed. The turn ends when the next person to move touches the tower, although he or she can wait 10 seconds before moving for the previous turn to end if they believe the tower will fall in that time. The game ends when the tower falls in any significant way -- in other words, any piece falls from the tower, other than the piece being knocked out to move to the top. The loser is the person who made the tower fall (i.e. whose turn it was when the tower fell); the winner is the person who moved before the loser. The same game concept was published in 1984 by Fagus under the name "Hoppla - eins zuviel!" According to the designer, the game was developed from Takoradi blocks/bricks. "Jenga" is Swahili for "build".

  123. Jumanji: Deluxe

    Players
    2-4
    Ages
    8+
    Time
    45 Min
    Year
    1995
    BGG
    4.5
    About the game

    Bring the adventure of your favorite funny movie to life with Jumanji Deluxe, the electronic version of the legendary board game. The drums of Jumanji greet you and your band of brave adventurers as you suddenly find yourselves deep in the jungle. Danger lies along your path, threatening to take away your 3 precious Life Tokens. Your goal is to reach Jumanji (the center) and call out its name, but beware: if any of your group runs out of Life Tokens, everyone loses! On each turn, roll dice and move along the path, using the electronic Green Dome to reveal a captivating riddle or perilous event. Look deep into the Dome as mysterious words and animations illuminate and appear. From poisonous spiders to mountain avalanches, danger is everywhere! With 100 Challenges to survive, you never know what Jumanji has in store for you. Reach the center with at least one Life Token left per player and yell “JUMANJI!” – you’ve just won for the whole group! Whether you love the Robin Williams original or the Dwayne Johnson film, this party game is sure to make you feel like you are in the action of this classic comedy movie. This interesting find is great as a yard game or for your game room. It will become your new family vacation essential. Jumanji Deluxe is an immersive, exciting adventure game that puts you in the center of the action, just like in Jumanji: Welcome to the Jungle and Jumanji: The Next Level. For 2 to 4 players, ages 8 and up. 3 AA Batteries included so you can play right away.

  124. Kingdom Builder

    Players
    2-4
    Ages
    8+
    Time
    45 Min
    Year
    2011
    BGG
    7.0
    About the game

    In Kingdom Builder, the players create their own kingdoms by skillfully building their settlements, aiming to earn the most gold at the end of the game. Nine different kinds of terrain are on the variable game board, including locations and castles. During his turn, a player plays his terrain card and builds three settlements on three hexes of this kind. If possible, a new settlement must be built next to one of that player’s existing settlements. When building next to a location, the player may seize an extra action tile that he may use from his next turn on. These extra actions allow extraordinary actions such as moving your settlements. By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board. Each game, players will use a random set of Kingdom Builder cards (3 of 10), special actions (4 of 8), and terrain sectors to build the map (4 of 8), ensuring you won't play the same game twice!

  125. Kingdomino

    Players
    2-4
    Ages
    8+
    Time
    15-25 Min
    Year
    2016
    BGG
    7.3
    About the game

    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.

  126. Legends of Andor: Pt 1

    Players
    2-4
    Ages
    10+
    Time
    60-90 Min
    Year
    2012
    BGG
    7.2
    About the game

    Legends of Andor is a cooperative adventure board game for two to four players in which a band of heroes must work together to defend a fantasy realm from invading hordes. To secure Andor's borders, the heroes will embark on dangerous quests over the course of five unique scenarios (as well as a final scenario created by the players themselves). But as the clever game system keeps creatures on the march toward the castle, the players must balance their priorities carefully. At the heart of Legends of Andor is its unique narrative, the linked scenarios of which tell an overarching story as the players successfully complete objectives. For each scenario, or "Legend", a legend deck conveys the plot of an ever-unfolding tale...one in which the players are the protagonists. A wooden marker moves along the board's legend track at key points during each scenario, triggering the draw of a new legend card, the introduction of new game-altering effects, and the advancement of the story's plot. In the end, the players must endeavor to guide the fate of Andor through their heroic actions, bringing a happy ending to their epic fantasy tale. Will their heroes roam the land completing quests in the name of glory, or devote themselves to the defense of the realm? Uncover epic tales of glory as you live the Legends of Andor!

  127. Legends of Andor: Pt 2 - Journey to the North

    Players
    2-4
    Ages
    10+
    Time
    60-90 Min
    Year
    2014
    BGG
    8.0
    About the game

    After many years of peace, the heroes of Andor have received a cry for help from Far Hadria, and they immediately undertake a perilous voyage to the North. On board an old sailing ship, they travel to foreign islands and struggle to protect the coasts from terrible sea monsters. What's more, time and time again they find themselves challenged by raging storms and the unleashed power of the sea itself. Legends of Andor: Journey to the North, the first large expansion for Legends of Andor, includes a new map of the northern region of Andor, new legends, and more.

  128. Legends of Andor: Pt 3 - The Last Hope

    Players
    2-4
    Ages
    10+
    Time
    60-90
    Year
    2017
    BGG
    7.9
    About the game

    On returning from the far north, the heroes find a devastated Andor. Conquered by the Krahder from the south and their skeleton army, many Andori were enslaved and abducted by them. The heroes are the last hope for the kingdom. Legends of Andor: The Last Hope, a standalone game that's a sequel to Legends of Andor, includes a new map of the southern regions of Andor, new legends, and more.

  129. Llama Drama

    Players
    2-7
    Ages
    7+
    Time
    ?
    Year
    2018
    BGG
    5.8
    About the game

    Llama Drama is a family weight card game where players are trying to shed their hand. The base deck allows for 2-4 players, and combining two decks allows for up to 8 players. Setup: Deal each player three cards face-down, three cards face-up, and five cards for their hand. Leave the remaining cards face-down as the Draw Pile. Leave some space on the table for a Play Pile and a Discard Pile. How To Win: The first player to get rid of all their cards wins!

  130. Llamas Unleashed: Base

    Players
    2-8
    Ages
    14+
    Time
    30-45 Min
    Year
    2019
    BGG
    6.3
    About the game

    Llamas Unleashed is an Unstable Unicorns game. The goal is to get 7 animals into your field before your opponents. A task that sounds much simpler than it is. Llamas Unleashed is a fully playable base game that is NOT intended to be shuffled into your Unstable Unicorns games. It comes with 135 cards in a magnetic box, and it has the same base mechanics, but with a few twists. In the game, you'll find 4 types of characters: Llamas, Alpacas, Goats, and Rams. There are also magic cards, instant cards and upgrade/downgrade cards. Playing certain cards only affect certain types, such as if you play a "Goatmeal Raisin Cookie" or a "Download More RAM." In addition, there is a new mechanic called "Herd Bonus." If you get 3 of the same type of character in your Stable (now called a Field) at the same time, you get a Field Advantage! Think of it like an Upgrade card, except with no Upgrade in your Stable. Bonus effects range from extra card draw to protection to stealing from your friends. Be sure to strategize early though- if you don’t remember the Herd Bonus when choosing your Baby Animal, you might end up having a baaaad time! Plus, each of the instant cards in the deck (equivalent to the Neighs you know) have an added bonus of allowing you to snatch up the card if it belongs to a specific type (ex. if you use the right "Neigh" on a Goat-type card, you can add it to your hand instead of sending it to the discard pile!) The core mechanics are based on those of Unstable Unicorns, but there are a ton of new card effects that you've never seen before. Also, Llamas. How can you resist?

  131. Llamas Unleashed: Farmed & Dangerous

    Players
    2-8
    Ages
    14+
    Time
    30-45 Min
    Year
    2021
    BGG
    7.0
    About the game

    The llamas are back and they're armed with a new round of killer puns! Some might even say they're Farmed & Dangerous. It's time to herd your friends together and unPaca your skills to see if you can be the G.O.A.T.

  132. Lost Cities

    Players
    2
    Ages
    10+
    Time
    30 Min
    Year
    1999
    BGG
    7.2
    About the game

    Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special "handshakes" ("HS" in scoring examples below) in each suit, but as of 2019 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections. The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player's turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3. The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition's value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together. Scoring example 1: An expedition has a 2,3,7,8,10 for a total of 30. This expedition is worth 10 total points: 30 plus the initial -20. Scoring example 2: An expedition has 2 HS, and 4,5,6,7,8,10 for a total of 40. This expedition is worth 80 total points: 40 points for cards, plus the initial -20, ×3 for the two multipliers, plus the 20-pt bonus for playing 8+ cards. Scoring example 3: An expedition has 1 HS, and 4,6,7 for a total of 17. This expedition is worth -6 total points: 17 plus the initial -20, ×2 for the multiplier.

  133. Love Letter

    Players
    2-4
    Ages
    10+
    Time
    20 Min
    Year
    2019
    BGG
    6.9
    About the game

    The noble Princess is looking for an ideal partner and confidant to help with her royal duties when she one day assumes the throne. You must prove your worth and gain her trust by enlisting allies, friends, and family of the Princess to carry a letter of intent to her. Can you earn the Princess' trust and become her confidant? Playing cards one at a time, players in Love Letter use the abilities of these key people in the Princess' life to outwit their opponents and successfully deliver their letter and gain her favor. Players must utilize each character's special skill to avoid being caught and successfully deliver their letter to the Princess. Once a set number of favor tokens are acquired, that player wins and becomes the Princess' confidant. This 2019 edition of Love Letter features new artwork by Citadels artist Andrew Bosley, screen-printed tokens, and two new characters (five cards in total) that allow for games with up to six players. When played, the Chancellor (value 6) allows you to draw two new cards, add those to your hand, then place two cards of your choice on the bottom of the deck. The Spy (value 0) wins you a favor token if you were the only player to play or discard a spy during the round.

  134. Mad King Ludwig: Between Two Castles

    Players
    2-7
    Ages
    10+
    Time
    45-60 Min
    Year
    2018
    BGG
    7.3
    About the game

    The king demands a castle! You are a world-renowned master builder who has been asked by the Mad King Ludwig to help design his castles. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with another master builder to execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive castles in the world? Between Two Castles of Mad King Ludwig is a competitive tile-drafting game in which each tile is a room in a castle. You work together with the player on your left to design one castle, and with the player on your right on another castle. On each turn you select two tiles from your hand, reveal them, then work with your partners to place them. To win, you have to share your attention and your devotion between two castles. This game includes 147 regular room tiles with unique art, 83 other tiles, 20 bonus cards, 7 custom wooden castle tokens, 1 full-color, double-sided scorepad, and a 4-piece Game Trayz custom insert that reduces setup time to less than 60 seconds.

  135. Mad King Ludwig: Castles

    Players
    1-4
    Ages
    13+
    Time
    90 Min
    Year
    2014
    BGG
    7.5
    About the game

    In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players. In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards. After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.

  136. Mad King Ludwig: Palace

    Players
    2-4
    Ages
    13+
    Time
    75 Min
    Year
    2017
    BGG
    6.9
    About the game

    King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! Gorgeous appointments, white stone, surrounded by water, with swans everywhere. Oh, and the Ludwig touch? All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it. In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins! In more detail, this sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the gameplay is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-colored swan tokens being used as currency, points, and the keys to new abilities.

  137. Mansions of Madness: Base

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2016
    BGG
    8.0
    About the game

    A Game of Exploration, Mystery, and Horror Mansions of Madness: Second Edition is a fully co-operative, app-driven board game of horror and mystery for one to five players that takes place in the same universe as Eldritch Horror and Elder Sign. Let the immersive app guide you through the veiled streets of Innsmouth and the haunted corridors of Arkham's cursed mansions as you search for answers and respite. Eight brave investigators stand ready to confront four scenarios of fear and mystery, collecting weapons, tools, and information, solving complex puzzles, and fighting monsters, insanity, and death. Open the door and step inside these hair-raising Mansions of Madness: Second Edition. It will take more than just survival to conquer the evils terrorizing this town.

  138. Mansions of Madness: Expansion - Beyond the Threshold

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2017
    BGG
    8.4
    About the game

    The frightening creatures of Mansions of Madness Second Edition have haunted your dreams for weeks now. Mysterious disappearances brought you to the Vanderbilt mansion, and your stay in Innsmouth was disturbed by darkness and despair. You've encountered devoted cultists and disgruntled spirits, bound to the mortal world by their evil task. Terror has overcome you and grievous injuries have put your mortality on display. Every choice you've made has led you somewhere, but even the strongest in mind or body will crack eventually. Even more horror awaits you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition. Introducing two new investigators, one unfamiliar creature, and a variety of additional components, this expansion will extend the possibilities of your journey through each and every unsettling scenario of uncertainty and anxiety. The new spaces to discover, people to encounter, and cards to experience all come together to bring additional scenarios as well, throwing you into the dim unknown of two new mysteries, each with their own unique additions to the world of Mansions of Madness.

  139. Mansions of Madness: Expansion - Horrific Journeys

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2018
    BGG
    8.6
    About the game

    In the skies above the Atlantic, a dirigible's peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat. Horrific Journeys is a deluxe expansion for Mansions of Madness which unlocks three thrilling scenarios that take four new investigators far from Arkham, solving mysteries aboard a bustling transatlantic airship, a luxury ocean liner, and a scenic countryside train. With new map tiles, puzzles, monsters, and mythos events, these brave men and women must contend with hideous amphibian monstrocities and interdimensional creatures tearing holes in the fabric of reality all with the knowledge that one wrong move can destroy the very vessels they are trying to protect! In order to arrive at their destinations, the investigator of Arkham must first survive their journey!

  140. Mansions of Madness: Expansion - Path of The Serpent

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2019
    BGG
    8.6
    About the game

    Now in Mansions of Madness, you take on the role of Arkham’s bravest investigators who must step into the unexplored wilderness of the Amazon jungle and explore crumbling ruins, discover the secrets of lost civilizations, and stop a serpent’s curse before the world descends into chaos. In three new scenarios, you will battle horrifying serpent creatures, face stone monstrosities that come to life, and beat the ever-present danger of being lost to the jungle forever. Four new characters, four new monsters. The scenarios: In The Jungle Awakens - a lavish Arkham garden party shows off the host's recent acquisitions from a South American expedition. Into the Dark - your team of investigators have been hired to assist a South American expedition. Lost Temple of Yig - takes your investigators to ancient stone halls where serpentine priests attempt to reforge their broken bonds with their god, Yig. The new characters: Leo Anderson - able to help his allies cut through the jungle underbrush and allows them to move one space when he performs a move action. Ursula Downs, the explorer. Once per round, she may listen to the call of the unknown and choose to move one space before or after exploring or interacting with a sight token. Daniela Reyes, the mechanic - whenever she or one of her comrades solves a puzzle during an adventure, she may either gain two clues or discard one horror. Norman Withers, Miskatonic Astronomer - May gain two clues or discard one horror once per round, provided he is in an outdoor space where he can read what is written in the stars.

  141. Mansions of Madness: Expansion - Recurring Nightmares

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2016
    BGG
    8.2
    About the game

    The first of the two Figure and Tile Collections, Recurring Nightmares, includes all eight investigator figures, eighteen plastic monster miniatures, and fifteen double-sided map tiles from the Mansions of Madness First Edition core game. Take on the role “Ashcan” Pete, the drifter, and make use of his loyal hound dog, Duke, or assume the attributes of Harvey Walters, the brilliant professor. With Recurring Nightmares in your collection, you may also encounter a host of long-forgotten monsters, such as the fearsome Chthonian or the unpredictable Maniac. When you include the First Edition core set or Recurring Nightmares pieces in your game, you will also gain access to a brand new scenario. Tasked with solving the mystery of missing bodies from Hangman’s Hill Cemetery, you and your fellow investigators will need to explore the misty and sinister graveyard. You may find the corpses you seek, dead as they ever were, or perhaps some sinister reanimation of their bodies will find you first.

  142. Mansions of Madness: Expansion - Sanctum of Twilight

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2018
    BGG
    8.4
    About the game

    Within the lavish rooms of the Silver Twilight Lodge, the most influential citizens of Arkham gather to forge business alliances, plan parades, and lobby politicians. In secret, they also meet to enact forbidden rituals with dark consequences. The poor souls who discover this truth often vanish, never to be seen again. Sanctum of Twilight is an expansion for Mansions of Madness Second Edition that unites two new investigators against the Order of the Silver Twilight in two thrilling scenarios. With new spells, items, mechanics, and a new monster, this expansion immerses players in the Arkham Files universe as they confront the dangers threatening Arkham from within.

  143. Mansions of Madness: Expansion - Streets of Arkham

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2017
    BGG
    8.6
    About the game

    Evil extends its reach and spills into the Streets of Arkham! This expansion for Mansions of Madness: Second Edition places four new investigators in three thrilling digital scenarios that incorporate new elements of gameplay, including elixirs and improvement tokens. Players get hours of exciting gameplay filled with horror and hardships that incorporate the core game and build upon the Arkham Horror canon. Streets of Arkham is an expansion for Mansions of Madness: Second Edition in which investigators must confront the horrific secrets behind Arkham's failing facade of normalcy. From the campus of Miskatonic University to the gang-run speakeasies and storefronts, investigators face threats on both the supernatural and worldly fronts. Only with their wits, grit, and the occasional opportunity to unlock hidden potential can they overcome the threats to the city- and their lives. This expansion unlocks three new digital scenarios, new digital mythos events, and a new digital puzzle. It introduces a new type of card, Elixirs, and a new type of token, Improvements. The expansion also includes new tiles, monsters, investigators, and new cards to further expand your investigations.

  144. Mansions of Madness: Expansion - Surpressed Memories

    Players
    1-5
    Ages
    14+
    Time
    120-180
    Year
    2016
    BGG
    8.1
    About the game

    The second Figure and Tile Collection brings pieces to Second Edition from both first edition expansions, Forbidden Alchemy and Call of the Wild. Suppressed Memories includes eight investigators, fifteen plastic monster miniatures, and seventeen double-sided map tiles. You may choose to play as Bob Jenkins, the charismatic salesman from Call of the Wild, or the insightful psychologist Carolyn Fern from Forbidden Alchemy. Consider your investigators carefully, because it will take exceptional strength and will to escape a threatening Byakhee or an unsettling Nightgaunt. The Suppressed Memories scenario is based on the collection’s Call of the Wild content, meaning those with the original Call of the Wild expansion will be able to play as well. Adding the Forbidden Alchemy expansion as well, however, will increase the number of scenario variants available to you. Fans of the original game may recognize this scenario as a reimagining of a First Edition scenario, featuring the return of Zebulon Whately and an attempt to interrupt a sinister happening in Dunwich. You won’t know exactly when your time is nearly exhausted, though, so tensions are sure to run high as you race to stop your occult enemies from carrying out their task.

  145. Meadow

    Players
    1-4
    Ages
    10+
    Time
    60-90 Min
    Year
    2021
    BGG
    7.0
    About the game

    Meadow is an engaging set collection game with over two hundred unique cards containing hand-painted watercolor illustrations. In the game, players take the role of explorers competing for the title of the most skilled nature observer. To win, they collect cards with the most valuable species, landscapes, and discoveries. Their journey is led by passion, a curiosity of the world, an inquiring mind, and a desire to discover the mysteries of nature. The competition continues at the bonfire where the players race to fulfill the goals of their adventures. In this medium-weight board game for 1-4 players, you take turns placing path tokens on one of the two boards. Placing a token on the main board allows the player to get cards, but playing them requires meeting certain requirements. Playing a token on the bonfire board activates special actions (which helps to implement a chosen strategy) and gives the opportunity to achieve goals that provide additional points. Throughout the game, players collect cards in their meadow and surroundings area. At the end, the player with the most points on cards and on the bonfire board wins. Meadow also includes envelopes with additional cards to open at specific moments...

  146. Monopoly: Classic

    Players
    2-8
    Ages
    8+
    Time
    60-180 Min
    Year
    1933
    BGG
    4.4
    About the game

    Theme Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes. Gameplay On his turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, he has the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a color group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail. Goal The goal of the game is to be the last player remaining with any money. Cultural impact on rules Monopoly is unusual in that the game has official, printed rules, but most players learn how to play from others, never actually learning the correct way to play. This has led to the canonization of a number of house rules that make the game more palatable to children (and sore losers) but harm the gameplay by preventing players from going bankrupt or slowing down the rate of property acquisition. One common house rule has players put any money paid to the bank in the center of the board, which jackpot a player may earn by landing on Free Parking. This prevents the game from removing money from play, and since players collect $200 each time they pass Go, this results in ever-increasing bankrolls and players surviving rents that should have bankrupted them. Another house rule allows players to take "loans" from the bank instead of going bankrupt, which means the game will never end. Some house rules arise out of ignorance rather than attempts to improve the game. For instance, many players don't know that properties landed on but left unbought go up for auction, and even some that know to auction don't know that the bidding starts at $1, meaning a player may pay well below the listed price for an auctioned property. Background In the USA in 1933, Charles Darrow devised Monopoly based on an earlier game by Elizabeth J. Magie. The patent was filed 31st August 1935 while the game was on sale in America. Based on an earlier game, The Landlord's Game, it was at first rejected by Parker Bros., as being too complicated to be a success. How wrong could they be! It came to the UK in 1936, made under licence by Waddingtons. Darrow died in 1967 having realised he had developed one of the most successful board games of all times. It was awarded as Game of the Century by the TRA (Toy Retailers Association). Monopoly was patented in 1935 by Charles Darrow and released by Parker Brothers. The game was actually one of a number of variants in existence at the time, all of which date back to an earlier, 1904 game by Elizabeth J. Magie called The Landlord's Game. Magie was a proponent of the Single Tax put forth by famous author Henry George. The game was designed to show the evils of earning money from renting land (as it leads to the destitution of all but one player) and the virtues of the proposed Single Tax - players could choose to play under regular rules or alternate "Single Tax" rules. The game didn't really go anywhere and Magie lost interest in it. Variations of the game evolved, however, and homemade versions traveled up and down the Atlantic coast and even as far west as Michigan and Texas, being developed all along the way. Eventually the game was noticed by Charles Darrow, who introduced it to the world in its current form.

  147. Monopoly: Socialist Edition

    Players
    2-4
    Ages
    18+
    Time
    30-120 Min
    Year
    2019
    BGG
    5.3
    About the game

    In the Monopoly Socialism game players move around the board working together to make a better community by managing and contributing to projects such as a no-tip vegan restaurant, an all-winners school, or a museum of co-creation. But nobody said that cooperation is easy! Drawing a Chance card presents the flip side of striving for the perfect utopian society. You'll have issues with your neighbors, your DIY community projects go awry, you're constantly voting to shake things up, and there's always an emergency that requires dipping into the Community Fund! Contribute all 10 of your chips to win the game, unless the Community Fund runs out of money and everyone loses. So much for a socialist utopia.

  148. Monopoly: USAF Edition

    Players
    2-8
    Ages
    8+
    Time
    180 Min
    Year
    2003
    BGG
    5.0
    About the game

    A Monopoly clone with an Air Force theme that will be sold primarily through the military Post Exchange system. From the U.S. Air Force Press Release: WASHINGTON -- Air Force Edition Monopoly will be available at base exchanges beginning Dec. 1 [2003]. Instead of traditional houses and hotels, the Air Force edition features air expeditionary squadrons and air expeditionary wings. Players navigate the board with a B-2 Spirit, an air traffic control tower, the F/A-22 Raptor, a satellite, an unmanned aerial vehicle or a C-17 Globemaster III. Officials plan to stock the game for as long as customers demand the product, Burton said. Based on sales of the Army edition -- the No. 1 board game sold by AAFES -- Burton said the Air Force edition is expected to be as successful or better.

  149. Mr Jack

    Players
    2
    Ages
    9+
    Time
    30 Min
    Year
    2006
    BGG
    6.8
    About the game

    In Mr. Jack, one of the two players represents Jack the Ripper, who will be one of the eight characters on the board. This player knows which character is Mr. Jack, and his goal is to flee from the district as soon as possible (or avoid being accused for eight turns). The other player represents an independent investigator (not represented on the board) who tries to guess the identity of Jack — but he can make only one accusation during the game! During each turn, the players move the characters, using their special powers and placing them either in shadow or light. At the end of each turn, the witnesses declare whether Jack is visible — that is, in light or adjacent to another character — or not (alone in the shadows). This allows the investigator to know which characters are innocent. As the turns progress, the investigator tries to eliminate suspects while Jack tries to escape. Intuition, logic, and cold blood will be necessary for each of the two participants.

  150. Munchkin Deluxe

    Players
    3-6
    Ages
    10+
    Time
    60-120 Min
    Year
    2001
    BGG
    5.7
    About the game

    Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run. Admit it. You love it. This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon... And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff. Other Part of the Munchkin series. Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play. There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure. In May 2010, Steve Jackson Games made the "big announcement." Many rules and cards were changed. See The Great 2010 Munchkin Changeover for details. Of note to Munchkin fans, the Kneepads of Allure card, which had been removed in the 14th printing, was added back to the game but modified to be less powerful.

  151. Munchkin Zombies

    Players
    3-6
    Ages
    10+
    Time
    90 Min
    Year
    2011
    BGG
    5.9
    About the game

    In a reversal of roles, all players in Munchkin Zombies start out as zombies, and the "monsters" are the normal people trying to stop the zombie invasion (such as the Action Hero, Soccer Mom, Fireman, etc.). Unlike most Munchkin games, there are no classes or races; instead, you can have a mojo: Atomic Zombie, Plague Zombie, and Voodoo Zombie. As with Munchkin Bites! and Super Munchkin, Munchkin Zombies includes powers – special abilities that you can play as you gain levels. Guest artist is Alex Fernandez, who drew the Meals on Wheels card. Part of the Munchkin series. Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play. There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure. Note: The 2012 edition of Munchkin Zombies from Pegasus Spiele includes the first expansion, Munchkin Zombies 2: Armed and Dangerous.

  152. My First Carcassonne

    Players
    2-4
    Ages
    4+
    Time
    10-20 Min
    Year
    2009
    BGG
    6.3
    About the game

    Story: On 14 July, the national holiday in France, the sheep, chickens and cows are set free in the town of Carcassonne. The children have great fun to catch the animals before dusk. In Carcassonne Junior, a.k.a. My First Carcassonne, the players in turn draw a landscape tile and place it; unlike in normal Carcassonne, they always match. Amongst other features, the tiles show children in the player colors on the roads. Whenever a road is finished, every player places one of their meeples on each appropriate picture. The first player who manages to place all of their meeples wins.

  153. Mysterium

    Players
    2-7
    Ages
    10+
    Time
    42 Min
    Year
    2015
    BGG
    7.3
    About the game

    In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery. Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit. In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium. Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses. After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points. If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit. Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote. If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...

  154. Mystery Mansion

    Players
    2-5
    Ages
    8+
    Time
    10 Min
    Year
    2018
    BGG
    5.5
    About the game

    Fire your imagination with these fun storytelling cards. Reviving the Victorian craze for “myrioramas,” the twenty picture cards can be placed in any order to create seamless scenes. Almost infinite combinations of cards provide endless storyscaping possibilities. Follow the corridor through a mysterious country house and build a perpetual panorama with its inhabitants and their secrets. Find sinister suits of armor and the aftermaths of strange accidents, butlers with a grudge and glamorous couples where revenge is never far from the surface. With many games to play and millions of stories to tell, each turn of the card is a new adventure. Where will the story take you?

  155. Obscurio

    Players
    2-8
    Ages
    10+
    Time
    40 Min
    Year
    2019
    BGG
    7.2
    About the game

    The Sorcerer is out to get you! Find your way among the illusions, but beware of the traitor in your ranks! The Grimoire guides their team towards the exit using images, upon which they point at certain details. Working together, the other players have to find the exit as quickly as possible while avoiding picking the wrong cards. However, a member of the team is a traitor looking to lead the other players astray. A wide variety of traps are on your way to the exit of the library, making player communication harder! Obscurio is a family game, an original mix between an image-based communication game and a secret role game in which the players have to be careful when sharing ideas with their team. Supported by rich contents, Obscurio proposes a fresh new experience in its genre by putting the emphasis on the details of the images and the constant doubt created by the presence of the traitor. Communicate efficiently and avoid the illusions on your way to escape the Sorcerer's library!

  156. Oltre Mare

    Players
    2-5
    Ages
    12+
    Time
    60 Min
    Year
    2004
    BGG
    6.2
    About the game

    Are you the best Merchant of Venice? Sailing along the courses of ancient Venetians in Oltre Mare, the unknown lands of Barbaria. Looking for the most precious wares and the richest stocks; exchanging wares with other merchants, loading your ship and selling at the market; but at the same time trying to escape the ever-present pirates.... Oltre Mare - Merchants of Venice is an engaging voyage through the Mediterranean Sea, in the golden Age of Sail. How to play: On his or her turn, the player can trade Goods (corn, wine, spices, silk, etc.) for other Goods or for money (which also double as points) with fellow players. He or she then plays cards from his/her hand to perform certain actions that allow you to earn money, to draw cards, or to move your ship on the map (where you can obtain special powers). But there is also a dreadful Pirate action that you have to look out for! The cards played also represent the Goods that are loaded as cargo on your ship. The more cards of the same Good type shipped, the more money (and score) you will gain at the end of the game. The cards played will also influence the next turn, so choose your strategy well. In order to win, you have to trade wisely, choose the right cards to perform the best actions, and maximize the profit from your ship's cargo! The original version from Mind the Move is a small blue box. Rio Grande and Amigo released a bigger box version with a larger board in 2005.

  157. One Night a Warewolf

    Players
    3-10
    Ages
    8+
    Time
    10 Min
    Year
    2014
    BGG
    7.1
    About the game

    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.

  158. One Week Werewolf (Kickstarter)

    Players
    3-7
    Ages
    8+
    Time
    10 Min
    Year
    2018
    BGG
    5.5
    About the game

    One Week Ultimate Werewolf takes the gameplay of One Night Ultimate Werewolf and twists it up in a knot, with ever-increasing tension as you venture into the special rooms of Ludwig Castle. Each room provides a special power, and those powers are the key to figuring out the mystery of who among you is a werewolf. Roles can be viewed and switched several times before all is said and done, then the final vote takes place. As in One Night Ultimate Werewolf, your goal is to figure out the secret roles of your opponents as well as your own role by the end of the game. Each day, you enter a different room with a unique ability, and each night you interact with the other players in that room. In addition to the 3-7 players, three staff members roam the castle, and each of them also has a secret role. After a week's investigation (which should take about 45 minutes), it all comes down to a vote. If you're a werewolf, you're trying to remain undiscovered. If you're a villager, you're trying to find those sneaky werewolves. And if you're a Tanner, well, you're trying to get caught! One Week Ultimate Werewolf comes with more than a dozen unique rooms. You play with just a few each game, making each game different.

  159. Outfoxed!

    Players
    2-4
    Ages
    5+
    Time
    20 Min
    Year
    2014
    BGG
    7.2
    About the game

    Mrs. Plumpert's prized pot pie has gone missing, and now it's a chicken chase to crack the case! 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?

  160. Pandemic

    Players
    2-4
    Ages
    8+
    Time
    45 Min
    Year
    2008
    BGG
    7.6
    About the game

    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! The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game. Pandemic is the first game in the Pandemic series.

  161. Parks

    Players
    1-5
    Ages
    10+
    Time
    30-60 Min
    Year
    2019
    BGG
    7.5
    About the game

    PARKS is a celebration of the US National Parks featuring illustrious art from Fifty-Nine Parks. In PARKS, players will take on the role of two hikers as they trek through different trails across four seasons of the year. While on the trail, these hikers will take actions and collect memories of the places your hikers visit. These memories are represented by various resource tokens like mountains and forests. Collecting these memories in sets will allow players to trade them in to visit a National Park at the end of each hike. Each trail represents one season of the year, and each season, the trails will change and grow steadily longer. The trails, represented by tiles, get shuffled in between each season and laid out anew for the next round. Resources can be tough to come by especially when someone is at the place you’re trying to reach! Campfires allow you to share a space and time with other hikers. Canteens and Gear can also be used to improve your access to resources through the game. It’ll be tough to manage building up your engine versus spending resources on parks, but we bet you’re up to the challenge. Welcome to PARKS!

  162. Patchwork

    Players
    2
    Ages
    8+
    Time
    15-30 Min
    Year
    2014
    BGG
    7.5
    About the game

    In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player. On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved. In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank. What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board. Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.) When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.

  163. Photosynthesis

    Players
    2-4
    Ages
    10+
    Time
    30-60 Min
    Year
    2017
    BGG
    7.1
    About the game

    The sun shines brightly on the canopy of the forest, and the trees use this wonderful energy to grow and develop their beautiful foliage. Sow your crops wisely and the shadows of your growing trees could slow your opponents down, but don't forget that the sun revolves around the forest. Welcome to the world of Photosynthesis, the green strategy board game!

  164. Plunder: A Pirates Life

    Players
    2+6
    Ages
    10+
    Time
    40-120 Min
    Year
    2020
    BGG
    7.3
    About the game

    Adventure and riches await any swashbuckler brave enough to take the helm and command a fleet. Wage war against rival captains. Build and upgrade your ships with masts and cannons to increase speed and firepower. Conquer islands and exploit the land to gain valuable resources. Navigate dangerous waters and avoid the ever-wandering storm. Are you ruthless enough to prevail? Do you seek gold and infamy? If ruling the seas is your ambition, it’s time to unleash your inner pirate. It’s time to plunder! Plunder: A Pirate's Life is a competitive, strategy-based gateway game played on a modular ocean map. The goal is to gain ten Plunder Points. Plunder points are obtained by conquering islands, sinking enemy ships, and burying treasure. On your turn, draw one Resource card for each island you own. Trade and manage your resources (wood, iron, rum, gold) to build and upgrade your fleet using miniatures and pegs. Ships sail the open map via roll and move. Battle enemy ships and conquer islands via dice combat. Game also features team play.

  165. Pork Barrel

    Players
    2-6
    Ages
    10+
    Time
    ?
    Year
    2016
    About the game

    Libertarian anti-government waste game created by Preston Chaffee to highlight the many absurd ways that our government wastes the tax dollars they steal from your paycheck.

  166. Potion Explosion

    Players
    2-4
    Ages
    8+
    Time
    30-45 Min
    Year
    2015
    BGG
    6.9
    About the game

    Potion Explosion is a game for 2 to 4 players by Horrible Games. It was designed by Lorenzo Silva, Andrea Crespi and Stefano Castelli. Dear students, it's time for the final exams of the Potions class! The rules are always the same: Take an ingredient marble from the dispenser and watch the others fall. If you connect marbles of the same color, they explode and you can take them, too! Complete your potions using the marbles you collect, and drink them to unleash their magical power. Remember, though, that to win the Student of the Year award, being quick won't be enough: you'll also need to brew the most valuable potions in Potion Explosion!

  167. Qwirkle

    Players
    2-4
    Ages
    6+
    Time
    45 Min
    Year
    2006
    BGG
    6.8
    About the game

    The abstract game of Qwirkle consists of 108 wooden blocks with six different shapes in six different colors. There is no board, players simply use an available flat surface. Players begin the game with six blocks. The start player places blocks of a single matching attribute (color or shape but not both) on the table. Thereafter, a player adds blocks adjacent to at least one previously played block. The blocks must all be played in a line and match, without duplicates, either the color or shape of the previous block. Players score one point for each block played plus all blocks adjacent. It is possible for a block to score in more than one direction. If a player completes a line containing all six shapes or colors, an additional six points are scored. The player then refills his hand to six blocks. The game ends when the draw bag is depleted and one player plays all of his remaining blocks, earning a six point bonus. The player with the high score wins.

  168. Raiders of the North Sea

    Players
    2-4
    Ages
    12+
    Time
    60-80 Min
    Year
    2015
    BGG
    7.8
    About the game

    Raiders of the North Sea is set in the central years of the Viking Age. As Viking warriors, players seek to impress the Chieftain by raiding unsuspecting settlements. To do so, players need to assemble a crew, collect provisions, and journey north to plunder gold, iron and livestock. Glory can be found in battle, even at the hands of the Valkyrie, so gather your warriors because it's raiding season! To impress the Chieftain, you need victory points (VPs), with those being acquired primarily by raiding settlements, taking plunder, and making offerings to the Chieftain. How you use your plunder is also vital to your success. Players take turns in clockwise order, and on a turn you place a worker and resolve its action, then pick up a different worker and resolve its action. Broadly speaking, those actions fall in one of two categories: Work: Having a good crew and enough provisions are vital to successful raiding, so before making any raids, players need to do some work to prepare their crew and collect supplies. This is all done in the village at the bottom of the game board, with eight buildings offering various actions. You must first place your worker in an available building where no other worker is present, then pick up a different worker from a different building. Raid: Once players have hired enough crew and collected provisions, you may choose to raid on your turn. To raid a settlement — whether a harbor, outpost, monastery or fortress — you need to meet three requirements: Having a large enough crew, having enough provisions (along with gold for monasteries and fortresses, and having a worker of the right color. Raiding offers various ways of scoring, such as military strength, plunder, and Valkyries, which is how grey and white workers enter the game. The game ends when only one fortress raid remains, all Valkyrie have been removed, or all offerings have been made, then players tally their scores.

  169. Rainbow Pirates

    Players
    2-5
    Ages
    7+
    Time
    15-60 Min
    Year
    2020
    BGG
    7.4
    About the game

    ARRRG'UABLY the BEST CARD GAME EVERRR!A perfect FAMILY GIFT idea!Rainbow Pirates is a whimsical, FAMILY FRIENDLY card game where you build rummy-like card sequences in a world of RAINBOWS, thieving PIRATES and all things AMAZING! It's kind of like playing Rummy on an enchanted island while being attacked by pirates drinking piña coladas!The object of the game is to earn as many Treasure Points as possible by placing card groups !Rainbow Pirates was designed with the WHOLE FAMILY in mind. KIDS will love the hilarious artwork and the playful pirate theme. PARENTS will love how the game reinforces skills like sequencing, sorting, and decision-making. And there's plenty of strategy to keep the TEENS and ADULTS engaged. It's one of those rare games the kids will beg you to play - and you'll WANT to say yes!ARRRGGH you ready for some GAME-NIGHT fun!

  170. Raptor

    Players
    2
    Ages
    9+
    Time
    30 Min
    Year
    2015
    BGG
    7.0
    About the game

    Mamma Raptor has escaped from her run and laid her eggs in the park. A team of scientists must neutralize her and capture the baby raptors before they run wild into the forest. Raptor is a card driven boardgame with tactical play and some double guessing. Players use their cards to move their pawns (scientists on one side, Mother and baby raptors on the other) on the board. Every round, the player who played the lowest ranked card can use the corresponding action, while his opponent has movement / attack points equal to the difference between the two cards values. The scientists can use fire, can move by jeep on the tracks, and can even call for reinforcements, while the mamma raptor can hide in the bushes, yell to frighten the scientists, and call for her babies.

  171. Ravensburger The Castles of Burgundy

    Players
    1-2
    Ages
    12+
    Time
    70-120 Min
    Year
    2019
    BGG
    7.7
    About the game

    The Castles of Burgundy is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing, they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travelers. The game is about players taking settlement tiles from the game board and placing them into their princedom, which is represented by the player board. Every tile has a function that starts when the tile is placed in the princedom. The princedom itself consists of several regions, each of which demands its own type of settlement tile.

  172. Reavers of Midgard

    Players
    2-4
    Ages
    14+
    Time
    60-120 Min
    Year
    2019
    BGG
    6.6
    About the game

    Reavers of Midgard is a single worker placement game with elements of set collection, dice combat and engine building set in the Champions of Midgard universe. In Champions of Midgard, your quest was to become Jarl. You battled back the trolls, draugr and some of the epic monsters that once threatened the sanctity of your humble port town. Now it's time to go on the offensive. In Reavers of Midgard, you'll be looking to gain glory by raiding nearby villages for their riches, sacking well-fortified castles and battling both man and monster on the open seas. You'll not only need to take your rowdy crew of vikings and the food needed to keep them happy along for the ride but you'll also have to recruit a crew of elite warriors - the Reavers. Reavers can be used in three different ways. They can be made your ship's leader, earning you a one-time bonus and enabling your warriors to be more versatile in combat. They can also be used to rally more warriors to your cause, filling your ship to the brim with the right fighters for the right situations. Finally, they can also be used to help your crew specialize, earning you a bonus every time your crew sails into battle. Whoever can earn the most glory after six rounds will be the winner.

  173. Risk: Classic

    Players
    2-6
    Ages
    10+
    Time
    120 Min
    Year
    1959
    BGG
    5.6
    About the game

    Possibly the most popular, mass market war game. The goal is conquest of the world. Each player's turn consists of: - gaining reinforcements through number of territories held, control of every territory on each continent, and turning sets of bonus cards. - Attacking other players using a simple combat rule of comparing the highest dice rolled for each side. Players may attack as often as desired. If one enemy territory is successfully taken, the player is awarded with a bonus card. - Moving a group of armies to another adjacent territory.

  174. Risk: Game of Thrones Edition

    Players
    2-7
    Ages
    18+
    Time
    120-240 Min
    Year
    2015
    BGG
    6.7
    About the game

    Risk: Game of Thrones, based on the epic HBO series, features two ways to play, including factions of noble Houses vying for control of Westeros during the time of The War of the Five Kings, as well as Daenerys Targaryen's rise to power in Essos. War and chaos have descended upon the realms of Men. In Westeros, the death of Robert Baratheon has created a power vacuum with rival Houses competing for control of The Iron Throne. Meanwhile, in Essos, Daenerys Targaryen is building an army to contest the rule of the Ghiscari slavers, before returning to reclaim The Iron Throne. There are 3 different ways to play RISK Game of Thrones: 1. SKIRMISH Basic version designed as an introduction to RISK Game of Thrones game play. Once you are comfortable, move on to Dominion. 2. DOMINION Advanced version of RISK Game of Thrones including Objectives, Characters, and Maester cards, offering more in-depth strategic action. 3. WORLD AT WAR Play with both maps and up to seven players using either the Skirmish or Dominion rules. RISK Game of Thrones includes two game board maps and seven House armies. Westeros map is for 3-5 player game and Essos map is for 2 player game. There is a deck of territory cards for each map, and these function in a similar way to the original RISK gameplay. When playing Dominion rules, the character cards can grant special abilities to your House, the maester cards can grant tactical advantages during deployment and battles, and objective cards create goals and strategies for earning Victory Points. Skirmish rules are most similar to the original RISK rules. There are minor thematic variations to suit the new map. The winner is determined by which player controls the most territories, castles and ports when the end game card is revealed. Dominion rules add the additional mechanics and cards described above. Instead of simply trying to control the most territories, castles, and ports you are now trying to achieve specific Objectives to earn Victory Points, furthering your efforts to consolidate power and establish dominion over the rival Houses. Objectives are worth from 1 to 4 Victory Points, based on the difficulty to achieve them. The first player to earn 10 Victory Points while also controlling their Seat of Power wins the game.

  175. Rummikub

    Players
    2-4
    Ages
    8+
    Time
    60 Min
    Year
    1977
    BGG
    6.4
    About the game

    The game is based on the traditional middle-eastern game of Okey. First created in the 1930s and sold in hand-produced versions until the late 1970s. Similar to the Rummy that you play with cards - you try to get rid of all your tiles by forming numbers into runs of 3 tiles or more, or 3 to 4 of a kind. The colors of the numbers on the tiles are like card suits. This game may start rather uneventfully, but when the players start putting more and more tiles in play, the options for your upcoming turns can become more complex, challenging, and exciting (from areyougame.com).

  176. Sagrada: 5&6 Player Expansion

    Players
    5-6
    Ages
    14+
    Time
    30-45 Min
    Year
    2018
    BGG
    7.7
    About the game

    Add to your Sagrada experience with the 5-6 Player Expansion! You can now enjoy more Sagrada by adding up to 2 extra players! This expansion introduces the Private Dice Pool boards for smooth gameplay through 6 players. Also includes new private objectives, tools, and window pattern cards. This expansion is not standalone. The Sagrada base game is required to play.

  177. Sagrada: A Game of Dice Drafting & Window Crafting

    Players
    1-4
    Ages
    14+
    Time
    30-45 Min
    Year
    2017
    BGG
    7.5
    About the game

    Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece. In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal color. Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them. The highest scoring window artisan wins!

  178. Sagrada: Expansion - Passion

    Players
    1-4
    Ages
    14+
    Time
    30-45 Min
    Year
    2019
    BGG
    7.6
    About the game

    Named after the Sagrada-Familia facades, Sagrada: The Great Facades is a series of expansions to be released in three parts: Passion, Life, and Glory. Each part of the expansion contains modules of content that players can add individually or together to their games of Sagrada. Sagrada: Passion introduces inspiration cards, rare glass dice and cards, rare glass private objectives, and symmetry public objectives.

  179. Salem 1692

    Players
    4-12
    Ages
    12+
    Time
    25-35 Min
    Year
    2015
    BGG
    7.0
    About the game

    Accuse and defend your fellow townsfolk as you hunt down the witches of Salem. Act fast, before conspiracy turns you against your own. The year is 1692, and it is a perilous time to live in the town of Salem, Massachusetts. One wrong step, or one misplaced accusation, and you could be the next witch to hang. "Salem" takes players into this perilous world and lets them re-live the tension, politics, and religious extremism that still has people talking about it 300 years later. The game is packaged in a faux book box that closes magnetically. The game, disguised as a worn out leather book, can easily hide on your bookshelf and masquerade as an antique. Players can play as prominent villagers from the old Salem town, and even read their bios in the instruction manual. The servant girl Mary Warren, pastor Samuel Parris, farmer John Proctor, storyteller Tituba, and beggar Sarah Good are some of the 12 characters featured in the game. Players, each acting as one of these unique characters, are given 3-5 Tryal cards (depending on the number of players). These Tryal cards reveal the true identity of each player, "Witch" or "Not a Witch." During gameplay, players gather cards that they use to accuse, or defend, other players. Deciding who to trust is key to survival, since you can never play a card on yourself. When you suspect someone to be a witch, you can begin accusing them with red accusation cards. When enough accusations have been placed on one of the players, the player who lays the final accusation chooses one of that player's Tryal cards to reveal. Once all "Witch" Tryal cards have been found, the villagers of Salem win. Players can also use green and blue cards such as "Alibi", "Stocks", "Matchmaker", "Asylum", and "Scapegoat" to help or hurt their allies or enemies. As players draw cards, they will eventually draw black cards that take immediate effect. One black card, "Night", forces all players to close their eyes while the Witches choose someone to eliminate and the Constable chooses someone to potentially save. The other black card, "Conspiracy," forces all players to take a face-down Tryal card from the player to their left. Killing witches quickly is essential, otherwise "Conspiracy" may soon have the whole town turned evil. Before long, accusations will be flying, and screams of "She's a WITCH!" will wake the neighbours. Will you be the hero who purges your town of witches, or will you be wrongly accused and hung for witchcraft? Or perhaps you will be a witch yourself, escape conviction, and bring Salem to the ground. Volume 1 in the Dark Cities Series by Facade Games.

  180. Santorini

    Players
    2-4
    Ages
    8+
    Time
    20 Min
    Year
    2016
    BGG
    7.4
    About the game

    Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton. Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps: 1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels. 2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play. Winning the game - If either of your builders reaches the third level, you win. Variable player powers - Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.

  181. Scrabble

    Players
    2-4
    Ages
    10+
    Time
    90 Min
    Year
    1948
    BGG
    6.3
    About the game

    In this classic word game, players use their seven drawn letter-tiles to form words on the gameboard. Each word laid out earns points based on the commonality of the letters used, with certain board spaces giving bonuses. But a word can only be played if it uses at least one already-played tile or adds to an already-played word. This leads to slightly tactical play, as potential words are rejected because they would give an opponent too much access to the better bonus spaces. Skip-a-cross was licensed by Selchow & Righter and manufactured by Cadaco. Both games have identical rules but Skip-a-cross has tiles and racks made of cardboard instead of wood. The game was also published because not enough Scrabble games were manufactured to meet the demand.

  182. Secret Hitler

    Players
    5-10
    Ages
    13+
    Time
    45 Min
    Year
    2016
    BGG
    7.5
    About the game

    Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority. At the beginning of the game, players close their eyes, and the fascists reveal themselves to one another. Secret Hitler keeps his eyes closed, but puts his thumb up so the fascists can see who he is. The fascists learn who Hitler is, but Hitler doesn't know who his fellow fascists are, and the liberals don't know who anyone is. Each round, players elect a President and a Chancellor who will work together to enact a law from a random deck. If the government passes a fascist law, players must try to figure out if they were betrayed or simply unlucky. Secret Hitler also features government powers that come into play as fascism advances. The fascists will use those powers to create chaos unless liberals can pull the nation back from the brink of war. The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.

  183. Secrets

    Players
    2-8
    Ages
    10+
    Time
    15-35 Min
    Year
    2017
    BGG
    6.5
    About the game

    In Secrets, the second co-design between Eric Lang and Bruno Faidutti, players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition, one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points. On your turn, offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent, in which case they score it, or they refuse, in which case the card returns to you, and you score it. The game ends when a player has five cards, after which the teams are revealed; the team with the highest combined score wins, unless a Hippie has the single lowest score, in which case they win. The interactions between the character cards are the spice of the game, but since the abilities are discoverable during play, the game can be taught in three minutes.

  184. Sheriff of Nottingham

    Players
    3-5
    Ages
    14+
    Time
    60 Min
    Year
    2014
    BGG
    7.1
    About the game

    Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself! In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated! Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham! Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.

  185. Skull King

    Players
    2-8
    Ages
    8+
    Time
    30 Min
    Year
    2013
    BGG
    7.0
    About the game

    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.

  186. Sleeping Queens

    Players
    2-5
    Ages
    8+
    Time
    20 Min
    Year
    2005
    BGG
    6.5
    About the game

    Rise and shine! The Pancake Queen, the Ladybug Queen, and ten of their closest friends have fallen under a sleeping spell and it's your job to wake them up. In Sleeping Queens, players need to use strategy, quick thinking, and a little luck to rouse these napping nobles from their royal slumbers. The twelve queen cards lie face-down on the table. On a turn, you take one action from the cards in your hand: play a king to awaken and claim a sleeping queen, play a knight to steal someone else's queen (unless she has a dragon for protection), play a potion to send a queen to sleep once again (unless she has a wand for protection), use a jester to try out your luck with the top of the deck, or discard one or more number cards to draw more cards. Each queen card has a point value on it, and whenever all the required queens have been awakened or one player hits the point threshold, the game ends and whoever has the most points wins.

  187. Smallworld Underground

    Players
    2-5
    Ages
    8+
    Time
    30-90 Min
    Year
    2011
    About the game

    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. From the Manufacturer 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. Featuring new Races and Special Powers, it also introduces a new twist to the original game play - Monster occupied regions that protect Relics and Places of great power. While more daunting to conquer, these bestow even greater powers to their owner. Like previous Small World expansions which sold out quickly, this sequel to the best-selling Small World board game (over 100,000 sold world wide) is sure to be a hit with fans. Small World Underground can be played on its own or combined with other Small World game elements, as many of the Races and Sepcial Powers from the original game and previous expansions are compatible. Recommended for experienced Small World players, the game includes: 2 double-Sided Game Boards, 15 New Fantasy Races with matching banners and tokens, 21 New Special Power badges, 9 Popular Places and 6 Righteous Relics, 106 Victory Coins, dozens of additional special tokens, 5 Player and 1 Game Turn Summary Sheets, 1 Reinforcement Die, and Rules Booklet.

  188. SmartGames: Atlantis Escape

    Players
    1
    Ages
    8+
    Time
    ?
    Year
    2018
    About the game

    Multiple levels of 3D, brainteasing fun! SmartGames Atlantis Escape features 60 challenges that test your planning and spatial insight skills! Place the 3D staircases on the gameboard to try to build an escape path to the harbor…before the city sinks! Atlantis Escape comes in a self-contained, compact, and completely portable case. You san easily take your SmartGames travel games with you and not worry about losing pieces. Just close the container and toss it in your bag! 1 Player puzzle game with different challenges to stimulate cognitive skills such as planning, spatial insight, problem solving, flexible thinking and concentration

  189. SmartGames: Walls & Warriors

    Players
    1
    Ages
    8+
    Time
    ?
    Year
    2015
    About the game

    Protect your castle with SmartGames Walls & Warriors! Brain power is needed to protect your castle with SmartGames Walls & Warriors! Featuring a beautiful 3D game board and intricately detailed knights, Walls & Warriors includes 80 increasingly difficult challenges where players must protect the blue warriors within the castle by arranging the walls to keep the red invaders out. Walls and Warriors tests multiple cognitive skills, including Logic, Planning and Flexible Thinking.

  190. Smash Up

    Players
    2-4
    Ages
    12+
    Time
    45 Min
    Year
    2012
    BGG
    6.6
    About the game

    The "shufflebuilding" game Smash Up begins with a simple premise: take the 20-card decks of two factions, shuffle them into a deck of forty cards, then compete to crush more Bases than your opponents! Each faction involves a different gaming mechanism - the pirates move the cards, the zombies bring back the cards from the discard pile, the dinosaurs have enormous power - and each combination of factions brings a different gaming experience. During the game, basic cards (each with their own difficulties and abilities) are at stake. You try to have the most power on the basis of your minions when the base is broken. Sounds easy? Is it easy when an opponent's Alien-Ninja decides to tie your minions to other Bases - flat Murder them? What happens when the Pirate-Dinosaur Full Sails player and frees King Rex to trample your minions in the ground, or when wizard-zombies use their mystic power to create an outbreak, suddenly flooding minions on the base of the discard pile? Or if you were facing a Zombie-Dinosaur player instead and he created an epidemic of massive beasts at the same time?!? When a base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, brother, next time. With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different Ninja-Aliens, for example. Which one will you use to crush your opponents? And did we mention dinosaurs have laser beams?

  191. Sorry

    Players
    2-4
    Ages
    6+
    Time
    30 Min
    Year
    1929
    BGG
    4.5
    About the game

    Slide Pursuit Game Race your four game pieces from Start around the board to your Home in this Pachisi type game. By turning over a card from the draw deck and following its instructions, players move their pieces around the game board, switch places with players, and knock opponents' pieces off the track and back to their Start position. Slides are located at various places around the game board. When a player's piece lands at the beginning of one of these slides not of its own color, it automatically advances to the end, removing any piece on the slide and sending it back to Start. Game moves are directed exclusively by cards from the play-action deck. If one plays the normal version in which one card is drawn from the deck each turn, the outcome has a huge element of luck. Sorry can be made more of a strategic game (and more appealing to adults) by dealing five cards to each player at the start of the game and allowing the player to choose which card he/she will play each turn. In this version, at the end of each turn, a new card is drawn from the deck to replace the card that was played, so that each player is always working from five cards. A player's fortunes can change dramatically in one or two rounds of play through the use of Sorry cards, the "11" cards (which give the player the option of trading places with an opponent's piece on the track), and the fact that it is possible to move from Start to Home without circumnavigating the full board by making judicious use of the "backward 4" cards.

  192. Spector Ops

    Players
    2-5
    Ages
    9+
    Time
    60-120 Min
    Year
    2015
    About the game

    An agent of a.R.K. Has infiltrated a top secret Raxxon facility and must complete 3 Mission objectives before attempting to escape! Not uneasy task with genetically modified Raxxon hunters on a mission to seek out and Destroy the agent. Which side will you choose.

  193. Spirits of the Rice Paddy

    Players
    2-4
    Ages
    13+
    Time
    90 Min
    Year
    2015
    BGG
    5.9
    About the game

    Ancient Balinese legend describes a host of powerful spirits who help poor rice farmers achieve success. These farmers have long used a sophisticated irrigation system to organize rice cultivation by integrating religious devotion and social responsibility with traditional farming methods. Even modern farmers seek to placate the spirit world in their quest to produce an abundant harvest. In Spirits of the Rice Paddy, players must compete with fellow rice farmers to construct and tend rice paddies. Oxen can build walls and remove large rocks. Ducks can be employed to eat harmful pests and fertilize the fledgling crops. Weeds must be kept at bay. Most importantly, water must be conserved and released with the greatest of care. With a little luck, all that back-breaking labor will pay off in the end. The good news is that the spirits are eager to assist, granting many special abilities, blessings, and magic. The farmer who produces the most rice over seven rounds wins the game.

  194. Splendor

    Players
    2-4
    Ages
    10+
    Time
    30 Min
    Year
    2014
    BGG
    7.3
    About the game

    Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige. On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem. All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.

  195. Stratego: Original

    Players
    2
    Ages
    8+
    Time
    45 Min
    Year
    1946
    BGG
    6.1
    About the game

    The gameboard is your battlefield. You have an army of men at your disposal and six bombs. Your mission--protect your flag and capture your opponent's flag. Secretly place your men, bombs, and flag on the gameboard with these objectives in mind. But remember your opponent is doing the same thing, so you must plan a defense as well as an offense. Once the armies are in place, advance your men. When you're one space away from an enemy, attack. You and your opponent declare ranks. The lower-ranking man is captured and out of play. You control your pieces and risk your men in battles where the strength of your enemy is unknown. The suspense builds as your men move deeper into enemy territory. Move with caution and courage. The next piece you attack could be a bomb. And when attacked, it could "blast" your man off the board and out of play. The first to capture an enemy flag is the winner! This game is similar to, and almost certainly derived directly from, the H.P. Gibsons (UK) game L'Attaque (1909). It is not exactly the same, but not far from it (numbered pieces, spy (same name) can kill the strongest piece but only when attacking, flag, bombs, etc.) This game in turn almost certainly drew on the classic Chinese children's game Jungle.

  196. Stuffed Fables

    Players
    2-4
    Ages
    7+
    Time
    60-90 Min
    Year
    2018
    BGG
    7.0
    About the game

    Stuffed Fables is an unusual adventure game in which players take on the roles of brave stuffies seeking to save the child they love from a scheming, evil mastermind. Make daring melee attacks, leap across conveyor belts, or even steer a racing wagon down a peril-filled hill. The game delivers a thrilling narrative driven by player choices. Players explore a world of wonder and danger, unlocking curious discoveries. The chapters of Stuffed Fables explore the many milestones of a child's life, creating a memorable tale ideal for families, as well as groups of adults who haven't forgotten their childlike sense of wonder. Stuffed Fables is the first "AdventureBook Game", a new product line from Plaid Hat Games in which all of the action takes place in the unique storybook — a book that acts as your rules reference, story guide, and game board, all in one! Each adventure in the game takes place over several pages of the immersive AdventureBook. The book opens flat onto the table to reveal a colorful map or other illustration central to playing the game, with choices, story, and special rules on the opposite page. On their turn, a player draws five dice from the bag. The colors of the dice drawn determine the types of actions and options available to the player. White dice can re-stuff stuffies injured in battle. Red dice perform melee attacks while green dice perform ranged attacks. Yellow dice search while blue dice are used for special actions and purple dice can be used as any color. Most dice can always find a strategic use, including moving, using items, or contributing to group tasks. Players can store dice for later, combine dice for stronger actions, or use them one-at-a-time for multiple activations. As turns go by, black dice are also drawn, and after enough appear, minions emerge or attack, and the dice bag is reset! Players can encourage each other by sharing dice or their precious stuffing. In addition to fighting minions, each page of the storybook offers numerous points of interest, charming characters to interact or trade with, as well as many unusual challenges. And each page is but one chapter that folds into a branching, overarching story with a multitude of items and a special discovery deck full of surprises.

  197. Suburbia

    Players
    1-4
    Ages
    8+
    Time
    60-90 Min
    Year
    2013
    BGG
    7.7
    About the game

    The game Suburbia was published together with the add-on Suburbia Inc. in one box in 2013 by Russian publisher Crowd Games. Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you'll modify both your income and your reputation. As your income increases, you'll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high-rise office building. As your reputation increases, you'll gain more and more population — and the player with the largest population at the end of the game wins. During each game, players compete for several unique goals that offer an additional population boost — and the buildings available in each game vary, so you'll never play the same game twice! The add-on expands the game with new tiles of the boundaries of the playing field, which bring bonuses to the owner. The expansion includes over a dozen new building tiles, as well as new income-boosting bonuses and reputation-raising tasks when completing intermediate in-game objectives. The game is designed for 1-4 players over the age of 8. The duration is about 1.5 hours.

  198. Sunrise City

    Players
    2-4
    Ages
    10+
    Time
    60 Min
    Year
    2012
    BGG
    5.9
    About the game

    In the tile-laying game Sunrise City, players build a city with zone tiles, bid for control of those zones, then place building tiles on the city zones to their best advantage. Each round the players use role cards to grant them special abilities in the various game phases. Points earned during play move score tokens up a ten point track. Players score one benchmark token if their score marker overshoots the star at the top of their score track but earn two benchmarks if their token lands on the star by exact count. Thus, Sunrise City is not a race to score the most points; it's a contest to grow the city in a manner that will earn you the right number of points at the right time to maximize your benchmarks. After three rounds, the player with the most benchmarks wins.

  199. Sushi Go

    Players
    2-5
    Ages
    8+
    Time
    15 Min
    Year
    2013
    BGG
    6.9
    About the game

    In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you! Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!

  200. Sweet Existence

    Players
    4-8
    Ages
    13+
    Time
    15-40 Min
    Year
    2020
    BGG
    5.2
    About the game

    Millions of Earthlings have embraced the genius and creativity of Nathan W. Pyle's Strange Planet webcomic and series of books. And now you can laugh and marvel at the absurd complexities of life with Sweet Existence, a strategic party card game inspired by Strange Planet's universally relatable beings and their unique perspective on the world. This game has players forming connections, experiencing life events, and collecting sweet disks (cookies) -- all while avoiding the dreaded Perish square. Each square (card) features a unique comic depicting the beings' signature humor and simple curiosity. It's a marvelous, family-friendly party game for current and budding Strange Planet fans ages 13 and up. Make connections (that can help or hurt you), give gifts, steal sweet disks, expose existence squares to experience life, and hope that you don't end up with the Perish square or it's game over. Avoided the Perish square? The player remaining with the most sweet disks wins.

  201. Taboo

    Players
    4-10
    Ages
    12+
    Time
    20 Min
    Year
    1989
    BGG
    6.3
    About the game

    Taboo is a party word game. Players take turns describing a word or phrase on a drawn card to their partner without using five common additional words or phrases also on the card. The opposing partners watch a timer and use a buzzer to stop the game, buzz the player describing if one of the five off limits words or phrases is used, or the describing player makes any gestures. The describing team gets a point for each card they guess successfully and the opposing team gets a point for each card they pass on, make gestures on, or lose for saying one of the off limits words or phrases. An excellent party game!

  202. Taco Cat Goat Cheese Pizza

    Players
    2-8
    Ages
    8+
    Time
    10-30 Min
    Year
    2018
    BGG
    6.1
    About the game

    Taco Cat Goat Cheese Pizza is filled to the brim with hand-slapping mayhem! As in Snap and Dobble, each player places a card from their hand face up into a community pile while saying taco/cat/goat/cheese/pizza in player sequence. When the card matches the mantra — boom! — everyone slaps their hand on the deck, with the last one to slap picking up the cards. Whoever rids themselves of cards first wins! For extra fun, special action cards – the gorilla, narwhal, and groundhog — force players to make certain gestures before racing to slap the deck!

  203. Taco vs Burrito

    Players
    2-4
    Ages
    7+
    Time
    15-45 Min
    Year
    2018
    BGG
    5.3
    About the game

    The Wildly Popular Surprisingly Strategic Card Game Created by a 7 Year Old Taco vs. Burito is a deliciously unpredictable card game where players compete to create the weirdest, wildest meal. On your turn: Draw one card and: Add an ingredient card to a Taco/Burrito - or - Add Tummy Aches to reduce the value of a meal -or- Add a Hot Sauce Boss to double the value of a meal! - or - Play an action card But beware! The Health Inspector and Order Envy can ruin your meal. Gameplay continues clockwise with players drawing and playing cards until the draw pile is gone. Once any one player is out of cards the game is instantly over and the player with the most points wins!

  204. Ticket to Ride: Classic

    Players
    2-5
    Ages
    8+
    Time
    30-60 Min
    Year
    2004
    BGG
    7.4
    About the game

    With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route. "The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor." Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers. Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.

  205. Ticket to Ride: Europe

    Players
    2-5
    Ages
    8+
    Time
    30-60 Min
    Year
    2005
    BGG
    7.5
    About the game

    Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version. More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces. The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.

  206. Ticket to Ride: Rails & Sails

    Players
    2-5
    Ages
    10+
    Time
    60-120 Min
    Year
    2016
    BGG
    7.4
    About the game

    Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you'll be moving across water, of course, and that's where the sails come in. As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they've created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead. Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.) Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap. Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network. Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city. Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.

  207. Tortuga 1667

    Players
    2-9
    Ages
    12+
    Time
    20-40 Min
    Year
    2017
    BGG
    6.3
    About the game

    The year is 1667 and you are a pirate sailing the waters of the Caribbean. A Spanish Galleon floats nearby, and you’ve talked your crewmates into working together to steal all of its treasure. What you haven’t told your fellow pirates is that you have no intentions on sharing the treasure once you have it. Your crewmates have told you that they share your loyalty and that they’ll help you maroon the greedy pirates on your ship to the rocky island of Tortuga. But you’ve seen your friends’ loaded pistols and heard their whisperings of a mutiny. You know that nobody can be trusted. Tortuga is all about the interactions you have with the other players. In some cases, such as when you and your shipmates are attacking the Spanish Galleon, you need to rely on your enemies in order to succeed. In the very next turn, however, your shipmates might stab you in the back with a mutiny in order to keep all the treasure for themselves. Since nobody holds a "hand" of cards, this game is also about knowledge and communication regarding the community Event cards. Unless you are in desperation mode, it is not wise to reveal Event cards at random. Almost half of the Event cards can hurt your team drastically. It's often in your best interest to use an action to view the cards first, or to rely on the knowledge of a trusted ally. Knowing where harmful Event cards are located allows you to force an enemy to reveal those cards and suffer the consequences. The most successful players are the ones who are able to discern who is on their team and then share vital information with them at opportune moments. Vote cards also play a key role in the game. Each Vote card has three sections - one each for Attacks, Mutinies, and Brawls. Players must put themselves in the best position to use their Vote cards, since their hand of Vote cards may not always be ideal based on their pawn location. For example, sometimes it may be worth putting in Water, causing an attack to fail, in order to save a Crossbones card for when you want to Mutiny against your captain. For 2-9 Players. 20-40 minutes. Ages 12+. Volume 2 in the Dark Cities Series by Facade Games.

  208. Uno Deluxe

    Players
    2-10
    Ages
    6+
    Time
    30 Min
    Year
    1971
    BGG
    5.4
    About the game

    Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit. UNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards. This entry includes all themed versions of UNO that do not include new cards.

  209. Villainous

    Players
    2-6
    Ages
    10+
    Time
    50 Min
    Year
    2018
    BGG
    7.0
    About the game

    In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character. On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition. One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain.

  210. Viticulture Essential Edition

    Players
    1-6
    Ages
    14+
    Time
    45-90 Min
    Year
    2015
    BGG
    8.1
    About the game

    In the game, you find yourself in rustic, pre modern Tuscany, where you've inherited a meager vineyard. You'll have a few plots of land, an old crush pad, a tiny cellar, 3 workers.and the dream of owning the best winery in Italy. Your job is to allocate your workers and helpful visitors to complete various tasks throughout the year. Each season is different on a vineyard, so the workers have different tasks they can take care of in the summer and winter. There's competition over those tasks, and often the first worker to arrive at each one has an advantage over the rest. Using those workers and visitors, you can expand your vineyard by building structures, planting vines, and filling wine orders as you work towards the goal of owning the most successful winery in Tuscany. The essential edition includes the second edition of Viticulture along with several elements from the original Tuscany expansion pack, hand picked by famed designer Uwe Rosenberg. These include Mama & papas, fields (properties), various visitor cards, & automat (solo variant).

  211. Voting Game

    Players
    5-10
    Ages
    17+
    Time
    30 Min
    Year
    2014
    BGG
    5.5
    About the game

    The Voting Game is an adult party game that uncovers the hilarious truth about your friendships. Each Round, vote anonymously for the player that is described by the current question. Tally the votes and watch as the personalities of your friends are revealed. Play with friends new and old, expect to discover things that you didn’t know about the other players and yourself! Winning is possible but not important. The Voting Game includes game variations, question cards and voting cards for up to 10 players. How to play The game begins when the first question card is revealed. e.g. Who would survive the longest in a zombie apocalypse? Players then vote anonymously for the player that is best described by the question. Results are tallied and revealed to the group - Laughter is guaranteed! Players receiving votes guess one player per vote. If they guess correctly, the truth is revealed. For questions where a single player receives more than half of the vote each player that voted for them gets a point. First to 10 points wins!

  212. Voting Game: After Dark Edition

    Players
    5-10
    Ages
    18+
    Time
    30 Min
    Year
    2021
    About the game

    The Voting Game After Dark Edition is a group card game that uncovers the sometimes disturbing, sometime risqué, but always hilarious truths behind your friendships. Play again and again—gameplay varies dramatically based on the friends you play with. Get to know one another—personal stories are often shared after a revealing vote.

  213. Wingspan: Classic

    Players
    1-5
    Ages
    14+
    Time
    40-70 Min
    Year
    2019
    BGG
    8.1
    About the game

    A Bird-Collection, Engine-Building Stonemaier Game Wingspan is a competitive, medium-weight, card-driven, engine-building board game! 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: Gain food tokens via custom dice in a birdfeeder dice tower Lay eggs using egg miniatures in a variety of colors Draw from hundreds of unique bird cards and play them

  214. Wingspan: European Expansion Board Game

    Players
    1-5
    Ages
    14+
    Time
    40-70 Min
    Year
    2019
    BGG
    8.4
    About the game

    In this first expansion to Wingspan, we increase the scope of the world to include the regal, beautiful, and varied birds of Europe. These birds feature a variety of new abilities, including a number of birds with round end abilities, abilities that increase interaction between players, and birds that benefit from excess cards/food. Along with the new bonus cards, they’re designed to be shuffled into the original decks of cards (and cards from future expansions). The European Expansion also includes an additional tray for storing the growing collection of birds (past, present, and future), as well as 15 purple eggs, extra food tokens, and a colorful new scorepad designed for both multi-player and single-player scoring. It's designed by Elizabeth Hargrave and features birds illustrated by Natalia Rojas and Ana Maria Martinez.

  215. Wits & Wagers: Party Edition (With Vegas Mat)

    Players
    4-18
    Ages
    8+
    Time
    25 Min
    Year
    2012
    BGG
    6.3
    About the game

    Wits & Wagers Party, a simplified version of the most award-winning party game in history, comes with 250 of the best questions from the out-of-print Wits & Wagers Expansion Pack 1. These questions were chosen because they are lighter and more fun than the questions from the original Wits & Wagers, making this the best edition to play with your non-gamer friends and family. The poker chips in this edition are twice as heavy and thick as those from the original W&W. How to Play 1) Someone reads a question. 2) Everyone writes down a guess. 3) The guesses are placed face up on the table and ordered smallest to largest. 4) Players place their Betting Tokens on the guess they think is closest to the right answer. Players score one poker chip for a correct bet or for having the closest guess. On the seventh and final question, players can bet their poker chips. The player with the most poker chips after this question wins.

  216. Yeti in my Spaghetti

    Players
    2-99
    Ages
    4+
    Time
    15 Min
    Year
    2015
    BGG
    5.0
    About the game

    No one knows why, but a yeti is sitting on the spaghetti. Spaghetti is laid across a bowl and the yeti is placed on top. Players take turns taking spaghetti from the bowl using a single hand. If the current player successfully remove a noodle and Yeti does not fall to the bottom of the Bowl, then the next player in turn order goes next. If Yeti falls to the bottom of the Bowl during the current player's turn (or immediately after their turn, before the next person goes), the game is over! The player who last successfully removed a Noodle before the player who made Yeti fall is the winner!

359 titles (216 in the library). Catalogue last exported 2026-10-11. Want to borrow a game, donate one, or help run a night? Get in touch; questions to hello@chateaufairmount.com.