Vendor: Upper Deck
Type: Board Games
Price:
61.95
Introducing the long-awaited new core set: Legendary: What If…? This set is based on the hit Disney+ animated series "Marvel: What If…?" which is part of the Marvel Cinematic Universe and inspired by the classic Marvel What If...? Disney+ series. This 350-card Set includes brand-new content and contains everything you need to play the game. You will explore parallel realities and significant moments around the multiverse from the Marvel Cinematic Universe. Now, you can team up with heroes to undergo a journey far beyond the limits of this world.
—description from the publisher
Vendor: Wehrlegig Games LLC
Type: Board Games
Price:
24.95
Vendor: Wehrlegig Games LLC
Type: Board Games
Price:
35.95
Vendor: Wehrlegig Games LLC
Type: Board Games
Price:
124.95
In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century, when the Company has a weak foothold on the subcontinent. Over the course of the game, the Company might grow into the most powerful and insidious corporation in the world or collapse under the weight of its own ambition.
John Company is a game about state-sponsored trade monopoly. Unlike most economic games players often do not control their own firms. Instead, they will collectively guide the Company by securing positions of power, attempting to steer the Company’s fate in ways that benefit their own interests. However, the Company is an unwieldy thing. It is difficult to do anything alone, and players will often need to negotiate with one another. In John Company, most everything is up for negotiation.
Ultimately, this game isn’t about wealth; it’s about reputation. Each turn some of your family members may retire from their Company positions, giving them the opportunity to establish estates. Critically, players do not have full control over when these retirements happen. You will often need to borrow money from other players to make the best use for a chance of retirement. Players also gain victory points by competing in the London Season for prestige and securing fashionable properties.
John Company engages very seriously with its theme. It is meant as a frank portrait of an institution that was as dysfunctional as it was influential. Accordingly, the game wrestles many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such, this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing.
The second edition is extensively revised and is not a reprint.
Vendor: GMT Games
Type: Board Games
Price:
85.95
Number of Players: 2-5 Players
Playing Time: 3 hours
Recommended Ages: --
Game Designers: Michael Carter, Tony Fryer, and Nick Neylon
Game Developer: Ken Kuhn
India's railroad history began in 1837 when The Red Hill Railway used the country's first steam-powered locomotive to carry stone for road work to Madras, modern day Chennai. In 1845, India's first railway was incorporated, the Madras Railway. Sixteen years later, on a warm April day in 1853, a 14-carriage train carrying 400 passengers was hauled 21 miles by three steam locomotives - the Sahib, Sindh, and Sultan - and passenger railway service was thus initiated in India. From there, as they say, the rest is history, and India today has the world's fourth largest railway network.
18 India is an operational railroad game for 2 to 5 people that plays in about 3 hours. The game is inspired by 1829 Mainline by Francis Tresham, and while the venerable Mr. Tresham created some novel mechanics for that game, many of them are not ideal for players that eschew in-game randomness. In 18 India, those random elements are transformed into an amazing level of pre-game variability, which gives each session of the game a different character. Critically, 18 India causes players to think differently about 18XX standards such as train management and investments.
The mechanics in 18 India include: track gauge changes, "Guarantee Companies", competition for commodity contracts, shares with exclusive rights to purchase, train trade-ins, a unique IPO display, and all track upgrades being available from the beginning of the game. By the way, trains do not rust, but there is certainly still a "train rush"!
18 India offers excellent game play variability. Each session features a different mix of companies that are in play leading to variations in route development, company creation, and investment strategies.
At game's end, each player's net worth - the value of their stock portfolio, factoring in the book value of the companies, and their cash - is their final score. The player with the most wealth wins.
Contents:
Vendor: Steamforged Games
Type: Board Games
Price:
71.95
Explore unsettling new locations in the Spencer Mansion and its grounds with the Bleak Outpost gameplay expansion, created for Resident Evil: The Board Game.
Enter the Guard House and underground Aqua Ring in tense new scenarios featuring sinister new mechanics. You’ll encounter flooded tiles, undead insects, the ferocious Neptune, and the constant threat of Plant-42’s searching vines dragging you into the depths...
Are you brave enough to explore this strange world and face these two huge new bosses, so large they take up multiple squares?
Including six gripping new scenarios, this expansion adds 8 hours of extra gameplay to your Resident Evil: The Board Game campaigns. Or, play each scenario as a terrifying standalone experience.
Vendor: Steamforged Games
Type: Board Games
Price:
104.95
Vendor: UTSUROI
Type: Board Games
Price:
35.95
IKI: Akebono introduces a new location to discover in Edo: the bridge of Nihonbashi, which expands the main street and offers players new opportunities. Players can stop at the bridge to meet famous personalities from the Edo era (like Hokusai Katsushika, Sanyo Rai or Tokunai Mogami) and to trade with the ships (built by the players) in the river.
The Akebono expansion also adds new character cards, building cards, and new pipe, tobacco, and fish tokens for more strategic depth and decision making.
Vendor: SnowBoardGames
Type: Board Games
Price:
16.95
If you like Hike! and wish to have an even bigger experience, the Events and Traits expansion is for you. It adds a hefty deck of 64 cards to the gameplay. It includes trait cards that players get at the beginning of the game and that give them a bit of asymmetric starting positions, and event cards that add another layer to card drafting, and present players with more options in the race phase. Event cards are divided into two groups - the majority of them are events that only influence the race track or the player that played them, and there are 12 event cards that include more player interaction and a bit of 'take that' element. Players can decide if they want these last 12 events part of the game or not. The cards include text in English.
Vendor: SnowBoardGames
Type: Board Games
Price:
31.95
Hike! is a light and fast card-drafting racing game with huskies. Players take on the role of mushers (dog drivers) who assemble their husky sleds and race through the snowy wilderness.
The players carefully select the huskies for their abilities to move over treacherous terrain and place them in the sled according to their character. They gather the equipment and train their huskies. And then the race is on! The players rely on their huskies’ abilities and the preparations they've taken, a combination of luck and skill that would get them the first across the finish line.
Hike! is a command that mushers (dog drivers) use to start the team.
Vendor: Smirk & Dagger Games
Type: Board Games
Price:
53.95
Number of Players: 1-4
Playing Time: 60-90 Minutes
Recommended Ages: 14+
The Tesseract appeared in our skies six days ago, over the exact magnetic north of the planet. It was the size of a city block. Since that time it has been condensing, collapsing upon itself. It can now fit into the palm of your hand.
Our world’s best minds must now find a way to contain and control the reactions of this alien artifact, or its exponentially increasing destructive power will remove our planet from existence, reconfiguring our space and time to the extra-dimensional needs of its creators. Can you and your team work together to shut down the Tesseract, or will humankind simply be a blip in the grand scheme of the universe? Time will tell.
Tesseract is a compelling, cooperative dice-manipulation game for 1 to 4 players. The focal point of the game is a block of 64 dice, the Tesseract, which sits at the center of the board on a raised platform. Players will remove cubes to place in their individual labs, transfer them as needed to others, adjust the cube's values and, importantly, isolate the cubes into the containment matrix, neutralizing them.
To Contain a cube a player must have in their lab 3 or more cubes all of one value (a Set) or in sequence (a Run), either all of one color or having none of the same colors. By filling the containment matrix completely (24 total unique dice) they will stop the reaction and win the game. But if the Tesseract has its last cube removed beforehand - or if 7 breaches occur, the game is lost and our world ceases to exist.
Asymetric character abilities include a passive, 'always on' ability and a unique action that is only available to that player. Research cards earned during play help give players an edge, as do the even more powerful Containment cards, unlocked from the matrix.
Tesseract is a very challenging co-op game, with lots of replay value built into the number of characters and various threat platforms which govern the difficulty. The game scales remarkably well and has a solo mode that is every bit as engaging. The tension mounts quickly as the Tesseract sheds cubes at the end of every player's turn, primes them and potentially causes Breaches to occur, bringing us closer to disaster.
Vendor: Bitewing Games
Type: Board Games
Price:
74.95
What if the animals were the ones who ran the zoo?
…Presumably, this wild government would be built upon the support of fellow creatures and fueled by the fame, attention, and prestige of wide-eyed visitors. Naturally, the most aspirational beasts would lobby for a position in the star exhibit, and the lead star would be elected Zoo Mascot.
In order to join the star exhibit, each species must campaign its way up the hierarchy of enclosures with the majority support of animal voters. And the lead star will be the species that has earned the most laurels from both raving fans and jealous rivals along the way.
How does one gain support and earn laurels? Through crafty politicking, clever negotiations, and ruthless schemes. There can only be one Zoo Mascot, after all.
Where are you going? That is the ultimate question of Zoo Vadis.
Zoo Vadis is an evolution of Reiner Knizia’s classic negotiation game, Quo Vadis? It retains the elegant, political gameplay that fans have come to love while introducing many innovations and improvements by:
Like the original design, the game ends immediately when the Star Exhibit is full. Only the animals who have reached the Star Exhibit qualify for victory, and the winner is the player with the most laurels.
Vendor: Allplay
Type: Board Games
Price:
25.95
Ages: 11+
Players: 3-6
Play Time: 20 Minutes
Take on the role of a fashion model as you hit the runways in New York, Paris, and Tokyo to build your career.
In Couture, players seek to win cards through auctions in New York, Paris, and Tokyo. New cards are available to draft in each city, allowing the winning player first pick of Iconic Poses, Signature Walks, a personal Glam Squad, and much more.
Once the seventh round has concluded, players determine their total score, with magazine cover awards bringing bonus points. The model with the highest score wins the game and with it all the fame of a global spotlight!
—description from the publisher
Vendor: Allplay
Type: Board Games
Price:
25.95
Ages: 11+
Players: 1-5
Play Time: 30 Minutes
Mind Space is a thoughtful game in which players are trying to achieve serenity by adding emotions to their Brain Board.
Each emotion is represented by a polyomino shape. Five of the possible Seventeen emotion cards will be available each round, and five rolled dice will determine which colors can be used to add those shapes to a Brain Board.
After 12 rounds, the game is scored, and points can be earned by completing sections of the brain, achieving public goal cards, and meeting the organizational criteria of each color. The one section of each Brain Board with the most unfilled squares will result in a deduction of 1 point for each unfilled square in that section.
Vendor: Allplay
Type: Board Games
Price:
25.95
Ages: 8+
Players: 1-4
Play Time: 20 Minutes
The era of the dinosaurs is here! Your goal in Chomp is to form herds of dinos and make sure they are all fed. Herbivores and carnivores both need food sources, but if the carnies are not properly fed, they don't mind chomping an herbie to fill their bellies!
Gameplay involves dual rows of goal tiles and dino tiles, and each turn players select one tile to add to their personal arrangement. Goal tiles stay off to the side for endgame scoring, and dino tiles are arranged in front of each player. Dino tiles include three sizes each of herbivores and carnivores. Each tile must overlap previous ones, either on top of a quarter tile, half tile, or even a whole tile, ensuring that any covered dinos are completely hidden.
Adjacent dinos of the same species form herds, which will eat together if connected to a single food source — or die together if they are unfed, adjacent to a tar pit, or next to an otherwise unfed carnivore!
At the end of the game, each living and fed dino scores 1-3 points depending on its size, and the player with the highest score wins.
—description from the publisher
Vendor: Allplay
Type: Board Games
Price:
25.95
Ages: 11+
Players: 2
Play Time: 20 Minutes
Take on the role of Pirate crewmates, working together in a desperate effort to sail your ship out of dangerous waters. Rough seas are ahead in this two-player cooperative trick-taking game where treacherous storms and a monstrous Kraken attempt to thwart your every move.
Vendor: Dead Alive Games
Type: Board Games
Price:
45.95
Number of Players: 1-4
Playing Time: 45-75 Minutes
Recommended Ages: 14+
Lunar Rush is a simultaneous-play Euro-style board game, designed by Steven "Skippy" Brown and developed/published by Dead Alive Games, that combines time-based resource management, market economics, bidding, and tableau/engine-building into a refreshing new genre. You play as one of Earth’s four major corporate conglomerates, competing to mine the Moon for the newly-discovered “wonder materials,” lunethyst crystals and lunarium ore.
Every turn, players use their GigaCredits (GC = VP) to bid for the best space routes to and from the Moon. The slower the route, the more you can load on the ship. On the Moon, players simultaneously upgrade their bases and place their astronaut workers to produce the resources needed to maintain the base, as well as Moon goods to sell in Earth's bustling dynamic markets. The game ends after seven turns, and the winner is the player with the most GC! The race to win the new gold rush is on!
Vendor: Nerdlab Games
Type: Board Games
Price:
15.95
Vendor: Nerdlab Games
Type: Board Games
Price:
27.95
Vendor: Cephalofair Games
Type: Board Games
Price:
4.95
38mm metal coin with colored enamel highlights, featuring symbology and coloring from Frosthaven.
Vendor: Rose Gauntlet Entertainment
Type: Board Games
Price:
47.95
Vendor: Iello
Type: Board Games
Price:
16.95
Number of Players: 3-5
Playing Time: 40 Minutes
Recommended Ages: 10+
The Dwarf King (Le Roi des Nains) is a trick-taking game played with a deck of 53 cards: three suits (Dwarves, Goblins and Knights) of thirteen cards each and fourteen special cards. The game also includes twenty contract tiles.
The game is played over seven rounds. At the start of a round, the dealer randomly draws one special card, reads it to all the players, shuffles it into the deck, then deals the deck out evenly to all players. (The dealer for the first round is the game's owner; for subsequent rounds, the dealer is the one who took the 5 of Dwarves in the previous round.) The player who receives the 5 of Knights draws a contract tile, reads it, then chooses one of the two scoring rules on it to apply for that round.
The player holding the 5 of Goblins leads on the first trick. Players must follow suit if possible, and the game includes no trump. The highest card played of the suit led wins the trick and leads to the next trick. Once all cards have been played, players tally their points (possibly negative), remove the special card and contract tile from the game, then shuffle for the next round.
The player who scores the most points over seven rounds wins the game.
Vendor: Blue Orange Games
Type: Board Games
Price:
46.95
Can robots dream too ? With your workshop, take part in the wonderful MECH A DREAM project.
Each day is divided into 3 shifts where you can use your workers
Vendor: Blue Orange Games
Type: Board Games
Price:
19.95
Travel to the city of Tokyo, Japan, and compete to redraw their metro plans in order to meet the tourist challenges of tomorrow.
Each turn in Next Station: Tokyo, you reveal the next station card and draw a subway line on your map. You have to optimize your network to collect a maximum number of stamps and stay connected to the central green loop to earn as many points as possible.
Vendor: Blue Orange Games
Type: Board Games
Price:
27.95