Schotten Totten - Nine boundary stones lie between you and your opponent. In front of each, you build poker-like formations of three cards on a side. Whoever plays the higher-ranking formation wins the stone. And in a unique twist, you may use your powers of logic to claim a stone even before your opponent has played all three of his cards, by demonstrating that the stone is impossible for him to win. Successfully claim five stones, or any three adjacent stones, and you win the game. $25.00.
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Scout - Is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand. More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand. $45.00.
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Scythe - It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries. Scythe is a 4X board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europa who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. $145.00.
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Search for Planet X, The - At the edge of our solar system, a dark planet may lurk. In 2015, astronomers estimated a large distant planet could explain the unique orbits of dwarf planets and other objects. Since then, astronomers have been scanning the sky, hoping to find this planet. The Search for Planet X is a board game from Foxtrot Games. Players take on the role of astronomers, using observations and logical deductions to search for this hypothetical planet. Each game, the companion app randomly selects an arrangement of objects and a location for Planet X following predefined logic rules. Each round, as the earth travels around the sun, players will use the app to perform scans and attend conferences. As they gain information about the location of the objects, they'll mark that information on their deduction sheets. As players learn the locations of the various objects, they can start publishing theories. This is the way that players score points. As more and more objects are found, players will narrow down the possible locations for Planet X. Once a player believes they know its location and the objects on either side of it, they use the app to conduct a search. The game ends when a player successfully locates Planet X, and all players have a final chance to score some additional points. The Search for Planet X captures the thrill of discovery, the puzzly-nature of astronomical investigation, and the competition inherent in the scientific process. Can you be the first to find Planet X? $70.00.
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Sea Salt & Paper - During your turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand? You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk? The game ends when you reach 30/35/40 points (4/3/2 players). The excitement of ending the round to catch your opponents off guard. The pleasure of playing your effect cards and making combos It's a set collection card game like Rummy. The origami created especially for the game is just the illustrations on the cards. $28.00.
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Seasons - The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge! $90.00.
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Secret Hitler - Is a social deduction game for 5-10 people about finding and stopping the Secret Hitler. Players are secretly divided into two teams: the liberals, who have a majority, and the fascists, who are hidden to everyone but each other. If the liberals can learn to trust each other, they have enough votes to control the elections and save the day. But the fascists will say whatever it takes to get elected, advance their agenda, and win the game. $90.00
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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, as in Fairy Tale or a Magic: the Gathering booster draft. 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 as in Bauza's Ghost Stories.) 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 along the lines of Race for the Galaxy or Dominion. 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. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his 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. Though the box of earlier editions is listed as being for 3-7 players, there is an official 2-player variant included in the instructions. $90.00
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7 Wonders: Duel - 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 card 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 three coins, or used to construct a wonder. Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area. $55.00 |
Sheriff of Nottingham - 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! $55.00
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Sherlock Holmes: Consulting Detective: Thames Murders & Other Cases - Have you ever had the desire to walk the streets of Victorian London with Sherlock Holmes in search of Professor Moriarty? To search the docks for the giant rat of Sumatra? To walk up Baker Street as the fog is rolling in and hear Holmes cry out, "Come, Watson, come! The game is afoot!"? Now you can! You can enter the opium den beneath the Bar of Gold, but beware, that may be Colonel Sebastian Moran lurking around the corner. You can capture the mystery and excitement of Holmes' London in this challenging and informative game. You, the player, will match your deductive abilities against your opponents and the master sleuth himself, Sherlock Holmes. In Sherlock Holmes Consulting Detective, you are presented with a mystery to solve, and it is then up to you to trace the threads of evidence through the byways and mansions of nineteenth century London. You will interview suspects, search the newspapers for clues, and put together the facts to reach a solution. Why were two lions murdered in Hyde Park? Who is responsible for the missing paintings from the National Gallery? Who murdered Oswald Mason and why? These are just a few of the cases that will challenge your ingenuity and deductive abilities. This is not a board game: No dice, no luck, but a challenge to your mental ability. The game has been thoroughly researched for Holmesian and Victorian accuracy so as to capture a feeling of that bygone era. $100.00.
Sherlock Holmes: Consulting Detective: Carlton House & Queens Park - Welcome to the Carlton House. Enjoy the luxury and solve the murders! How about a stroll in beautiful Queen's Park? Beware dogs and the occasional crime scene… Return to the streets of Victorian London, but also venture into brand new locations in the latest installment in the Sherlock Holmes Consulting Detective line: Carlton House & Queen's Park! Like the previously released The Thames Murders and Other Cases, Carlton House & Queen's Park introduces ten exciting cases, each one drawing players deep into the world of Sherlock Holmes. Among these cases includes two classic, long out-of-print expansions which are now revised and updated. Whether you're playing solo or with up to eight possible players, you need your wits about you to solve the cases and beat Holmes himself! $100.00.
Sherlock Holmes: Consulting Detective: Jack the Ripper & West End Adventures - Ten more cases to be solved in Sherlock Holmes' Victorian-era London, England. This is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics. A "London Directory", Map, and Newspaper Archives are included with the cases. Included are six independent "West End Adventures" cases (redesigned and updated from the 1995 expansion), and a series of 4 new cases based on the Jack the Ripper murders. $100.00.
Sherlock Holmes: Consulting Detective: Baker Street Irregulars - In 1880, Sherlock Holmes appointed a group of street children as The Baker Street Irregulars, his unofficial "police force". This is their story, and the story of a particular year that thrusts the Irregulars and the master detective into a series of challenging and dangerous events... Sherlock Holmes Consulting Detective is a cooperative game where the players try to solve mysterious cases by walking the foggy London streets in search of clues. Unravel the thread of intrigue, answer a series of questions, and compare your detective skills to those of the master sleuth himself, Sherlock Holmes. The Baker Street Irregulars is a set of ten new cases, including introductory cases that are perfect for new players, while also offering novel mechanisms and surprises to give seasoned investigators something different. Cases: 1. The Curzon Street Kidnapping 2. The Mudlark Mystery 3. The Three Customers 4. The Promise 5. The Red River Valley 6. The Busker of Bridge Street 7. The Tiger's Eye 8. The Heist in Harp Lane 9. The Dog in the Night Time 10. Death of a Detective $100.00
Sherlock Holmes: Consulting Detective: Carlton House & Queens Park - Welcome to the Carlton House. Enjoy the luxury and solve the murders! How about a stroll in beautiful Queen's Park? Beware dogs and the occasional crime scene… Return to the streets of Victorian London, but also venture into brand new locations in the latest installment in the Sherlock Holmes Consulting Detective line: Carlton House & Queen's Park! Like the previously released The Thames Murders and Other Cases, Carlton House & Queen's Park introduces ten exciting cases, each one drawing players deep into the world of Sherlock Holmes. Among these cases includes two classic, long out-of-print expansions which are now revised and updated. Whether you're playing solo or with up to eight possible players, you need your wits about you to solve the cases and beat Holmes himself! $100.00.
Sherlock Holmes: Consulting Detective: Jack the Ripper & West End Adventures - Ten more cases to be solved in Sherlock Holmes' Victorian-era London, England. This is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics. A "London Directory", Map, and Newspaper Archives are included with the cases. Included are six independent "West End Adventures" cases (redesigned and updated from the 1995 expansion), and a series of 4 new cases based on the Jack the Ripper murders. $100.00.
Sherlock Holmes: Consulting Detective: Baker Street Irregulars - In 1880, Sherlock Holmes appointed a group of street children as The Baker Street Irregulars, his unofficial "police force". This is their story, and the story of a particular year that thrusts the Irregulars and the master detective into a series of challenging and dangerous events... Sherlock Holmes Consulting Detective is a cooperative game where the players try to solve mysterious cases by walking the foggy London streets in search of clues. Unravel the thread of intrigue, answer a series of questions, and compare your detective skills to those of the master sleuth himself, Sherlock Holmes. The Baker Street Irregulars is a set of ten new cases, including introductory cases that are perfect for new players, while also offering novel mechanisms and surprises to give seasoned investigators something different. Cases: 1. The Curzon Street Kidnapping 2. The Mudlark Mystery 3. The Three Customers 4. The Promise 5. The Red River Valley 6. The Busker of Bridge Street 7. The Tiger's Eye 8. The Heist in Harp Lane 9. The Dog in the Night Time 10. Death of a Detective $100.00
6 nimmt! - In 6 nimmt!, you want to score as few points as possible. To play the game, you shuffle the 104 number cards, lay out four cards face-up to start the four rows, then deal ten cards to each player. Each turn, players simultaneously choose and reveal a card from their hand, then add the cards to the rows, with cards being placed in ascending order based on their number; specifically, each card is placed in the row that ends with the highest number that's below the card's number. When the sixth card is placed in a row, the owner of that card claims the other five cards and the sixth card becomes the first card in a new row. $18.00.
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Skull - Is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down card, then each player in turn adds one more card – until someone feels safe enough to state that he can turn a number of cards face up and get only roses. Other players can then overbid him, saying they can turn even more cards face up. The highest bidder must then turn that number of cards face up, starting with his own. If he shows only roses, he wins; if he reveals a skull, he loses, placing one of his cards out of play. Two successful challenges wins the game. Skull is not a game of luck; it's a game of poker face and meeting eyes. $45.00.
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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. $30.00.
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Sky Team - Is a co-operative game, exclusively for two players, in which you play a pilot and co-pilot at the controls of an airliner. Your goal is to work together as a team to land your airplane in different airports around the world. To land your plane, you need to silently assign your dice to the correct spaces in your cockpit to balance the axis of your plane, control its speed, deploy the flaps, extend the landing gear, contact the control tower to clear your path, and even have a little coffee to improve your concentration enough to change the value of your dice. If the aircraft tilts too much and stalls, overshoots the airport, or collides with another aircraft, you lose the game...and your pilot's license...and probably your life. From Montreal to Tokyo, each airport offers its own set of challenges. Watch out for the turbulence as this could end up being bumpy ride! $55.00.
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So Clover! - Is a cooperative word-association game. Play as a team to get the highest score. Get Keywords and secretly write their common features on your Clover board; these are your Clues. Then work together to try to figure out each player’s Keywords. At the end of the game, add up your score according to how many Keywords you found and write it in the Record of Legends. Try to beat your high score each game! $45.00
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Spirit Island - In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island. $150.00.
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Splendor - Is a fast-paced and addictive 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. $70.00
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Spyfall - Is a party game unlike any other, one in which you get to be a spy and try to understand what's going on around you. It's really simple! Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a travelling circus, a pirate ship, or even a space station — except that one player receives a card that says "Spy" instead of the location. Players then start asking each other questions — "Why are you dressed so strangely?" or "When was the last time we got a payday?" or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story! At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points. After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious! $50.00
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Squadro Mini - A fun addition to the list of modern classics that players will enjoy for ages. In Squadro, you move four of your five pieces across the board and back to start. Be careful because blocking your opponent means your piece gets sent back to the side it started from. It also can give your opponent bonus movement as well! To win the game, you need to be the first player to make a return trip with four of your five pieces. Plays with 2 Players in about 20 mins. $35.00.
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Star Wars Rebellion - Experience the Galactic Civil War like never before. In Star Wars™: Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars™ galaxy's most notable systems, Star Wars™: Rebellion features a scope that is as large and sweeping as the Star Wars™ universe deserves. Simultaneously, it is intensely personal, cinematic, and heroic. Your forces are led by iconic heroes or villains. Including such characters as Leia Organa™, Mon Mothma™, Grand Moff Tarkin™, and Emperor Palpatine™, these leaders and their individual talents drive everything you do. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker™ to receive Jedi training on Dagobah™ or have Darth Vader™ spring a trap that freezes Han Solo™ in carbonite! Ultimately, your games will span multiple star systems. Many fighters will be lost. Many troopers will fall. Planets will join the Rebellion before they are overrun by the Empire and subjugated. Imperial officers may capture Rebel spies and interrogate them for valuable information. A hotshot Rebel pilot may land a one-in-a-million shot against the Death Star™ and destroy it. In Star Wars™: Rebellion, you and your friends decide the final fate of the galaxy. Will it remain under tyrannical rule, or will a select few manage to liberate it? $160.00.
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Stone Age - The "Stone Age" times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective. In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time. Players use up to ten tribe members each in three phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points. $85.00
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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. $115.00.
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Sushi Go! - 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. $30.00.
Sushi Go Party! - Expands Sushi Go! with a party platter of mega maki, super sashimi, and endless edamame. You still earn points by picking winning sushi combos, but now you can customize each game by choosing à la carte from a menu of more than twenty delectable dishes. What's more, up to eight players can join in on the sushi-feast. Let the good times roll! $45.00. |