Vendor: Mandoo Games
Type: Board Games
Price:
17.05
Designer |
Reiner Knizia |
Publisher | Mandoo Games |
Players | 2-5 |
Playtime | 20 mins |
Suggested Age | 8 and up |
Vendor: Hachette Boardgames USA
Type: Board Games
Price:
29.95
Designer |
Luc Rémond |
Publisher | Hachette Boardgames USA |
Players | 2 |
Playtime | 15 mins |
Suggested Age | 14 and up |
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!
—description from the publisher
Vendor: Elf Creek Games
Type: Board Games
Price:
16.95
Missed out on the Honey Buzz Fall Flavors Kickstarter Promos? The Fall Flavors Cornucopia Promo Box can be purchased separately here.
Includes the following promos:
Not a standalone game, a copy of the Honey Buzz Board Game or the Honey Buzz Deluxe Edition is required to play.
Vendor: How To Steam Broccoli
Type: Board Games
Price:
18.95
Designer |
Mark McGee |
Publisher | How To Steam Broccoli |
Players | 2-4 |
Playtime | 15-30 mins |
Suggested Age | 13 and up |
Astronauts love floating in space, but not all by themselves. Tether them together so they don't drift through the galaxy alone.
Each card in Tether has a two-digit number in the top corner, and when you rotate the card 180 degrees, the number in the opposite corner has the same two digits, but the positions are swapped. For instance the card with a 68 in one corner has 86 in the opposite corner. Opponents sit across the table from each other, which means that when you play a card each player sees a different number.
You can connect astronauts together if they have consecutive numbers. One player (or team) connects astronauts together horizontally on the table and the other connects them vertically. Since each side sees a different number and connects in a different direction, but is playing with the same astronauts, you have an asymmetric puzzle with a lot of interaction between players.
—description from the designer
Vendor: Sea Cow Games
Type: Board Games
Price:
84.95
Designer |
Matt Mundy |
Publisher | Sea Cow Games |
Players | 1-5 |
Playtime | 25-125 mins |
Suggested Age | 10 and up |
Vendor: (Self-Published)
Type: Board Games
Price:
1.95
Vendor: (Self-Published)
Type: Board Games
Price:
7.95
Designer |
Mickey McDonald |
Players | 2-6 |
Playtime | 60-120 mins |
Suggested Age | 12 and up |
Notes: Limit 5 Per Customers, Companion Book sold separately.
Brave New Worlds is a Solar System exploration game which can be played by two to six people. The objective is to be the first to reach 100 points, which players earn by depositing Payload Tokens at “worlds” (in fact, the real planets, dwarf planets, moons, moonlets, asteroids, and comets of our Solar System) hidden randomly underneath the 150 circular tiles which form the playing surface. In addition to these worlds are also “empty space” tiles featuring images from the Hubble Space Telescope and “hazard” tiles which pose danger to passing spacecraft.
Each round players receive an income of 2 telescope tokens plus 4 tokens in a combination of their choice: telescopes, fuel, or payload. Telescope tokens allow players to sneak a peek at the identities of tiles before anyone else. Fuel tokens enable spacecraft to launch, move around the playing surface, and land. Payload tokens allow players to earn points, and can be used to displace other players from their spots on worlds.
By managing income efficiently and making wise choices about where to deploy their fleet, players accumulate points and move their score markers along a track. The first to reach 100 points wins!
-description from designer
Vendor: GMT Games
Type: Board Games
Price:
72.95
Designer |
Ted Raicer |
Publisher | GMT Games |
Players | 1 |
Playtime | 60-240 mins |
Suggested Age | 12 and up |
I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonaparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1000 years.
As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?
Vendor: Incredible Dream Studios
Type: Board Games
Price:
19.99
Designer |
Kevin Wilson |
Publisher | Incredible Dream Studios |
Players | 1-2 |
Playtime | 45-60 mins |
Suggested Age | 14 and up |
In Kinfire Delve: Callous' Lab, a tactical and cooperative card game for 1-2 players, you will fight your way through the well deck of challenge cards to reach Callous, the Master of the Well, and face him in an epic final battle.
Callous' Well is made up of four challenge cards, with Callous himself in the middle. As a challenge is defeated, another takes its place, with 57 challenge cards in total. As you face the challenges of the Well, you may play a skill card from your hand only when it matches the color of the challenge card, e.g., if you're facing a red challenge card, then you may play only a red skill card. Some cards have two colors, and some are white, that is, wild. If the card you play does not defeat the challenge, you'll be able to add some progress to it and attempt it again, though you may suffer a penalty for doing so.
Other seekers can provide help by playing one of their own cards as a boost, but beware. Running out of cards nets you an exhaustion card before you can draw a new hand. Exhaustion cards are never good, but some are worse than others.
Defeating a challenge provides you a reward, such as regaining health or delving deeper into the Well, which is represented by discarding unseen challenge cards. Once you've made your way to the bottom of the Well, you'll face Callous himself. All Seekers share a health pool, and if the pool reaches zero, you're defeated. This is a game that requires teamwork and persistence as the wells of Atios are unpredictable and quite dangerous.
-description from publisher
Vendor: Ravensburger
Type: Board Games
Price:
12.95
Designer |
Kasper Lapp |
Publisher | Ravensburger |
Players | 3-8 |
Playtime | 15 mins |
Suggested Age | 8 and up |
That's Not a Hat: Pop Culture features new items that you are sure to forget as you pass gifts around the table and try to remember who has what. Additionally, 30 special cards are included for increased interaction.
Vendor: Arcane Wonders
Type: Board Games
Price:
49.95
Designer |
Emerson Matsuuchi |
Publisher | Arcane Wonders |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 14 and up |
In Foundations of Metropolis, players will compete over three rounds to be the greatest architect in the city by purchasing deeds to empty lots and constructing new buildings on them.
More complex buildings require more lots, but will bring you even greater prestige. The player with the most prestige will be appointed Grand Architect!
Gameplay is the same in this standalone game as in Foundations of Rome, but with polyomino pieces and a brand new theme.
—description from the publisher
Vendor: Pandasaurus Games
Type: Board Games
Price:
15.95
Designer |
Torben Ratzlaff |
Publisher | Pandasaurus Games |
Players | 1-4 |
Playtime | 30-45 mins |
Suggested Age | 8 and up |
Expansion For |
Beacon Patrol |
The first expansion for Beacon Patrol introduces 7 new ship types with varying difficulty levels and 20 new exploration tiles.
As you venture along the coast, you encounter new ships that can aid you in navigating the difficult terrain ahead. Join forces with these other ships and combine your unique abilities to protect the coastlines. But beware, while the ships can assist you in your travels, they require expert hands to operate!
Construction Ship: You may refill 1 movement token each time you place a tile.
Research Vessel: You may swap up to 2 tiles each turn.
Coast Guard Ship: You may spend 1 movement token to move to any Outpost tile or the Beacon Patrol HQ.
Hover Craft: You may spend 1 movement token to place a tile connected by land and move onto it, and 2 movement tokens to move 1 space over land.
Pilot Ship: You can't move your ship to a tile when you place it unless you spend a movement token. Because of this, you may place tiles that are connected to you by land.
Ferry: You may move up to 3 tiles in a straight line when you spend a movement token. You can't swap tiles on your turn.
Submarine: You may exchange 1 of your unplayed tiles with the top tile of the discard pile. Discarding tiles does not refill your movement.
In addition to these new powers some of these ships will add new tiles into the game, adding more ways to score as well as new challenges!
—description from the publisher
Vendor: Stonemaier Games
Type: Board Games
Price:
53.95
Designer |
Jamey Stegmaier |
Publisher | Stonemaier Games |
Players | 1-6 |
Playtime | 60-90 mins |
Suggested Age | 14 and up |
Expansion For |
Expeditions (Ironclad Edition) |
Note: This includes 2 metal mechs.
Following a series of expeditions—some successful, others not—into the frigid Siberian tundra, corruption has spread from animals and people to a much larger threat. New heroes, better prepared than their predecessors, gather to face the prospect of a mechanical monster, but the changing landscape brings greater uncertainty as they explore Tunguska with fresh eyes.
The Gears of Corruption expansion to Expeditions adds elements of risk and danger in the form of secret bonuses on map tokens and a corrupted mech that roams the land. To counter these threats, the expansion offers 2 new mechs and 4 new character/companion pairs, as well as components for a 6th player. Gears of Corruption also accelerates early gameplay by giving players starting resources and a hero worker that can act as any type of worker.
—description from the publisher
Vendor: Bézier Games
Type: Board Games
Price:
14.95
Designer |
Taylor Reiner |
Publisher | Bézier Games |
Players | 2-5 |
Playtime | 30-45 mins |
Suggested Age | 8 and up |
The latest edition of the Seers Catalog has everything you need for stopping werewolves. Can you limit yourself to the essentials in time to save the village?
Seers Catalog is an almost-shedding card game in which each player tries to get rid of almost all of the cards in their hand. Each round, players have a unique set of artifacts that give them asymmetric abilities to help manage their hand of cards. When one player runs out of cards, the round is scored: Each card is worth -1, but if you have five or fewer cards in your hand, the lowest value on those cards is worth positive points! However, once you have five or fewer cards, you can no longer voluntarily pass, so holding on to a high-value card near the end of the round hoping for a big payout can result in total failure.
Vendor: Days of Wonder
Type: Board Games
Price:
38.95
Designer |
Alan R. Moon |
Publisher | Days of Wonder |
Players | 2-5 |
Playtime | 30-65 mins |
Suggested Age | 8 and up |
Expansion For |
Ticket to Ride Ticket to Ride: Europe |
Ticket to Ride Map Collection 8: Iberica & South Korea invites players to embark on an unforgettable journey across two distinct and beautiful regions of the world. This expansion pack adds a touch of diversity and challenge to the beloved Ticket to Ride series, offering two new maps that require unique strategies and approaches.
On the Iberica map, players will explore the picturesque landscapes of the Iberian Peninsula, connecting cities across Spain and Portugal. This map introduces the “Wine Routes” mechanic, where players can earn extra points by completing routes that pass through the famed wine regions. The rich history and cultural landmarks of Iberia provide a scenic backdrop for competitive railway-building.
The South Korea map offers a dynamic gameplay experience with its “Twin Cities” concept. Each city on the map has two stations, and players must decide which one to connect to, balancing the benefits of connecting to North or South Korea. This map challenges players with its strategic depth and introduces the “Peaceful Reunification” bonus, rewarding those who manage to connect cities across the divided peninsula.
Both maps come with beautifully illustrated boards and destination tickets, adding new layers of strategy and enjoyment to the Ticket to Ride experience. Whether navigating the historic routes of Iberica or bridging the divide in South Korea, players will enjoy hours of engaging gameplay. Suitable for both seasoned adventurers and newcomers to the series, “Ticket to Ride Map Collection 8: Iberica & South Korea” is a must-have expansion that will transport players to new horizons.
Vendor: Kids Table BG
Type: Board Games
Price:
28.00
Designer |
Roberta Taylor |
Publisher | Kids Table BG |
Players | 2-4 |
Playtime | 20-40 mins |
Suggested Age | 8 and up |
Everyone in town is looking for a cozy little café where they can relax with a good book, something to nibble on, and, of course, some delicious caffeinated beverages. As a capybara with a love for coffee, it’s always been a dream of yours to open your own shop. Now is the perfect time! But you’re not the only one opening your doors in hopes of enticing customers. Rival coffee shops are popping up all over town and it’s up to you to ensure that you have the right food, drinks, and decor to turn your drop-ins into regulars. Put together a delicious menu and decorate your shop to capture the perfect aesthetic. You just might have the busiest little café in town!
Each turn, you play a card from your hand, either buying it as a food, drink, or decor item for your café or serving the customer on the card and earning money. If you meet a customer’s needs completely, they become a Regular and earn you extra end game points!
Café Baras is a card drafting, tableau-building game brought to you by the creative team behind the critter classics Creature Comforts and Maple Valley. Designed by Roberta Taylor and featuring illustrations by Cindy Monroy, it plays 2-4 baristas in about 30 minutes.
—description from the publisher
Vendor: Devir
Type: Board Games
Price:
28.95
Designer |
Steve Finn Phil Walker-Harding |
Publisher | Devir |
Players | 2-4 |
Playtime | 30-40 mins |
Suggested Age | 10 and up |
You've been tasked by the city council to put together a plan to transform a whole neighborhood in the city. You have the opportunity to build new housing, office buildings, parks, and leisure areas near the waterfront. It is in your hands to make the city a better place.
Cities is a city-building game in which you draft the best projects and arrange them in your own playing area. Designed by Steve Finn and Phil Walker Harding and illustrated by Jorge Tabanera, it allows games for groups of 2 to 4 players, ages 10 and up, lasting about 40 minutes. With action and resource draft mechanisms, it will give you the opportunity to visit the cities of Sydney, London, New York, Barcelona, Rio de Janeiro, Lisbon, Mexico City, and Buenos Aires. Can you design the most magnificent neighborhood?
The game is played over eight rounds (or four rounds in a two-player game). Each round, players use their workers to collect 1 scoring card, 1 city tile, 1-2 feature tiles, and 2-4 building pieces. City tiles are made up of park spaces, water spaces, and building spaces. Building pieces are placed on building spaces of the same color to form buildings, which can be 1-4 stories high. Whenever a player fulfills an achievement, they place one of their discs on the achievement board. At the end of the game, players add up the points they have gained from all of their scoring cards and achievements.
—description from the publisher
Vendor: The Op Games
Type: Board Games
Price:
52.95
Designer |
Ammon Anderson |
Publisher | The Op Games |
Players | 2-4 |
Playtime | 45-60 mins |
Suggested Age | 10 and up |
Since the beginning of time, gnomes have been the humble caretakers of nature. In secret they emerge from their underground homes to maintain meticulous rings of mushrooms known to the humanfolk as "fairy rings". But the work must be done quickly because as soon as a mushroom path is finished, the mushrooms are ready for picking. Who will be the cleverest gnome and harvest the most mushrooms by the end of the season?
Gnome Hollow is a spatial, tile-placement, worker-placement game in which you grow a tabletop garden of mushrooms and flowers. Every piece is a hand-painted watercolor that captures the whimsical feel of gnomes and nature. Turns are deceptively simple: Players place tiles into the garden, and move a gnome to take a single action on their turn.
But placing a tile and taking an action can create play combinations that are intensely satisfying. Players strategically place tiles and develop rings of valuable mushrooms. Once a ring is completed, they harvest each mushroom and eventually carry them to market to sell for the shiniest treasures available in the hollow.
Small mushroom rings offer small rewards. Larger mushroom rings offer richer rewards! Completing a new circle automatically increases your score. The player board automatically calculates your growing score every time you move a ring marker to unlock your latest reward. This means that every completed mushroom ring offers new strategic choices and important bonuses for individual players.
As you grow the garden, some rewards give players access to rare signposts. Once placed in completed rings, signposts become unique worker placement spots for any of the gnomes in the Hollow.
Wildflowers are literally wilds and can complete any ring, or solve complicated problems during play. Planting them grants players a wildflower token. Other players can move to a flower as an action to collect that same wildflower token. When these tokens are placed into the individual player boards, these become a valuable set-collection strategy, while simultaneously building toward the end of the game.
Gnomes visit the Pinwheel Market to fulfill mushroom orders to gain treasure in the form of bottle caps, buttons, feathers, crystals, and skeleton keys. Each card offers two options. You can choose to fulfill the top portion to grab a bit of treasure, or fulfill the bottom to gain the most. The white part of the card gives players a mushroom trade that can be used in future turns by visiting sign posts.
Clever players will plan their strategy carefully, balancing the building of mushroom rings with trips to the market, as well as expanding their personal collection of wildflowers that grow across the garden. As the game progresses, it is as much about playing a beautiful game as it is a wonderful journey to strategically outplay your opponents.
Come to Gnome Hollow and experience a peaceful garden, the thrill of competing to harvest buckets of mushrooms, and the reward of gathering in all your shiny treasures!
Vendor: Dire Wolf
Type: Board Games
Price:
59.95
Designer |
Kevin Spak |
Publisher | Dire Wolf |
Players | 1-4 |
Playtime | 45-90 mins |
Suggested Age | 14 and up |
There's no rest for the wicked — or anyone who has to deal with them! You're a young hero trying to learn your powers and to deal with being a teenager as well as the villains and problems that surround you...which seem to get more and more complicated as you go!
Based on Robert Kirkman's iconic comics and the series adapted by Amazon Video, Invincible: The Hero-Building Game has you step into the shoes of Atom Eve, Rex Splode, Robot, and Invincible to work together to protect Earth.
A fusion of bag-building and tableau-building allows you to customize your hero each game. Press your luck and risk crashing to deal with the numerous threats at once, while trying to rescue civilians and your fellow heroes.
Campaign-based gameplay takes you through the key events of Invincible's story in Season 1 of the series.
—description from the publisher
Vendor: Board&Dice
Type: Board Games
Price:
62.95
Designer |
Dani Garcia |
Publisher | Board&Dice |
Players | 1-4 |
Playtime | 45-90 mins |
Suggested Age | 14 and up |
It’s the late 19th century, and more than 9000 windmills dot the landscape of the Netherlands, some of them purpose-built to dry the lowlands, called polders. In the polders between these windmills are fields filled with colorful tulips—the flower that once was a part of the turbulent history of the first financial bubble but is now simply a quintessential part of the Dutch landscape, especially on the famous Bloemen Route (or “Flower Route”).
In Windmill Valley , a game inspired by the Bloemen Route, you and up to three players take on the role of tulip farmers and entrepreneurs. You will build and enhance your windmills, look for new tulip bulbs in foreign trades or among local vendors to buy and plant, and try to get an edge with hired help and lucrative contracts. Let your blooming fields make your competitors green with envy!
During their turn, players choose the action by rotating the wheels on their windmill board. During the game they can:
Enhance their wheels, by adding enhancements, to build their engine
Plant tulips in their fields, which will score VP at the end of the game
Build windmills on the main board to activate rewards from adjacent fields
Hire helpers that provide bonuses for certain actions
Get contracts for endgame scoring
Visit the local market and conduct a foreign trade
All in all, Windmill Valley is a lightweight game with quick turns, a smart action-selection mechanism, multiple options to build your engine, and a lovely setting.
—description from the publisher
Vendor: Office Dog
Type: Board Games
Price:
52.95
Designer |
Keith Piggott |
Publisher | Office Dog |
Players | 2-4 |
Playtime | 60-60 mins |
Suggested Age | 14 and up |
From the Spine of the World Mountains to the bustling fishing villages of Earthquake Fish Bay flows a river where fortunes can be made and lowly traders can brush shoulders with Rokugan's elite. Will your clan become the dominant force along this River of Gold?
In River of Gold, players take on the role of river merchants allied with legendary samurai clans, each vying to exploit the river to earn wealth, glory, and wisdom. Will you invest in developing ports, markets, shrines, and more along the banks of the busy river? Or will you rely upon sailing the river of gold, growing your wealth and influence through delivery contracts, visiting the nobility, and garnering a bit of divine favor during tough times?
River of Gold features a stunning embossed metallic gold game board illustrated by master fantasy cartographer Francesca Baerald. In addition to looking beautiful, the gameplay is fast and clever, with minimal downtime and a playtime of just one hour. Fans of Eurogames will enjoy this mid-weight game, and with easy-to-learn, intuitive rules, you’ll be able to get River of Gold to your table quickly.
—description from the designer
Vendor: PlayPunk
Type: Board Games
Price:
26.95
Designer |
Remo Conzadori Paolo Mori |
Publisher | PlayPunk |
Players | 2-5 |
Playtime | 20 mins |
Suggested Age | 8 and up |
Ahoy, Captain!
Hoist your flag, recruit a crew, and fill your coffers with shiny, gold coins.
Captain Flip is a game of obvious simplicity explained in less time than a cannonball shot. On your turn, draw a tile from the bag. You like it? Keep it! You don't like it? Flip it! Then place it on your board to form your crew.
With its nine characters and four boards with different tactics, Captain Flip offers an immediate, fun, and subtle gaming experience.
—description from the publisher
Vendor: Synapses Games
Type: Board Games
Price:
63.95
Designer |
Hisashi Hayashi |
Publisher | Synapses Games |
Players | 2-4 |
Playtime | 90-90 mins |
Suggested Age | 14 and up |
Reimplemented By | Yokohama Duel |
Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it's becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants.
In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.
Vendor: Days of Wonder
Type: Board Games
Price:
135.95
Designer |
Rob Daviau Matt Leacock Alan R. Moon |
Publisher | Days of Wonder |
Players | 2-5 |
Playtime | 20-90 mins |
Suggested Age | 10 and up |
In Ticket to Ride Legacy: Legends of the West, players embark on twelve journeys across North America as 19th century pioneers. The campaign begins on the East Coast, with players working their way to the West from one adventure to the next, meeting challenges along the way. As in Ticket to Ride, completing your tickets will remain your primary goal, but you will need to develop other skills if you hope to overcome the unexpected events and your resourceful rivals. Game after game, route after route, you will continuously fill your vault with earnings. As the story progresses, you will open frontier boxes that unlock new rules, content, and many more surprises.
In the Legacy style, Legends of the West is a unique experience molded by player choices. Each player has their own role to play, allowing them to change the way the story unfolds around them. Combined with evolving mechanisms that change as the game progresses, players will have a new experience every time they gather around the board.
At the end of the twelve games in this legacy campaign, you will have transformed your game into a unique copy that you can continue playing for a lifetime.
—description from the publisher
Vendor: Capstone Games
Type: Board Games
Price:
48.95
Designer |
Kasper Kjær Christiansen Kåre Storgaard |
Publisher | Capstone Games |
Players | 2 |
Playtime | 30-60 mins |
Suggested Age | 12 and up |
Accessories |
Pagan: Fate of Roanoke - Playmat Pagan: Fate of Roanoke - Wooden Token Kit |
Honor | 2022 Golden Geek Best 2-Player Board Game Nominee |
Pagan: Fate of Roanoke is an expandable deduction card game set in the colonial America of 1587.
The essence of this asymmetrical game is a witch's struggle against a witch hunter. As the witch strives to complete a ritual of renaturation, the hunter tries to discover her true identity among nine villagers. Each turn, the two players use their action pawns on active villagers to draw cards, play cards, and gain influence. Each player has their own variable card deck of fifty cards; with these cards, the witch can brew powerful potions, improve their familiar, and cast enchantments and charms, while the witch hunter enlists allies, claim strategic locations, and ruthlessly investigates the villagers.
As the witch, your objective is to collect enough secrets to perform a ritual so potent that the entire region will fall under your spell and Mother Nature will reclaim the island. As the hunter, you gather all the allies and support you can muster to bring the witch to justice before her fatal ritual comes to fruition.
The prototype won the Danish design award Otto at the Fastaval for best game of show in 2018.
-description from publisher