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: Earthborne Games
Type: Board Games
Price:
134.95
Designer |
Andrew Fischer Brooks Flugaur-Leavitt Andrew Navaro Adam Sadler Brady Sadler |
Publisher | Earthborne Games |
Players | 1-4 |
Playtime | 60-240 mins |
Suggested Age | 12 and up |
ETA Q1 2025
Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago.
You begin by building a deck that reflects your Ranger's interests, personal history, and personality. Then, as you explore the open world and your story takes shape, you augment your deck with improved equipment, refined skills, and the memories of your journey.
The story of Earthborne Rangers is presented as a branching narrative campaign consisting of a main storyline and a multitude of side stories. In it, you can choose to follow the critical path or to strike off on your own to discover the Valley's many engaging characters, mysterious ruins, and beings both familiar and strange.
Each game session represents one day in the Valley, and you'll pick up in the same location on the map where you rested the night before. Your goal is to either complete one of your available missions or to explore the open world. The session ends when you're either forced to rest (through either fatigue or injury), or you choose to rest for the night.
An individual game session is played in rounds, and those rounds consist of turns. On your turn, you perform one action: either play a card from your hand, or choose an action from a card on the table. Each action allows you to interact thematically and narratively with the world, and each time you take an action, the world comes to life around you. Predators stalk their prey, rain pours from the sky, rocks tumble down the mountain to block your path, and much more.
—description from the publisher
Vendor: Joyple Games
Type: Board Games
Price:
69.95
Designer |
Hiroken |
Publisher | Joyple Games |
Players | 2-5 |
Playtime | 30-40 mins |
Suggested Age | 10 and up |
Vendor: Chip Theory Games
Type: Board Games
Price:
30.95
Publisher | Chip Theory Games |
Players | 1 |
Playtime | 30-45 mins |
Suggested Age | 14 and up |
Vendor: Chip Theory Games
Type: Board Games
Price:
49.95
Publisher | Chip Theory Games |
Players | 1 |
Playtime | 30-45 mins |
Suggested Age | 14 and up |
0 Strong is a new solo game system of dice rolling, strategic decisions, and resource management. Playable in 30-40 minutes, the 20 Strong system can be applied across multiple decks, each with their own unique challenging mechanics.
20 Strong: Solar Sentinals is the core game, featuring a squad of stellar warriors fighting off an alien invasion.
Vendor: Chip Theory Games
Type: Board Games
Price:
31.95
Publisher | Chip Theory Games |
Players | 1 |
Playtime | 30-45 mins |
Suggested Age | 14 and up |
Vendor: itten
Type: Board Games
Price:
37.95
Designer |
Susumu Kawasaki |
Publisher | itten |
Players | 2-6 |
Playtime | 15-20 mins |
Suggested Age | 5 and up |
Vendor: Ares Games
Type: Board Games
Price:
44.95
Designer |
Roberto Di Meglio Marco Maggi Francesco Nepitello |
Publisher | Ares Games |
Players | 2-4 |
Playtime | 150 mins |
Suggested Age | 13 and up |
Expansion For | War of the Ring (Second Edition) |
Vendor: Aporta Games
Type: Board Games
Price:
96.95
Designer |
Helge Meissner Eilif Svensson Anna Wermlund Kristian Amundsen Østby |
Publisher | Aporta Games |
Players | 1-4 |
Playtime | 90-120 mins |
Suggested Age | 14 and up |
Expansion | Revive: Call of the Abyss |
Revive civilization, 5000 years after everything was destroyed. Lead your tribe and explore the frozen earth. Harness its resources. Recruit surface survivors to your cause. Build factories with powerful machines. And populate ancient sites to relearn your tribe's forgotten technologies.
--
Revive is a game for 1-4 players with asymmetric player powers, highly variable setup, and no fighting or direct conflict. Playing through the 5-part campaign unlocks additional contents, and once all contents have been unlocked, the game can be replayed indefinitely.
--
At the beginning of the game, each player gets a set of citizen cards, a tribe board, as well as a huge dual-layer player board. The tribe board shows your unique tribe ability and the ancient technologies that you may relearn during the game. The dual-layer player board is where you place your custom machines and upgrade your card slots.
A main goal of the game is to reach and populate the large ancient sites. These ancient locations are randomized, and as they are important sources of victory points, they will shape your strategy differently each game.
On your turn you take two actions:
Play a card (its effect is determined by which card slot you use)
Explore (reveal an area tile and recruit a new citizen card)
Populate (populate an ancient location to learn a new technology)
Build factory (the adjacent terrains determine which machine tracks you advance)
In addition you may use power to activate any number of your machines, modifying your actions.
Instead of taking two actions you may Hibernate. This will circulate your cards, moving your played cards to your resting area, and releasing the cards in your resting area back to you. In addition you regain your used power, so that you may activate your machines again.
The multi-use cards play an important role: Each card shows a resource ability (on the top) and a special ability (on the lower part). Playing a card in one of your top slots activates the resource action; In a lower slot you activate the special ability. You may install slot modules in the card slots, and these are activated whenever you play a card matching its color. It is possible to find combinations that lets you chain cards, triggering several slot modules and abilities in one action.
Building factories harness the power of the surrounding terrains, advancing your marker on one of three machine tracks. This may unlock machines that can be activated, using energy.
Reaching certain milestones lets you take an artifact from the main board. Each artifact boosts one of the three scoring categories on your personal scoring card.
The game ends when all artifacts have been taken, and the player with the most points wins.
Vendor: Lucky Duck Games
Type: Board Games
Price:
14.95
Designer |
Kamibayashi (カミバヤシ) |
Publisher | Lucky Duck Games |
Players | 2 |
Playtime | 5-10 mins |
Suggested Age | 14 and up |
In Kiri-ai: The Duel, each player has a hand of cards that represent movements, attacks, or special attacks on the battlefield. At the beginning of each round, each player places two cards from their hand face down next to the battlefield, after which they resolve the actions one card at a time.
With the cards, players advance or retreat in relation to the opponent or strike high or low, attempting to cause damage. Strike your opponent twice in order to win.
Vendor: Goliath Games
Type: Board Games
Price:
20.95
Designer |
Nathan Thornton |
Publisher | Goliath Games |
Players | 3-6 |
Playtime | 15 mins |
Suggested Age | 10 and up |
Vendor: Rio Grande Games
Type: Board Games
Price:
22.95
Designer |
Friedemann Friese |
Publisher | Rio Grande Games |
Players | 1-5 |
Playtime | 110-140 mins |
Suggested Age | 12 and up |
Expansion For | Faiyum |
With the new privileges gain onetime and permanent advantages to do even more for the good of Faiyum.
This first expansion for Faiyum offers privileges, that you keep separate from the cards in your hand.
The permanent effects change or add to the effects of your action cards, while onetime effects usually offer actions you can use once in addition during your turns.
—description from the publisher
Vendor: Rio Grande Games
Type: Board Games
Price:
64.95
Designer |
Vladimír Suchý |
Publisher | Rio Grande Games |
Players | 1-4 |
Playtime | 60-150 mins |
Suggested Age | 12 and up |
"Hurry to the ship! Twelve houses from our town have already burned down!"
In Evacuation, life on our planet is being burned away thanks to increasingly intense sunlight, so everyone is trying to move all the people and factories in their territories from the "old" planet to a new one — and they have only four rounds in which to do so.
You start the game with a full functioning economy, and over the course of play, you must dismantle that economy and move it. Income on the old planet shrinks over time, and production probably won't be much better until you establish yourself on the new planet and kick things into action. Resources can't be mixed across the planets, so you need to take special care with your planning.
To do this, you choose actions from the player board, with the expert variant adding cards to your hand that allow you to choose additional actions and combine them. Each action has its own value, and the sum of these actions is important for an "end of the round" bonus. Additionally, players move their markers along the orbital track based on the value of their actions.
If you can raise production of three resources to level 8 and have three virtual reality machines on the new planet, you win. Otherwise, players compare scores after four rounds. Evacuation includes modules to add new play options.
Vendor: Rio Grande Games
Type: Board Games
Price:
22.95
Designer |
Mac Gerdts |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 60-100 mins |
Suggested Age | 13 and up |
Expansion For |
Concordia Concordia Venus |
Vendor: Korea Boardgames Co., Ltd.
Type: Board Games
Price:
41.95
Designer |
Euijin Han |
Publisher | Korea Boardgames Co., Ltd. |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 8 and up |
A cup of coffee sure is relaxing — for the customer. For the coffee shop, however, orders tend to pile up during peak hours, and it is no different today at Coffee Rush. Your goal: Complete customer orders to increase your ratings and be recognized as the best barista!
In more detail, each player moves on the ingredient board to collect the ingredients that they need to fulfill orders — and fulfilling orders boosts your rating. Orders that are not fulfilled in time become penalties, which subtract from your rating. If a player has fulfilled three orders, they may activate an upgrade that lets them acquire ingredients more easily.
The game ends once all order cards have run out or after a barista collects their fifth penalty card. The player with the highest rating wins!
—description from the publisher
Vendor: PD-Verlag
Type: Board Games
Price:
27.95
Designer |
Mac Gerdts |
Publisher | PD-Verlag |
Players | 2-5 |
Playtime | 60-100 mins |
Suggested Age | 13 and up |
Expansion For |
Concordia Concordia Venus |
Vendor: Norsker Games
Type: Board Games
Price:
14.95
Includes 1 of each of below
Vendor: Bombyx
Type: Board Games
Price:
7.95
Designer |
Bruno Cathala Théo Rivière |
Publisher | Bombyx |
Players | 2-4 |
Playtime | 30-45 mins |
Suggested Age | 8 and up |
Expansion For | Sea Salt & Paper |
Vendor: Lookout Games
Type: Board Games
Price:
23.95
Designer |
Uwe Rosenberg |
Publisher | Lookout Games |
Players | 1-4 |
Playtime | 60-120 mins |
Suggested Age | 12 and up |
Expansion For |
Agricola (Revised Edition) Agricola 15 |
Vendor: Pegasus Spiele
Type: Board Games
Price:
6.75
Designer |
Michael Palm Lukas Zach |
Publisher | Pegasus Spiele |
Players | 1-6 |
Playtime | 30-60 mins |
Suggested Age | 8 and up |
Expansion For | Dorfromantik: The Board Game |
Vendor: Kids Table BG
Type: Board Games
Price:
90.00
Designer |
Roberta Taylor |
Publisher | Kids Table BG |
Players | 1-5 |
Playtime | 45-75 mins |
Suggested Age | 8 and up |
Vendor: Stonemaier Games
Type: Board Games
Price:
76.95
Designer |
Connie Vogelmann |
Publisher | Stonemaier Games |
Players | 1-5 |
Playtime | 60-90 mins |
Suggested Age | 14 and up |
Expansion |
Apiary: Expanding the Hive |
In a far-distant future, humans no longer inhabit Earth. The cause of their disappearance (or perhaps their demise) is unknown, but their absence left a void ready to be filled by another sentient species.
Over the span of untold generations, one species of the humble honeybee evolved to fill that void. They grew in size and intelligence to become a highly advanced society. They call themselves Mellifera, and they have made substantial technological advances in addition to the technology they adapted from human ruins, up to and including space travel.
In Apiary, each player controls one of twenty unique factions. Your faction starts the game with a hive, a few resources, and worker bees. A worker-placement, hive-building challenge awaits you: explore planets, gather resources, develop technologies, and create carvings to demonstrate your faction's strengths (measured in victory points) over one year's Flow. However, the Dearth quickly approaches, and your workers can take only a few actions before they must hibernate! Can you thrive or merely survive?
—description from the publisher
Vendor: itten
Type: Board Games
Price:
39.95
Designer |
Reiner Knizia |
Publisher | itten |
Players | 2-4 |
Playtime | 10 mins |
Suggested Age | 8 and up |
Vendor: Devir
Type: Board Games
Price:
39.95
Designer |
Isra C. Shei S. |
Publisher | Devir |
Players | 1-4 |
Playtime | 80 mins |
Suggested Age | 12 and up |
Expansion |
The White Castle: Matcha |
The heron flies over the Himeji sky while the Daimio, from the top of the castle, watches his servants move. Gardeners tend the pond, where the koi carp live, warriors stand guard on the walls, and courtiers crowd the gates, pining for an audience that brings them closer to the innermost circles of the court. When night falls, the lanterns are lit and the workers return to their clan.
In The White Castle, players will control one of these clans in order to score more victory points than the rest. To do so, they must amass influence in the court, manage resources boldly, and place their workers in the right place at the right time. The authors are Sheila Santos and Israel Cendrero, the duo known as Llama Dice who also designed the successful The Red Cathedral with Devir. In this case, we leave the Moscow of Ivan the Terrible behind to explore the most imposing fortress in modern Japan, Himeji Castle, where the banner of the Sakai clan flies under the orders of Daimio Sakai Tadakiyo.
The White Castle is a Euro type game with mechanics of resource management, worker placement and dice placement to carry out actions. During the game, over three rounds, players will send members of their clan to tend the gardens, defend the castle or progress up the social ladder of the nobility. At the end of the match, these will award players victory points in a variety of ways.
The central panel shows Himeji Castle in all its splendor, divided into several zones. The largest is inside the castle, with the Room of the Thousand Carpets, where the courtiers must ascend socially until they reach the circle closest to the Daimio to enjoy his favor. There is also the pond and the gardens, patiently tended by the gardeners where everyone can relax and contemplate its beauty without restriction. Another important area is the wall and the outside of the castle, where the warriors patrol and stand guard. Finally, we find the area of the three bridges, where the three types of dice that can be used to carry out actions are accumulated, and the personal domain of each player, where they will keep track of their resources and where they will have the reserve of workers.
With accessible rules and a very careful setting, The White Castle is a very versatile title that will fit in with different gaming groups. As is tradition with Llama Dice titles, its sleek and simple design belies a great deal of strategic depth within the grasp of players.
—description from the publisher
Vendor: Dire Wolf
Type: Board Games
Price:
79.99
Designer |
Paul Dennen |
Publisher | Dire Wolf |
Players | 1-6 |
Playtime | 60-120 mins |
Suggested Age | 13 and up |
Integrates With | Dune: Imperium |