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  • 12 Days

    The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game.
  •   13 Minutes: The Cuban Missile Crisis is a card-driven microgame with tough decisions. Playing as either Kennedy or Khrushchev, your aim is to exit the Cuban Missile Crisis as the most powerful superpower. During the game you play only five strategy cards that you use to place Influence on battlegrounds to score majorities or manipulate battlegrounds. Each card you play turns into a new battleground, so the "world map" is ever-changing. Be careful because each decision is important and you may trigger global nuclear war!
  • 7 Ronin

    An asymmetrical two-player area control/simultaneous action game in which one player takes the role of ninjas and the other, the samurai defending the village.
  • 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 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.
  • 7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions. In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal.
  • Out of stock
    Using the central board in A Feast for Odin, players have to hunt, gather basic materials, refine those materials, develop their production-buildings, build/buy ships, and raid settlements. The resulting earnings are placed on the players' board in the best possible pattern to produce income and (later) victory points.
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    • Clank! ($59.99) - Search the castle and its dungeon for as much treasure as you can, but, "clank!," be gone before the dragon wakes up all the way!
    • Tatsu ($39.99) - Vine Dragons, Water Dragons, Fire Dragons encircle and engage each other in this gorgeous two-player elimination game.
    • Dragon Run ($19.99) - You've raided the dragon's hoard, now you can boldly try for more treasure, flee cautiously and earn little, or cry like a baby (and live to tell about it).
    • Dragonwood ($14.99) - Collect cards until your sure you can defeat the monster...or take a chance and roll the dice. The dragon awaits as the greatest prize.
  • Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers? A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern. At the end of the game, the player with the most well-developed village wins!
  • A first-person shooter board game in the form of a science fiction, arena-based, shootout; move, load up, shoot, all without dice.
  • In Adult Mad Libs: The Game, players use the word-filled game cards in their hand combined with the sentence card in play to make the most appropriately inappropriate sentences possible. The funniest sentence by popular vote wins the round, and the first player to win three rounds wins the game.
  • Southern US expansion map - Ranges from New Orleans to Raleigh and from Memphis to Jacksonville. - 3-6 players Western US: - Special rules involving transcontinental networks - Towns start with goods cubes that are lost when the town is urbanized - New terrain: swamps - 3-6 players
  • ALL GREEN is a card game that simplifies the rules and play of Japanese Mahjong by reducing the types of cards and scoring hands. This edition is very portable, with two decks of small sized cards. One deck is the Tenbo cards, showing scoring points in values of 10P, 5P and 1P. The other deck is only the green bamboo suite (Ryuiso), hence the game being called all Green. The other Mahjong suites and tiles, such as Dragons, are not represented. As in Mahjong, players repeatedly draw a card from the deck and discard one from their hand, trying to build a scoring combination from the five cards they hold after drawing. The combinations in All Green are simply a pair (the Head), and either a Run (Shuntsu) or a Meld. Based upon the value of the winning hand, players discard their points cards accordingly. The first player to get down to zero wins, or the player with the fewest points after two rounds.
  • In the tile-laying game Ancestree, players get to build their personal family trees! During each of three rounds, every player begins with a hand of six ancestor tiles. They choose one and pass the remaining tiles to the next player. The chosen ancestor is then added to the family tree, connected by leaves or hearts. Once five ancestor tiles have been added to the tree, the round ends. Players compare their family tree to those of their neighbors and gain points for the longest connected generations and for coin icons in their tree. After three rounds, players gain bonus points for all the marriages they have created. The player with the highest score wins!
  • Are You a Werewolf is the most basic version on the market of the popular modernized parlor-game, which has as its setting a small village overrun with werewolves.
  • Armadora

    In Armadöra (2013) players play as orcs, elves, mages and goblins on the hunt for dwarven gold, trying to surround "gold mines" (numbered cylinders) on an 8x5 grid board. On a turn, a player either places a numbered tile face down or places two fence sections on the board; these fences determine the borders of each claim, and each claim must be at least four spaces large. At the end of the game, all tiles are revealed, and each gold mine is awarded to the player whose tiles in that claim have the largest sum, with ties resulting in an equal division of points. Whoever collects the most mine points wins.
  • Around the World in 80 Days is racing game in which you'll have to time your advances wisely, waiting fo rthe right moment to cross the finish line! Around the World in 80 Days is a beautiful and modern republication of the first ever Spiel des Jahres winner (the most prestigious Game of the Year award in 1979), thematically revisited around the timeless and beloved novel of the same name by Jules Verne.