No products in the cart.
Glory Islands
Glory Islands is played over a series of rounds in which players simultaneously play sailing cards from their hands. The card values define the turn order, how far ships can move on the board, and where a player’s pirates may be placed on the board. Depending on where they are placed, pirates may receive glory, treasure tokens, or barrels. The cards may also provide bonus actions that players can use to gain an advantage over their opponents. When pirates occupy all of the spaces on an island, the player with the most pirates on that island will gain the most glory.
Ceres
Ceres is a 1-4 Sci-Fi worker placement game where players take the role of an Asteroid Mining Corporation in the near future and try to outplay their opponents and rule Ceres! The game consists of 3 rounds that represent 3 years in Ceres and the respective full business cycles of the corporations.
Broadhorns
In Broadhorns! Early Trade on The Mississippi the players take the role of merchants based in St. Louis, financing cargo expeditions down the Mississippi River during the early part of the 19th century.
Río de la Plata
In 1536 Pedro de Mendoza founded the city of Buenos Aires along the Rio de la Plata river. After five years, the settlers were forced to leave the city exhausted by difficulties and the continuous attacks from the Querandies natives.
Blue Skies
Blue Skies is fast-playing game for 2-5 players from the designer of Caravan and Burger Joint.
The year is 1979, and the U.S. government has just deregulated the airline industry, opening it to competition in terms of fares, routes, and the airline companies themselves. You represent a new airline that’s trying to set up business in the U.S., but you have an entire country open to you, so where will you set up shop and how can you profit more than the other newcomers to ensure that you survive?
Musical Chairs
Musical Chairs is a whimsical card game for 2-4 players that sends the players back to their youth!
Timing is everything with card play simulating the crescendo of the music. Moving around the game board, players battle for the best chair cushions in order to plump up their scoring. The remaining cards in their hands can make spots even more lucrative. If multiple players end the round on the same spot, they battle “cheek-to-cheek” to see who gets the chair and who ends up on their derrière!
Coal Country
Coal Country is rife with corruption. Many mine foremen “influence” various aspects of the mining industry. It is your job as the boss to determine where to send your most influential foremen. Your job as boss is made more difficulty by the ever-shifting nature of the markets.
Tiffin
Every day in Mumbai hot lunches are hand-delivered to employees in workplaces across the city. These home-cooked meals are packed in tins called tiffins or dabbas. They are picked up from the customer’s home, whisked off by bicycle to a sorting facility, loaded onto carts, wheeled to the train station, loaded onto a train car, unloaded, resorted, routed, and delivered by bicycle to recipients at work. Despite more than 250,000 lunch deliveries every day, mistakes are rare.
For Crown & Kingdom
The king lies weakened on his deathbed. His Majesty has but days to live, and has failed to produce an heir. Any of the local dukes or duchesses could be next in line, as long as they are able to gain the approval of the people. Each has set off on a heroic campaign around the kingdom. They vie for fame, for glory, and for the crown!
Alan's Adventureland
In Alan’s Adventureland players are a part of the design team for a new amusement park. There are four themed neighborhoods within the facility, and each player is responsible for constructing the attractions in one of those neighborhoods: Animal Kingdom, Tour America, Sky World, and Foreign Lands. Each turn represents the passage of one week.
20th Century Limited
20th Century Limited is a railroad game for 2-5 players.
You will become part of a U.S. National Institution of the early 20th Century by building the routes and reputation of The Most Famous Train in the World: the 20th Century Limited.
Dominion: Adventures
This is the 9th expansion to the game of Dominion. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.
Dominion: Nocturne
This is the 11th expansion to Dominion. It has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.
Dominion: Renaissance
Renaissance is the 12th expansion to Dominion. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.
Roll for the Galaxy: Ambition
Roll for the Galaxy: Ambition
As the invention of Jumpdrive spreads through the galaxy, new factions arise. Charismatic leaders and entrepreneurs vie to complete objectives and recruit the best minds. Can you expand your faction into the most successful galactic empire?
Roll for the Galaxy: Rivalry
Roll for the Galaxy: Rivalry
Roll for the Galaxy: Rivalry, the second expansion for Roll for the Galaxy, consists of three expansions in one box.
First, it adds expansion content to the base game: 62 more game dice, a new die type, start factions, home worlds, and more than double the number of game tiles for the bag as in Ambition, the first expansion for Roll. This material is compatible with Ambition, but that expansion is not required to play Rivalry. If you are familiar with the dice from Ambition, then you can add this content and start playing immediately. (If not, you\'ll need to read about the new dice.)