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Castle Combo
A quick and nifty card game by the publisher of Faraway.
Each player will spend coins to draft 9 cards from 2 open markets on the table (the lower and upper city), creating along the game a 3x3 square of people interacting with each other to trigger instant effects and end-of-game bonuses.
Trailblazers: Travel Edition
Trailblazers are the gutsy folks who pave and brave the trails of the great outdoors. Whether by hiking boots, cycling wheels, or river paddle, these tenacious travelers seek to feed their insatiable appetite for adventure. With a scenic wilderness ever ahead and a freshly charted path upon the heels, one mustn’t forget to eventually find their way back to camp. For there are always new environments to explore, further expeditions to undertake, and more trails to blaze.
Trailblazers
Trailblazers are the gutsy folks who pave and brave the trails of the great outdoors. Whether by hiking boots, cycling wheels, or river paddle, these tenacious travelers seek to feed their insatiable appetite for adventure. With a scenic wilderness ever ahead and a freshly charted path upon the heels, one mustn’t forget to eventually find their way back to camp. For there are always new environments to explore, further expeditions to undertake, and more trails to blaze.
Everdell Duo
In Everdell Duo, you either compete against your single opponent or play co-operatively with another player to earn the most points. You accomplish this by placing workers to gather resources, then use those resources to play cards face up in front of you, creating your own woodland city.
Azul: Duel
Decorate the magnificent ceilings of the palace. Will the vaults look more beautiful by day or by night? Azul Duel invites you to play with light and pit opposites against each other.
This competitive strategic game for two players retains the purity and elegance of the original Azul while adding an extra tactical dimension in which you determine the pattern in which tiles will be placed, in addition to drafting tiles to complete that pattern.
Godtear: Jaak, the Dubious Alchemist
Trouble is brewing with Jaak, the Dubious Alchemist.
Strange Jaak’s potioncraft is famous throughout the land. He wanders from town to town, bringing unusual brews with legendary healing powers. Wherever Jaak goes, his Cauldron Cronies are there to keep his knapsack stocked with weird and wonderful ingredients.
Gaia
Gaïa is a 2-5 player game in which you create a world, instill life in it, build cities, try to satisfy their needs, and use godly powers to shape the world to your benefit.
Bohnanza
Bohnanza is the first in the Bohnanza family of games. The cards are colorful depictions of beans in various descriptive poses, and the object is to make coins by planting fields (sets) of these beans and then harvesting them. To help players match their cards up, the game features extensive trading and deal making.
Zuuli
The fierce and friendly pick and pass card game.
Collect enclosures, rescue animals and install upgrades over 3 years and build the highest scoring wildlife park you can in this fast paced card game. Don\'t let the cutesy looks fool you into thinking this is going to be easy though! Can you keep the Lions away from the Anteaters on the Savannah plains? Are your sloths lonely or living a happy life on an Open-Air island? Your Zuuli adventure awaits!
Trailblazers: Sasquatch Expansion Pack
In Trailblazers: Sasquatch Expansion players cooperate together to build hiking, biking, and kayaking loops in a shared area. But be careful, one player might secretly be a traitorous Sasquatch seeking to sabotage your trailblazing efforts!
Sasquatch wants to be left alone and will thus do anything he can to keep pesky humans out of his woods — including undermining trail construction. If there is a Sasquatch in the game, then the other players (humans) want to find him!
This expansion is compatible with any edition of Trailblazers.
Sea Salt & Paper: Extra Salt
A mini-expansion for Sea Salt & Paper, presented as a booster pack: 8 new cards with 5 new effects.
Sea Salt & Paper
During their 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?