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1213 giochi trovati
Aye, Dark Overlord! The Green Box
Aye, Dark Overlord! is a fantasy party game filled with humor that's fast to play and easy to learn. Each player is an evil goblin servant of the evil Dark Overlord — Rigor Mortis, the Master of all Evils — and all of them are gathered at the Dark Overlord's knees to explain why they brought that last important mission, ordered by "His Evil Excellence" himself, to failure again. Panic wraps you in its freezing grip; what can you do to save your poor skin? Could you say you are not the one to blame, but your inept companions? Yes, of course, that's the solution! There is only one little problem: They've probably got exactly the same idea...and the Dark Overlord is not known for his mercy... This roleplaying game is all about telling lies and shifting the blame on your poor fellow ones, so the righteous wrath of your Master can give them what they deserve! Aye, Dark Overlord! The Green Box is a new version of Aye, Dark Overlord! that is playable on its own while also capable of being combined with the original game. The Green Box adds entirely new mechanisms to the game, including the Back of the Line and No Way! Action cards. Occult Hunters, The Best from the Labyrinth, The Jar with a Thousand Demons, and Impossible Math Calculations are just a few of the new hints in The Green Box, giving you more stories to shield yourself from the Dark Overlord's wrath.
Canal Houses
Build the most beautiful Amsterdam canal houses, full of shops, cats, seagulls and tulips in this fun card game! Canal Houses is a light hand drafting game for 2-5 players where you build an idyllic set of canal houses. You build the houses using 'bases', 'floors' and 'roofs'. Each turn, each player simultaneously chooses one card from their hand and builds it, using the rules detailed below. After building their cards, each player passes the remaining three cards to the player on their left. After receiving a new hand of three cards from the player to their right, each player chooses a type of card (base, front, or roof) and draws one card of that type from the corresponding deck into their hand to refresh it to four cards. A completed house consists of a base at the bottom, any number of front cards, and one roof at the top. When building a house, you must build from the bottom-up (starting with a base and ending with a roof).
Point Galaxy
From the team that brought you the card games Point Salad and Point City, Point Galaxy is a fast card-drafting, sequence-building game for the whole family! Point Galaxy takes the same simple concept of drafting cards and building the best combinations, and adds new layers of sequence building, set collection, and racing towards objectives to the mix - making the game easy to learn, but challenging for everyone! Rules are simple: Take any two cards from the dynamic market and add them to your expanding galaxy. As you place cards, create solar systems by arranging planets in numeric order and earn bonuses by collecting suns, asteroids, moons, rockets, and research projects to score the most points! There are over 140 unique double-sided planet/space cards, so you can create a completely different galaxy each and every time you play! —description from the publisher
13 Clues
The city of London has been shaken by heinous crimes, and Scotland Yard is groping in the dark. 13 Clues, set at the end of the 19th century, puts players in the shoes of the detectives, each trying to solve their own mystery. Each player sees the clues — person + location + weapon — for the other players but not their own. They investigate by asking questions, by consulting the secret informant, and by making accusations in order to collect clues and rule out suspects. The goal of the game is to identify which of the 13 clues match their case before the others do! —description from the publisher
Hues and Cues
What hue do you think of when we say “apple”? Hues and Cues is a vibrant game of colorful communication where players are challenged to make connections to colors with words. Using only one and two-word cues, players try to get others to guess a specific hue from the 480 colors on the game board. The closer the guesses are to the target, the more points you earn. Since everyone imagines colors differently, connecting colors and clues has never been this much fun! Gather around with three to ten people to play a quick and simple game with a prism of possibilities! First, a “cue giver” hides a specific color they’ve chosen out of a deck of cards. There are 480 shades on the board in front of you! After getting one- and two-word cues, everyone places their marker on which color they think is being described. “Coffee.” Is it dark brown, as in freshly brewed? “Au lait.” With milk. That means I should pick a lighter shade! Use examples from everyday life, from nature to pop culture, or materials and moods. Everyone around the table gets a turn to give cues and guess. The better your hints or guesses, the more points you earn. Play off others' experiences to narrow down what they have in mind! —description from the publisher
Letters from Whitechapel
Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called "the wretched" – on every street corner. The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.
Scotland Yard
In Scotland Yard, one of the players takes on the role of Mr. X. His job is to move from point to point around the map of London taking taxis, buses or subways. The detectives – that is, the remaining players acting in concert – move around similarly in an effort to move into the same space as Mr. X. But while the criminal's mode of transportation is nearly always known, his exact location is only known intermittently throughout the game. The 125 fare tickets are 5 black, 23 pink underground, 43 green bus, 54 yellow taxi. Similar to The Fury of Dracula Clue: The Great Museum Caper Ghost Chase Letters from Whitechapel Garibaldi: The Escape Specter Ops Whitehall Mystery
Enchanted Ivy
Take on the role of Ivy, the courageous new owner of a magical inn. Build your bewitching B&B to best suit your eccentric guests while cultivating the ivy covering your walls. Each turn, carefully place each card in a grid. Assign guests, noting their preferences (things like "diagonally adjacent", "same row", "surrounded" etc.) to score them at the end of the game. In Story Mode, earn rewards for meeting point goals and completing unique challenges. —description from the publisher
Mountain Goats: Legacy
Each turn, roll and combine dice to race up the mountain. Get to the top to score, but don’t get knocked off! If you roll the goat symbol, activate new abilities — powers that rotate every mission. As your story progresses, you’ll unlock even more powerful abilities and face tougher challenges. The mountain itself might even transform beneath your feet. Mountain Goats: Legacy combines dice rolling/combining and events into a longer version of Mountain Goats. But, after the first session, more and more hazards and gameplay tweaks show up. The dice now have a goat symbol — when rolled, you’ll get to use one of the unlocked player powers. These can change with every session! There’s also a new system called “Courage” that greatly affects your ability to mitigate luck and refine your dice rolls. This game can be played as either a single session or a legacy game. As a legacy game, it is fully replayable and resettable. You will not be asked to destroy or modify components. The first session can also be combined with the original Mountain Goats game. —description from the publisher
Heat: Tunnel Vision
The roar of powerful engines bursts from the dark mouth of the Pyrenean tunnel just moments before gleaming cars streak past. One mistake could mean certain destruction, but the lure of the Spanish Grand Prix keeps the drivers focused and aggressive. Heat: Tunnel Vision introduces two new racing tracks. The Spanish Grand Prix takes your car through treacherous tunnels, forcing you to trust your instincts in the semi-dark. The Netherlands track allows you to open your engine to full throttle before throwing you into a succession of treacherous corners. Take part in the 1965 Championship season and install the new Front Wing upgrade to draft off the other drivers and charge to victory. This second expansion brings chicanes and tunnels for more technical and high-intensity races, front wing upgrade cards, and new event cards, in addition to expanding the player count to seven by adding a purple driver (or eight with the Heavy Rain expansion).
Heat: Heavy Rain
This expansion introduces: One new driver w/ all essential player specific components in orange (now allows up to 7 racers) Two new maps (Japan & Mexico) New upgrade cards (introducing the purple drop - a different cooldown that allows the player to take a heat card from their discard pile and place it back into their engine) Submerged track sections (must spend an extra heat for down shifting gears in these sections) More heat, stress, championship, sponsorship, and event cards. —description from the publisher
Mystery House: Adventures in a Box
Experience the thrill of an escape room in Mystery House: Adventures in a Box, which features a mix of technology and tradition. Play the game with this real 3D house where you can look in through the windows using a flashlight, giving you the experience of really exploring a dark, mysterious house. In this Escape Room type board game, you have to solve all the riddles you find inside to solve the mystery!
Zombie Dice
Eat brains. Don't get shotgunned. In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes and can be taught in a single round. Each turn, you take three dice from the box and roll them. A brain symbol is worth one point at the end of the round, while footsteps allow you to reroll this particular dice. Shotgun blasts on the other hand are rather bad, cause if you collect three shotgun blasts during your turn, it is over for you and you get no points. After rolling three dice, you may decide if you want to score your current brain collection or if you want to push your luck by grabbing new dice so you have three again and roll once more.
Wondrous Creatures
Welcome to the world full of fantastic creatures! You are an admirer, a creature enthusiast who will join the journey of forming the world’s leading creature reserve.
Emberheart
The mystical island of Emberheart is home to the last dragons. They were living in harmony with the villagers until poachers from the Distant Lands arrived to capture, raid, and plunder.
Il Signore degli Anelli: Il Destino della Compagnia
As members of The Fellowship and the allies who rise to aid them, you must embark on a journey that may either save or doom Middle-earth.
Wroth
Wroth is an area control board game that can be played competitively, cooperatively, or solo. Players choose a faction and vie for control of the island of Wroth by drafting action dice to gain resources, deploying and moving troops, and attacking the opposition - all while trying to hold key positions and dominate the region. Wroth rewards cunning troop management and the clever use of your faction’s elite troops and powerful once-per-game abilities. Each faction has asymmetric abilities so what works for one won't necessarily work for another. The game ends after a round when one faction reaches 30 victory points or completes a scenario-based mission, depending on the game mode. Wroth can be taught in 10-15 minutes, and is playable in roughly an hour. —description from the publisher
Covenant
The Dwarven King has issued an order to the houses of each clan. It is imperative to reclaim Karrak-cüm-Kazar, the sacred mountain, ancestral home of the Dwarves since the first Age of the Beard.
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