The Geekery HQ Board Game Library
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GAME TITLEQTYPLAYERSGAME PLAYDESCRIPTION (Taken from Board Game Geek)
BOARD GAME COUNT
97
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ABYSS12 - 4Card Drafting GameAbyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder — but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.
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ADVENTURE TIME FLUXX12 - 6Card Drafting GameAdventure Time Fluxx, as with all Fluxx card games, starts with one basic rule: Draw one card, Play one card. You start with a hand of three cards, so add the card you drew to your hand, and then choose one card to play, following the directions written on your chosen card.

As cards are drawn and played from the deck, the rules of the game change from how many cards are drawn, played or even how many cards you can hold at the end of your turn. No one can win until a Goal card sets the conditions for winning, which is typically collecting certain Keeper cards in front of you. Goals can keep changing, though, so you never know for sure how to win.
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AGRICOLA11 -5Area Enclosure, Card Drafting, Hand Management, Worker PlacementIn Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

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AQUADUKT12 - 4Territory BuildingBuilding houses isn't hard - but providing water is much more so. By following this ancient Roman building principle, a prosperous landscape is settled by the players. But the beautiful houses are useless without water. If a player doesn't provide water for his houses before the neighborhood is completely built up, then the inhabitants - good or bad - must move out and the house brings no victory points. He who uses tactical cunning and a little dice luck to build wells and canals at the right time and secure the best building spots will win!
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ARK13 - 5Card Drafting GameIn Ark, the players need to help load animals and supplies into Noah's ark in preparation for the rains to come – but you can't just shove animals into stalls willy-nilly. If the meat eaters are boarded with plant eaters, you won't have those plant eaters around by the time the water recedes. Animals from cold and warm climates also need to be bunked separately so that they can all be comfortable. On top of all that, you have to worry about the weight of the animals; load too many on one side of the ark and you'll all be treading water for the next forty days and forty nights...
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ARTIFICIUM12 - 6Card Drafting GameArtificium is a card-driven development game. Some cards produce resources or transform one type of resources into another and award victory points, while others let you perform actions. Carefully planning the chain of cards that you will play during the game turn is the key to success.
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BATTLESTAR GALACTICA13 - 6Cooperative, Area MovementsAfter the Cylon attack on the Colonies, the battered remnants of the human race are on the run, constantly searching for the next signpost on the road to Earth. They face the threat of Cylon attack from without, and treachery and crisis from within. Humanity must work together if they are to have any hope of survival…but how can they, when any of them may, in fact, be a Cylon agent?
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BERSERK: WAR OF REALMS12 - 4Deck Building GameBerserk is a fantasy card game that was invented in 1993 and published in Russia in 2003. Since then it has become the most popular collectible card game in Russia, Ukraine, and Belarus. In the ten years of its existence, nineteen expansions for the game have been published. Today there are over 4000 different cards, featuring unique illustrations created for Berserk by various artists throughout the world.
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BLACK FLEET13 - 4StrategyPirates, merchants, and even the occasional captain of a Navy ship all seek glory and fortune on the Caribbean seas!
In the easy-to-play, tactical card-driven board game Black Fleet, you're in command of three different types of ships: your merchant ship earns you doubloons by conveying goods from one port to another, your pirate ship by attacking and stealing goods from merchants and burying them on islands, and the Navy ships by sinking your opponents' pirate ships. With your (not-always-honestly-won) money, you'll improve your ships by buying advancement cards, giving you powerful additional abilities.
Outwit your opponents with fortune cards and combos, earn money faster than they do, and pay the ransom for the governor's daughter to win the game!
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BLOCK 2 BLOCK12 - 6Area Control / Area Influence, Dice RollingBlock 2 Block was designed with players and customization in mind. There are many variant rule sets which make the game a new yet familiar experience. We invite you to come join the community of players and enjoy.

Players roll dice to determine how many blocks they can place on tiles at various tiers. As the tiles are revealed and claimed, new tiers worth more points open up and players can start revealing and claiming tiles there. Different tiles have different powers, some let you remove blocks from other tiles, some remove tiles completely, and some move or switch tiles in different tiers.

The ultimate goal is to accrue the most points, through skillful use of tile powers, wise investments, and some luck with the die.
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CAMPAIGN MANAGER 200812Area Control / Area Influence, Card Drafting, Dice Rolling, Hand Management, SimulationCampaign Manager 2008 challenges players to develop a winning political strategy within the tumultuous context of the 2008 presidential campaign. Employing a new take on card driven game systems, each player will create a unique deck that represents their advice to their candidate. The players will struggle to influence voters in the critical swing states from this election, while targeting key constituencies that just might put them over the top. Players will try to define the key issue in the states. Will McCain dominate the national security debate, or can Obama play on people's fears over the economy? As the campaign manager of a national presidential campaign, you will either identify the road to the White House, or the road to irrelevance.
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CAPPUCCINO12 - 4Strategy
In Cappuccino, players use stacks of coffee cups to capture other players' coffee cups.
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CARCASSONNE: HUNTERS & GATHERERS13 - 5Tile PlacementAs in other Carcassonne games, players take turns placing tiles to create the landscape and placing meeples to score points from the map they're creating. The player with the most points at the end of the game wins.
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CARCASSONNE: STAR WARS12 - 5Tile PlacementCarcassonne: Star Wars combines the exciting adventures of the Star Wars universe with the gameplay of Carcassonne, with the known rules of the game being simplified through clever changes that bring an entirely new feel to the game.
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CARGO NOIR12 - 5Strategyplayers represent "families" that traffic in smuggled goods in a 1950s noir setting. Each turn, you'll set sail to various ports where cargo is known to get "lost" for the right price – Hong Kong, Bombay, Rotterdam, New York and more – and you'll make an offer for the goods on display. If another family then offers more in that port, you'll need to up your bid or take your money and slink away to look for goods elsewhere. Stand alone in a port, though, and you'll be able to discretely move the goods from the dock to your personal warehouse. Says Laget in a press release accompanying the game announcement, "Everything in Cargo Noir grew from a core auction mechanism that is simple and trivial to explain – you can only bid up, and the last bidder standing gets the goods."
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CARTAGENA12 - 5StrategyCartagena takes as its theme the famous 1672 pirate-led jailbreak from the fortress of Cartagena. Each player has a group of six pirates, and you want to be the first to have all six escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them.
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CASH & GUNS14 - 8Player EliminationCa$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive.
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CASTELLAN22CooperativeIn Castellan, two players work together to build a castle. Finely-detailed wall and tower pieces link together to form courtyards, and the player who finishes a courtyard claims it with a Keep, scoring points for that courtyard equal to the number of tower pieces surrounding it.
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CASTLE DASH13 - 6Dice Rolling, Worker PlacementA medieval game where players are trying to steal 3 coins from their rivals.

Players place soldiers to fight battles or claim Armory cards that grant combat bonuses.

Once every player has placed their soldiers, battles are resolved by comparing army size plus a die roll. The winner places the difference in the battle totals on the loser's castle wall.

Castle walls with three or more soldiers on them are broken through. The owner of the castle has a coin stolen or a soldier rescued from the castle by the owner of the soldiers, and the soldiers are returned to their owning player. Castle walls with fewer than three soldiers on them remain standing and keep any soldiers on them.

When one player has stolen at least three coins OR when one player runs out of coins, the player that has stolen the most coins is the winner.
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CASTLE PANIC11 - 6Campaign / Battle Card Driven, Chit-Pull System, Co-operative Play, Dice Rolling, Hand Management, Variable Player PowersCastle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
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CATAN23 - 4Territory BuildingIn Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
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CATAN JUNIOR12 - 4Territory BuildingCatan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain!
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CATAN SEAFARERS (EXPANSION)13 - 4Territory BuildingThis is an expansion for The Settlers of Catan. Players can build shipping lanes, which are very similar to roads. Additionally, the game comes with many different water-hex-heavy variant setups.
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CAVERNA11 - 7Tile PlacementCaverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises.
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CLUE - Classic Edition13 - 6MysteryClue is a murder mystery game. The aim is to find out who committed the murder, which weapon they used, and where in the mansion they did it. How do you solve the case? By careful questioning of your fellow players you can deduce which information is concealed in the crime envelope. The trick is to be clever with your questioning... Everyone develops their own system!
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COUP12 - 6Card Game, BluffingYou are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
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DEAD OF WINTER12 - 5CooperativeDead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition — but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for his own interests!
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DEAD PANIC12 - 6Action Point Allowance System, Co-operative Play, Dice Rolling, Hand Management, Variable Player PowersIn Dead Panic, each player takes on the role of one of eight unique characters, which have special abilities. Players work together to survive in a remote cabin, at the center of the board, against waves of the undead that close in from the edges of the board. If the players can hold out, survivors bring pieces of the radio needed to call for rescue. Once rescue arrives, it's up to each player to leave the safety of the cabin and make it out alive!
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DESPERADOS OF DICE TOWN12 - 4Dice GameDesperados of Dice Town has the same setting as the Dice Town game from the same authors, but this is a prequel of sorts, with players now trying to free their fellow bandits from jail in order to do any number of ill-considered deeds. We'll figure that out later, though — first, let's free some desperadoes!
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DEUS12 - 4Territory BuildingIn Deus, players work to develop their own civilizations in a shared environment. Each player starts the game with five building cards, and on a turn a player either uses one of these cards to construct a building or discard one or more cards to make an offering to a god. Cards come in six colors: red for military, green for resource production, blue for trade, brown for scoring, purple for temples, and yellow for a variety of effects.
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DIXIT13 - 6PARTY GameOne player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players).

Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others.

The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's.

If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card.

The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game.
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DOMINION12 - 4Deck Building GameIn Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.
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DOMINION EXPANSION: PROPSPERITY12 - 4Deck Building Game** You will need the Dominion Core Game to Play The Expansion. Prosperity is the 4th addition to the Dominion game family. It adds 25 new Kingdom cards to Dominion, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.
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DRAGON VALLEY12 - 4Territory BuildingTimes are dire here around Dragon Valley. We're fighting off waves of orc armies, goblin war machines and even the flying lizards themselves. For now the mountain pass remains secure but our scouts have reported large gatherings in the valley and we're expecting a full scale assault before the season's end. If that wasn't enough to worry about, our neighbors are also preparing for war and petitioning the king for his troops and supplies which are already spread thin. It seems you'll not only be fighting a war of steel, but one of words as well.
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DUNGEON RUN11 - 6Area Movement,
Dice Rolling Modular Board,
Variable Player Powers
The game where YOU are the final boss!

Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don't crawl - run!
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EMPIRES OF THE VOID12 - 4Territory BuildingIn Empires of the Void, two to four players compete to expand their empire in a vast, diverse galaxy. Each time a player reaches a new planet, he must decide whether to conquer it and strip the land of its resources, or befriend the natives and obtain their special ability. With 7 starting alien races to choose from, and 15 more to conquer or befriend on a variable board, no two games will be the same.
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FIVE TRIBES12 - 4Area ControlFive Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard "worker placement" genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure.
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FLASH POINT: FIRE RESCUE11 - 6CooperativeThe call comes in... "911, what is your emergency?" On the other end is a panicked response of "FIRE!" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack – then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger.
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FLUXX12 - 6Card GameFluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.
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FORBIDDEN ISLAND12 - 4CooperativeForbidden Island is a visually stunning 'cooperative' board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made.
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FORMULA D12 - 10Player EliminationThe game mechanisms are a simple race, get to the finish line first! However, players have to use a significant amount of planning, and rely on quite a bit of luck. Each player manages when to shift gears, with each gear providing a different speed. (For example, 4th gear is a die that rolls random numbers from 7 to 12 for spaces moved.) Each turn, players may move up one gear, stay in that gear, or move down gears. This forces players to match possible rolls with the optimum distance for that turn, and hopefully plan ahead. However, speed is not the only issue! Corners have a "stop" rule that requires players to stop once, twice, or three times on that corner in consecutive turns or face a penalty. This creates an effective speed limit to the corners.
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FUNEMPLOYED13 - 20PartyFunemployed is a card-based party game in which everyone's trying to become employed. Apply for real jobs, like astronaut, lawyer or priest, with unreal qualifications, such as a dragon, the ability to speak panda, or a DeLorean. In the game, each player uses his qualifications to convince the other players that he's the best qualified for a job. To do this, players tell the story of why their qualifications make them the best fit for a job by role-playing and acting like they are on an interview. Find innovative ways to use your qualifications and become the most "funemployed" player at the table!
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GRAVWELL: ESCAPE FROM THE 9TH DIMENSION11 - 4Card GameIn Gravwell: Escape from the 9th Dimension, players command spaceships that have been pulled through a black hole, transporting them into a different dimension. With each ship lacking fuel to get home, each player must collect basic elements from surrounding asteroids, using the gravity of the dimension and what little resources they have in order to reach the warp gate that will take them home. But in this dimension, moving ships will travel towards the nearest object, which is usually another ship, and when those objects are moving either forward or backward, reaching the warp gate isn't always easy. Time is running out to save your crew and your ship! As a grim reminder of the cost of failing to escape, the frozen hulks of dead spacecraft litter the escape route – but with careful cardplay, you can slingshot past these derelict craft and be the first to escape from the Gravwell!
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HOTEL TYCOON12 - 4EconomicHotel Tycoon, first published as Hotels, is a Monopoly-like game in which hotel tycoons try to buy and build the best hotels in the world and compete for guests. The game caters two to four players, ages eight and up. An average game lasts about 90 minutes.
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HYPERBOREA12 - 6Territory BuildingSet in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls. Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...
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ICE CREAM13 - 5EconomicPlayers receive a random ice cream card at the start of the game and every round. The ice cream card shows a carton of ice cream in one of six flavors. It can supply an unlimited amount of that flavor during a round. During the round, players take turns drawing an ice cream scoop card, placing it on an existing ice cream cone or starting a new cone. Once all the cones are made, players take turns serving cones, collecting the scoop cards from a cone that they can supply. They must be able to supply the flavors for all the scoop cards in the cone, except possibly the flavor for a single scoop card, which they would discard. If a player cannot serve a cone, they must draw another ice cream supply card instead.

At the end of a round, a player receives a point for each scoop card collected, as well as for excess ice cream supply cards. All scoops and all ice cream cards used to supply scoops are shuffled back into the deck and a new round begins. Whoever has the most points after four rounds wins.
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IMPERIAL ASSAULT12 - 5Dungeon CrawlStar Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe!

Imperial Assault puts you in the midst of the Galactic Civil War between the Rebel Alliance and the Galactic Empire after the destruction of the Death Star over Yavin 4. In this game, you and your friends can participate in two separate games. The campaign game pits the limitless troops and resources of the Galactic Empire against a crack team of elite Rebel operatives as they strive to break the Empire’s hold on the galaxy, while the skirmish game invites you and a friend to muster strike teams and battle head-to-head over conflicting objectives.
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ISLE OF SKYE12 - 5Territory BuildingIn the tile-laying game Isle of Skye: From Chieftain to King, 2-5 players are chieftains of famous clans and want to build their kingdoms to score as many points as possible — but in each game only four of the sixteen scoring tiles will be scored.
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LAST NIGHT ON EARTH: THE ZOMBIE GAME12 - 6Cooperative, AdventureLast Night on Earth, The Zombie Game is a survival horror board game that pits small-town Heroes head-to-head against a horde of Zombies. A team of four heroes is chosen by one set of players, and the Zombies are controlled by 1 or 2 players. Each hero has its own special abilities. The board is modular, which changes the layout of the town and start positions of each hero. The game comes with several scenarios, which include simple survival, rescue, or escape. Differing combinations of heroes, scenarios, and board configurations offer a lot of replayability.
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LAST WORD12 - 8Card Game, Party Game, Real-time, Word GameLast Word is the uproarious race to have the final say! This party game has sold over 1,000,000 copies and is perfect for everyone ages 14 and up.

Each round, blurt out answers while racing a timer and the other players. For example, Subject: “Animals”, Letter: “L”. Players yell out… Lion! Lemur! Leech! Leopard! The player with the Last Word before the timer sounds advances toward Finish. Beware – the timer is cleverly programmed to go off at random intervals. Contents include Game Boards, 230 Subject and 56 Letter cards, 8 Pawns, an Electronic Random Timer (two AAA batteries not included) and Rules. Last Word is for 2-8 players.
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LEWIS & CLARK12 - 5Card Drafting GameLewis & Clark is a board game in which the players manage an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance.
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LORDS OF VEGAS12 - 4Area ControlYou and your opponents represent powerful developers in a burgeoning Nevada city. You will earn money and prestige by building the biggest and most profitable casinos on "The Strip," the town's backbone of dust and sin. You start with nothing but parking lots and dreams, but from there you build, sprawl, reorganize and gamble your way to victory. Score the most points investing in the most profitable development companies and putting the best bosses in control of the richest casinos. Put your dollars on the line . . . it's time to roll!
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LORDS OF WATERDEEP12 - 5Area ControlIn Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.
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LORDS OF XIDIT13 - 5Area ControlThe Black Southern Host has arisen, corrupting the hearts of the indigenous creatures. Afflicted by a mysterious sickness, they are attacking human cities. The last remaining hope for restoring peace to Xidit lies with the Kingdom's noble heirs, the Idrakys. As one of them, you must roam the Kingdom recruiting brave soldiers and reclaiming threatened cities. Your bravery will not go unrewarded: accumulate wealth, send bards to sing your praises, and build Sorcerers' Guilds!
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LYSSAN12 - 4Area Control / Area Influence, Area Movement, Hand Management, Player EliminationLyssan is an intense board game of strategy, cooperation, and betrayal for two to four players. The winner is the player who claims the most trophies, and each trophy can only be claimed by a single player. One trophy card might call for the player to control the most mines, the next to have most spies deployed, and the next to have the most sophisticated court. An upcoming trophy is revealed each turn, requiring strength, cunning, and adaptability to win.

Lyssan combines tightly designed euro-style rules with the interactivity and flavor of an epic wargame. Lyssan has slim rules comparable to many family friendly games. Yet the play is as rich and interactive as the crunchiest, most grognard-friendly wargames. And Lyssan plays fast. A typical game of Lyssan runs a full hour quicker than comparable games.
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MADAME CHING12 - 4Card GameMadame Ching is a hand-management game in which 2-4 players try to put together voyages that take their ships far across the waters, possibly all the way to Hong Kong.

Each player starts the game with four cards in hand, each card having a number from 1 to 50-something; the cards have a colored bar across the top, often with a symbol in them. In the first round, each player lays down a card, drafts one of the available cards, then moves one of her ships to the right on the ocean. Players then repeat this process, possibly starting a new journey — a.k.a., new row of played cards — or adding to the journey already begun by playing a higher-valued card that what was last played. In the latter case, if the color of the card matches the color of the card previously played, the ship moves directly to the right; otherwise the ship moves both down and right. (more on BGG)
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MEMOIR '4412Area Control, War GameMemoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.
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MONOPOLY - Classic Edition12 - 8Economic, Territory BuildingPlayers take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes.
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MUNCHKIN APOCALYPSE13 - 6Card GameMunchkin Apocalypse is a core set in the Munchkin series with an end of the world theme that includes natural disasters, zombie takeovers, Armageddon, alien invasions, nuclear war, etc. And while this is still a standard Munchkin game where you try to level up by killing the monsters, stealing the treasure, and stabbing your buddy, there's a new "Seal" mechanic that significantly changes the gameplay.
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MUNCHKIN PANIC11 - 6Co-operative Play, Hand ManagementMunchkin Panic is a semi-cooperative board game that blends the all-for-one gameplay of Castle Panic and the all-for-me gameplay of Munchkin.

In this hybrid game, the Munchkin monsters have found the Castle Panic towers and are on the rampage! Players need to combine cards to hit and slay the monsters before they destroy the castle. The card combos available in Munchkin Panic are created from a unique mixing of the decks of the two source games. Each defeated monster becomes a trophy and gives up its treasure to the victor. If players work together to defeat the monsters, the player with the highest point count becomes Master Munchkin — but players must balance their self-interest with the cooperation necessary to survive. If players get too greedy, the monsters will stomp the castle flat while the players are too busy fighting amongst themselves!
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NATIONS11 - 5Card Drafting GameNations is an intense historical board game for 1-5 players that takes 40 minutes per player to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.
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NUCLEAR WAR12 - 6Action / Movement Programming, Take ThatSatirical game in which each player represents a "major world power" and attempts to gain global domination (or annihilation) through the strategic use of propaganda or nuclear weapons...
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OH MY GOD! THERE'S A AXE IN MY HEAD12 - 6Dice Rolling, Trading, Variable Phase Order, Variable Player PowersGeneva, 1920: The League of Nations convenes for the first time. Proud to be the host for this august world body, Switzerland invites its champion axe-juggling troupe, "Les Bella Lieben Jolie De Von Giorno", to entertain the assembled delegates. Unfortunately, halfway through the demonstration, the Troupe goes insane and begins hurling axes into the audience, splitting head after head. The Secretary General calls for calm, but before he can order a recess, his cranium is split as well.

In "Oh My God! There's An Axe In My Head." The Game of International Diplomacy, the remaining Great Powers use the confusion to pass the gavel between themselves, conduct international business amidst the chaos, and generally try to shift the balance of world power while escaping a bunch of armed psychopaths.
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ORIGIN12 - 5Territory BuildingThe game tokens in Origin come in three colors, three heights, and three thicknesses, and at the start of the game one of the smallest, skinniest pieces is placed in the center of Africa. In addition, you place three technology tiles at random on the tan, orange and violet sections of the tech chart and six random tiles on the brown section; the tech tiles show 1-5 arrows. You also shuffle tan, orange and violet decks of cards and place them in the appropriate places. Tan cards provide an one-shot effect, orange cards give you a permanent power, and violet cards present you with an objective you must meet; if you do so, you can play the objective card on your turn, and immediately draw another. You can play at most one card of each color each turn.
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PANDEMIC12 - 4CooperativeIn Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.
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PHASE 10 MASTERS EDITION12 - 6Hand Management, Set CollectionTwo major rule changes from the original Phase 10:

Players pick a phase at the beginning of each hand based on the cards they have. Phases can be done in any order.

One card can be saved each hand to be used in a future hand.

Original Phase 10 description:
A rummy-type card game where players compete to be the first to finish completing all ten phases. Phases include collecting runs of numbers, collecting certain number of a given color cards, etc. The first player to finish completing the 10th phase wins. In case of ties, the player with the least number of points wins.
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PIRATES COVE13 - 5Euro ConflictYour objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles; burying gold and treasure; and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas!
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PIX14 - 9Party GameThat's the publisher's come-on for the party game PIX, in which your "drawing" skills will be put to the test. During set-up, you'll receive a magnetic board, twenty black square "pixels" and one red pixel; one or two other players will have the same color magnetic board as you. On a round, the players holding one color of boards will be challenged to create a pixellated image of a secret word.
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PUERTO RICO13 - 5Territory BuildingIn Puerto Rico players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings.
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RELIC RUNNERS12 - 5EconomicIn Relic Runners, each player takes on the role of a character keen to exploit and acquire relics that have been unearthed in a long lost part of the jungle. Each would-be archaeologist has a colorful past — retired university professor, former army captain, etc. — and wants to be the first to get their hands on the precious loot to earn the most victory points.
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RUNE AGE11 - 4Deck Building GameRune Age is a deck-building game of adventure and conquest for 1-4 players. Set in the fantasy realm of Terrinoth (Runebound, Descent: Journeys in the Dark, Runewars, and DungeonQuest), Rune Age puts players in control of one of four races, vying for dominance in a world embroiled in conflict.
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SABOTEUR13 - 10Bluffing Game, Party GamePlayers take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.
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SCHMOVIE13+ Party GameIn Schmovie, you're trying to convince others that you have the best title ever for whatever concept is being pitched to the producers. What's the actual storyline? Doesn't matter – the title is what's important, so put your all into making something memorable!
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SEASONS12 - 4Card Drafting GameThe greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!
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SHADOWS OVER CAMELOT13 - 7CooperativeShadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players.

Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.
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SMALL WORLD12 - 5Area ControlIn Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
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SOCCER TACTICS: WORLD12Soccer Tactics WORLD combines the strategy of soccer with the heart of the game. Eleven players per team on a traditional full-length field. This game includes dribbling, passing and capturing the ball; and intense battles for ball control.
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SPEEDY RECALL12 - 6Word GameFrom the box: Shuffle up the cards and get ready to shuffle through your head! Quick! What's a movie that starts with R? A fruit that starts with M? A book character... P?! Put the Letter Cards in one stack, the Category Cards in another, and fast -- Flip over both top cards! A thousand different possible category and letter combinations keep you on your toes as everybody plays at the same time, trying to make a speedy recall and shout a good response. There might be lots of correct answers, but you've got to be first! Collect category cards to keep score, play with two or more! Speedy Recall goes anywhere and promises quick!
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SPLENDOR12 - 4EconomicSplendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
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STAR FLUXX12 - 6Card GameLike its brethren, Star Fluxx is the game of ever changing rules. It starts out as Draw 1, Play 1, but even that can change. When a Goal card is played, you can win by meeting the Goal, usually by having the correct Keeper cards in front of you. Action and Surprise cards help you to meet the Goal, or stop your opponent. Creeper cards usually prevent you from winning, but are sometimes necessary to meet the Goal.
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STAR REALMS12Card Drafting GameStar Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!
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STAR WARS: X-WING MINIATURES GAME12 - 4Action / Movement Programming, Dice Rolling, Player Elimination, Simultaneous Action Selection, Variable Player PowersStar Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!
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SUN TZU12Area ControlIn Sun Tzu, a.k.a. Dynasties, players take on the role of Sun Tzu or King Shao, leading these two opposing armies in an attempt to unify China through the deployment of their armies and forces rather than by brute force. Each turn players play cards to specific provinces, then reveal them individually by province. Armies are added or removed from the province depending on who played the higher valued card or who played a special card. Some cards can only be used once, so playing the card at the correct time is critical to a winning strategy. The game has a feel of "tug-of-war" as the scoring marker starts in the middle of the scoring scale and the players attempt to move the marker to their side of the track. The game ends after nine rounds or if either player is able to move the scoring marker to the last space on his side of the scoring track.
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SUPER DUNGEON EXPLORE 112 - 6Dungeon CrawlOne to five players take the role of classic fantasy heroes like the human paladin, a dwarf fighter, or an elf ranger. One player is the "Dark Consul" who controls the monsters of the dungeon. Every hero/monster has a character card that details the stats for movement, attack, armor, willpower, dexterity, action points and hearts (= life points). Additional information may include special abilities / actions / attacks and potions.
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SUPER DUNGEON EXPLORE 2: THE FORGOTTEN KING11 - 6Dungeon CrawlIn Super Dungeon Explore: Forgotten King, players explore the Fae Wood, home of the Kodama, sentient forest spirits with a taste for adventuring Heroes. Wisps lure Heroes into ensnaring traps as terrifying, man-eating plants sprout from the loamy forest floor to devour them. Continue into the Lordship Ruins where the once proud bramble knights, now corrupted and twisted into servants of the Dark Consul, stalk the stony ruins for any who would defile their lord's holdfast. Don't get too close to the trees, though, as we hear the squirrels are in an ill mood.
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TAKENOKO22 - 4Territory BuildingIn Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.
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THE BUILDERS12 - 4Card Dafting GameIn The Builders: Middle Ages, the cards represent buildings or workers. Players score points (and gain money) by completing the construction of buildings, while placing a worker on a construction site costs money. Each building has four characteristics (carpentry, masonry, architecture, tilery) rated between 0 and 5, and the workers have the same characteristics valued in the same range. To complete a construction, the player must add enough workers to cover the four characteristics of the building.
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TICKET TO RIDE22 - 5Territory BuildingWith elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
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TIME'S UP DELUXE14 - 18PARTY GameTime's Up! is a party game for teams of two or more players (best with teams of two). The same set of famous names is used for each of three rounds. In each round, one member of a team tries to get his teammates to guess as many names as possible in 30 seconds. In round one, almost any kind of clue is allowed. In round two, no more than one word can be used in each clue (but unlimited sounds and gestures are permitted). In round three, no words are allowed at all.
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TOWER OF BABEL13 - 5Area ControlTogether, the players use cards to try to build the eight wonders of the ancient world. The number they build varies, but can't be more than seven. (Hence the subtitle of the game, "...or why the eighth wonder was never built.") While building together, each tries to provide the majority of the components for each wonder and collect scoring disks (in four suits). When it's someone else turn, you offer cards to the active player, and by good offers, can earn points (or sometimes even the disk). So a feature of "Tower of Babel" is that players always perform actions and can earn points during another's turn. Card trade offers, collecting disk sets, and building wonders are the three ways to earn victory points. The game ends when a player takes the last disk of any one of the four suits, so players have some influence on the game's end moment. And, the victory points determine the winner at game end. Typical game length is less than an hour.
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VILLAGE CRONE11 - 6.Modular Board, Worker PlacementBecome a witch and enter the medieval world of Wickersby in this worker placement, resource management game with spellcasting! Make villagers fall in love, turn them into frogs, or teleport them to different locations. Use your familiars to gather ingredients and cast spells on the villagers to achieve goals and score victory points as you vie to be named the village crone.

All the players are witches who have come upon a medieval village without a crone. They send out familiars to gather ingredients they can use in spells to complete Witch's Scheme cards. Each of the cards is worth 1, 2, or 3 points, which also indicates how difficult the scheme is to complete. The witch who scores 13 points wins.
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WITNESS14CooperativeWitness is set in the world of Blake and Mortimer, a Belgian comic series started in the 1940s by writer/artist Edgar P. Jacobs. In the game, which is playable strictly by four players, you each represent one of four characters and your goal is to solve mysteries or crimes by sharing information with one another — but you are quite restricted in how you can share information!
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WORD A ROUND12+Word GameRace to Unravel the Word! Recommended by American Mensa, 2013. Major Fun Award - Puzzles - 2013 and featured in Good Housekeeping. Who knew that positioning a word in one continuous ring would make it so tricky to read? The challenge in WordARound is to quickly figure out where the word starts and to read it aloud before your opponents. The game seems so simple, but you'll find yourself baffled as you race to spot and call out words! Ages: 10 to adult Players: 2 or more
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