MONSIEUR CARROUSEL

Monsieur Carrousel is a cooperative game. Work together to help all of the kids get on the carousel before the rain starts to fall! On your turn, roll the die. Choose a kid token that is not yet on the carousel and place it on an empty seat that matches the colour rolled on the die. Make sure to remember the seat type of the kids! Then spin the carousel. What’s the weather like when the carousel stops? If your kid ends up in the sun zone of the game board, you pick up a yellow stick — representing a ray of sunshine — and place it in a trough on the board; the troughs need two sticks to fill, and if the stick doesn't fit the space exactly, then you place it back in the reserve, so pick carefully! If your kid ends up in the rain zone, add a raindrop to the board. You roll a colour that has kid tokens in both spaces on the wheel? Spin the carousel and when it stops, look at the seat Monsieur Carrousel is now pointing at with his finger. If he points to a seat with a kid on it, then guess which seat the kid is sitting on. If your guess is correct, place a sun stick; otherwise place a raindrop. The game ends when either all of the kids are on the carousel or all of the raindrops have been placed on the game board. Monsieur Carrousel includes multiple image wheels for variety in gameplay.
$55.00
1 in stock

ARCHMAGE

A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City. At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending. The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets. The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun... Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.
$140.00
2 in stock

OKKO CHRONICLES

OKKO is a demon hunter along with his companions Noburo, Noshin and Tikku he wanders the lands of the Pajan Empire. Noburo is the most faithfull companion of Okko. He is a Hanyo (half man – half demon) who hides himself behind a red mask. Noshin is a monk who can communicate with the Kamis and has a special preference for… saké! Tikku is a young fisherman (at that time) who wishes to become a monk by the guidance of Noshin. The four of them are on a mission after Tikku’s request to help him find his kidnapped sister. This quest will lead the four of them to situations and places far from what they had ever imagined… The Heroes in OKKO Chronicles will have a character card with characteristics and talents. They will also come with Power Cards which will represent the Hero’s special abilities, secret techniques and other unique skills. This latest addition to the Chronicles family will plunge you into the heart of a dark and fantastic incarnation of medieval Japan. Journey to the four corners of the war-torn kingdom of Pajan as you join the ronin monster-slayer, Okko, and his brave companions as they hunt down a variety of fearsome supernatural foes. Whether you choose to harness the devastating power of fickle Elementals or rely on the cold surety of ancestral steel; you must combine your martial prowess with all your cunning if you are to uncover and destroy the demon in your midst. Developed from those used for Guardians' Chronicles, OKKO’S CHRONICLES introduces completely new mechanics. Still easy to learn and fun to play, these rules have their own unique flavor and specific features that allow you to become totally immersed in this fascinating universe. These developments include: Weapon, Armor and Item cards with which to equip your Heroes, allowing you to tailor them to the situations they face. A unique investigation system to enable the Heroes to unmask the terrible Oni hidden among the occupants of the daimyo’s palace.
$110.00
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CODENAMES: DUET XXL

Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents.  To set up play, lay out 25 word cards in a 5x5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5x5 grid on the card, with nine of the squares colored green (representing your agents) and one square colored black (representing an assassin). The assassin is in different places on each side of the card, and three of the nine squares on each side are also green on the other side! Collectively, you need to reveal all fifteen agents — without revealing either assassin or too many innocent bystanders — before time runs out in order to win the game. Either player can decide to give a one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they reveal as many as the number stated by the clue-giver, then they can take one final guess, if desired. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose!
$70.00
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CUZCO

You are great Inca dignitaries fighting for political supremacy in the Andes.It is up to you to exploit a new territory as large as possible to lay the new foundations of your civilization. Spread out over the whole territory, build villages, cities, and build temples in which you will organize the most beautiful feasts in honor of the solar God! Cuzco is a game of tile laying and territory control, deeply strategic, with a mechanics of action points intuitive and easy to take in hands. Cuzco is a new edition of Java from Designers Michael Kiesling and Wolfgang Kramer. 2-4 playersAges 12 to adult90 minutes playing time
$140.00
1 in stock

MISSISSIPPI QUEEN

In Mississippi Queen, players race their paddle wheelers down the Mississippi, picking up passengers along the way. But onboard coal supplies are limited, so each ship's acceleration and maneuvers must be carefully planned. The twists and turns of the river are unknown at the start of the game and are revealed only as ships progress downstream, so captains need to be alert at the wheel and ready to change course. This version of Mississippi Queen includes the original base game that won the 1997 Spiel des Jahres as well as The Black Rose expansion that increased the player count to six and included the "Black Rose", a black paddle wheeler controlled by whichever player is currently in last place. This boat does not require any coal and can be used to hamper opponents in the lead. The game has basic rules that more or less reflect gameplay in the original game, along with advanced rules that introduce elements such as floating logs and sand bars that were included in The Black Rose expansion. 2-6 playersAges 10 to adult45 Minutes playing time
$100.00
1 in stock

PARTY HEADZ

Party Headz is a mad hat-swapping game for all the family. The game box contains; 1 x bowler hat with flower screw, 1 x water bottle filler, 10 x water balloons, 1 x top hat with a ping pong ball on a string, 1 x ping pong ball, 2 x Deeley Boppers with Velcro hands, 4 x cone hats, 3 rings, 1 spinner and rules. Spin the spinner, battle other players in challenges and have everyone in fits of laughter! Try your hand, or should we say HEAD, at crazy challenges. These tasks might be getting the ball-on-a-string into the cup on your head or to take turns turning a dial on the water-filled hat until the unlucky wearer is drenched (can play without water)! A game that pairs skill with a bit of luck, it’s a different outcome every time. For 2-8 players, and ages 5+
$25.00
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TINY EPIC: MECHS

It's the year 3030, and technology offers humankind unimaginable entertainment. What used to be virtual reality is now reality, and sports that once occupied your flat-screen now occupy the world stage. The largest of them embodies the evolution and integration of athleticism and machinery. Once every five years, hundreds of millions of viewers tune in to witness the spectacle that is M.E.C.H.s: Mechanized Entertainment Combat Heroes. Tiny Epic Mechs is an arena-style player-vs-player action-programming game. It features ITEMeeples with plastic molded power armors and a Mech suit that the ITEMeeples actually go inside of. In Tiny Epic Mechs, players take on the roles of highly skilled and athletic Mech pilots. They compete in a free-for-all battle royale over the span of six rounds. In each round, players select four of eight available actions to program. These actions keep you moving around the arena while allowing you to deploy high-scoring defensive turrets, plant explosive land mines with hidden values, collect resources, purchase weaponry, and power up into your Power Armor or eventually the highly-sought-after Mech Suit. While each player has their own Power Armor, there is only one Mech Suit, reserved for the king of the hill. Your programmed actions are played out one at a time around the table until all players have executed their four actions. When you cross paths with another player, combat ensues. During combat, players exchange fire until one player is out of ammo and must retreat, or they are defeated and forced to reset. Combat is fast, and you can use each weapon only one time per fight, so the more weapons you have, the longer you'll last. Weapons are categorized into three types, and each type counters one of the other types. If you time your weapons correctly, you can counter your opponent and unleash a more powerful attack and gain an edge over them. Dealing a lot of damage to your opponent will wow the audience and earn you lots of points, which brings you closer to victory. You also score victory points every other round based on area control and who controls the Mech. At the end of the game, you also earn points for each weapon you own.
$60.00
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THE CAPTAIN IS DEAD: DANGEROUS PLANET

After escaping from the alien prison, the crew was assigned a new captain and a new mission: to locate artifacts on a dangerous planet within the alien empire. However, just as the away team stepped out of the shuttle, a giant alien bug swooped down and bit off the captain’s head! As the intrepid crew, you must use your various skills to venture deep into the ancient tunnels and discover the alien artifacts. Will you be able to collect enough artifacts to unlock the alien technology before you are overwhelmed by swarms of bugs? CONTENTS ●89 cards ● 64 mini cards ● 1 Game board ● 7 Plastic markers ● 7 Reference cards ● 1 Rulebook ● 27 Characters and Devices pawns HIGHLIGHTS/SPECIFICATIONS ● 2 to 7 Players ● 10 Minute Setup Time ● 60 mins Playtime ● Ages 14+ ● Recommended Age 8-15+ Years
$85.00
2 in stock

JOKING HAZARD: ENLARGED BOX

BIG NEWS! The same creative minds behind Joking Hazard have now put their efforts toward creating a large cardboard box that costs more than a cardboard box ought to. Not only is this a huge financial win for Joking Hazard, it’s a fantastic opportunity for you to put things into boxes like never before. Fresh produce, money, your sunglasses collection, a living ant colony. Your only limit is your imagination! That said, the box can also hold 1,000 Joking Hazard cards if you don’t have an imagination. It also comes with 20 brand new cards. This is a big empty box with millions of uses, from the company who brought you the hit card game Joking Hazard Let your imagination go wild; this box can be used for anything. A sturdy, spacious cardboard box that could easily hold loose change, various knives, topsoil, or notes from secret admirers. Do not under any circumstances put up to 1,000 Joking Hazard cards (which will fit perfectly) into this box. Boxes are great!
$35.00
4 in stock

LEGENDARY: THE X-FILES

Legendary Encounters: The X-Files Deck Building Game is a card game themed around the award-winning television series The X-files. Players will take on the roles of their favorite truth-seeking special agents like Mulder, Scully or Skinner and work together to expose and overcome a variety of grand conspiracies. Mystery and subterfuge fog the way forward as players, encouraged by beliefs and encountered by doubts, work to reveal and defeat an unrelenting stream of malevolent agents and paranormal entities. Recruit powerful allies while collecting evidence and potential leads to help your team foil the Syndicate. Remember, even though you want to believe, trust no one.
$130.00
2 in stock

FUXX: MATH

Math Fluxx is all about the numbers. Players use positive integers (whole numbers) in their quest to achieve a very mathematical goal — but it's not just putting 4 and 2 together to achieve the 42 goal (for example) as Math Fluxx also features the Plan B Meta Rule. Plan B puts special victory rules into play which give you a second way to win and require even more arithmetical acumen (e.g., "Plus Victory" lets you win if your keepers add up to the current goal). With Math Fluxx, the fun is exponential!
$30.00
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SUB TERRA: HORROR MINIATURES

Expand your games of Sub Terra with the terrifyingly detailed plastic miniatures for the Horrors and Leapers. Three of each miniature are included so you'll have enough to play even more horrific games of the core game and Extraction!
$35.00
1 in stock

SUB TERRA: EXPANSION MINIATURES

Expand your games of Sub Terra with the beautifully detailed plastic miniatures for the 3 characters from the expansions, which all come with colour-coded snap-on plastic rings so you can easily spot your caver while unpainted.
$20.00
1 in stock

CODENAMES: PICTURES XXL

Codenames: Pictures, the multiple award-winning social picture game, is becoming an even "bigger" hit! This double-sized version is ready to be enjoyed by larger groups, it provides easier visibility with all the fun of the original.
$70.00
1 in stock

VICTORIAN MASTERMINDS

All around the world, from Moscow to Washington, from Paris to Rome, Supervillains have run amok. Iconic monuments are being stolen right out of the cities, and high-profile scientists and politicians are going missing. Even the famed detective, Sherlock Holmes, is gone without a trace. The world’s treasures are vulnerable to the most nefarious villains out there. In Victorian Masterminds, players take on the role of Supervillains attempting to hatch an evil scheme. They send their Agents out to the great cities of the world to advance their plots, or mess with the plans of their opponents. Careful planning can result in the spoils of Supervillainy, like collected resources, captured Buildings, or recruited Scientists. These Villains are racing to complete their Infernal Machines, but the Secret Service will be hot on their trail as well.
$85.00
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PASSING THROUGH PETRA

At the intersection of the most well traveled trade routes in the old world lies a city within rose colored cliffs. A place where caravans miles long enter the city through a narrow canyon called The Siq. Inside traders from far away lands find shelter, a place to trade their wares, and stunning buildings carved within towering red rocks. This is Petra, and never before or since has there been a city quite like it. In Passing Through Petra you are a powerful citizen growing your settlement and your reputation. As caravans pass through the canyons, you’ll welcome traders into your market, and facilitate trade with those looking to get their hands on valuable wares. Use these transactions to spread your influence, and gain unique benefits to grow your economic engine. Spread your influence the quickest to become the most powerful leader in Petra.
$100.00
1 in stock

EDGE OF HUMANITY

"We never saw it coming. Were we the one who fired first?" He asked himself as if it even mattered. The night’s sky, red as always, made him sigh. He felt lucky to even be alive, but can you even call this a life? "Is it time to move forward? Is it time to rebuild? Is there even a point?” After a worldwide conflict that led to a chain reaction of events, civilization as we knew it ceased to exist and humanity is now at the brink of extinction. In this apocalyptic future, a group of survivors will try to raise hope for the human race by establishing a new civilized inception. In Edge of Humanity, 2-5 survivors try to get enough Survival points (SP) to win the game. The game takes near 30 minutes of play and introduces a new take on deck-building, drafting, and hand management. The survivors explore and try to collect enough resources and draft new survivors to maintain their everyday living. They encounter each round of play a new event that may affect many facets of their upcoming rounds of play.
$85.00
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HUNS

Winter 453: The Huns reign supreme over half of the known world. The great Khan, king of the Huns, is suffering, and there are many who dream of taking his place. The Khan must appoint his successor. He will choose the bravest and most glorious of his generals, and you intend for that to be you! But you are not the only contender, and you will have to prove your worth. Each turn in Huns you must choose between raiding for resources or picking a card that will grant you a special ability. In more detail, the game includes five decks of cards in five colors that feature equipment, raids, mercenaries, curses, and treasure, as well as goods cubes in the same five colors. Each player starts the game with two wagons that require specific colored goods to fill them. At the start of a round, the active player rolls five d3 dice in the five colors, then chooses one of the dice and takes either cubes or cards in this color. If you take cards, they draw 1-3 cards (based on the die roll), keep one of them, then place the others face down under this deck. Equipment gives you an in-game bonus, raids have a one-time effect, treasure earns you points at game's end if you meet the condition listed, mercenaries give you a reusable effect once you give them goods, and curses are played on opponents, who must apply goods to them to dispel their effect. If you take cubes, you can place them on a single mercenary card, a single curse card, or any number of your wagons in the appropriate spaces. If you fill a wagon, you draw a new one from those on display. Each player takes one die in turn, choosing cards or goods, until all the dice have been chosen. The first player marker then moves clockwise, and the new active player rolls all five dice again. When one of the cube colors or one of the decks is empty at the end of a round, the game ends. Players score points for raids undertaken, treasure achieved, mercenaries paid off, and wagons delivered, and whoever has the most points wins! Card combos, drafting strategies, and resource management is what Huns is about, set in the universe of the mighty warriors of Huns.
$70.00
2 in stock

NEMETON

Under a vile curse, the forest is slowly dying. A few druids, last guardians of this green and endangered kingdom, answer the call of the helpless animals. Save the forest and become its protector! In Nemeton, you have ten moons (ten turns) to explore the forest, create new potions, and summon the spirit of animals to earn as many reputation points as possible. A player's turn has four phases — night, dawn, day, and dusk — then the next player takes their turn. At night, the druid summons the power of the moon to grow sacred plant essences in the forest. The player adds a “Forest” tile to the existing forest on the “Moon” side. Once the tile is placed, the player checks if he can link it in a straight line with another “Forest” tile of the same type (river, clearing, rock or earth), in any direction. The player then places the resources of a certain type on the activated tiles. At dawn, the player turns over the "Forest" tile he just placed on the "Day" side. He can now discover a path leading to a sacred place: an Oak, a spring, or a Nemeton. If it’s the case, the player picks the corresponding "Sacred place" tile in the reserve and adds it to the forest by connecting it to the tile he just added. By day, the player will move the druid to take the proper course of action depending on the "Forest" tiles on which he is walking: gathering all the resources on a simple tile, creating potions with those resources near a Nemeton, or earning the trust of animals.Exploring the forest isn’t easy. When moving forward, a druid can use a power to take winding paths and change directions or enjoy a boost in movements that go in a straight line. However, the player will have to choose between resting and getting back the power to move forward or getting a triskel to earn more points. If he wishes, the druid can use a sacred plant, the archangel plant, to turn into a crow and to fly to any "Oak" tile on the board. He can summon the spirit of an animal to obtain its special powers and then use them during a special move (swap a resource, find a shortcut, etc.) At dusk, if the druid helped to heal the forest by successfully doing virtuous deeds, he puts his token on the accomplished goal, giving him one more resource as well as bonus points at the end of the game if he is the first of the players to do so. Once his turn is over, it‘s the turn of the next player until all players have laid down their 10 "Forest" tiles. Then the players must count their reputation points:Each potion gives the points indicated on the card.The goals show the number of points given.The animals give points depending on the different streaks.Each triskel gives two points. The player with the most reputation points wins the game.
$100.00
1 in stock