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TableTop Games

A strategy game or strategic game is a game (e.g. video or board game) in which the players' uncoerced, and often autonomous decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree style thinking, and typically very high situational awareness.

Strategy Games

7 Wonders

About the Game:

  • # of Players: 2-7 Players
  • Playing Time: 30 Minutes
  • Age: 10+

 

Description:

You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

Australian Rails

About the Game:

  • # of Players: 2-6 Players
  • Playing Time: 180-240 Minutes
  • Age: 10+

Description:

Rail fans can experience the thrills of owning, building, and operating railroads in the land down under!

Explore the outback, build your rail empire across mountains and deserts to build a fortune. But beware dangerous sandstorms and flooding rivers as you stretch your rails across this vast continent!

Australia Rails is part of the award-winning Empire Builder® series of games, but is a complete stand-alone adventure in the world of railroading.

Using a specially designed board, you will use crayons to draw your rail lines.

It is part of the crayon rail games.

Azul

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 30-45 Minutes
  • Age: 8+

 

Description:

Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora.

In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.

Backagmmon

About the Game:

  • # of Players: Players
  • Playing Time: 30 Minutes
  • Age: 8+

 

Description:

Backgammon is a classic abstract strategy game dating back thousands of years. Each player has a set of 15 "men" that must be moved from their starting positions, around, and then off the board. Dice are thrown each turn, and each player must decide which of his men to move based on the outcome of the roll. Players can capture each other's men, forcing the captured men to restart their journey around the board. The winner is the first player to get all 15 men off the board. A more recent addition to the game is the "doubling cube", which allows players to up the stakes of the game, as it is often played for money. Although the game relies on dice to determine movement, there is a large degree of strategy in deciding how to make the most effective moves given each dice roll as well as measuring the risk in terms of possible rolls the opponent may get.

Battle of Five Armies

About the Game:

  • # of Players: 2 Players
  • Playing Time: 90-240 Minutes
  • Age: 13+

Description:

The Battle of Five Armies – based on the climax of JRR Tolkien's novel The Hobbit – pits the hosts of the Elvenking, the Dwarves of Dain Ironfoot, and the Men of the Lake led by Bard the Bowman against a horde of Wolves, Goblins and Bats led by Bolg, son of Azog. Will Gandalf turn the tide for the Free Peoples? Will the Eagles arrive, or Beorn come to the rescue? Or will Bilbo the Hobbit perish in a last stand on Ravenhill?

The Battle of Five Armies features a game board representing the Eastern and Southern spurs of the Lonely Mountain and the valley they encircle, and a number of plastic figures representing troops, heroes and monsters.

Catan

About the Game:

  • # of Players: 3-4 Players
  • Playing Time: 60-120 Minutes
  • Age: 10+

Description:

In 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.

Setup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile.

Century Spice Road

About the Game:

  • # of Players: 2-5 Players
  • Playing Time: 30-45 Minutes
  • Age: 8+

 

Description:

Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions:

  • Establish a trade route (by taking a market card)
  • Make a trade or harvest spices (by playing a card from hand)
  • Fulfill a demand (by meeting a victory point card's requirements and claiming it)
  • Rest (by taking back into your hand all of the cards you've played)

The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.

Checkers

About the Game:

  • # of Players: 2 Players
  • Playing Time: 30 Minutes
  • Age: 6+

 

Description:

Abstract strategy game where players move disc-shaped pieces across an 8 by 8 cross-hatched ("checker") board.
Pieces only move diagonally, and only one space at a time. If a player can move one of his pieces so that it jumps over an adjacent piece of their opponent and into an empty space, that player captures the opponent's disc. Jumping moves must be taken when possible, thereby creating a strategy game where players offer up jumps in exchange for setting up the board so that they jump even more pieces on their turn. A player wins by removing all of his opponent's pieces from the board or by blocking the opponent so that he has no more moves.
This game, also known as Draughts, is part of the Checkers family.

About the Game:

  • # of Players: 2 Players
  • Playing Time: 60 Minutes
  • Age: 6+

 

Description:

Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters.

The current form of the game emerged in Southern Europe during the second half of the 15th century after evolving from a similar, much older game of Indian origin. The tradition of organized competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886. The current World Champion is Magnus Carlsen, Norway. Chess is also a recognized sport of the International Olympic Committee.

Clue

About the Game:

  • # of Players: 3-6 Players
  • Playing Time: 45 Minutes
  • Age: 8+

Description:

The classic detective game! In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out.

Clue: Game of Thrones

About the Game:

  • # of Players: 2-6 Players
  • Playing Time: 30-45 Minutes
  • Age: 18+

Description:

High treachery and betrayal are behind the two mysteries to solve in Clue: Game of Thrones.

Thanks to the double-sided game board, players can choose to solve the murder mystery in The Red Keep or in Meereen. WHO was responsible for plotting the murder? WHAT weapon was used and WHERE did the crime take place?

Ex Libris (boardgame)   

About the Game:

  • # of Players: 1-4 Players
  • Playing Time: 45 Minutes
  • Age: 10+

 

Description:

In Ex Libris, you are a collector of rare and valuable books in a thriving gnomish village. Recently, the Mayor and Village Council have announced an opening for a Grand Librarian: a prestigious (and lucrative) position they intend to award to the most qualified villager! Unfortunately, several of your book collector colleagues (more like acquaintances, really) are also candidates.

To outshine your competition, you need to expand your personal library by sending your trusty assistants out into the village to find the most impressive tomes. Sources for the finest books are scarce, so you need to beat your opponents to them when they pop up.

You have only a week before the Mayor's Official Inspector comes to judge your library, so be sure your assistants have all your books shelved! The Inspector is a tough cookie and will use her Official Checklist to grade your library on several criteria including shelf stability, alphabetical order, and variety — and don't think she'll turn a blind eye to books the Council has banned! You need shrewd planning and cunning tactics (and perhaps a little magic) to surpass your opponents and become Grand Librarian!

Five Tribes

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 40-80 Minutes
  • Age: 13+

 

Description:

Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours!

Designed by Bruno Cathala, Five 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.

As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.

Gloomhaven

About the Game:

  • # of Players: 1-4 Players
  • Playing Time: 60-120 Minutes
  • Age: 12+

 

Description:

Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.

This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.

Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.

Go

About the Game:

  • # of Players: 2 Players
  • Playing Time: 30 - 180 Minutes
  • Age: 8+

 

Description:

By all appearances, it's just two players taking turns laying stones on a 19×19 (or smaller) grid of intersections. But once its basic rules are understood, Go shows its staggering depth. One can see why many people say it's one of the most elegant brain-burning abstract games in history, with players trying to claim territory by walling off sections of the board and surrounding each other's stones. The game doesn't end until the board fills up, or, more often, when both players agree to end it, at which time whoever controls the most territory wins.

Kilt Castle

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 45 Minutes
  • Age: 10+

 

Description:

Kilt Castle adds a simple and highly interactive card mechanism to the classic Euro game genre of outbuilding one's opponents in an attempt to control the largest territory.

The game board shows a grid of 5x5 squares. Ten cards are placed beside the first four rows in stacks of 4, 3, 2 and 1 card. On their turn, the player picks up an open card from one of the stacks next to the game board and places it in another row — always in a clockwise direction. All players whose colors are on that card (one or two) are then allowed to build a new tower or build on top of an existing tower in this particular row. Building on an open space is free, while building on top of somebody else's tower costs as many ducats as the number of "floors" already built. A player can decide to trigger a general round of scoring simply by moving the last card of any stack. High towers are a good way to claim a large, connected territory and collect a lot of ducats.

Lattice Hawai'i

About the Game:

  • # of Players: 2-8 Players
  • Playing Time: 20 - 60 Minutes
  • Age: 6+

 

Description:

For eons, Pele fought Mo’o for dominion over Hawai’i. Mo’o summoned the elements and the animals of Hawai’i to create an insurmountable challenge. Do you have what it takes to become the champion of Hawai’i?

In Latice Hawai’i, players take turns laying tiles that each present an animal and an element. Tile placement requires the animal or element to match adjacent tiles. Players earn extra moves through superior strategy. Easy to learn, hard to master, Latice Hawai’i is an excellent addition to any collection, be it humble as a gecko or worthy of the game rooms of Maui and Pele.

The new edition features new components and thoughtfully revised content to create the best possible updated version of the game. Rules have been added for "kid mode", "timed modes", and "advanced player modes"

Monopoly

About the Game:

  • # of Players: 2-8 Players
  • Playing Time: 60-180 Minutes
  • Age: 8+

Description:

Players 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.

Napoleon at Waterloo

About the Game:

  • # of Players: 2 Players
  • Playing Time: 30 Minutes
  • Age: 10+

Description:

The Battle of Waterloo is perhaps the best known battle in history. The time is 18 June 1815. The Duke of Wellington's armies are drawn to defend the road to Brussels. Napoleon's superior French forces begin their assault. Can the British thin red line hold until the Prussian army arrives to fall upon Napoleon's flanks?

Plague Inc.

About the Game:

  • # of Players: 1-4 Players
  • Playing Time: 60 Minutes
  • Age: 14+

Description:

Plague Inc: The Board Game is a strategic game of infection, evolution and extinction for 1-5* people - based on the smash-hit digital game with over 85 million players. Can you infect the world? Each player is a deadly disease and they must battle against each other to spread their plagues, develop new symptoms and ultimately wipe out humanity.

Starting with Patient Zero, you spread your infection across the world by placing tokens in cities - earning DNA points and preventing other players from becoming dominant. Players choose which countries are placed on the board but you must be both climate resistant and connected to a country before you can infect it. Eventually, as countries become fully infected - you try to kill them using the Death Dice.

Each player’s unique pathogen can be upgraded by evolving trait cards onto an evolution slide (with DNA points). At the start, your disease is weak and unspecialized, so you will need to add new symptoms to make it stronger. Choose carefully and plan ahead in order to react to the changing world and exploit opportunities created by other player’s actions.

A simple nosebleed could accelerate things early on, whilst diarrhea will help you thrive in hot countries. Sneezing can infect new continents by air but Total Organ Failure would allow you to wipe out multiple countries each turn. As countries start to fall, use powerful event cards to alter the balance of power. You might try to eradicate a dominant player by bombing their diseased cities, or hold the Olympics to cause huge numbers of infected people to travel to a healthy continent. When the world collapses, who will be the ultimate plague?

 

Risk

About the Game:

  • # of Players: 2-6 Players
  • Playing Time: 120 Minutes
  • Age: 10+

Description:

Possibly the most popular, mass market war game. The goal is conquest of the world.

Each player's turn consists of:

  • Gaining reinforcements through number of territories held, control of every territory on each continent, and turning sets of bonus cards.
  • Attacking other players using a simple combat rule of comparing the highest dice rolled for each side. Players may attack as often as desired. If one enemy territory is successfully taken, the player is awarded with a bonus card.
  • Moving a group of armies to another adjacent territory.
Risk: Captain America - Civil War

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 75-90 Minutes
  • Age: 10+

Description:

It's Captain America vs. Iron Man in the search for the Winter Soldier! Wage an all-out battle at the airport in this exciting updated Risk game. Control the most territories, capture the Winter Soldier, and escape with the Quinjet before it reaches the end of the runway! Choose to play with 2 or 4 players. With 2 players, each player is in control of either Team Captain America (Captain America and Falcon) or Team Iron Man (Iron Man and War Machine). With 4 players, each player is in control of his or her own hero and works in teams of 2. No matter which way of play is chosen, after 5 rounds of excitement and strategy, the game is over, and mission tokens are scored. The team with the most points wins the game!

Risk: Game of Thrones 

About the Game:

  • # of Players: 2-7 Players
  • Playing Time: 120-140 Minutes
  • Age: 18+

Description:

Risk: Game of Thrones, based on the epic HBO series, features two ways to play, including factions of noble Houses vying for control of Westeros during the time of The War of the Five Kings, as well as Daenerys Targaryen's rise to power in Essos.

War and chaos have descended upon the realms of Men. In Westeros, the death of Robert Baratheon has created a power vacuum with rival Houses competing for control of The Iron Throne. Meanwhile, in Essos, Daenerys Targaryen is building an army to contest the rule of the Ghiscari slavers, before returning to reclaim The Iron Throne.

Root

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 60-90 Minutes
  • Age: 10+

Description:

Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

Scythe

About the Game:

  • # of Players: Players
  • Playing Time: 30 Minutes
  • Age: 8+

Description:

It is a time of unrest in 1920's Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.

Scythe is an engine-building game set in an alternate-history 1920's period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.

Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).

Strat-O-Matic Baseball

About the Game:

  • # of Players: 1-2 Players
  • Playing Time: 45 Minutes
  • Age: 11+

Description:

An iconic major league baseball game that is so well known that it is exhibited in the National Baseball Hall of Fame. The game is conducted with pitcher and batter cards constructed with statistical probabilities so they realistically reproduce the real-life performance of each player for the season represented. The gamer is placed in the role of the manager and/or general manager of a team and controls the batting order, the choice of a starting pitcher, game strategies (hit and run, steals, intentional walks, bunting, positioning of infielders, pinch hitters, defensive substitutions, pitching changes, etc.). If a full season is played, the game produces amazingly realistic statistics at the player, team, and league levels. The game comes in two versions: a cards and dice version that has been around since 1962 and a computer version that automatically looks up play outcomes and compiles player, team and league statistics. Every year, Strat-O-Matic releases new player card sets based on the previous baseball season, seasons past, and some "greats" collections.

Tapestry

About the Game:

  • # of Players: 1-5 Players
  • Playing Time: 90-120 Minutes
  • Age: 12+

Description:

Tapestry is a two-hour game for 1-5 players designed by Jamey Stegmaier.

Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique!

In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.

Terra Mystica

About the Game:

  • # of Players: 2-5 Players
  • Playing Time: 60-150 Minutes
  • Age: 12+

Description:

In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.

Terra Mystica is a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers.

The Arrival

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 75-90 Minutes
  • Age: 12+

 

Description:

In a time long forgotten, the cruel Fomori rule over Érin, the green island. They praise their king Balor, who reigns from his fortifications in the north with an iron fist. Old paths and ruins spread over the island's face, which will be called Ireland many generations from now. But new tribes arrive at the island striving for permanent presence. Who will control Érin's fate over the next centuries to come?

Each player in The Arrival represents a tribe leader who tries to gain predominance over the mythical island of Érin while pushing back the demon-like Fomori. But the players are facing a dilemma, for spreading too quickly means becoming more and more corrupt and strengthening the Fomori in their power...

The Village Crone

About the Game:

  • # of Players: 1-6 Players
  • Playing Time: 90 Minutes
  • Age: 13+

 

Description:

Become 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.

Ticket to Ride

About the Game:

  • # of Players:  Players
  • Playing Time:  Minutes
  • Age:

Description:

With 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.

"The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor."

Tiny Epic Galaxies

About the Game:

  • # of Players: 1-5 Players
  • Playing Time: 30-60 Minutes
  • Age: 14+

Description:

In Tiny Epic Galaxies each player controls a galactic empire, aiming to expand their influence by acquiring highly contested planets and increasing their cosmic armada. The game revolves around an innovative dice-rolling combo mechanic. The number of dice you roll is determined by the strength of your galaxy. Each die is engraved with symbols representing the various actions you can take, such as moving a spaceship, increasing your culture or energy resources, or advancing your political or economic influence over newly discovered planets.

Through careful planning, you must make the most out of your turn, taking the available actions in whichever order you consider most beneficial. But be careful, as each of your opponents can choose to follow each action you take by expending valuable resources. This means that it can always be your turn, even when it is someone else’s turn!

Players will colonize new planets throughout the game, thereby earning victory points and accumulating special abilities which they can activate for their galactic empire. Careful spending of resources will ensure the fastest growth of your empire, while allowing you to receive the biggest possible pay‐off from the actions you take.

Tsuro

About the Game:

  • # of Players: 2-8 Players
  • Playing Time: 15 Minutes
  • Age: 8+

Description:

A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else's, but as the board fills up this becomes harder because there are fewer empty spaces left... and another player's tile may also extend your own path in a direction you'd rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8.

Victorian Masterminds

About the Game:

  • # of Players: 2-4 Players
  • Playing Time: 45 - 60 Minutes
  • Age: 14+

 

Description:

Sherlock Holmes is dead! And with London's greatest detective out of the way, those with villainous minds decide to wreak as much terror as possible on the populace — and you are one of those dastardly no-goodniks!

While Europe sits unprotected in Victorian Masterminds, you and other players send your henchmen to different cities to use their varied abilities, collect material for your steampunk-inspired contraptions, destroy buildings, and complete missions. At the same time, the Secret Service follows your path of destruction. Every contraption is unique and allows you to take different actions, leading to highly strategic, asymmetric gameplay.

In more detail, during the game, players take turns placing one of their five agent tokens — Henchman, Machine, Saboteur, Pilot, Number 2 — face down on one of the five action spaces. As soon as three tokens are on a space, those tokens are flipped and activated, first in first out, with each agent carrying out its individual action in addition to whatever takes place in that space. When an evil mastermind completes their contraption or the Secret Service brings this villainy to a halt, the game ends, and whoever has generated the most victory points wins.

Viticulture

About the Game:

  • # of Players: 1-6 Players
  • Playing Time: 45-90 Minutes
  • Age: 13+

Description:

In Viticulture, the players find themselves in the roles of people in rustic, pre-modern Tuscany who have inherited meager vineyards. They have a few plots of land, an old crushpad, a tiny cellar, and three workers. They each have a dream of being the first to call their winery a true success.

The players are in the position of determining how they want to allocate their workers throughout the year. Every season is different on a vineyard, so the workers have different tasks they can take care of in the summer and winter. There's competition over those tasks, and often the first worker to get to the job has an advantage over subsequent workers.

Fortunately for the players, people love to visit wineries, and it just so happens that many of those visitors are willing to help out around the vineyard when they visit as long as you assign a worker to take care of them. Their visits (in the form of cards) are brief but can be very helpful.