Czech Games Edition


Alchemists

A little mandrake root, a little raven's feather. Toss them in the cauldron and see what they make. Should you drink it? Maybe not. After all, that's what students are for. Welcome to the world of Alchemists! Perform experiments to discover the magical properties of your ingredients. Demonstrate your knowledge by selling potions. Use the money to buy artifacts that further your research. Publish, publish, publish! Earn grants. And expose the fallacies published by those fools who think they can be your rivals. Alchemists is a game of strategy, risk assessment, and deduction. Do you experiment to get more knowledge or do you publish now to get more points? Pay to endorse the latest theory of toads or save your money for an artifact? And should you really be selling that potion to the large axe-wielding barbarian when you aren't quite sure of its effects? The choices you make will prove whether you are the world's greatest alchemist. This game is designed to be played using an app that turns your tablet or smartphone into an ingredient card reader. The app is available for free. Supported operating systems are: iOS, Android, Windows. If, for whatever reason, you don't want to use the mobile app, you can still use the web-based version or play with one player acting as the game master. Components: double-sided game board , theory board , exhibition board , 4 laboratory screens , 4 results triangles , 4 player boards , 6 adventurer tiles , 2 conference tiles , 5 grant tiles , 8 alchemical tokens , 104 result tokens , 36 gold piece tokens , 44 seal of approval tokens (set of 11 in each color) , 6 conflict tokens , starting player token , 8 ingredient tiles , gamemaster board , 40 ingredient cards , 22 favor cards , 18 artifact cards , 16 bid cards , 8 plastic beaker figures (2 in each color) , 24 plastic cubes (6 in each color) , pad of deduction grids , containers for tokens & rulebook. Ages: 14+ | Players: 2 - 4 |  Playtime: 120 minutes

$90.00

CodeNames

The two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. The teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Codenames, win or lose, it’s fun to figure out the clues. Conents: 16 agent cards in two colors , 1 double agent card , 7 innocent bystander cards , 1 assassin card , 40 key cards , 1 rulebook , 1 card stand , 1 timer & 200 cards with 400 codenames. Ages: 10+ | Players: 2 - 8 |  Playtime: 15 minutes

$35.00

Codenames : Deep Undercover V2.0

Codenames: Deep Undercover is an adults-only, mature version of Codenames using the same popular game mechanics, but introduces all-new words, packaging, “by-standers” and art.
A new twist is added with the inclusion of blank cards, allowing players to introduce their own words to the game.The two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.
The teams compete to see who can make contact with all of their agents first.
Spymasters give one-word clues that can point to multiple words on the board.
Their teammates try to guess words of the right color while avoiding those of the opposing team.
And everyone wants to avoid the assassin!Ages: 10+ | Players: 2 - 8 |  Playtime: 15 minutes

$40.00

CodeNames : Disney

In Codenames, two teams compete to see who can guess all of their words correctly first — but those words are hiding in plain sight in a 5x5 or grid that includes the words of the other team, neutral words, and an game over card that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which words belong to each team. Spymasters take turns giving one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team — and everyone wants to avoid the game over card. This version also comes with 4x4 grid cards with no game over spot to make it more accessible for families and children. The Disney Family Edition of Codenames combines the hit social word game with some of Disney’s most beloved properties from the past 90 years. Including both pictures and words, it’s family fun for Disney fans of all ages.Codenames: Disney Family Edition keeps the Codenames gameplay, while featuring characters and locations from over 90 years of Disney and Pixar films.. Ages: 8+ | Players: 2 - 8 |  Playtime: 15 minutes

$45.00

CodeNames : Duet

You and your partner are on a secret mission to a crowded city. Your objective: to contact 15 agents while avoiding a band of enemy assassins. You know the agents that your partner can contact safely. Your partner knows the agents you can contact safely. By giving each other one-word clues that can point to multiple words on the board, you try to find all the agents before your turns run out. Codenames: Duet includes 400 new words so you do not need any other Codenames game to play. On the other hand, if you own the original Codenames, you can use the word cards from the two games interchangeably. Contents: 15 green agent cards for cooperative play , 100 Duet key cards, double-sided so you and your partner can give each other clues , 11 timer tokens to keep the pressure on , 1 assassin card (Oh no!) , 1 pad of mission maps , 1 card stand & 1 rule-book. Additionally the 200 cards with 400 new words are compatible with the original Codenames word game. Ages: 11+ | Players: 2+ |  Playtime: 15 minutes

$35.00

Codenames : Harry Potter

Codenames: Harry Potter is an easy to learn cooperative word and picture deduction game for Harry Potter fans of all levels, based on the award-winning game Codenames. Players must work together to reveal all the right cards before they run out of time or summon Lord Voldemort or another dark wizard. Codenames: Harry Potter keeps the basic elements of Codenames - give one-word clues to try to get someone to identify your wizards and witches among those on the table - but now you're working together as a team to find all you’re your Hogwarts friends. Collectively, you need to reveal all fifteen allies - without revealing a dark wizard, or ‘He-Who-Must-Not-Be-Named’ - before time runs out in order to win the game. Ages: 11+ | Players: 2+ |  Playtime: 15 minutes

$50.00

CodeNames : Pictures

What are these strange symbols on the map? They code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent – or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames - Pictures in that the agents are no longer represented by a single word, but by an image that contains multiple elements. Components: 14 agent cards in two colors , 1 double agent card , 4 innocent bystander cards , 1 assassin card , 60 key cards , 1 rule-book , 1 card stand & 140 cards with 280 pictures. Ages: 10+ | Players: 2 - 8 |  Playtime: 15 minutes

$35.00

Codenames : Simpsons

Codenames: The Simpsons combines the hit social word game Codenames, while featuring characters and locations from thirty years of The Simpsons. In Codenames, two teams — Team Homer and Team Bart — compete to see who can guess all of their "field agents" (identified by either a word or picture) correctly first — but those field agents are hiding in plain sight in a 5x5 grid that includes the agents of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which agents belong to each team. Spymasters take turns giving one-word clues that can help their teammates identify multiple agents on the board. Their teammates try to guess agents of the right color while avoiding those that belong to the opposing team — and everyone wants to avoid the assassin.Ages: 8+ | Players: 2 - 8 |  Playtime: 15 minutes

$50.00

Dungeon Lords

Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective! Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn. There are 4 turns to place actions for each game "year" and two game years in a whole game. Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare. At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for. Finally, at the end of each year, the heroes will travel down into the dungeon to fight. Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured. Contents: Central Board , Progress Board (with a Building side and a Combat side) , Distant Lands Board , 4 two-sided Dungeon Boards (in 4 colors) , 32 Orders Cards (8 in each color) , 8 Overview Cards (2 in each color) , 18 Combat Cards , 27 Trap Cards , 9 Special Event Cards , 24 Monster (or Ghost) Tiles , 16 Room Tiles , 32 Adventurer Tiles , 2 Paladin Tiles , 3 Event Tiles , 42 Tunnel Tiles , 3 Troll Tokens , 20 Item Tiles , 12 Minion Figures (3 in each color) , 4 Evil Counters (1 in each color) , Starting Player Token , Progress Marker , about 40 Imp Figures , about 30 Food Tokens , about 30 Gold Tokens , about 40 Damage Counters , rulebook. Players: 2 - 4
Playtime: 90 Mins
Ages: 12+

$70.00

Dungeon Petz

In Dungeon Petz, you run a pet shop for dungeon lords. You start with your family of imps, some gold, and one dirty old cage. The game consists of five or six rounds. In each round, you send your family members out to buy baby pets, cages for pets, food for pets, etc. Those imps who are not out shopping are busy caring for the pets, entertaining them, cleaning their cages, and watching them grow. Beginning with the second round, your pets will participate in local pet shows. The prizes you win will boost your reputation. In the third round, the local dungeon lords begin arriving, looking for pets. The more closely you match their tastes, the better your reputation will be. Exhibitions and customers are revealed in advance, so you can plan for them – either by purchasing a suitable pet or by working to get the most from the pets you already have. However, these pets are living creatures. When they do something unpredictable, you will have to improvise. At the end of the game, you get extra reputation for your economic success and your shop’s appearance. The player with the most reputation points wins. Components: 1 two-sided Central Board , 1 two-sided Progress Board , 4 Burrow Boards in 4 colors , 4 Pet Display Boards , 18 pets with rotating wheels , 20 plastic fasteners for assembling Pets , 11 Cage tiles , 6 Addon tiles , 10 Artifact tiles , 8 Exhibition tiles , 8 Customer tiles , 104 Need cards of four types , 5 Potion cards , 8 wooden Minion Figures in 4 colors , 40 plastic Imp Figures in 4 colors , 4 Achievement tiles in 4 colors , 40 wooden Gold Tokens , 14 wooden Vegetable Tokens , 11 wooden Meat Tokens , 30 wooden Manure Tokens , 20 plastic Suffering Tokens , 8 cardboard Mutation Tokens , 1 Progress Marker , 1 Starting Player Token , 1 Rulebook. Players: 2 - 4
Age: 14+
Time: 90 min

$70.00

Last Will of Vladimir Suchy : Getting Sacked Expansion

The lawyers have found a hidden clause in your Uncle’s last will. Spending money faster than all your relatives will no longer be enough. To inherit your Uncle’s fortune, you must also lose your job! After all, your Uncle’s fortune can’t go to someone who’s busy being employed. With this expansion, you begin the game with an employment card that provides you with a regular income each turn and a number of things you must do in order to get fired. When you miss work, your boss is inclined to be charitable because he liked your Uncle and he’s sorry for your loss. To make him angry, you need to get caught living it up when you should be working! You will also have a chance to find yourself a good, demanding wife. A wedding is such a romantic way to spend piles of money in a hurry, right? The expansion contains a set of nuptial cards. So get down on one knee and pop the question! Each game can also have a different planning board to bring additional variety to the game. When you set up the game boards, you randomly select 8 plan tiles that will be used in the game – some of which require three errand boys – for a true gentleman is too busy to do everything himself! Contents: Your Uncle left you, new planning board , additional supplemental card offering board , 16 double-sided plan tiles , 50 new cards: , employment cards , an additional set of special cards , additional events , an additional helper , additional properties , new last will cards , 1 additional errand boy figure per player , demotion tokens , money tokens.

Expansion, playable only with the Last Will base game. Players: 2 - 5
Age: 14+
Playtime: 45-75 min

$40.00

Letter Jam

Letter Jam is a 2-6 player cooperative word game, where players assist each other in composing meaningful words from letters around the table. The trick is holding the letter card so that it’s only visible to other players and not to yourself. At the start of the game, each player receives a set of face-down letter cards that can be rearranged to form an existing word. The setup can be prepared by using a special card scanning app, or by players selecting words for each other. Each player then puts their first card in their stand to face the other players without looking at it, and the game begins. The game is played in turns. Each turn, players simultaneously search other players’ letters to see what words they can spell out (telling the others the length of the word they can make up). The player who offers the longest word can then be chosen as the clue giver. The clue giver spells out their clue by putting numbered tokens in front of the other players. Number one goes to the player whose letter comes first in the clue, number two to the second letter etc. They can always use a wild card which can be any letter, but they cannot tell others which letter it represents. Each player with a numbered token (or tokens) in front of them then tries to figure out what their letter is. If they do, they place the card face down before revealing the next letter. At the end of the game, players can then rearrange the cards to try to form an existing word. All players then reveal their cards to see if they were successful or not. The more players that have an existing word in front of them, the bigger their common success is.Ages: 10+ | Players: 2 - 6 |  Playtime: 10+ minutes

$35.00

That's a Question!

The party game That's a Question!, takes the familiar format of challenging others with questions, then voting on what they'll say. In more detail, each player has a hand of hexagonal cards, with words or phrases in three color blocks on the card. On a turn, you choose a player that has a token in front of them, take that token, then present them with a question by choosing one of the three question prompts (which are all color-coded), then choosing two cards from your hand and adding the properly-colored section of those cards to the question. A sample question: "What would you miss more if it ceases to exist: Facebook or doors?" That player secretly votes on A or B, while everyone else but the questioner secretly votes A or B depending on how they think the person will answer; a voter can optionally add their 3x scoring token to their vote. Once everyone votes, you reveal the tiles. Everyone who voted correctly moves ahead one or three spaces on the scoring track, and the questioner moves ahead one space for each person who voted incorrectly. If you pass a certain space on the scoring track, you retrieve your 3x token (if you've used it). Since you can ask a question only of those with a token in front of them, everyone is asked roughly the same number of questions, and whoever has the most points after a certain number of rounds wins. Ages: 15+ | Players: 3 - 6 |  Playtime: 30 minutes

$35.00

Trapwords

A word party game for two teams who compete against each other by laying word traps. Both teams draw one word card, then they write several “trap words” secretly for the other team. Then they select clue giver. Clue-givers exchange their word cards. One clue giver starts to describe the word to their team. If they hit opponent’s trap, they failed. The other clue giver does the same afterward. Ages:8+ Players:4 - 8 Playtime:30 mins

$35.00

Tzolkin The Mayan Calendar

Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots. During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located “later” on the gears are more valuable, so it’s wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up. The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths… Components: Game board comprised of 4 interlocking pieces , 6 gears of various sizes , 1 sheet with stickers , 6 fasteners , 24 workers in 4 colors (6 workers per player) , 28 round markers in 4 colors (7 markers per player) , 4 scoring counters in 4 colors (1 for each player) , 65 wooden cubes representing resources (wood, stone, and gold) , 13 crystal skulls made of plastic , 65 corn tokens of values 1 or 5 , 28 Harvest Tiles (16 Corn Harvest Tiles and 12 Wood Harvest Tiles) , 21 Starting Wealth Tiles , 13 Monuments , 32 Buildings divided into 2 ages , 4 two-sided player boards in 4 colors , 1 Starting Player Marker , 1 Rulebook.

$70.00

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