Buying this fabled map was a stroke of genius. The most ancient,
legendary, and extravagant underwater wrecks are waiting for divers.
Diving suits and oxygen tanks are aboard, and the ship is ready to weigh
anchor. There's no time to lose! The increased hustle and bustle of the
harbor, with ship captains attempting to hire the best divers and
historians, can mean only one thing: Other captains have the same map,
and the biggest treasure hunt of all time is about to begin!
Deep Blue is a press-your-luck and engine-building, family
game in which players dive for wealth and may join and benefit from
other player's diving fortunes. In this game, players have to collect
the right crew of divers, sailors, and archeologists, race to wreck
sites to claim the best spots to dive from, and scout the seas to
discover new wrecks. Players have to take risks if they want to be the
most wealthy diver!Ages: 8+ | Players: 2 - 5 | Playtime: 45 minutes
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, move the Tribes into position at the right time and the Sultanate may become yours! Designed by Bruno Cathala, Five Tribes is a bit more of a "Gamers' Game" than Days of Wonder's standard fare. The game builds on a long tradition of German games with wooden Maples in a unique twist on the Worker Placement game genre. While the rules are quite easy to learn and understand, implementing a winning strategy will take a calculated approach. In this worker displacement game, you score by carefully maneuvering the Five Tribes of Maples over the tiles that make up the ancient city-state of the Sultanate of Naqala. You need to look ahead to determine what moves will not only position you to score well, but put your opponents at a disadvantage. It's when, how and where you dis-place the Five Tribes of Assassins, Elders, Builders, Merchants & Viziers that will determine your victory or failure!
Published in collaboration with the Mission for the 60th Anniversary of the D-Day Landings & Liberation of France, Memoir '44 is a uniquely fun, simple and engaging game.
Designed to commemorate the efforts and sacrifices of the men & women of the Second World War, we trust it will provide all who play it with a sense of history and the desire to learn more about that greatest generation. Our fondest hope is that it will make you want to transmit this unique historical heritage onto younger generations.
Memoir '44 is a unique historical game where players command a horde of little plastic Army men facing-off in dozens of WWII battles on an oversize hex game board.
Each battle scenario mimics the historical terrain, troop placements and objectives of each army. Deploying forces through a variety of Command cards, the smart commander uses the unique skills of his units - infantry, paratroopers, tanks, artillery, commandos and resistance fighters - to its greatest strength.
Easy to learn and fast-paced, Memoir '44 requires strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory!
1 double-sided Battlefield board map ,
144 Axis and Allies Army Pieces ,
36 Obstacles ,
44 Terrain Tiles ,
60 Command Cards ,
9 Summary Cards ,
8 Battle Dice ,
2 Card Holders ,
1 Rules & Scenario Booklet.
Ages: 8+ | Players: 2 | Playtime: 30 - 60 minutes
Memoir ‘44 - New Flight Plan is an expansion for Memoir ‘44. Players
deploy air units, such as fighters, fighter-bombers and bombers to
support their troops on the battlefield. New Flight Plan’s set of
streamlined rules grants new tactical options and is compatible with all
existing scenarios in all theaters of operation.Ages: 8+ | Players: 2 | Playtime: 30 - 45 minutes
The peaceful Templars' Abbey is a rare haven of tranquility for road weary travelers. And so you found it when you arrived late last night. That serenity was shattered this morning with the discovery of the lifeless body of Brother Adelmo at the foot of the Monastery's cliffs. Did the usually nimble-footed Brother slip to his death? Or did someone help him in his fall?
Mystery of the Abbey is a new kind of "whodunit" game of deduction and intuition, set in a medieval abbey. Players compete and collaborate to solve the mystery by moving through the Abbey's beautifully rendered board and questioning their brethren. Gameplay is in turn fun, captivating and tense; the atmosphere, vivid; the immersion, complete. Constant interactivity between the players, intelligent questioning and dynamic intrigue make Mystery of the Abbey the game of choice for an hour of fun with friends and family alike.
1 Board map of the Templars' Abbey ,
6 Monk miniatures cast ,
6 Deduction notebooks ,
90 Illustrated cards ,
50 Suspect sheets ,
3 Wooden Monk dice ,
1 Mass bell ,
1 Rules booklet ,
Included in the game box: The Pilgrim Chronicles mini-expansion.
Players: 3 - 6
Playtime: 60 - 90 minutes
After a hard day’s work, you take a break to admire your city through the large windows of your office… at this hour, most of your citizens are going back home, heading for the tall buildings that you see in front of you. Some others are still wandering in the parks and gardens with their kids, and others decided to go shopping in the new mall that you opened a few weeks ago. In the distance, near the harbor, you can see smoke rising from factories’ chimneys. Somehow, the city never sleeps…
In Quadropolis you enact the role of the Mayor of a modern city. You will need to define a global strategy to build your city according to your Inhabitants’ needs and outmatch your opponents, sending your Architects to have various buildings erected in your city. Each building allows you to score victory points. There are various types of buildings with different scoring patterns; many of them may be combined for better effect.
Will you be able to meet the challenge and become the most prestigious Mayor in history?
1 Construction Site Board ,
4 Player Mats & 4 Helpers ,
142 Building Tiles ,
20 Architects ,
65 Inhabitants (blue meeples) ,
1 Urbanist & 1 Mayor Figure ,
50 Energy Units (red barrels) ,
1 Scoring Pad ,
1 Cloth Bag &
Ages: 8+ | Players: 2 - 4 | Playtime: 30 - 60 minutes
Shadows over Camelot, the unique collaborative game featuring a malevolent twist!
As the incarnation of the Knights of the Round Table, you join forces against the game itself in an attempt to protect Camelot.
Your victory hinges on the successful completion of legendary Quests, such as the search for Excalibur, the Holy Grail, or Lancelot's Armor; the tournament against the Black Knight; and numerous wars against the Saxons and Picts.
But beware... all is not as it seems among these noble Knights. One of your number might yet turn out to be a traitor-in-waiting, biding his time while sowing havoc and destruction from the Shadows!
1 Master gameboard of Camelot ,
3 double-sided Quest boards ,
30 miniatures of the Knights and their foes ,
168 characters, events and loyalty cards ,
7 Coats of Arms ,
8 dice ,
16 Swords of the Round Table ,
1 Rules booklet ,
1 Book of Quests.
Players: 3 - 7
Playtime: 60-80 minutes
Will you choose the fearless Lava Barbarians or the glorious Catapult Ice Witches for your next conquest?
This Power Pack combines all Races and Special Powers from the Be Not Afraid... and A Spider’s Web Small World expansions, along with a tray to store all the tokens.
8 Race banners (Barbarians, Homunculi, Pixies, Ice Witches, Leprechauns, Pygmies, Skags & Slingmen) ,
8 Special Power badges (Barricade, Catapult, Copycat, Corrupt, Imperial, Lava, Mercenary & Soul-Touch) ,
42 various tokens ,
98 Race tokens.
A copy of Small World is required to play.
Will you choose the poor Cursed Fauns or the mighty Aquatic Priestesses for your next conquests?
This Power Pack combines all Races and Special Powers from Cursed!, Grand Dames of Small World and the Royal Bonus, along with a tray to store all the tokens.
8 Race banners (Fauns, Goblins, Gypsies, Igors, Kobolds, Priestesses, Shrubmen & White Ladies) ,
10 Special Power badges (Aquatic, Behemoth, Cursed, Fireball, Historian, Hordes of, Marauding, Peace Loving, Ransacking & Were-) ,
42 various tokens ,
98 Race tokens.
A copy of Small World is required to play.
Small World: River World is the newest expansion the popular civilization-building game Small World. With River World, players will discover new maps full of water regions haunted by merciless pirates. Players will need to defend their precious harbors against them, fight them on the river, and still keep an eye on their opponents! Some regions such as the shipyard or the temple of the seer may help them to have the upper hand, but in River World, there is still not enough room for everybody. What’s more, random events will trigger on each turn to add to the chaos!
Key Points: Adds rivers, ports, and pirates to your Small World collection
Random events add to the exciting and ever-changing gameplay
Two double-sided maps lend many new gameplay opportunities
Fully compatible with all previous Small World races A copy of Small World is required to play
Ages: 8+ | Players: 2 - 5 | Playtime: 40 - 80 minutes
It was a lovely spring morning; giants were getting new tattoos and the rest of the Small World inhabitants were preparing for another day of conquests. An eerie silence settled on the land as a huge shadow glided over forest and mountain. Had the Wizards accidentally given their flocks of sheep flight again?
All eyes turned to the horizon as an archipelago of Sky Islands floated over Small World…and realization dawned at the same time as the sun. New land means new riches! Within a few hours, the most enterprising races were swarming up a Giant Magical Beanstalk and a Stairway to Heaven on their way to wealth. The battle for the Sky Islands had just begun...
In Sky Islands, an expansion designed by Philippe Keyaerts and T. Alex Davis, new lands are floating closer, but the world remains too small—and that’s not going away with the new board featuring the floating Sky Islands. Each island completely conquered by a single Race will earn additional coins for that race, but accessing the Sky Islands is not easy. To help the players in their conquests, this expansion also features an assortment of new and zany races and special powers, such as the Scavengers, created by Sam Iam Lasseter, or the impressive Storm Giant, created by T. Alex Davis. To sort them all, a storage tray is included in this expansion.
1 double-sided board (2 or 3 Sky Islands) ,
7 Fantasy Race banners ,
7 Unique Special Power badges ,
94 Matching Race tokens ,
24 various tokens &
1 Rules Booklet / Helper.
A copy of Small World is required to play.Ages: 8+ | Players: 3 - 6 | Playtime: 40 - 80 minutes
Small World Underground is a stand-alone game set beneath the surface
of the same fun, light-hearted Small World universe of epic conquests
and fallen empires.
Designed by original Small World author, Philippe Keyaerts, it
features all new Races and Special Powers, and introduces Monster
occupied regions that protect Relics and Places of great power!
Play Small World Underground on its own or combine it with other Small World game elements.
2 Double-Sided Game Boards, one for each player configuration15 New Fantasy Races with matching banners & tokens21 New Special Power badges9 Popular Places & 6 Righteous Relics9 Black Mountains & 1 Volcano8 Mushroom Armor, 7 Silver Hammer, 4 Vengeance Markers, 1 Bag-o'-Many-Things & 1 Game Turn Marker1 Balrog, 1 Ghost, 1 Great Ancient & 1 Queen
106 Victory Coins5 Player & 1 Game Turn Summary Sheets1 Reinforcement Die1 Rules BookletAges: 8+ | Players: 2 - 5 | Playtime: 30 - 90 minutes
A new world opens before you with untouched land as far
as the eye can see. Your boat glides up a river and you examine the
banks, appreciating the beauty of your new home. Expand your territory,
cultivate your land and exploit your resources to construct the
buildings that will make your settlement the most impressive in the
In The River, players struggle to make the most
amazing settlement of this new world. In order to outmatch your
opponents, construct valuable buildings and cultivate your river banks
into harmonious and productive tracts. Reserve resources, enlarge your
territory, and block your competitors… Every decision counts in this
fast and streamlined tile-placement game. But be careful, some of your
pioneers will decide to settle along the way and the lack of a workforce
could cost you the victory.
But keep an eye on your opponents! If you aren’t
careful they’ll claim the richest land before you even have a chance to
set foot on the bank!
Contains: 1 double-sided Main Game Board, 4 sets of components (1 per player),
1 double-sided River Board, 1 Boat, 5 Pioneer Meeples, 44 resource tokens, 65 Terrain Tiles, 1 First Player Pawn, 33 Building Cards, 20 Bonus Tokens & 1 Rules booklet. Ages: 8+ | Players: 2 - 4 | Playtime: 30 - 45 minutes
Meet Alvin & Dexter - two detailed monster figures that bring their own special brand of chaos to cities across the Ticket to Ride landscape. Alvin (the Alien) and Dexter (the Dinosaur) are two wacky characters ready to help you stomp opponents and zap tickets in this fun expansion. But don't take them too lightly; they also introduce a devious new tactical layer to the game.
Not a stand alone game. An original copy of one of the Ticket to Ride games is required to play
Ages: 8+ | Players: 2 - 5 | Playtime: 30 - 50 minutes
With dozens of international awards and over 6 Million games
sold, the Ticket to Ride series is one of the most popular modern board
game series to date!
Ticket to Ride is a cross-country train adventure
where players collect cards of various types of train cars that enable
them to claim railway routes connecting cities in various countries
around the world.
Additional points come to those who can fulfill their Destination Tickets by connecting two distant cities, and to the player who builds the longest continuous railway.
Contains: 1 Board map of North American train routes ,
225 Colored Train Cars ,
144 Illustrated cards ,
5 Wooden Scoring Markers &
1 Rules booklet.
Ages: 8+ | Players: 2 - 5 | Playtime: 30 - 60 minutes
Upgrade your ticket with exciting new routes to the great rail destinations of Europe and add fresh new game-play to all versions of Ticket to Ride with Warehouses and Depots!
The Ticket to Ride Europa 1912 expansion for the Ticket to Ride series includes 101 Destination Tickets – the 46 original tickets, plus 55 new ones that enable 3 new variants to the Ticket to Ride Europe map: Europe Expanded, which adds 19 new routes to the original 46; Big Cities of Europe, with tickets to 9 major European cities; and Mega Europe, which uses all the new routes as well as the 46 original Destination Tickets.
This expansion also introduces Warehouses & Depots – new game rules and pieces that create an additional strategic layer and can be played with any of the Ticket to Ride maps. Wooden Train Depots are placed on cities selected by each player. Throughout the game, each player’s Warehouse will accumulate Train cards and those who have the foresight, clever timing, or just plain good fortune to build a route to a Depot can make off with a fistful of Train cards. Depot placement and skillful Warehouse tactics become a key part of a winning Ticket to Ride strategy!
Europa 1912 is not a stand-alone game. An original copy of any complete game in the Ticket to Ride series is required to play with Warehouses & Depots. New Destination Tickets are for use only with Ticket to Ride Europe.
Ages: 8+ | Players: 2 - 5 | Playtime: 45 minutes
Ticket to Ride: First Journey takes the gameplay of the Ticket to Ride series and scales it down for a younger audience.
In general, players collect train cards, claim routes on the map, and try to connect the cities shown on their tickets. In more detail, the game board shows a map of the United States with certain cities being connect by colored paths. Each player starts with four colored train cards in hand and two tickets; each ticket shows two cities, and you're trying to connect those two cities with a contiguous path of your trains in order to complete the ticket.
On a turn, you either draw two train cards from the deck or discard train cards to claim a route between two cities; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that's two spaces long). If you connect the two cities shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can't connect cities on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.)
If you connect one of the West Coast cities to one of the East Coast cities with a path of your turns, you immediately claim a Coast-to-Coast ticket.
The first player to complete six tickets wins! Alternatively, if someone has placed all twenty of their trains on the game board, then whoever has completed the most tickets wins!
1 x Game Board ,
80 x Plastic Trains ,
72 x Train Cards ,
32 x Ticket Cards ,
4 x "Coast-to-Coast” Bonus Ticket Cards & 1 “Golden Ticket” Card ,
1 x Rule-sheet.
Ages: 6+ | Players: 2 - 4 | Playtime: 15 - 30 minutes
Ticket to Ride : France & Old West
Ticket to Ride Map Collection: Volume 6 – France & Old West includes a double-sided game board that features France on one side and the western half of the United States on the other.
In the France half of this expansion, 2-5 players collect train cards and claim routes in order to complete tickets in hand, but most of the tracks on the board aren't colored! Each time that you draw cards, you must take a colored tile that's 2-5 train cars long and place that tile on an empty track bed. Once you've done this, any player can claim that route by discarding the appropriately colored cards from hand, as in any other Ticket to Ride game. (Single-length routes are already colored, and the map contains a number of gray-colored ferry routes.)
Multiple track beds on the game board overlap, and once a tile has placed on the board, any track beds crossed by this tile are off-limits and nothing can be built on them. At the end of the game, players score their tickets, with bonuses being awarded for longest continuous route and most tickets completed.
In the Old West half of the expansion, 2-6 players start the game by choosing (in reverse player order) a starting location for one of their three city pieces. The first route that a player claims must have this city as one of the route's two endpoints, and each subsequent route claimed must connect to that player's existing network.
After claiming a route, a player can place one of their remaining cities on either end of that route by discarding a matching pair of train cards. Only one city marker can be in each city. Whenever a player builds a route that connects to a city owned by another player, the owner of the city claims the points for the route, not the player placing the trains. If both endpoints of the route have cities, then the owner of each city scores these points. Whoever completes the most tickets in this expansion scores 15 bonus points.
As a variant, you can play Old West with Alvin the Alien. No player can start the game in Roswell, and the first player who builds a route into Roswell scores 10 points, then places the Alvin marker in any city that they control. The next player to connect to this city scores 10 points, then moves Alvin as before. Whoever controls Alvin at the end of the game scores 10 bonus points.
Ages: 8+ | Players: 2 - 6 | Playtime: 20 minutes
Turn of the century Germany... Through a fine autumn rain, a plume of smoke announces the arrival of the 4:15 train from Nuremberg in the Munich Central Station. The din of the massive engine grows more intense, culminating with a prolonged hiss as the locomotive halts at the platform, steam erupting in every direction. Already, porters in livery are rushing to unload baggage as passengers step from their cars. On the opposite platform, an operator pulls the cord for a three-chime whistle and another train begins chugging toward its next destination: Berlin, capital of the German empire.
In Ticket to Ride Germany, build your own rail network to connect cities listed on your Destination Tickets. Watch out for your opponents who might be trying to reach the same far-flung corners of the German empire and outwit them by collecting valuable Passenger Meeples from the cities faster than they can. As with all installments in the Ticket to Ride series, this game can be learned in 5 minutes and provides hours of fun for families and experienced gamers alike. Hop on board!
Ticket to Ride Germany is a complete, new game that does not require the original version and is guaranteed to offer you hours of enjoyment.
Ages: 8+ | Players: 2 - 5 | Playtime: 30 - 60 minutes
Amsterdam’s numerous canals make it the Venice of the North, but all of Nederland is filled with waterways. A rail journey in this low-lying country – where 20% of the land is below sea level – crosses countless bridges. Spend too much time admiring the beauty and you’ll spend your money in bridge tolls!
This beautiful map includes an ingenious new twist. On the many double-track bridge crossings, grab the first route and pay a price in Bridge Toll Tokens to the bank; claim the second route and the tokens go to the player who claimed the first route! Score bonus points based on the total value of Bridge Toll Tokens you own at game’s end.
Map of the Netherlands ,
Destination Tickets ,
New Bridge Toll Tokens &
NOT A STAND-ALONE GAME! Requires an original copy of Ticket to Ride or Ticket to Ride Europe to play.
Ages: 8+ | Players: 2 - 5 | Playtime: 30 -60 minutes