Rio Grande Games


20th Century Limited

Become part of a U.S. National Institution of the early 20th Century, as you build the routes and reputation of The Most Famous Train in the World: the 20th Century Limited. You are American rail luminaries, creating small independent lines to serve local cities. Plying your business acumen, you plan to sell these lines to larger companies. Of course, you wouldn’t be where you are today without knowing a thing or two about turning tricky situations to your advantage: You have a scheme in mind to get the big companies what they need, without necessarily having, shall we say, exclusive ownership of it.... Players: 2 - 5
Age: 14 +
Game Length: 30-60 minutes

$79.99

Arctic Scavengers with Recon expansion

In the year 2097, the entire earth was enveloped in a cataclysmic climate shift plunging the globe into another ice age. Over 90% of the world’s population was eliminated, driving the survivors to band together into loose communities and tribes. Each player is the leader of a small tribe of survivors. Resources, tools, medicine, and mercenaries are all in scarce supply. Each tribe is pitted against other tribes in a fight for survival. The players build up their tribes, skirmish against other players’ tribes, and can even bluff on the way to victory. The leader who gathers the largest tribe will win the game! HQ expansion: The first expansion for Arctic Scavengers introduces the notion of a base camp or headquarters for each tribe. This base camp consists of a Tribal Leader (complete with special abilities) and the potential to construct buildings that can be used strategically during game play. Additionally, the game introduces alternative victory paths, new mercenaries, new tools, and the addition of the “engineering schematics” pile. Recon expansion: The world of Arctic Scavengers pits players against one another in an attempt to survive a post-apocalyptic ice age. As the competing tribes developed and grew, headquarters were established for each tribe (supported via the HQ expansion that shipped with the first release). As the tribes evolved further and struggled for dominance, information has become the most valuable currency. In this new world, deception reigns, leading to a need for reconnaissance. This version comes with a plastic insert to organize all your cards for ease in play setup. Ages: 13+ | Players: 1 - 5 |  Playtime: 30 - 60 minutes

$85.00

Beta Colony

Beta Colony
In Beta Colony, you play as one of four directors trying to create prosperous colonies and be elected as the first leader of Victus. Featuring a unique dice based "rolldell" system where all players will use a duplicate dice roll to take two actions each round, with each action using two dice. You will collect the needed building materials to produce and erect colonization pods - defense stations, science and tech towers, living quarters, agriculture pods, and water treatment centers on the varied terrain of Victus. Can you lead the colonists to glory and become the first leader of Victus? Players: 2 - 4
Playtime: 20 mins p/p
Ages: 14+

$100.00

Bohnanza

Bohnanza This great card game is about planting, trading, and selling beans - 11 kinds of beans (this English version includes all the cards from the original game and the first expansion). Players try to collect large sets of beans to sell for gold. There is limited growing space and always new beans to plant. To avoid planting unwanted beans, players trade them to other players who want them for their bean fields. Ages: 10+ | Players: 2 - 7 |  Playtime: 45 minutes

$32.00

Bohnanza : High Bohn/Bohnaparte

Bohnanza: Bohnaparte & High Bohn consists of two Bohnanza expansions that were previously released separately by Rio Grande Games. With Bohnaparte, players get to conquer the Bohnreich, territory created with new cards included in this expansion! Each player receives counters of his own color, and play then loosely follows that of normal Bohnanza, with an important difference: Earned bean coins are not saved but are used to finance your conquests throughout the Bohnreich. In the end, the only thing that matters is who has the largest part of the Bohnreich under control. Battling is accomplished using the numbers on the bean cards, which gives new significance to the formerly "weaker" bean types. Designer Hanno Girke describes the expansion set as "Bohnanza meets Risk". High Bohn Plus contains new game variants and two new bean types, the Cognac bean and the Field bean. With High Bohn, the players may spend their thalers on buildings located in Virginia City. These building have attributes that give the players new tactics for winning. The Plus part of this expansion adds Field Beans (for 4-5 players) that can be harvested for a third field and Order cards (for 3-7 players) that allow players to earn extra thalers when they can fill very specific orders.

$45.00

Bohnanza : Princes & Pirates

Bohnanza: Princes & Pirates is an English language compilation of two Bohnanza expansions previously available only in German: Bohnröschen and La Isla Bohnitâ. In Princes, players are a Bean Prince and must get to their sleeping beauty. This is done by fulfilling quests to cross the thorn hedges to get to the castle where she awaits. In Pirates, players can now buy ships in order to help them trade and sell beans. You can also purchase pirate ships which you can use to raid your opponents bean fields

$40.00

Broadhorns

In Broadhorns! Early Trade on the Mississippi players take the role of merchants based in St. Louis, financing cargo expeditions down the Mississippi River during the early part of the 19th century. The game is played over the course of a year through the varying seasons, each presenting its own challenge. During the game, the players will finance a number of trips. With each one they will need to obtain a boat (known as a broadhorn or flatboat) and purchase cargo. The player receives a higher return for their cargo the farther down the Mississippi they travel. Some of the cargo is perishable so time is of the essence. In addition, there are travelers willing to pay for passage down the Mississippi. The players begin the game in St. Louis with a small amount of gold. They will be able to afford only the smallest of three sizes of broadhorns for their first expedition; when they have earned more gold they will choose between smaller faster broadhorns and larger broadhorns with more cargo room. They will load their broadhorns with cargo from 5 available types: apples, flour, pork, fur and whiskey. Apples, flour and pork are perishable and the players have a limited time to deliver them before they spoil. The players may stop at any town along the way and deliver their cargo and purchase more, the farther down the river they sell their cargo the greater the return. Players may also pick up travelers at various towns to earn additional gold by taking them to their destination. Players: 2 - 4
Playtime: 60 - 90 mins
Ages: 14+

$100.00

Cartagena 2nd Edition

Cartagena takes as its theme the famous 1672 pirate-led jailbreak from the fortress of Cartagena. Each player has a group of six pirates, and you want to be the first to have all six escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them. To move a pirate, you need to play a card from your hand. Each card bears one of six symbols (dagger, pirate hat, etc.), and when you play a card, you move one of your pirates forward to the next matching symbol in the tunnel, leapfrogging over matching symbols where another pirate already stands. The only way to get more cards, however, is to move backwards; more specifically, you move one of your pirates backwards to the first space that holds one or two pirates, drawing one or two cards after doing so. Each turn, you take 1-3 actions, whether moving forward or backward or both. When you move a pirate to the end of the track, it jumps on the sloop where it must await the other pirates in its crew. With every step toward victory, though, you have fewer and fewer pirates to move each turn, possibly locking you in to actions you don't want, so be sure to plan ahead and not leave yourself empty-handed! This version of Cartagena includes the classic base game listed above as well as play variants that have them moving through the jungle on the island of Tortuga. The "Captain's rule", "Captain Morgan rule", and "Freibeuter rule" all provide varying ways to play, and there even the most fearsome witch of the Caribbean, who can give pirates special powers and trigger special events when certain cards are played. Ages: 13+
Players: 2 - 5
Playtime: 30 - 45 mins

$55.00

Concordia

Concordia
2,000 years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor - all to gain the chance to emerge victorious! CONCORDIA is a peaceful strategy game of economic development in Roman times for 2 to 5 players age 13 and up. Instead of luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them! Players: 2 - 5
Playtime: 90mins
Ages: 13+

$100.00

Die Prinzen von Machu Picchu

This is a reprint and is the multi-lingual version (German/English): After the Spaniards conquered the Incan Empire, some Incan princes could flee into the mountains to a well hidden place: The lost city of Machu Picchu. But they are in danger to be discovered by the Spaniards: Can the city survive with the help of all their priests and virgins of the sun? Or will the Spaniards discover the secret place? The destiny of Machu Picchu will be decided upon within only a few days! You will be one of those princes in town. Your workers will grow corn, plant coca, feed Llamas, and manufacture pottery and cloth. Your priests and virgins will sacrifice at the temples of the city. Whether the Incans or the Spaniards will win depends on the Princes of Machu Picchu themselves. If their workers produce often and all their priests and virgins will help, the Incans will win. If they don’t work hard everyday and their priests and virgins don’t hurry to help, the Spaniards have a good chance of discovering the lost city. Players: 2 - 5
Age: 12 +
Playtime: 90 - 120 mins

$100.00

Dominion : 2nd Edition

You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes... dreams! You want a bigger kingdom, more pleasant, with more rivers, and a wider variety of trees. You want a Dominion ! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, on your mother’s side, would be delighted. This is a game of building a deck of cards. The deck contains your resources, victory points, and the things you can do. It starts out a small sad collection of Estates and Coppers, but you hope that by the end of the game it will be brimming with Gold, Provinces, and the inhabitants and structures of your kingdom. This is the second edition of Dominion . Six cards were replaced and one added compared to the first edition. The base cards have art now, and the trash has a mat. Players: 2 - 4
Age: 14+
Playtime: < 30 minutes

$80.00

Dominion : Adventures

Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whosoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying "Gone Adventuring." Then you put up another sign, saying "Beware of Dog," in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst. This is the 9th addition to the game of Dominion. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.This is an expansion! It is not a complete game!
Ages: 13+ | Players: 2 - 6 |  Playtime: 30 minutes

$70.00

Dominion : Alchemy

There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress. Dominion: Alchemy is an expansion, and can't be played by itself; to play with it, you need Dominion, or a standalone expansion to Dominion (Dominion: Intrigue). Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay. Dominion: Alchemy can also be combined with any other Dominion expansions you have. Players: 2 - 4
Ages: 13+
Playtime: 30 mins

$50.00

Dominion : Big Box II

The new version of the Dominion Big Box has both Dominion and Intrigue second editions plus enough base cards to play with 6 players Ages:13+ Playtime:30 Mins Players:2 - 4

$130.00

Dominion : Cornucopia & Guilds

This combines Cornucopia and Guilds in one large box. Dominion: Cornucopia Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, "leaves of three, let it be." Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone. This is the 5th addition to the game of Dominion. It adds 13 new Kingdom cards to Dominion, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety. Dominion: Guilds Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you. This is the 8th addition to the game of Dominion. It adds 13 new Kingdom cards to Dominion. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them. Ages: 13+ | Players: 2 - 4 |  Playtime: 30 minutes

$75.00

Dominion : Dark Ages

Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else. This is the 7th addition to the game of Dominion. It is 500 cards but is not a standalone. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards. Players: 2 - 4
Age: 13+
Playtime: 30mins

$80.00

Dominion : Empires

The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire.
Which makes you the emperor.
This entitles you to a better chair, plus you can name a salad after yourself. It's not easy being emperor.
The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out.
Sometimes your armies take over a continent and you just have no idea where to put it.
And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you.
You've taken to staying at home whenever it's the Ides of anything.
Still overall it's a great job. You wouldn't trade it for the world - especially given how much of the world you already have.
This is an expansion and requires original Dominion or Dominion 2nd Ed. Players: 2 - 4
Playtime: 30 mins
Ages: 14+

$80.00

Dominion : Hinterlands

The world is big and your kingdom small. Small when compared to the world, that is; it's moderate-sized when compared to other kingdoms.
But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it's moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders.
You've heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don't even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.Dominion: Hinterlands is the sixth addition to the game of Dominion. It adds 26 new Kingdom cards to Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions.
The central theme is cards that do something immediately when you buy them or gain them.This is an expansion! It is not a complete game!
Ages: 14+ | Players: 2 - 4 |  Playtime: 30 minutes

$70.00

Dominion : Intrigue 2nd Edition

Something’s afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you’re sure of it. At the very least, there are yours. A passing servant murmurs, “The eggs are on the plate.” You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan. This is the first addition to the game of Dominion. It has 300 cards, with 26 new Kingdom cards. There are victory cards that do things for you, underlings that give you a choice as to what they do, and a variety of other cards. Dominion: Intrigue is an expansion, and cannot be played by itself; to play with it, you need the Basic cards and rulebook (Dominion provides both). Dominion: Intrigue can also be combined with any other Dominion expansions you have. This is the second edition of Intrigue. Six cards were replaced and one added compared to the first edition. It no longer has Basic cards and thus is no longer a stand-alone expansion; to expand to 5-6 players, use Base Cards. Players: 2 - 4
Age: 14 +
Game Length: < 30 minutes

$70.00

Dominion : Intrigue 2nd Edition Update

Update Packs contain just the cards necessary to convert a first edition game to a second edition!

$25.00

Displaying 1 to 20 (of 33 products)
Manufacturers
We Accept