Board Games

Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures

$49.99
SKU: ASM SHEH02

1-8 Players, 60-120 Minutes, Age: 10+

Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics that features ten more cases to be solved in Sherlock Holmes' Victorian-era London, England. A "London Directory", map, and newspaper archives are included with the cases.

Included are six independent "West End Adventures" cases (redesigned and updated from the 1995 expansion), and a series of four new cases based on the Jack the Ripper murders.

Jack the Ripper Cases:

  • Mary Ann Nichols
  • Annie Chapman
  • Elizabeth Stride, Catherine Eddowes
  • Mary Jane Kelly

West End Adventures:

  • The Strange Case of Dr. Goldfire
  • The Murder of Sherlock Holmes
  • A Case of Identity
  • The Death of a Transylvanian Count
  • A Royal Huggermugger at the Savage Club
  • A Simple Case of Murder
On Hand: 1

7 Wonders

$49.99
SKU: ASM SEV01

2-7 Players, 30 Minutes, Age: 10+

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.

Though the box of earlier editions is listed as being for 3–7 players, there is an official 2-player variant included in the instructions.

On Hand: 1

7 Wonders Duel

$29.99
SKU: ASM SEV07

2 Players, 30 Min, Age: 10+

In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.

What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.

Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.

Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.

A player can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions; if you reach the opponent's capital, you win the game immediately; similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.

On Hand: 1

Abomination: The Heir Of Frankenstein

$59.99
SKU: 841333108274

2-4 Players, 90-180 Minutes, Age: 13+

It's been twenty years since Victor Frankenstein died on a ship in the arctic, but his vengeful creature lives on, as does Robert Walton, the sea captain who vowed to kill the fiend before mercy stayed his hand. It's now 1819, and a sinister darkness descends upon the city of Paris. A mysterious benefactor of gigantic stature has emerged in the scientific community, never showing his face, claiming to possess the late Frankenstein's research. He sponsors a grand competition, offering an even grander prize: unlocking the mystery of mortality!

Renowned scientists from around the world come to take part: some drawn to solve this eternal riddle, others coerced against their will. But a certain captain comes as well, one deeply suspicious of the secretive patron, hoping to finally fulfill his vow.

Abomination: The Heir of Frankenstein is a competitive game of strategic monster building for 2-4 players, inspired by Mary Shelley's classic novel of gothic horror. In the game, the creature demands your help to accomplish what his own creator would not: to bring to life an abomination like itself, a companion to end its miserable solitude. Through worker placement and careful management of decomposing resources, you'll gather materials from the cemeteries and morgues around the city, conduct valuable research at the Academy of Science, hire less-than-reputable associates, and toil away in your lab — all in an effort to assemble a new form of life and infuse it with a "spark of being". Do well, and the creature may reward you during one of its surprise visits; do poorly, and you may come to regret not putting forth more effort. Narrative elements come into play throughout the game, guided by your decisions, leading to potentially unsavory outcomes.

The game ends when you succeed in bringing your creation to life or when the Captain kills the creature, whichever happens first. Then the player with the most points fulfills Frankenstein's dark legacy, becoming his heir, for good or ill...

On Hand: 2

Adult Mad Libs: The Game

$19.99
SKU: 857848004451

3-8 Players, 20-40 Minutes, Age: 18+

In Adult Mad Libs: The Game, players use the word-filled game cards in their hand combined with the sentence card in play to make the most appropriately inappropriate sentences possible. The funniest sentence by popular vote wins the round, and the first player to win three rounds wins the game.

On Hand: 4

Aftermath

$84.99
SKU: 841333108304

1–4 Players, 60–120 Minutes, Age: 14+

Aftermath is an Adventure Book Game in which players take on the role of small critters struggling to survive and thrive in a big, dangerous world. Humans have mysteriously vanished, and the remnants of civilization are quickly being reclaimed by nature and the animals who still remain.

In the game, you play as a misfit band of critters known by their colony as "providers". There's the guinea pig with anger issues, a hamster that talks fast and drives faster, a small mouse with keen eyes and a lot to prove, and a mysterious vole who's borderline feral. These characters each have their own personalities, play-styles, and personal goals.

You'll leave the safety of your colony and venture out into the abandoned world on one of 20+ story-driven missions and side missions. Scavenge the ruins of mankind in search of food and supplies for your colony, but beware — the world is filled with bandits and predators, and you must fight or flee to stay alive.

Return to your colony with resources and information that will help your friends and family survive. Grow your colony and keep it safe by building structures and improvements with the spoils of your adventures, but plan accordingly, for the colony will face hardship each time you leave it...

On Hand: 2

Aliens: A Cooperative Board Game

$59.99
SKU: GF9 AL001

1–6 Players, 30–120 Minutes, Age: 14+

Aliens: Another Glorious Day in the Corps! is a co‑operative survival board game where you and your team of specialist Colonial Marines will gear up with serious firepower and head into Hadley's Hope to find survivors and answers. But you're not alone. To survive, you'll need to work together, keep your cool, and stay frosty to fight off relentless Xenomorph ambushes and get out of there alive.

Players can play up to six different missions, taking them into different areas from the Hadley’s Hope terraforming facility to the deep, dark recesses of an xenomorph nest. Aliens also offers an exciting campaign mode to play four of the missions linked together, so players will need to fight relentless xenomorph attacks and keep each other alive all the way to the end of the campaign. The remaining two missions are purely about survival, it’s kill or be killed. The players are dropped into the game with nothing more than a pistol. They will need to scavenge weapons and gear while hordes of Xenomorph aliens are trying to get at them. How long can you survive against the odds?

On Hand: 0

Anachrony

$64.99
SKU: 645871789281

1-4 Players, 30-120 Minutes, Age: 15+

It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital.

By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago...

Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply.

The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs (unless, of course, it is averted!). The elapsed turns are measured on a dynamic Timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past "self" with resources. Each Path has a vastly different objective that rewards it with a massive amount of Victory Points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet...

On Hand: 1

Animal Upon Animal

$26.99
SKU: 4010168036786

2-4 Players, 15 Minutes, Age: 4+

The animals want to show how good they are at making tall pyramids! They must be skillfully careful: Who will position the penguin on top of the crocodile, the sheep on top of the penguin, the serpent on the sheep? The hedgehog wants to stand on top of the pyramid but the height is making him dizzy.

Tier auf Tier (a.k.a. Animal Upon Animal, Pyramide d'animaux, and Dier op dier) is a simple stacking game, listed for ages 4-99, with 29 cute wooden animals.

Each turn a player rolls the die and either places one or two animals on to the stack of animals, passes one of his or her animals to another player for them to place, or places an animal on the table, extending the base for other players to build upon. Of course, if any pieces fall off whilst you are building, you get up to two of them back. The first player to have used all of their animals wins.

This game, intended for children, is equally popular with adults.

On Hand: 1

Ankh`Or (Best For 2 Player)

$24.99
SKU: ASM ANK01

2-4 Players, 30 Minutes, Age: 8+

Ankh'or is a quick-playing resource management game in which each player on their turn either collects three types of tokens (with an ankh being a supplemental resource) or buys a tile from a marketplace and adds this tile to their structure, trying to connect tiles of the same color or bearing the same scarab while doing so. By spending an ankh, you can shift tiles in the marketplace and change the cost and type of goods needed to purchase them.

Each player's structure will have at most thirteen tiles, so don't wait too long to start building!

On Hand: 1

Arboretum

$19.99
SKU: 850505008304

2-4 Players, 30 Minutes, Age: 8+

Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors.

The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile.

When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn't have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins.

On Hand: 1

Architects Of The West Kingdom

$50.00
SKU: 850505008199

1-5 Players, 60-80 Minutes, Age: 12+

Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers?

The aim of Architects of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing various buildings and advancing work on the Archbishop's cathedral. Throughout the game, players need to make a lot of moral decisions. However, only at game's end will their virtue be judged. A few underhanded deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed.

On Hand: 0

Archmage

$59.99
SKU: 13964757460

1-4 Players, 60-120 Minutes, Age: 14+

A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.

At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.

The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.

The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...

Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.

When the time of reckoning comes, a new Archmage will rule.

Each turn is formed of two phases:

  1. The Journey: A Mage travels across the map (formed of hex tiles): discovering new locations; deploying followers to gather relics from Ruins, Libraries, Sacred Glades, and other locations sacred to each of the mythic races; and encountering and dealing with the followers of their opponents.
  2. Journey's End: A Mage will finish each Journey in a specific location where they can perform a specific action.
    • Ending a Journey on a Town will let the Mage call on their Followers to deliver the relics and resources they have gathered.
    • Ending in a Settlement (where the spurned descendants of the Mages fled after the Ending) will let a Mage recruit more Followers to their Order.
    • Ending with a Mythic Race will let the Mage train Followers as Apprentices specialising in the magic of that Mythic Race (at a cost of the Relics with which the magic must be weaved).
    • Ending in the Wilderness will let the Mage's followers take more physical control over the area.
    • Ending in the Mage's Tower (once it has been built), will let the Mage train and test their Apprentices. On the floor of the tower (player board) is a mandala in which the Apprentices stand. Moving apprentices on the mandala will change the sorts of spells the Order has access to. Testing apprentices sees one apprentice advance to a higher level and allows an Order to discover new spells and magics beyond what any of the Mythic Races could individually know, and to add to those magics to their spell library.

Spells provide Mages with a range of options for strategic and tactical play. Archmage has a modular spell system, with 18 spells included in the base game, and expansions planned to add more sets. Spells are used by expending a cost in Relics, the magical currency of the game that is unique to each mythic race.

The game is played over a number of turns, depending on the player count. After the last turn, the Mage with the most powerful Order of Mages, is declared the new Archmage and power is restored to the lands... until the next time!

On Hand: 0

Arkham Horror LCG Core Set

$39.99
SKU: 841333101633

1-2 Players, 60-120 Minutes, Age: 14+ Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness! In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult. No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries. Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world... The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand — and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

On Hand: 1

Arkham Horror: 3rd Edition - Core Set

$64.99
SKU: 841333107147

1-6 Players, 120-180 Minutes, Age: 14+

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

The game is split into a series of rounds made up of four phases.

  • The Action Phase
  • The Monster Phase
  • The Encounter Phase
  • The Mythos Phase

The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

  • Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
  • Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
  • Focus – Focus one of your skills, increasing its value.
  • Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
  • Attack – Attack a monster engaged with you.
  • Evade – Try to escape from a monster engaged with you.
  • Research – Search for clues at your location.
  • Trade – Trade money, clues, items, and more with other investigators at your location.
On Hand: 1

Assault Of The Giants Board Game (Standard Edition)

$79.99
SKU: 634482721858

3–6 Players, 60-150 Minutes, Age:14+

Based on the story first presented in the Storm King’s Thunder adventure from Dungeons & Dragons, Assault of the Giants is a new board game designed by Andrew Parks for 3-6 players. Players will need to command armies of giants as they wage war throughout northwest Faerûn. Order your giants to assault small folk villages and cities to score points and secure resources including food, artifacts, ore, and runes.

Each player issues commands to their giants in the form of command cards (recruit, move, attack, pillage, and so on). This allows players to recruit new giants, send them out to attack settlements and other giants, and also to pursue special agendas based upon their race. Each player represents a different giant race (hill giants, stone giants, frost giants, fire giants, cloud giants, or storm giants), each with a different agenda. For example, the Storm Giants seek to restore their lost monarch, King Hekaton. The Cloud Giants seek an ancient dragon treasure trove, and the Hill Giants seek an abundance of food with which to feed their massive monarch, Chief Guh.

Contents include 12 Giants miniatures, injection molded in color, measuring from approximately 60mm to over 90mm in height, and three Giantslayers.

On Hand: 1

Avalon

$19.99
SKU: 722301926192

5-10 Players, 30 Minutes, Age: 13+

The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost.

The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.

On Hand: 0

Axis And Allies And Zombies

$39.99
SKU: 630509700622

2-5 Players, 60-180 Minutes, Age: 12+

In Axis & Allies & Zombies, a new take on the iconic World War II strategy board game, each player takes command of one of the major powers, joining either the Axis or the Allies. Players then fight for victory against the opposing faction and a terrifying new foe: zombies. In this game that features streamlined game play, curveballs like chainsaw tanks and zombie mind control rays, and a zany storyline, will players survive the onslaught or succumb to the uprising?

On Hand: 1

Azul

$39.99
SKU: 826956600107

2-4 Players, 30-45 Minutes, Age: 8+

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.

On Hand: 1

Azul - Stained Glass Of Sintra

$39.99
SKU: 826956600114

2-4 Players, 30-45 Minutes, Age: 8+

Created by Michael Kiesling, Azul: Stained Glass of Sintra challenges players to carefully select glass panes to complete their windows while being careful not to damage or waste supplies in the process. The window panels are double-sided, providing players with a dynamic player board that affords nearly infinite variability!

Players can expect to discover new unique art and components in Azul: Stained Glass of Sintra, including translucent window pane pieces, a tower to hold discarded glass panes, and double-sided player boards and window pane panels, in addition to many other beautiful components!

On Hand: 2

Bananagrams Game

$14.99
SKU: 856739001159

1-8 Players, 15 Minutes, Age: 7+

Bananagrams is a fast and fun word game that requires no pencil, paper or board, and the tiles come in a fabric banana-shaped carrying pouch. One hand can be played in as little as five minutes. Much like Pick Two!, but without the letter values.

Using a selection of 144 plastic letter tiles in the English edition, each player works independently to create their own 'crossword' faster than one's opponents. When a player uses up all their letters, all players take a new tile from the pool. The object of the game is to be the first to complete a word grid after the "bunch" of tiles has been depleted.

There are variants included in the instructions, such as Banana Smoothie and Banana cafe for limited set skills or space-deprived places, and the game is suitable for solo play.

On Hand: 1

Bandido (Best For 2 Player)

$12.99
SKU: 85761230675

1-4 Players, 10-15 Minutes, Age: 6+

A light-security prisoner is trying to escape through tunnels starting underneath his cell. Will you be able to join forces and cards to stop him? Bandido is a cooperative game of strategy and observation for the entire family.

On Hand: 0

Bang!: 4th Edition

$22.99
SKU: DVG 9100

4-7 Players, 20-40 Minutes, Age: 10+

"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box)

The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.

Four different Roles are available, each with a unique victory condition:

  • Sheriff - Kill all Outlaws and the Renegade
  • Deputy - Protect the Sheriff and kill any Outlaws
  • Outlaw - Kill the Sheriff
  • Renegade - Be the last person standing

 

A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability.

There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table!

Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.

On Hand: 1

Bargain Quest

$40.00
SKU: 850505008557

2-6 Players, 30-60 Minutes, Age: 8+

Bargain Quest is a game of adventure and capitalism for 2-6 players. Players will take the role of shopkeepers in an adventuring town plagued by monsters. Players must draft items and then secretly choose which items to place in their windows to attract wealthy heroes to their shops. Once all heroes have been equipped, they venture out to battle against monstrous threats, earning money and prestige for the shop they represent. Throughout the game players will encounter new heroes and monsters while upgrading their shops and hiring employees. Once the third monster is defeated the player who has earned the most gold and prestige is the winner.

On Hand: 0

Battle For Rokugan

$39.99
SKU: 841333104832

2-5 Players, 60-90 Minutes, Age: 14+

Conquer the realm and bring honor to your clan in Battle for Rokugan! This turn-based strategy game of conquest and mayhem puts players in the role of Rokugan daimyō struggling for control over the rich land of the Emerald Empire. Leaders must balance their resources, plan their attacks, and outwit their enemies to ensure their clan's victory. The land is there for the taking. The most honorable daimyō will win the day!

On Hand: 1

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