It includes material for 6 scenarios: Die Wüstendrachen/Wüstenreiter (The Desert Dragons), Der große Kanal (The Great Canal), Verwunschenes Land (The Enchanted Land), Die Schatzinseln (The Treasure Islands), and enough material for Groß-Catan (Greater Catan), so that you no longer need a second base game for it. Plus, there is a new scenario, Aufbruch ins Ungewisse (Departure Into The Unknown).
The expansion was first released in October 2009 and after that the German Language rules became available for download from www.catan.de. Rules have been reviewed - actual version is v8 from 23th october 2013.
Now this expansion is finally receiving An English version that is expected to be released in July 2021 and after that the rules will be available for download from www.catan.com.
The Expansion contains:
18 Terrain Hexes (including 6 Sea Hexes with Desert on the Backside)
2 Frame Pieces
20 Treasure Tokens
9 Canal Pieces
12 Number Tokens
19 Dragon Tokens (Wooden Dragon Pieces - English USA version)
Your goal in Aggretsuko: Work/Rage Balance is to get out of work as quickly as possible — that is, to rid yourself of all cards in your hand. The game lasts five workdays (i.e., five rounds), and whoever has the lowest score once the weekend arrives wins.
The deck consists of 86 cards, with two cards each numbered 1-10 in four suits, along with three 11s, two 12s, and one 13. Each player starts with a hand of thirteen cards. The leader of the round plays a combination of 1-5 cards, then each subsequent player can play the same number of cards but of a higher value or pass. Once all but one person has passed, the cards are cleared from the table, then the last player to play leads something else.
Once per round, when you pass, you can rage, placing your rage card on a card that's currently on the table. When these cards are cleared, you can place the claimed card in your hand.
Note that a "Rainbow Bomb" — four consecutive cards with each suit represented — can be played on your turn no matter what's currently being played, and this can be beaten only by a higher Rainbow Bomb.
When one played voids their hand, the round ends. Everyone with cards in hand then scores 1-3 points per card based on how many they have, then you shuffle for a new round unless the weekend is here.
Beyond the last continent on the remote island Windbark, diving is an ancestral tradition. During a rite of passage celebrated at the summer solstice, divers compete to retrieve the sacred stone of the village. The elder throws it from the top of the cliff, and the stone leads the contenders for the title of "hero" down to the depths of the ocean, aided in their quest by friendly sea turtles and manta rays.
However, to retrieve the stone, they will need to avoid upsetting the sharks that inhabit the ocean...
Dive plays simultaneously for all player divers, who start the game facing a shuffled stack of 36 transparent "ocean" cards. You have your own diver board and a set of five air tokens that are numbered 1-5 on both sides, with a shark on one side of each token.
Dive explores the notion of perception, the ability of the divers to observe the ocean through a deck of transparent cards and to benefit from their observations. At the start of each round, you look into the "waters" before you to see how far you want to dive, with five levels being the maximum you can go (since you have five tokens). You then place the tokens on your board:
If you think a shark is at a certain level, you need any tokens on this level to be shark side up — and if you goof, calling "shark" when no shark is present or vice versa, then you remove all tokens from your diver board at this level and at deeper levels. You're done for the round.
If you think a certain level has a sea turtle or a manta ray, you might want to stack tokens on this level because whoever places the highest sum advances 1-2 spaces on the descent board (for a sea turtle) or moves onto the player token directly in below them on the descent board (for a manta ray).
If you've finished evaluating a level for sharks, sea turtles, and manta rays, and anyone still has an air token on their board, you explore the next level. Once no one has any air tokens for the next level, the round ends, and everyone advances on the descent board equal to the number of levels that they successfully dove. Once you reach space #16 on the descent board, you can't use a manta ray to catch up to anyone, and if you fail the shark/no shark question for a level, you don't advance at all during that round, regardless of how many levels you first dove through successfully.
Dive includes rules for solitaire play in which you compete against the village chief, and you can optionally play a competitive game with animal companions that give you a one-time bonus.
Tiny Epic Pirates is a 45 minute, 1-4 player game of high-seas adventure, utilizing a variable rondel action system and action combo-ing!. In Tiny Epic Pirates you take control of a Pirate ship with the goal of burying vast amounts of wealth on secret island hideaways.
Each turn, you move your Captain Token around your ship’s action wheel (rondel), selecting which action to perform... Plunder, Trade, Crew Up, Attack, or Search. Each player has a randomized and unique arrangement of these actions on their rondel. Sailing your Pirate Ship is something every player can do every time they take an action. Plundering allows you to acquire booty from settlements at a very reasonable rate. It’s amazing how negotiating changes when your blunderbuss is at the ready. A crate of gunpowder for a promise of no harm? Fair exchange. Trading allows you to sell your ill-gotten goods to the Black Market for gold. Each Market is only interested in a specific good, so make sure you are sailing in the right direction. Timing is everything, sell your good at the wrong time and it’s worth a pittance. Crew Up adds a new crew member to your growing Pirate Ship. Crew increases your ship’s combat advantage and unlocks new abilities for each spoke of your ship’s action wheel, making that action more powerful every time you take it! Attacking Merchant Ships and other Pirates will grow your reputation. It also happens to be a great way to score some gold and more booty to sell. Be enough of a menace and you may just become a Legend of the Sea!
Search the high-seas for treasures left behind by the unfortunate souls that preceded you. Salvage old ship parts for temporary aid or get lucky and find something worth selling.
The end of the game is triggered once a player has buried three treasures. To do this, a player must first acquire the amount of gold required to bury at the various bury spots on the map. After all players have had an equal number of turns. The player who has buried three treasures wins the game. Ties are decided by the player who has the highest legendary status, followed by which player has the most gold.
In Tiny Epic Dinosaurs, breakthroughs in modern science have dinosaurs and humans existing side by side. This has allowed for a lucrative industry. Dino Ranching! Independent ranchers have begun farming dinosaurs to sell to the highest bidders for use in their high thrill theme parks. You are one of those ranchers. Do you have what it takes to out ranch your opponents and operate the most successful dinosaur farm!?
Tiny Epic Dinosaurs is a 45 minute, 1-4 player game of dinosaur ranching, worker-placement and resource management. It features classic euro game mechanics with unique twists that portray the dangers of farming these prehistoric beasts.
In Tiny Epic Dinosaurs, players control a team of ranchers and will be acquiring, breeding and selling dinosaurs. The game is played over 6 rounds. With each round consisting of several short phases.
At the end of the game, players will receive victory points for each dinosaur they have, public and private contracts they acquired and for their research developments. The player with the most victory points, wins the game.
Aughmoore is in ruins. The evil could not be contained and its darkness has spread to every region of the world. Shattering villages and infecting all forms of life. There has never been a more dire need for Heroes. Everyone who remains must rise up, must unite, and must risk everything to preserve what little spirit remains.
Tiny Epic Defenders is a riveting small-box cooperative game and it's back with an all new edition featuring new art, new abilities, ITEMeeples and new rules making for more exciting gameplay than ever before!
Revamped gameplay - Many rule changes, small and large, has taken place to re-balance and enrich the game, including new character powers, new powers for Outer Regions, and completely redesigned Epic Foes, along with many subtle changes to the setup and rules.
All new art - Completely redesigned to get in line with the current art direction of Tiny Epic line.
ITEMeeples - Items have been redesigned to be permanent additions and this is artistically represented with ITEMeeples, first introduced in Tiny Epic Quest.
In the two-player game Watergate, one player represents the Nixon administration and tries not to resign before the end of the game while the other player represents The Washington Post and tries to show the connections between Nixon and some of his informers.
Playing Nemesis will take you into the heart of sci-fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. The soldier, on the other hand...
Nemesis is a semi-cooperative game in which you and your crewmates must survive on a ship infested with hostile organisms. To win the game, you have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, agendas held by your fellow players, and sometimes just cruel fate.
The gameplay of Nemesis is designed to be full of climactic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.
In Bug Hunt, players want to collect matching bugs to complete their collection.
At the start of the game, they construct the bug shrub and fill it with all manner of bugs. Then, they reach in through the shrub's tunnel opening to try to grab theirs — but they have to watch out for the other players' bugs as well as the white ones, who are known to bite any hand that tries to grab them. The first player to finish their collection wins.
The Grizzled: Armistice Edition, based on the The Grizzled, contains a campaign mechanism to give more structure to the story of friends surviving World War I.
In The Grizzled: Armistice Edition, players take on the role of soldiers facing the Trials and Hard Knocks of the first World War. They work cooperatively across a campaign where they confront the major events of the war. From the introduction scenario of Boot Camp, through the nine different Missions, everything that happens carries forward and affects the next steps of the game. Players will need to make good decisions and support each other if they hope to make it to the end of the war alive.
It's quittin' time in the Big City, and all the hardworking people want to get home to their families! Cooperate with other players to build routes and get six Commuters from the Big City to their homes in the Suburbs.
Mass Transit is a clever, fast-playing, cooperative, limited communication game for 1-6 players featuring dual-use cards.
You must play two cards each turn, and you can play cards in two ways:
- To build roads, canals, and rails, or
- To move the buses, ferries, and trains from one station to the next.
Players must work skillfully together, but the twist is that communication is limited: players cannot tell each other what cards they have in their hands or share their strategies, so planning moves is tricky!
A visit to the dungeon can be quite the tormenting affair on the hero side of life, so why not switch sides and become a certified dungeon architect instead? In Doodle Dungeon, each player works on their own dungeon blueprint. Drafted cards determine which elements — monsters, traps, and treasures — they have to add immediately. After fourteen cards have been drafted, the blueprint is passed to the next player, who then draws the route an anthropomorphic test hero will take because these days, even in the dungeon business, nothing works without quality inspection. The players receive their own blueprints back and try to keep the dummy hero from killing their monsters, stealing their treasures, and — obviously — making it out alive. They can use the drafted cards to fight off the hero or to support the heroes in their opponent's dungeons. In the end, only the creator of the most devious dungeon will triumph.
Doodle Dungeon combines the rewarding elements of creating, then defending one's own dungeon, and mixes it with engaging draft-and-draw gameplay.
Plague Inc: The Board Game is a strategic game of infection, evolution and extinction for 1-5* people - based on the smash-hit digital game with over 85 million players. Can you infect the world?
Each player is a deadly disease and they must battle against each other to spread their plagues, develop new symptoms and ultimately wipe out humanity.
Starting with Patient Zero, you spread your infection across the world by placing tokens in cities - earning DNA points and preventing other players from becoming dominant. Players choose which countries are placed on the board but you must be both climate resistant and connected to a country before you can infect it. Eventually, as countries become fully infected - you try to kill them using the Death Dice.
Each player’s unique pathogen can be upgraded by evolving trait cards onto an evolution slide (with DNA points). At the start, your disease is weak and unspecialised, so you will need to add new symptoms to make it stronger. Choose carefully and plan ahead in order to react to the changing world and exploit opportunities created by other player’s actions.
A simple nosebleed could accelerate things early on, whilst diarrhea will help you thrive in hot countries. Sneezing can infect new continents by air but Total Organ Failure would allow you wipe out multiple countries each turn.
As countries start to fall, use powerful event cards to alter the balance of power. You might try to eradicate a dominant player by bombing their diseased cities, or hold the Olympics to cause huge numbers of infected people to travel to a healthy continent.
When the world collapses, who will be the ultimate plague?
Get ready to laugh as global vaccination rates drop, cry as your friend evolves a particularly lethal strain of athlete's foot, and cheer as your bioweapon devastates entire continents in a single turn.
Plague Inc.: Armageddon, the first major expansion for Plague Inc: The Board Game, includes the fungus and bioweapon disease types, a new genetic modification game mechanism, support for an extra player, and new event, trait and endgame score bonuses.
Develop the most effective network of mecha-botanics, the combination of plants and science! Botanik offers fluid mechanics (one action per turn), in addition to an ingenious exchange system, associated with tiles of different groups/colours.
Create a network of machinery and plants in order to save a bizarre world! Two players collect tiles and create their own machines.
To retrieve a tile, first, you need to put it on your side of the Registry, a common market for both players. But to add a tile to your network, you need to release it from the Registry, by putting a new tile in play... Ideally, by doing so, you can also prevent the opponent from getting new tiles... or force them to take a tile at an inopportune time!
We need only lower our gaze from the stellar night skies to the planet below to see that beauty surrounds us! The biomes of planet Earth are as diverse and wondrous as the living creatures that populate them, and ideally you'll see more than your fair share of them in the strategic card game Subastral.
In the game, you collect cards that represent your notes on eight different biomes: subtropical desert, savanna, tropical rainforest, chaparral, temperate grassland, temperate forest, taiga, and arctic tundra. You start the game with three random cards in hand; each card depicts one of the eight biome types and is numbered 1-6. Eight cards are placed onto six clouds in the center of the table, with the deck to the left of the #1 cloud and a sun card to the right of #6.
On a turn, play a card from your hand onto the matching numbered cloud, then collect any pile of your choice to the left or right of the pile on which you played. If you choose a cloud to the left toward the deck, you add the cards on that cloud to your hand, then draw an additional card from the deck and add it to your hand. If you choose to the right toward the sun, you add those cards to your "journal", which is your collection of cards. Cards from the same biome go in the same pile, and you build piles from left to right in your journal as you collect cards from new biomes, with those piles being numbered 1-8. To end your turn, you draw a card from the deck to fill the empty cloud space.
When you hit the "game end" card in the deck, complete the round, then play one additional round. Each player then scores for their journal in two ways: Score for your two biomes that have the most cards, with each card in those biomes worth as many points as the number of the pile. (In other words, whatever two biomes you start collecting last, you want to collect a lot of them since those cards will be worth the most points.) Next, you remove one card from each biome left to right until you hit an empty space or run out of biomes; the set is worth 1-36 points depending on the number of cards in it. Then you create another set collecting cards from left to right, etc. until your leftmost biome is empty. Whoever has scored the most points wins!
Will your journal of research notes on the planet's biomes be deep and diverse enough to stand out amongst your peers?
Lately, it feels like we’re all just dinosaurs trying to avoid the falling meteors. In this game, you’ll try to dodge all of life’s little disasters. You might fall into a pit of hot lava or get ghosted by your dino date, but the dino who survives it all wins the game!
In Happy Little Dinosaurs, the first person to reach 50 points, or be the last Dinosaur standing, wins the game! During each round, you’ll flip a Disaster card featuring a Natural, Predatory, or Emotional disaster. Each player will play a Point card in hopes of collecting points and avoiding the disaster.
You will work to avoid all of life’s little disasters and laugh as they happen to your friends. If you collect 3 Disaster cards of the same type OR 3 different types of Disaster cards, you will be out of the game. Point cards feature weapons, trinkets, and good luck charms that you use to collect points and avoid disasters. Each card has a point value between 0 and 9 that you will use when scoring a round. You can use Instant cards at different points during the game to tip the odds in your favor or save your Dinosaur from certain death.
Player boards include your Dinosaur's traits, an Escape Route you use to track your score, and a Disaster Area where you will collect Disaster cards. Player boards include your Dinosaur's traits, an Escape Route you use to track your score, and a Disaster Area where you will collect Disaster cards. You'll move your Dinosaur meeple along the Excape Route on your player board to track your score. Will you successfully dodge the disasters or get eaten by a prehistoric whale? Only the cards can decide.
Build your castles, set up your troops, load your catapults and use your cunning tactics to win the day!
The War for the Floor has begun once more!
Catapult Kingdoms, a.k.a. Catapult Feud, is a game of last person standing. Your objective is to knock down all your opponent's troops!
Starting with the youngest player, choose your family: Chaufort or Cunningfields. Then, use your bricks to build a castle to fortify your troops. Using your catapult, launch boulders in an attempt to destroy your opponent's castle and knock over their troops. When all troops of one family are knocked over, the battle is over. The winning family must have at least one troop standing upright.
The game is played in a series of rounds. During a round, starting with the youngest player, everyone takes a turn. Each player's turn is divided into four phases: Tactics, Aim, Fire and Cleanup. Perform these phases in order, finishing each one before moving to the next. When all players have had their turn, the round finishes. You keep on playing round after round until there is only one player with troops on the table.
Space! For millennia, humans have marveled at the cosmos. Modern astronomy gives us valuable insight about what’s happening in the universe, but there is still a sense of wonder to be had in looking up at the expanse above us.
In Stellar, you are stargazers, calibrating your telescopes to bring into view celestial objects of various types — planets, moons, asteroids, interstellar clouds, black holes, even satellites — as you create a beautiful display of the night sky!
You have eleven rounds to play cards to your telescope and notebook, building a night sky tableau. After that, you'll calculate your points, and the stargazer with the most point wins!
Does a sofa fit in a shopping cart? It all depends on how you size it up in this game of creative thinking and outrageous scenarios. Try to win a set of cards by fitting smaller things into bigger things - a baby goes in a bathtub, which is in a house, in Hollywood. Play the fourth word card to claim a set, unless one of your opponents can trump with a larger word. The player with the most sets at the end is the winner.
The "Heroes System Tactical Scale" from Heroes of Normandie is moving to the very stars into the universe of Warhammer 40,000!
On the hive-world of Black Reach, an Ork Waaagh! breaks, jeopardizing this sector of the galaxy! In Warhammer 40,000: Heroes of Black Reach, you need to help the Ultramarines in their merciless fight against the Warlord Zanzag and relive the grim adventures of Captain Cato Sicarius and Sergeant Scout Marines Torias Telion!
Dice Tower Seal of Excellence
1 Rules booklet
1 Campaign booklet with 8 scenarios
6 double-sided Terrain Boards
Company Chaplain Brother Orad and his options
Librarian Brother Servius and his Psychic Powers
Brother Milius (Techmarine)
1 Tactical Squad (Vorolanus) with its Rhino and options
1 Scout Squad (Elias) with its Land Speeder Storm and options
1 Predator Tank
1 Razorback Tank
1 Landraider Redeemer
1 Dreadnought (Brother Agnathio)
1 Storm Talon Gunship
Order Tokens, Ultramarines 50-card deck, Wargear and Upgrade Options, Command Options, Vehicle Equipment and Customisations
Goff Warboss Uzdrakh
Snake Bites Weirdboy Gorkargk and Psychic Powers
Evil Sunz Big Mek, Malagrah
Evil Sunz Mek Grugnoz and his Grot Oilers
Evil Sunz Tankbustas
Flying Rampage: Goff Stormboyz with their Boyz, Boss Mob and options
The Green Raiders: Goff Boyz Mob, with their Trukk, Shootas, Sluggas, Rokkit Launcha, Big Shoota and Options
1 Goff Deff Dread
1 Goff Battlewagon
1 Mek Gunz
2 Killa Kans
Order tokens, Orks 50-card deck, Wargear and Upgrade Options, Command Options, Vehicle Equipment and Customisations
There is nothing worse than a nightmare to spoil a good night’s sleep! In Dreamcatcher, use your observation skills to choose the best cuddly toy that will fully cover the disruptive nightmare.
Dreamcatcher is a board game for the aged 4 years and up. Dive into your dreams and each on your turn, choose the right cuddly toy to fully cover the nightmare’s shape. But observe closely because the smaller your cuddly toy is, the more it will bring you Dream tokens to fill your cloud!
To win the game, be the first player(s) to fill your cloud.
A cooperative variant for the aged 3 years and up is included in the game box.
A mission gone wrong. Tensions continued to mount aboard your colony ship as the days dragged on. An anonymous act of sabotage has sent the ship plummeting to the surface of a frozen uncharted planet. Damaged beyond repair, the scattered remains will do little to protect you from the brutal cold.
In the engine-building, worker placement game Cryo, leaders of separate, hostile factions compete to survive and claim control over the underground caverns on a remote icy planet. You need to act quickly and strategically to avoid further sabotage from other factions. Send drones out from your engineering platform to scavenge resources and save your crew still in cryostasis. Gather different materials to upgrade and customize your platform, fine-tuning new actions to suit your individual strategy. Utilize multi-use cards to your advantage, and claim the underground caverns for your faction to survive.
Though unplanned, a new chapter for humanity has begun. Scavenge, build, explore, and lead your faction to victory within this frozen world before the sun sets!