These are the games that we have available to play. Click on a game cover for more information about that game, including a link to BoardGameGeek.com where you can find reviews, gameplay videos and more.

Jason
playing
Portal: The Uncooperative Cake Acquisition Game

Bananagrams WildTiles
Bananagrams WildTiles

A Scrabble-like game without the board -- 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'. When a player uses up all their letters, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.
There are also variants included in the rules, and the game is suitable for solo play.
In this new Target-exclusive version, six wild monkey tiles are added. They can be used as any letter and switched it up.
- Real-time
- Word Game
- Tile Placement
Bananagrams WildTiles


- 7 Wonders
- Armadöra
- Ascension
- Awesome Kingdom: The Tower of Hateskull
- Bananagrams WildTiles
- Betrayal at House on the Hill
- Betrayal at House on the Hill: Widow's Walk
- Bohnanza
- Boss Monster
- Bullfrogs
- Captain Sonar
- Cards Against Humanity
- Catan
- Chez Dork
- Clue: The Office
- Coloretto
- Crack the Case
- Cthulhu Dice
- Cypher
- Dead of Winter
- Dia De Los Muertos
- Dixit
- Dominion
- Dread Curse
- Dungeon Roll
- Eight-Minute Empire: Legends
- Elder Sign
- Eldritch Horror
- Epic
- Escape the Nightmare
- Exploding Kittens
- Fisticuffs!
- Fluxx Series
- Adventure Time Fluxx
- Cthulhu Fluxx
- Star Fluxx
- For Sale
- Forbidden Island
- Four Taverns
- Ghooost!
- Gloom Series
- Cthulhu Gloom
- Gloom
- Good Cop Bad Cop
- Harbour
- Hex Hex XL
- Inn-Fighting
- Jolly Roger: The Game of Piracy & Mutiny
- King of Tokyo
- Kobayakawa
- LCR
- Letter Tycoon
- Loot Letter
- Machi Koro
- Machine of Death: The Game of Creative Assassination
- Magic: The Gathering - Arena of the Planeswalkers
- Martian Dice
- Minecraft Card Game?
- Monopoly: Nightmare Before Christmas
- Munchkin Series
- Munchkin
- Munchkin Adventure Time
- Munchkin Apocalypse
- Munchkin Axe Cop
- Munchkin Bites!
- Munchkin Booty
- Munchkin Conan
- Munchkin Cthulhu
- Munchkin Fu
- Munchkin Grimm Tidings
- Munchkin Holiday Surprise
- Munchkin Impossible
- Munchkin Legends
- Munchkin Oz
- Munchkin Pathfinder
- Munchkin Zombies
- Munchkin: The Nightmare Before Christmas
- Star Munchkin
- Super Munchkin
- The Good, the Bad, and the Munchkin
- Mysterium
- Nightmare
- One Night Ultimate Werewolf
- Origin
- Panic Series
- Castle Panic
- Munchkin Panic
- Star Trek Panic
- Pocket Sports Baseball
- Portal: The Uncooperative Cake Acquisition Game
- Quarriors!
- Risus: The Anything RPG
- Scattergories
- Sentinel Tactics: The Flame of Freedom
- Sentinels of the Multiverse
- Small World
- Smash Up
- Smash Up: Awesome Level 9000
- Smash Up: Cease and Desist
- Smash Up: It's Your Fault!
- Smash Up: Monster Smash
- Smash Up: Munchkin
- Smash Up: Pretty Pretty Smash Up
- Smash Up: Science Fiction Double Feature
- Smash Up: The Big Geeky Box
- Smash Up: The Obligatory Cthulhu Set
- Spaceteam
- Stuff and Nonsense
- Sushi Go!
- Suttaku
- Taboo
- The Phantom Society
- The Princess Bride: A Battle of Wits
- The Red Dragon Inn
- The Resistance
- This Town Ain't Big Enough for the 2-4 of Us
- UNO: Harry Potter
- X Marks the Spot
- Zombie Dice

Armadöra
Armadöra

In Nuggets (2003), players try to surround the "gold mines" (numbered cylinders) on an 8x5 grid board. On a turn, a player either places a numbered tile face down or places two fence sections on the board; these fences determine the borders of each claim, and each claim must be at least four spaces large. At the end of the game, all tiles are revealed, and each gold mine is awarded to the player whose tiles in that claim have the largest sum, with ties resulting in an equal division of points. Whoever collects the most mine points wins.
Armadöra (2013) uses the same gameplay as Nuggets for the base game, albeit with the players themed as orcs, elves, mages and goblins on the hunt for dwarven gold. Armodöra also adds advanced rules to the game, with each player receiving one reinforcement token and 1-2 special power tokens. Instead of placing a warrior or erecting palisades (fences), a player can place a reinforcement token on one of his warriors in a territory that's already filled, boosting the strength of that warrior by one. A player can use his special power before taking one of the three normal actions, with the elf shooting an opposing warrior in an unfilled territory (lowering his strength by one), the orc placing an additional palisade that turn, the goblin placing a second warrior (with this one being face-up), and the mage looking at the value of an already placed opponent's warrior.
- Abstract
- Abstract Strategy
- Bluffing
- Fantasy
- Territory Building
- Area Control / Area Influence
- Area Enclosure
- Tile Placement
Armadöra



Bullfrogs
Bullfrogs

“Just as water retains no constant shape, in warfare there are no constant conditions.” –Sun Tzu
Weapons clash, water splashes and the booming battle cries of armored bullfrogs ring out across the moonlit swamp. Amphibian armies leap from lily pad to lily pad in their desperate struggle to win control of the pond.
Suddenly, a shout of triumph rises up. Enough warriors have finally entered battle on a lily pad to dominate the fight and assure victory for their side. Overloaded, the lily pad sinks into the swamp.
Frogs scatter from the sinking lily pad to the surrounding ones, coming to aid their allies or sabotage their foes, their weight causing the lily pads to drift away across the cold, glittering water. The winning commander must understand the ripple effects of every move, and avoid acting to win a single battle at the cost of losing the war.
•••
In Bullfrogs, 2-4 players ages 8+ take control of warring factions of frogs and fight over lily pads in a pond over the course of 20-40 minutes.
- Family
- Abstract Strategy
- Animals
- Card Game
- Action Point Allowance System
- Area Control / Area Influence
- Hand Management
- Modular Board
Bullfrogs



Eight-Minute Empire: Legends
Eight-Minute Empire: Legends

Build a small empire in a land of legends!
Eight-Minute Empire: Legends is a standalone sequel to the area control game Eight-Minute Empire and does not require the original game to play. Just like the original game, players take turns selecting a card from six on display. The card has an action that the player takes immediately, and actions help players take over the map – but what's new and different in this version?
Instead of goods, cards now have special abilities, which give players unique advantages and ways to break the rules throughout the game
Each card has a unique, beautiful illustration of a fantasy creature or location
A modular board for increased variety
New variants
Is Eight-Minute Empire: Legends still playable in eight minutes? Yes, but only if you hurry!
Eight-Minute Empire: Legends is a quick game that implements the Civilization/Exploration theme using card-driven area control (by placing armies and cities in a small map) and set collection (by getting abilities from the cards). Players spread through the map in order to collect points at the end of the game by having majorities in regions and continents. All actions (such as land or sea movement, army production, or the founding of cities) are driven by cards that are face-up (six at a time) and available by increasing prices. Cards also belong to sets, which also give points when the game ends if properly collected.
- Family
- Strategy
- Civilization
- Exploration
- Mythology
- Territory Building
- Area Movement
- Set Collection
Eight-Minute Empire: Legends



Origin
Origin

Starting from the heart of Africa, players in Origin will determine the course of mankind's expansion on our planet, with the tribes gradually growing more diversified over time while still maintaining links to their ancestors and to all inhabitants of Earth.
The game tokens in Origin come in three colors, three heights, and three thicknesses, and at the start of the game one of the smallest, skinniest pieces is placed in the center of Africa. In addition, you place three technology tiles at random on the tan, orange and violet sections of the tech chart and six random tiles on the brown section; the tech tiles show 1-5 arrows. You also shuffle tan, orange and violet decks of cards and place them in the appropriate places. Tan cards provide an one-shot effect, orange cards give you a permanent power, and violet cards present you with an objective you must meet; if you do so, you can play the objective card on your turn, and immediately draw another. You can play at most one card of each color each turn.
On a turn, a player takes one of three actions:
Place a new piece on a region of the game board, with this piece sharing two of the three characteristics of a piece in a neighboring region; the new piece cannot be shorter than the original piece. Mark this piece with a token of your player color.
Move one of your pieces on the board to an empty region, with short pieces moving only one space, medium height pieces moving up to two spaces, and tall pieces up to three.
Take over a region controlled by an opponent by moving one of your pieces into this region and relocating the opponent's piece to the region your piece left. You can do this only if the attacking piece is thicker than the opponent's piece.
When you place a new piece on the board or move an existing piece, you're rewarded based on the color of the space you occupy. If you place in or move into a tan, orange or violet region, either you take a tile and the top card of this color or you draw three cards of this color and keep one of them. For a brown region, you either draw two tiles from the brown section of the tech board or draw one tile from anywhere. The technology tiles must be acquired from low to high – so you can't acquire a 4 unless you have a 3 – but you can have multiple tech stacks. You must meet a certain technology threshold in order to play the orange cards and acquire their special power.
In addition, you can score points during the game by occupying a grassland on a continent or the two regions on opposite sides of a waterway strait.
Players take turns until either all of the pieces are on the game board or all the tiles have been acquired or all the cards of one color have been drawn. Once this happens, players tally their points for objectives, grasslands, straits, tech tiles, and cards still in hand to see who wins!
- Exploration
- Prehistoric
- Area Control / Area Influence
- Area Movement
- Hand Management
- Set Collection
Origin



Portal: The Uncooperative Cake Acquisition Game
Portal: The Uncooperative Cake Acquisition Game

With a grinding of gears and some uneasy rumbling, Aperture Laboratories has resumed testing! Your team of test subjects has entered the Lab and is ready to perform all sorts of important, dignified, and dangerous testing procedures...all in the pursuit of cake! It's a fun and funny fast-paced fight to the finish — and by finish, we mean your team probably died.
The Lab is an ever-changing conveyor belt of death and dismemberment. But SCIENTIFIC PROGRESS must be at the forefront of the mind of every good test subject. In Portal: The Uncooperative Cake Acquisition Game, a game of constantly shifting area control and cardplay by the creators of the Portal and Portal 2 video games, players move and Portal their test subjects to various chambers in the lab. At the end of each player's turn, one of the chambers on the end of the lab gives way, plunging all test subjects on it into oblivion. But should your test subjects have numbered greater than all others in the falling chamber, they earn you some wonderful parting gifts, which can include cake.
Yet these moist slices of industrial-grade cake must be stored in the lab where they are at risk of falling into said oblivion. Not to mention that your jealous opponents can pick up your cake and move it closer to that precipice. He who has acquired the most cake when a team has lost its last test subject wins. Do you risk gathering cake early for a quick win? Or do you bide your time and wait until you can protect it better? Win the game and prove the cake was no lie.
- Thematic
- Puzzle
- Science Fiction
- Video Game Theme
- Area Control / Area Influence
- Modular Board
Portal: The Uncooperative Cake Acquisition Game



Risus: The Anything RPG
Risus: The Anything RPG

Risus is a complete Role Playing Game (RPG) designed to provide an "RPG Lite" for those nights when the brain is too tired for exacting detail. Risus is especially valuable to GMs assembling a quick convention game, or any late-night beer-and-pretzels outing. While it is essentially a Universal Comedy System, it works just as well for serious play (if you insist!). Best of all, a Risus character takes about 20 seconds to create! --publisher's description
- Role Playing Game
- Dice
- Role Playing
Risus: The Anything RPG



Small World
Small World

In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!
On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.
At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depend on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.
- Family
- Strategy
- Fantasy
- Fighting
- Territory Building
- Area Control / Area Influence
- Area Movement
- Dice Rolling
- Variable Player Powers
Small World



Smash Up
Smash Up: Awesome Level 9000


Featuring four new factions and eight new bases, Smash Up: Awesome Level 9000 – a.k.a. Smash Up II – integrates into the Smash Up base game, bringing exponential new combinations of factions and playstyles! Smash Up: Awesome Level 9000 includes:
Killer Plants – Better deal with these guys fast because if you leave them alone, they'll grow all over the place...like weeds! *rimshot*
Ghosts – Unlike in just about every card game in history, Ghosts benefit from having fewer cards in your hand. Can you be immaterial?
Steampunks – Can't leave a good base alone? The Steampunks will add new abilities to bases to help your strategies.
Bear Cavalry – What's scary? A bear. What's really scary? A cossack riding a bear! Bear Cavalry will use fear to drive opposing minions to other bases.
- Thematic
- Card Game
- Fantasy
- Horror
- Humor
- Pirates
- Prehistoric
- Science Fiction
- Spies / Secret Agents
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
Smash Up: Awesome Level 9000


Smash Up: Cease and Desist


Smash Up: Cease and Desist can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete for control of bases at the same time.
Smash Up: Cease and Desist includes four factions — Astroknights, Changerbots, Star Roamers, and Ignobles — with 22 cards for each faction. To play, you shuffle together any two factions, whether from this set or any other Smash Up title, then start playing.
- Thematic
- Card Game
- Fantasy
- Area Control / Area Influence
- Hand Management
- Variable Player Powers
- Worker Placement
Smash Up: Cease and Desist


Smash Up: It's Your Fault!


Smash Up turns over the wheel to all of you! Through a huge nomination and run-off process, players from all over the world helped choose four of the factions that take part in Smash Up: It's Your Fault!. The winning four factions were Sharks, Superheroes, Mythic Greeks, and Dragons - with the "Shark Delivery System" Tornado faction thrown in as a bonus!
- Thematic
- Card Game
- Fantasy
- Horror
- Humor
- Medieval
- Mythology
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
- Variable Phase Order
Smash Up: It's Your Fault!


Smash Up: Monster Smash


Smash Up: Monster Smash consists of four new factions for Smash Up: vampires, mad scientists, werewolves and giant ants. Tremble before the power of the ants!
Vampires gain power as they destroy your opponents' minions
Mad Scientists have released death in the form of powerful creations and can empower various minions
Werewolves have explosive power to beat down opponents
Giant Ants work as a great hive mind, spreading their power around as necessary to ensure their atomic-age victory
Smash Up: Monster Smash can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time.
- Thematic
- Card Game
- Fantasy
- Horror
- Humor
- Mythology
- Science Fiction
- Zombies
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
Smash Up: Monster Smash


Smash Up: Munchkin


The "shufflebuilding" game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents! Each faction brings a different powers and sometimes different game mechanisms into play, so every combination of factions brings a unique play experience.
During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed because when that happens each player in first, second and third place scores points.
Smash Up: Munchkin is a Munchkin-themed version of Smash Up. There are eight factions; Clerics, Halflings, Orcs, Warriors, Elves, Thieves, Dwarves and Mages.
- Thematic
- Card Game
- Fantasy
- Humor
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
Smash Up: Munchkin


Smash Up: Pretty Pretty Smash Up


Think only pirates, time travelers, vampires and bears can smash bases? Well, get ready to be taught a lesson — in the nicest way possible!
Pretty Pretty Smash Up brings the sweetest factions ever to the vicious fight for victory! Kitty Cats use their incredible cuteness to take control of enemy minions. Princesses ply their royalty, beauty and even their love to get their way. Fairies' fickle tricks give you options like never before, while the herds of Mythic Horses work together for dominance. Get ready — your opponents will never know what hit them!
Pretty Pretty Smash Up can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time.
- Thematic
- Animals
- Card Game
- Fantasy
- Humor
- Area Control / Area Influence
- Hand Management
- Variable Player Powers
Smash Up: Pretty Pretty Smash Up


Smash Up: Science Fiction Double Feature


Smash Up is back with even more wild factions in the mix! Science Fiction Double Feature brings four new decks to the base-smashing business with abilities unlike those seen before!
Time Travelers allow you to reuse your cards time and time again
Cyborg Apes take actions that attach to your minions and take them to a whole new level
Super Spies use their mojo in espionage to plot out the future of you and your opponents
Shapeshifters could be anyone!
Smash Up: Science Fiction Double Feature can be played on its own as a two-player game or combined with other Smash Up titles to allow for up to four players to compete at the same time.
- Thematic
- Card Game
- Fantasy
- Horror
- Humor
- Mythology
- Science Fiction
- Spies / Secret Agents
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
Smash Up: Science Fiction Double Feature


Smash Up: The Big Geeky Box


Smash Up: The Big Geeky Box is a storage case for Smash Up cards that also contains a single faction deck for the game: "The Geeks", based on the characters and shows on the online Geek and Sundry channel, including TableTop.
- Thematic
- Card Game
- Horror
- Humor
- Mythology
- Pirates
- Prehistoric
- Science Fiction
- Spies / Secret Agents
- Zombies
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
Smash Up: The Big Geeky Box


Smash Up: The Obligatory Cthulhu Set


Just when you thought Smash Up might escape, the International Gaming Authority reminded us at AEG that we were honor-bound to include Cthulhu in one of our products, so we set on to make the most Cthulhu-est product ever.
Smash Up: The Obligatory Cthulhu Set features crazy Cthulhu cultists, fishy Innsmouth locals, horrifying Elder Things, and good old Miskatonic University members (the Fightin' Cephalopods). To be certain we got it right, this set also includes a new card type fittingly known as "Madness" that each of these groups can use to various effects. Just remember that Madness brings you power but at a price (joking!).
If you're ready to embrace the creatures beyond the understanding of mortal men, then shuffle up these guys with your pirates, bear cavalry, and others for the most awesome fit of crazed insanity you've had in a long time!
- Thematic
- Card Game
- Fantasy
- Horror
- Humor
- Mythology
- Area Control / Area Influence
- Hand Management
- Take That
- Variable Player Powers
Smash Up: The Obligatory Cthulhu Set


Smash Up

The "shufflebuilding" game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents! Each faction brings a different game mechanism into play – pirates move cards, zombies bring cards back from the discard pile, dinosaurs have huge power – and every combination of factions brings a different play experience.
During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed. Sounds easy? How easy is it when an opponent's Alien-Ninja decides to Beam Up your minions to other Bases - flat out Assassinate them? What about when the Pirate-Dinosaur player Full Sails in and releases King Rex to stomp your minions into the ground, or when the Wizard-Zombies use their Mystic Power to create an Outbreak, suddenly flooding minions onto the Base from the discard pile? Or what if you faced a Zombie-Dinosaur player instead and he created an Outbreak of massive beasts all at once?!?
When a Base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, bro – try harder next time.
With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different than Ninja-Aliens, for instance. Which will you use to smash up your opponents?
And did we mention the dinosaurs have laser beams?
- Strategy
- Card Game
- Fantasy
- Horror
- Humor
- Pirates
- Prehistoric
- Science Fiction
- Spies / Secret Agents
- Zombies
- Area Control / Area Influence
- Hand Management
- Variable Player Powers
- Smash Up: Awesome Level 9000
- Smash Up: Cease and Desist
- Smash Up: It's Your Fault!
- Smash Up: Monster Smash
- Smash Up: Munchkin
- Smash Up: Pretty Pretty Smash Up
- Smash Up: Science Fiction Double Feature
- Smash Up: The Big Geeky Box
- Smash Up: The Obligatory Cthulhu Set
Smash Up



This Town Ain't Big Enough for the 2-4 of Us
This Town Ain't Big Enough for the 2-4 of Us

This Town Ain't Big Enough for the 2-4 of Us is a micro-sized strategy game that plays with ... well, 2 to 4 players. From the publisher and designers that brought you the hit strategy game Belfort, you can now get your strategy game fix in 10-15 minutes with this new micro game from TMG (Tasty Minstrel Games).
In the game, players play cowboys as they place tiles and create areas within the town. Unfortunately each tile could have your cowboys on them, or other players' cowboys - or cowboys from all players! Once an area is fully surrounded by fences you score that area. Look out for silver bars as they allow players to re-arrange one tile that has yet to be locked down!
- Abstract
- Family
- Abstract Strategy
- American West
- Print & Play
- Area Control / Area Influence
- Area Enclosure
- Tile Placement
This Town Ain't Big Enough for the 2-4 of Us



Boss Monster
Boss Monster

Inspired by a love of classic video games, Boss Monster: The Dungeon Building Card Game pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of Boss Monster is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated — but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon.
Playing Boss Monster requires you to juggle two competing priorities: the need to lure Heroes at a faster rate than your opponents, and the need to kill those Heroes before they reach your Boss. Players can build one room per turn, each with its own damage and treasure value. More attractive rooms tend to deal less damage, so a Boss who is too greedy can become inundated with deadly Heroes.
Players interact with each other by building rooms and playing Spells. Because different Heroes seek different treasure types, and rooms are built simultaneously (played face down, then revealed), this means that every "build phase" is a bidding war. Spells are instant-speed effects that can give players advantages or disrupt opponents.
As a standalone card game with 155 cards, Boss Monster contains everything that 2-4 players need to play.
- Family
- Card Game
- Fantasy
- Video Game Theme
- Auction / Bidding
- Hand Management
- Player Elimination
- Take That
- Variable Player Powers
Boss Monster



Chez Dork
Chez Dork

Inspired by the success of Chez Geek, Steve Jackson presents another John Kovalic inspiration. This game is about buying the latest geeky gadgets and gamer items. Each player takes on the personality of one of the stars of Kovalic's comic "Dork Tower" in an attempt to purchase and possess the items that satisfy their obsessions. Of course, tastes are prone to change (one week it's LARPs, the next it's Computer Games), so players are constantly trying to purchase/trade/auction items so as to reach a certain number of points (items in your obsession count double towards victory). A light-hearted game with loads of gamer/otaku/LARP humor makes this a nice filler game that anyone can play.
NOTE: Some form of currency/money is needed to play this game.
- Party
- Thematic
- Card Game
- Auction / Bidding
- Set Collection
- Variable Player Powers
Chez Dork



Dread Curse
Dread Curse

A pirate lives on skill, guile and fortune's fair eye, dreading the day his luck finally runs dry.? Before ye lies a sack of sixty golden doubloons – a king's ransom and a good day's haul. Each of the crew is entitled to a share equal to his rank and station aboard, and as a crew of thieving pirates, each has his own unique talent for prying coins out of the hands of his shipmates. Take all ye deserve – but no more than prudence allows for the treasure be cursed!??
Within the sack are coins bearing the Black Spot. To hold such a coin is to feel the icy hand of death upon ye – but to not be able to rid oneself of its curse is death itself. Best find someone else's pocket to line it with, lest ye find yer pirating days at an end.
Dread Curse is a push-your-luck game of cunning thievery and ample turns of fortune.? Play revolves around drawing loot from a cloth bag and stealing from the other pirates in order to gain the most valuable stash of treasure. Each turn, players reveal coins from their hidden cache to win the captaincy or one of the other seven crew assignments, each of whom are able to draw from the bag in a unique way or use a special "cheat" ability available only to that pirate. Stay in as long as you dare to grab more gold, but beware the Black Spot for if you end the game with it in your stash, you automatically lose.
- Party
- Bluffing
- Card Game
- Party Game
- Pirates
- Auction / Bidding
- Memory
- Press Your Luck
- Take That
- Variable Player Powers
Dread Curse



For Sale
For Sale

For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.
- Family
- Card Game
- Economic
- Auction / Bidding
- Hand Management
For Sale



Monopoly: Nightmare Before Christmas
Monopoly: Nightmare Before Christmas

Monopoly, the fast-dealing property trading game presents for the first time ever Tim Burton's The Nightmare Before Christmas Monopoly!
Relive this cult classic movie Nightmare Before Christmas as you buy, sell and trade iconic movie locations such as Jack’s Tower, Oogie Boogie’s Casino, Sally’s Alley, Dr. Finkelstein’s Laboratory, Town Square Fountain and Spiral Hill.
This completely customized game features film photography and six collectible pewter tokens including Jack’s Skull, Sally, the Mayor’s Hearse, Oogie Boogie, Zombie Duck and Evil Teddy. A must-have for all The Nightmare Before Christmas collectors and MONOPOLY enthusiasts.
- Economic
- Movies / TV / Radio Theme
- Negotiation
- Auction / Bidding
- Roll / Spin and Move
- Set Collection
- Trading
Monopoly: Nightmare Before Christmas



The Princess Bride: A Battle of Wits
The Princess Bride: A Battle of Wits

A Battle of Wits (a Princess Bride game) is an exciting game of bluff and double bluff for between two and ten players. A row of goblets sit in the middle of the table, ready to be filled with either wine or poison. Players each take the role of one character but it is only at the very end of a game that they will drink, one from each goblet. During the game, they must play their cards, one each turn, either into the top of a goblet (adding poison or wine to a goblet) or to the bottom of a goblet (bidding on the goblet). Who will fall prey to their enemies and who will eliminate themselves? Only the most intelligent will survive!
- Bluffing
- Card Game
- Movies / TV / Radio Theme
- Auction / Bidding
The Princess Bride: A Battle of Wits



Kobayakawa
Kobayakawa

Kobayakawa is a game of bluffing and deduction, and the player that ends up with the highest numbered card wins the round. In this stylish new game from Jun Sasaki, components are kept at a minimum - there are only 15 cards and a handful of crest tokens.
Players each start with a random card in hand, and the rest is put in a pile at the center of the table with the first card flipped face up (this card is called the Kobayakawa).
The rules are simple: Each round, players take a turn and either discard their card face up in front of them and take a new one from the deck, or turn a card from the deck to replace the current Kobayakawa. After each player has taken a turn, they each decide if they want to compete for this round by putting a crest token on their card. Players that decided to compete then all reveal their card at once and compare their number.
The player with the highest number wins, but the player that has the smallest numbered card also adds the number of the current Kobayakawa on top of it.
Example:
Kobayakawa: 8
Player A: 9
Player B: Pass
Player C: 15
Player D: 12
Player C has the highest card value (15), but Player A is declared the winner as the results of the lowest card and the Kobayakawa is 17.
- Family
- Party
- Card Game
- Deduction
- Number
- Betting / Wagering
Kobayakawa



The Red Dragon Inn
The Red Dragon Inn

In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.
- Party
- Thematic
- Card Game
- Fantasy
- Humor
- Medieval
- Party Game
- Betting / Wagering
- Hand Management
- Player Elimination
- Variable Player Powers
The Red Dragon Inn



7 Wonders
7 Wonders

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.
- Family
- Strategy
- Ancient
- Card Game
- City Building
- Civilization
- Card Drafting
- Hand Management
- Set Collection
- Simultaneous Action Selection
- Variable Player Powers
7 Wonders



Ascension
Ascension

Ascension: Deckbuilding Game — originally released as Ascension: Chronicle of the Godslayer — is a fast-paced deck-building game designed by Magic: The Gathering Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee.
Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.
- Strategy
- Card Game
- Fantasy
- Card Drafting
- Deck / Poll Building
- Hand Management
Ascension



Coloretto
Coloretto

Game play in Coloretto is simple: Either draw a card to play to a row, or take a row of cards to add them to your collection. A row can have at most three cards, so at some point everyone is forced to take a row. Once all the rows have been claimed, players start a new round, drawing or taking once again.
What are you trying to do with these cards? Collect huge sets - but only in three colors as every color beyond the third will cost you points. Jokers are highly-prized as they always match what you want, and +2 cards provide sure points, giving you a back-up plan if everything goes south in terms of the colors you're collecting.
Once only a few cards remain in the deck, the round ends and everyone tallies their score, choosing three colors of cards to score positively while any other colors count against you. Each color is scored using a triangular number system: the first card in a color is ±1 point, the second card is ±2 points, and so on. The player with the high score wins!
A two-player variant is included with some versions of Coloretto, with the only change being that rows can have only 1-3 cards placed in them, depending on the icons on the row cards.
- Family
- Animals
- Card Game
- Card Drafting
- Set Collection
Coloretto



Cypher
Cypher

Faced with constant hacker attacks, the corporations created an artificial intelligence that could learn from the hackers themselves. The AI, codenamed Cypher, evolved faster than its creators could have imagined. It gained sentience, went rogue, and became the ultimate hacker. Now Cypher is fighting the corporations themselves for control of the nexus.
In Cypher, players take on the role of factions that are gathering characters from all spheres of influence — from corporate overseers to street level hackers — in order to dominate Cypher and seize control of the nexus. The player with the most influence at the end of the game wins!
- Family
- Card Game
- Science Fiction
- Card Drafting
- Hand Management
Cypher



Dominion
Dominion

"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 and dreams! You want a bigger and more pleasant kingdom, 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."
In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.
Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.
- Strategy
- Card Game
- Medieval
- Card Drafting
- Deck / Poll Building
- Hand Management
Dominion



Epic
Epic

Epic is a fantasy card game by White Wizard Games which aims to recreate the TCG-style experience from a single box, with no additional purchases required.
Epic is a card game designed to start quickly but also to reward deep, strategic plays. In Epic, you take on the role of an elder god, in conflict with other elder gods. The cards in your deck are your champions, who fight for you, and events, which represent your will imposed on the mortal realm. In Epic, the turn sequence is easy but there are many options to choose from. You begin the game with a hand of five cards – each card costs either one gold or is free. You get one gold each turn — you don’t need to draw special resource cards or energy cards just to play with your other cards. Instead of figuring out which cards you might be allowed to play, you choose which card you want to play.
Epic is non-collectable, so every box contains the same 120 unique event and champion cards, with 8 double-sided cards to represent temporary "token" champions. One box supports preconstructed, sealed and draft formats for 2-4 players, two boxes up to 8 players, and three if you want to create a full constructed deck or a "cube" environment for drafting.
- Customizable
- Card Game
- Fantasy
- Fighting
- Prehistoric
- Zombies
- Card Drafting
- Hand Management
- Take That
Epic



Machi Koro
Machi Koro

Welcome to the city of Machi Koro. You've just been elected Mayor. Congrats! Unfortunately the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die.
Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!
Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on his own terms in order to complete all of the landmarks under construction faster than his rivals. On his turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, he gets the effect of that building; in some cases opponents will also benefit from your die (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of his city on future turns. The first player to construct all of his landmarks wins!
- Family
- Card Game
- City Building
- Card Drafting
- Dice Rolling
Machi Koro



Minecraft Card Game?
Minecraft Card Game?

Based on the hit video game, players have the opportunity to mine, craft or reserve to win.
Players "mine" Resource Cards of Wood, Stone, Iron, Diamond, or Gold, and then use those cards to "craft" Craft Cards for points. If you desire a certain Craft Card, but are currently unable to pay for it, you may Reserve the card in your card holder to craft later. Craft Cards can become Tools with special powers you can you can use in your favor to control the game play—but watch out! TNT and Creeper cards are hiding in the deck for unexpected upsets.
The player who reaches the game point goal first, wins.
- Card Game
- Children's Game
- Video Game Theme
- Card Drafting
Minecraft Card Game?



Sushi Go!
Sushi Go!

In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you!
Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!
- Family
- Card Game
- Card Drafting
- Hand Management
- Set Collection
- Simultaneous Action Selection
Sushi Go!



Betrayal at House on the Hill
Betrayal at House on the Hill: Widow's Walk


The house on the hill has a wicked reputation. Those who dare to darken its door often leave steeped in madness and despair — if they leave at all.
Now the horror reaches new heights with Widow's Walk, the first-ever expansion for the critically acclaimed board game Betrayal at House on the Hill. The house is expanded with the addition of twenty new rooms, including the roof, a previously unexplored floor. Also in its halls you will find new monsters, items, omens, events, and fifty brand-new haunts, penned by lead developer Mike Selinker's all-star cast of contributors from the world of gaming and entertainment. In Widow's Walk, terror and panic are taken to a whole new level.
Enter if you dare. Exit if you can...
- Adventure
- Exploration
- Horror
- Miniatures
- Co-operative Play
- Dice Rolling
- Modular Board
- Partnerships
- Player Elimination
- Role Playing
- Variable Player Powers
Betrayal at House on the Hill: Widow's Walk


Betrayal at House on the Hill

Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends.
Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.
Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.
Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.
- Thematic
- Adventure
- Exploration
- Horror
- Miniatures
- Co-operative Play
- Dice Rolling
- Modular Board
- Partnerships
- Player Elimination
- Role Playing
- Storytelling
- Variable Player Powers
- Betrayal at House on the Hill: Widow's Walk
Betrayal at House on the Hill



Dead of Winter
Dead of Winter

"Crossroads" is a new series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside.
Dead of Winter: A Crossroads Game, the first game in this series, puts 2-5 players in a small, weakened colony of survivors in a world where most of humanity is either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.
Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition — but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for his own interests!
Dead of Winter is an experience that can be accomplished only through the medium of tabletop games. It's a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives, but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up.
Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions that often have them deciding between what is best for the colony and what is best for themselves.
- Thematic
- Bluffing
- Horror
- Zombies
- Action Point Allowance System
- Area Movement
- Co-operative Play
- Dice Rolling
- Hand Management
- Storytelling
- Variable Player Powers
- Voting
Dead of Winter



Elder Sign
Elder Sign

It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.
Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.
- Thematic
- Adventure
- Card Game
- Dice
- Fantasy
- Fighting
- Horror
- Novel-based
- Co-operative Play
- Dice Rolling
- Modular Board
- Variable Player Powers
Elder Sign



Eldritch Horror
Eldritch Horror

Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?
Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas.
While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space.
Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate.
All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries.
With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.
- Thematic
- Adventure
- Fantasy
- Fighting
- Horror
- Novel-based
- Co-operative Play
- Dice Rolling
- Variable Player Powers
- Point to Point Movement
Eldritch Horror



Escape the Nightmare
Escape the Nightmare

A challenging fifty four card cooperative real time trading game (With optional singing).
You play as a group of friends inhabiting a shared nightmare. Your hand consists of nightmarish aspects and you goal is to trade these with your friends. If someone can get a collection of similar aspects then they can master that part of the nightmare and contribute to your eventual escape - however each card that you receive in trade can force you to undertake certain actions, restrict who you trade with or limit how you can communicate. To make matters worse something is chasing you through the nightmare and you have to trade its card every ten seconds or be devoured. It's coming. Run.
During set-up players choose a collection of nightmare types based on the number of players. This choice allows a group to include or exclude certain mechanics - so whether your nightmare will be an all singing all dancing nightmare is down to the exuberance of the players rather than luck of the draw.
Escape the Nightmare is a challenging experience, with the average group losing a fair few games before their first victory. However the play time is quick and resetting for another go takes seconds. There are six difficulty levels to make the game accessible for groups of any level of skill and selecting different types of nightmare allows players to set the tone of their game to suit their preferences.
- Horror
- Real-time
- Co-operative Play
- Hand Management
- Set Collection
- Trading
Escape the Nightmare



Forbidden Island
Forbidden Island

Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made.
What causes this game to truly stand out among co-op and competitive games alike is the extreme detail that has been paid to the physical components of the game. It comes in a sturdy and organized tin of good shelf storage size. The plastic treasure pieces and wooden pawns are well crafted and they fit just right into the box. The cards are durable, well printed, and easy to understand. The island tiles are the real gem: they are screen-printed with vibrant colors, each with a unique and pleasing image.
With multiple levels of difficulty, different characters to choose from (each with a special ability of their own), many optional island formats and game variations available, Forbidden Island has huge replay value. The game can be played by as few as two players and up to four (though it can accommodate five). More players translates into a faster and more difficult game, though the extra help can make all the difference. This is a fun game, tricky for players of almost any age. Selling for under twenty dollars, oddly, Forbidden Island is a rare game of both quality and affordable price.
For those who enjoy Forbidden Island, a follow-up project by Gamewright titled Forbidden Desert was released in 2013.
From the publisher's website:
Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss!
- Family
- Adventure
- Card Game
- Fantasy
- Action Point Allowance System
- Co-operative Play
- Grid Movement
- Hand Management
- Modular Board
Forbidden Island



Mysterium
Mysterium

In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.
In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.
Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.
After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.
If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.
Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.
If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
- Family
- Thematic
- Deduction
- Murder / Mystery
- Acting
- Co-operative Play
- Hand Management
- Pattern Recognition
Mysterium



Panic Series
Panic Series

Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
The game has spawned a number of different variants, each with their own unique twists.
- Family
- Fighting
- Co-operative Play
- Dice Rolling
- Hand Management
- Variable Player Powers
- Campaign / Battle Card Driven
- Chit-Pull System
Panic Series



Castle Panic
Castle Panic

The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!
Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
- Family
- Fantasy
- Fighting
- Medieval
- Campaign / Battle Card Driven
- Chit-Pull System
- Co-operative Play
- Dice Rolling
- Hand Management
- Variable Player Powers
Castle Panic



Munchkin Panic
Munchkin Panic

Munchkin Panic is a semi-cooperative board game that blends the all-for-one gameplay of Castle Panic and the all-for-me gameplay of Munchkin.
In this hybrid game, the Munchkin monsters have found the Castle Panic towers and are on the rampage! Players need to combine cards to hit and slay the monsters before they destroy the castle. The card combos available in Munchkin Panic are created from a unique mixing of the decks of the two source games. Each defeated monster becomes a trophy and gives up its treasure to the victor. If players work together to defeat the monsters, the player with the highest point count becomes Master Munchkin — but players must balance their self-interest with the cooperation necessary to survive. If players get too greedy, the monsters will stomp the castle flat while the players are too busy fighting amongst themselves!
- Card Game
- Co-operative Play
- Hand Management
Munchkin Panic



Star Trek Panic
Star Trek Panic

Star Trek Panic is a cooperative light strategy game based on Castle Panic that challenges players to defend the U.S.S. Enterprise from enemy attacks.
In addition, the game features mission cards that have unique challenges based on the original Star Trek series as well as character cards so that players can assume the roles of Star Trek icons like Captain Kirk and Mr. Spock.
- Movies / TV / Radio Theme
- Science Fiction
- Co-operative Play
Star Trek Panic



Sentinels of the Multiverse
Sentinels of the Multiverse

A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!
Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments.
Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which "play themselves", requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.
- Thematic
- Card Game
- Comic Book / Strip
- Fighting
- Co-operative Play
- Hand Management
- Variable Player Powers
Sentinels of the Multiverse


Spaceteam
Spaceteam
(Spaceteam is a phone app for Android or Apple devices)
Do you like pushing buttons and shouting at your friends? Do you like discharging Clip-jawed Fluxtrunions? If you answered yes, or no, then you might have what it takes to be on a Spaceteam.
Spaceteam is a cooperative party game for 2 to 8 players who shout technobabble at each other until their ship explodes. Each player needs a mobile device (Android and Apple devices can play together over Wifi!).
You'll be assigned a random control panel with buttons, switches, sliders, and dials. You need to follow time-sensitive instructions. However, the instructions are being sent to your teammates, so you have to coordinate before the time runs out. Also, the ship is falling apart. And you're trying to outrun an exploding star.
Good luck. And remember to work together... as a Spaceteam!
Features:
- Teamwork
- Confusion
- Shouting
- An untimely demise
- Beveled Nanobuzzers
- Auxiliary Technoprobes
- Four-stroke Pluckers
- Party
- Humor
- Science Fiction
- Simultaneous Action Selection
- Variable Player Powers
Spaceteam


Captain Sonar
Captain Sonar

At the bottom of the ocean, no one will hear you scream!
In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.
All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat.
Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.
Multiple maps are included with varying levels of difficulty.
- Party
- Thematic
- Deduction
- Fighting
- Nautical
- Real-time
- Wargame
- Grid Movement
- Line Drawing
- Partnerships
- Role Playing
- Secret Unit Deployment
- Simultaneous Action Selection
Captain Sonar



Clue: The Office
Clue: The Office

Play as one of six characters from The Office, as their boss Michael Scott forces them to play a real-life game of Clue to determine who killed the HR rep, Toby. Gameplay is similar to standard Clue, with special "intrigue cards" new to the game.
Intrigue cards come in two varieties: Clocks and Keepers. They are obtained in one of three ways: rolling a question mark on the included custome dice, landing on a question mark on the board, or if your character is moved to a room as part of someone starting a rumor (equivalent to Clue's "making a suggestion.") The first two situations incur a forced draw, while the third is optional. There are eight clock cards in the intrigue deck, and if you draw the eighth card then you automatically lose. Keepers give a one-time bonus that allow you to slightly alter some of the game's parameters...risk of drawing a clock; potential reward of benefiting from a keeper.
Additionally, each of the six characters have a "personality card" which alows for a one-time power. For example, Dwight's reads: "Once per game, you may move twice. Roll the dice, move, then roll again."
The winner gets "an extra week of vacation" from Michael Scott!
- Deduction
- Movies / TV / Radio Theme
- Murder / Mystery
- Hand Management
- Point to Point Movement
- Roll / Spin and Move
Clue: The Office



Crack the Case
Crack the Case

Crack the Case is a party game for 2 or more players and is ideal for team playing. A moderator reads one of 108 case cards to the active playing team. The players then have to solve the case by asking the moderator the right questions. Solve the most cases in the least amount of time to win the game.
- Party
- Deduction
- Party Game
- Partnerships
Crack the Case



Good Cop Bad Cop
Good Cop Bad Cop

Good Cop Bad Cop is a 52 card hidden identity, deduction game where each player takes on the role of a law enforcement officer in a corrupt district. Players must investigate others to figure out who is on their side, grab one of the 2-3 guns on the table, and shoot the opposing leader to win the game.
- Party
- Bluffing
- Card Game
- Deduction
- Party Game
- Spies / Secret Agents
- Hand Management
- Memory
- Partnerships
- Player Elimination
- Take That
Good Cop Bad Cop



Loot Letter
Loot Letter

(Munchkin themed re-skin of Love Letter. Instead of courting, you are raiding a dungeon, but the game is otherwise identical.)
All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?
Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!
- Family
- Card Game
- Deduction
- Fantasy
- Hand Management
- Player Elimination
Loot Letter



One Night Ultimate Werewolf
One Night Ultimate Werewolf

No moderator, no elimination, ten-minute games.
One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!
Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.
This game can be combined with One Night Ultimate Werewolf Daybreak.
- Party
- Bluffing
- Card Game
- Deduction
- Horror
- Party Game
- Role Playing
- Variable Player Powers
- Voting
One Night Ultimate Werewolf



Taboo
Taboo

Taboo is a party word game. Players take turns describing a word or phrase on a drawn card to their partner without using five common additional words or phrases also on the card. The opposing partners watch a timer and use a buzzer to stop the game, buzz the player describing if one of the five off limits words or phrases is used, or the describing player makes any gestures. The describing team gets a point for each card they guess successfully and the opposing team gets a point for each card they pass on, make gestures on, or lose for saying one of the off limits words or phrases. An excellent party game!
- Party
- Party Game
- Real-time
- Word Game
- Partnerships
Taboo



The Phantom Society
The Phantom Society

Welcome to Scotland, a country famous for its whisky, the Highlands, its castles, and, of course...its ghosts!
The Phantom Society is a ghost-hunting game in which you play as sly spirits seeking to ruin a manor hotel or, if you prefer, intrepid ectoplasm hunters who are a bit destructive around the edges but who also never falter in pursuit of their prey. For the ghosts, the goal is to inflict at least £45,000 of damage (in tribute to Special 45 – Old Faydhutee Single Malt) on the manor, whether it is inflicted by the ghosts or the hunters. The ghost hunters want to stop the ghosts before they achieve their objective.
The dual-level game board represents a manor floor composed of 36 rooms, with each room being a tile representing a value from £1,000 to £6,000; each of the four ghosts corresponds to a room type and will hide beneath a tile of this type, starting its devastation of the hotel by removing tiles adjacent to the one it's hidden beneath. The ghost hunters must try to determine where the ghosts are hiding based upon the tiles destroyed. While doing this, though, the ghost hunters will also remove tiles – thus destroying them and adding to the total damage – to see whether a ghost is hidden beneath.
The ghost hunters must think carefully and logically over which tiles to remove while the ghosts have to use cunning and psychology in order to cloud their investigation and remain concealed. Will the manor come through this madness intact?
- Abstract Strategy
- Deduction
- Grid Movement
- Partnerships
- Secret Unit Deployment
The Phantom Society



The Resistance
The Resistance

The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
- Party
- Bluffing
- Deduction
- Negotiation
- Party Game
- Science Fiction
- Spies / Secret Agents
- Partnerships
- Simultaneous Action Selection
- Voting
The Resistance



Cthulhu Dice
Cthulhu Dice

Serving Cthulhu is fun... except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad... Very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu – when he comes up, he takes sanity from everyone! Eighteen glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins... Unless everyone goes mad together. Then Cthulhu wins!
- Party
- Dice
- Horror
- Humor
- Party Game
- Dice Rolling
- Player Elimination
Cthulhu Dice



Dungeon Roll
Dungeon Roll

The Dungeon lies before you; you’ve assembled your party of hearty adventurers and have a few tricks up your sleeve. How far will you go to seek glory and fame? Will you risk losing everything?
In Dungeon Roll the player's goal is to collect the most experience points by defeating monsters, battling the dragon, and amassing treasure. Each player selects a Hero avatar, such as a Mercenary, Half-Goblin, or Enchantress, which provides them with unique powers. Then players take turns being the Adventurer, who boldly enters the dungeon seeking glory.
The Adventurer assembles their party by rolling seven Party Dice, while another player serves as the Dungeon Lord and rolls a number of Dungeon Dice based on how far the Adventurer has progressed through the dungeon. The Adventurer uses Champion, Fighter, Cleric, Mage, Thief, and Scroll faces on the Party Dice to defeat monsters such as oozes and skeletons, to claim treasure inside chests, and to revive downed companions with potions. The Adventurer claims treasure by taking a token at random from inside the treasure chest-shaped game box.
All this fighting in the dungeon is certain to attract the attention of the boss: The Dragon!
When three or more Dragon faces appear on the Dungeon Dice, the Adventurer must battle the Dragon. Defeating the dragon is a team effort, requiring three different companion types. After three rounds, the players add up their experience points and retire to the inn to celebrate their exploits and to plan their next foray into the next deadly dungeon!
- Family
- Dice
- Fantasy
- Fighting
- Dice Rolling
- Hand Management
- Press Your Luck
- Variable Player Powers
Dungeon Roll



Inn-Fighting
Inn-Fighting

The dice game of champions in the Dungeons & Dragons world.
From the creators of Three-Dragon Ante, the Dungeons & Dragons in-world card game, comes the perfect dice game for D&D players and characters alike. With a roll of the dice, you determine whether to hurl a mug of ale at the warbling bard or smash a chair over the drunken barbarian's back. Treachery and chaos abound, as every game promises a new and hilarious tavern brawling experience. Inside every Inn Fighting box you'll find a rules sheet, a set of 6 special six-sided dice, 1 twenty-sided die, and 52 character cards. Choose a character, trade some dice rolls with your friends, and see who's left standing in the end!
Rob Heinsoo was a Senior Game Designer at Wizards of the Coast, Inc. He co-wrote the Forgotten Realms Campaign Setting, worked on several sets for the Dungeons & Dragons Miniatures Game, and designed the popular Three-Dragon Ante card game.
- Thematic
- Dice
- Fantasy
- Fighting
- Party Game
- Dice Rolling
- Variable Player Powers
Inn-Fighting



King of Tokyo
King of Tokyo

In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.
At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.
The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!
Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!
In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.
- Family
- Dice
- Fighting
- Movies / TV / Radio Theme
- Science Fiction
- Area Control / Area Influence
- Card Drafting
- Dice Rolling
- Player Elimination
- Press Your Luck
King of Tokyo



LCR
LCR

This game consists of three dice and a set of poker chips. Each player starts with three chips and on their turn a player rolls the three dice. For each "L" rolled, they give a chip to the player on their left. For each "R" rolled, they give a chip to the player on their right. For each "C" rolled they put a chip in the middle of the table. For each dot rolled, nothing occurs. The dice are then passed to the next (clockwise) player. If at any point, only one player has all of the chips, that player wins the game.
- Children's
- Party
- Dice
- Dice Rolling
LCR



Magic: The Gathering - Arena of the Planeswalkers
Magic: The Gathering - Arena of the Planeswalkers

In the Magic: The Gathering – Arena of the Planeswalkers, players customize the battlefield by designing the map then placing terrain and powerful glyphs. Then players choose one of five different Planeswalkers and move their figure and unique creature squads around the map in a race to out-maneuver opponents and gain tactical advantages! Cast devastating spells, summon powerful squads, and tap into your unique Planeswalker abilities to defeat your opponents. Be the last Planeswalker standing to win!
The game takes place on the drifting, mana-rich world of Shandalar.
- Thematic
- Fantasy
- Miniatures
- Wargame
- Dice Rolling
- Grid Movement
- Hand Management
- Modular Board
- Partnerships
Magic: The Gathering - Arena of the Planeswalkers



Martian Dice
Martian Dice

Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your Death Rays can't handle. Make Mars proud – be the first Martian to fill your abduction quota!
In Martian Dice you will roll 13 custom dice in an effort to set aside ("abduct") Humans, Chickens, and Cows. With each roll you must first set aside any Tanks, representing the human military coming to fend off your alien invasion. Then you may choose one type of die to set aside as well - one of the earthlings to abduct, or Death Rays to combat the military. At the end of your turn, if you have at least as many Death Rays as Tanks, then you may abduct the earthlings you've been setting aside. You can't pick any type of Earthling twice in one turn, but if you manage to abduct at least one of each you'll score a bonus!
With each roll you will ask yourself, do you feel lucky?
- Family
- Dice
- Humor
- Party Game
- Science Fiction
- Dice Rolling
- Set Collection
Martian Dice



Nightmare
Nightmare

Nightmare is a board game controlled by a video tape. It is a race against time and the game's host, The Gatekeeper. The aim of the game is to collect 6 of your character's keys and then race to the center of the board; The Nightmare Square. If the tape reaches 60 minutes The Gatekeeper Wins!
- Party
- Thematic
- Adventure
- Dice
- Horror
- Party Game
- Dice Rolling
- Roll / Spin and Move
Nightmare



Pocket Sports Baseball
Pocket Sports Baseball

Pocket Baseball is another game in the Pocket Sports line up of mini simulation dice games.
The game contains custom dice for the Pitcher, Batters, Fielders. It's a light dice rolling game that captures baseball in a pocket sized travel or beer & pretzels game.
There is some light strategy in the form of POWER PLAYS to increase fielders or runners play during an innings.
Each game comes with 1 of 5 unique team counter sets.
- Dice
- Print & Play
- Sports
- Dice Rolling
- Press Your Luck
Pocket Sports Baseball



Quarriors!
Quarriors!

Players take on the roles of Quarriors - mighty mystical warriors who have the power to capture dangerous quarry from the untamed Wilds! They must conjure the mysterious powers of Quiddity, cast powerful spells, and summon their creatures to battle if they hope to overcome rivals and earn their rightful place as the Champion!
Quarriors has the frenetic excitement of a dice battle game, with an added ‘deckbuilding’ twist: players customize their dice pools during the game using resources generated by their rolls.
Quarriors takes the best of deckbuilding games without the tedium of shuffling. Take a typical deckbuilding game, add the speed and fun of dice and in 60 minutes you’re on your second or third game trying unique strategies against your opponents.
Alternate Description of Quarriors
In Quarriors, each player plays as a Quarrior competing for Glory in the eyes of Quiana, the Empress of Quaridia. Each player starts with an identical set of 12 dice in their dice bag. At the start of the game, Creature and Spell dice (Quarry) are dealt at random to form "the Wilds" in the center of the table. As play progresses, players roll their dice to attempt to summon Creatures, cast Spells, and harness the magical power of Quiddity (the in-game resource) to capture Quarry from the Wilds to add to their repertoire and into their dice bag. Players draw and roll 6 dice a turn from their bag, making that controlling bag composition is key to victory.
Quarriors is a fast-paced game where players must strategically balance their choices each turn. Do I use my Quiddity to summon Creatures in the hopes of scoring Glory or should I spend it all to capture more powerful Quarry from the Wilds? Players must outmaneuver their opponent's through strategic Spell use, the acquisition of powerful Quarry, and ultimately, by striking down opponent's Creature in combat. If your Creatures survive until your next turn, you will score Glory points and move closer to victory!
- Strategy
- Dice
- Fantasy
- Fighting
- Card Drafting
- Deck / Poll Building
- Dice Rolling
Quarriors!



Sentinel Tactics: The Flame of Freedom
Sentinel Tactics: The Flame of Freedom

Sentinel Tactics: The Flame of Freedom is a tactical combat game that uses a hex grid map to represent terrain. Each player controls one or more heroes or villains, each of which has unique powers. Combat is based on the rolling of six-sided dice. Whereas Sentinels of the Multiverse is a fully cooperative game, Sentinel Tactics is a team-based game. Groups of players will cooperate against either a villain player or against another team of players, so while the game is competitive, cooperation and teamwork are still vital to the gameplay.
- Thematic
- Comic Book / Strip
- Miniatures
- Dice Rolling
- Grid Movement
- Modular Board
- Partnerships
- Variable Player Powers
Sentinel Tactics: The Flame of Freedom



Suttaku
Suttaku

Steeped in Japanese folklore, SUTAKKU was originally developed to teach the common man the foibles of wishing for more than he had.
In this quick-playing, push-your-luck dice game, you attempt to create the tallest stack of dice in order to gain the highest score per turn. To play, roll three dice and add two of them to an ever-climbing stack of dice. You can choose to stop rolling and score your stacked dice at any time, but pushing your luck will net you more points if you succeed. Continue as long as you dare – but like the stonecutter of legend, who was never satisfied, you may find yourself with naught, right back where you began. The wise will distinguish ambition from reaching beyond one's means.
SUTAKKU is beautifully crafted with classic Japanese design aesthetics and features hand-inked brush art characters on premium engraved dice. These twelve dice are ¾" on a side, perfect for stacking. The game also includes a cloth dice bag, stacking board, and scorepad.
- Party
- Dice
- Dice Rolling
- Press Your Luck
Suttaku



Zombie Dice
Zombie Dice

Eat brains. Don't get shotgunned.
In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes and can be taught in a single round.
Each turn, you take three dice from the box and roll them. A brain symbol is worth one point at the end of the round, while footsteps allow you to reroll this particular dice. Shotgun blasts on the other hand are rather bad, cause if you collect three shotgun blasts during your turn, it is over for you and you get no points. After rolling three dice, you may decide if you want to score your current brain collection or if you want to push your luck by grabbing new dice so you have three again and roll once more.
- Party
- Dice
- Horror
- Humor
- Party Game
- Zombies
- Dice Rolling
- Press Your Luck
Zombie Dice



Awesome Kingdom: The Tower of Hateskull
Awesome Kingdom: The Tower of Hateskull

Awesome Kingdom: The Tower of Hateskull is a lightweight, fast and funny dungeon-crawling card game in which players compete to be the most awesome hero after three days of adventuring.
Players enter the dungeon as one of eight epic characters, such as the Ragebarian, Prestidigimancer, or Paladude, with each character being bestowed with an appropriately amazing ability. The dungeon is formed out of a circle of dungeon wall tiles, with dungeon cards filling most of those spaces and heroes filling the rest.
A day lasts three turns, and on a turn, you play an action card from your hand, normally moving your hero around the circle of cards (skipping over other heroes) and claiming the card on which you land, which could be treasure, a monster (which wounds you before you defeat it), a trap, or even a magic item. Cards are worth various amounts of awesomeness, and you want to be the most awesome hero at the end of the third day.
- Card Game
- Fantasy
- Hand Management
Awesome Kingdom: The Tower of Hateskull



Bohnanza
Bohnanza

Bohnanza is the first in the Bohnanza family of games and has been published in several different editions.
The cards are colorful depictions of beans in various descriptive poses, and the object is to make coins by planting fields (sets) of these beans and then harvesting them. To help players match their cards up, the game features extensive trading and deal making. One of the most unique features of the game is that you cannot rearrange your hand, as you need to play the cards in the order that you draw them.
The original German edition supports 3-5 players.
The English version from Rio Grande Games comes with the first edition of the first German expansion included in a slightly oversized box. One difference in the contents, however, is that bean #22's Weinbrandbohne (Brandy Bean) was replaced by the Wachsbohne, or Wax Bean. This edition includes rules for up to seven players, like the Erweiterungs-Set, but also adapts the two-player rules of Al Cabohne in order to allow two people to play Bohnanza.
- Family
- Card Game
- Negotiation
- Farming
- Hand Management
- Set Collection
- Trading
Bohnanza



Dia De Los Muertos
Dia De Los Muertos

Dia De Los Muertos is an easy, fun trick-taking card game for 3-6 players which lasts 10-15 minutes. Beautiful, illustrated original art pieces that are visually stunning and reflect the Mexican Holiday - Dia Los Muertos. Non-linguistic, numeric & symbol based, with rules in English & Spanish!
Basic Game:
The game plays in one trick, with the led card determining whether high or low card leads to the next trick. High card takes all cards (which are marked for positive AND negative points). Cards are labeled with suit, rank (1-20), an High/Low indicator, and the points it is worth at the end of the game.
Advanced Game: The High/Low indicator on the card also determines whether the card is collected at the end of the trick by the highest or lowest card played in the trick. So there are two winners (or losers in the case of a pile of negative cards) in each trick.
- Horror
- Trick Taking
Dia De Los Muertos



Fisticuffs!
Fisticuffs!

Fisticuffs! is a free-for-brawl fighting card game created by The Nerdologues, a bunch of people you don’t know but could totally be friends with. Four to six players engage in head-to-head (-to-head-to-head) constant combat until the frenzy peaks and one player emerges victorious.
Set in an alternate 1920s, an eclectic collection of some of the world’s greatest fighters are pitted against each other by the magnanimous Baron Reginald Fistcuffington Smythe aboard his monolithic floating airship. Baron Smythe, inventor of the new super-element Hydrolium, offers the winner of his "Fisticuffs Bouts" the granting of a single wish, whatever their heart desires most. The surviving fighter will get their wish fulfilled - and become champion of Fisticuffs!
Gameplay is simple. Each player picks a fighter from our cast of characters, each with their own backstory and special move. The stable of fighters include a sky pirate, a flapper, a saxo-magician, the son of a slain Chicago mayor, and a robot built by Baron Smythe himself. Every player gives their fiercest battle cry, and whoever’s is best begins the game.
Each player starts with five cards from the Punch Card deck. These Punches will be a fighter’s offense and defense. On a player’s turn, they throw a Punch against any opponent - but that player can Block if they are holding a Punch of the same name. This leaves the attacking player open for a Counter, allowing the defending player to attack with a Punch that is the same color as their Block.
Combat continues until a Punch goes un-Blocked or a Block goes un-Countered. When an attack successfully lands, the defending player loses health. Everybody starts at 12, and when they reach 0, they’re knocked out for the rest of the match. Every remaining player gets a turn each round.
Once a full round (one turn for everybody) has been completed, the fighters return to their corner. This is when you draw new Punch Cards - and when you get a Round Card, a special action that will help provide a tactical advantage by giving you more attacks, depleting an opponent’s defenses, or giving you the edge you need in the middle of combat. The new round begins to the left of the person who started the last round.
The rounds keep going until there are two boxers left, at which point they enter Close Combat - no more rounds, no more Round Cards, just two boxers fighting over one dream. The fighter that is left standing is the winner of the bout and the champion of Fisticuffs!
- Card Game
- Fighting
- Humor
- Party Game
- Hand Management
- Player Elimination
- Take That
Fisticuffs!



Fluxx Series
Fluxx Series

Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.
At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.
- Family
- Party
- Card Game
- Hand Management
- Set Collection
Fluxx Series



Four Taverns
Four Taverns

In Four Taverns, everyone is competing to have the best tavern in the land. And how do you measure success for a tavern? Customers. No, wait – awesome customers who have done great things that inspire others to come drink with them and your tavern. Thus, you're going to support adventurers on their quests to do great things, which will ideally bring renown upon you and your tavern in the end.
In game terms, each player starts with a hand of adventurers and some coins. Two or three quests are laid out face-up, and each quest shows the strength of the adventurer party – in terms of warrior, wizard, cleric and rogue – required to complete the quest. On a turn, you draw two adventurers cards, then play any number of cards (including zero) – paying their costs at the same time – in order to complete quests and gain the income and renown associated with it. When a quest is completed, all other adventurer cards are discarded.
Why not just hold adventurers in hand until you can send out a massive party all at once? Your tavern is tiny at the start of the game, so you need to keep sending out adventurers in order to make room for more. As you gain renown, though, you'll increase the size of your tavern and have room to hold more adventurers in wait. Champions are special adventurers who fulfill two roles at once, and special action cards bring spice to the game play.
The first player to collect twenty renown wins.
- Card Game
- Fantasy
- Hand Management
Four Taverns



Adventure Time Fluxx
Adventure Time Fluxx

Adventure Time Fluxx, as with all Fluxx card games, starts with one basic rule: Draw one card, Play one card. You start with a hand of three cards, so add the card you drew to your hand, and then choose one card to play, following the directions written on your chosen card.
As cards are drawn and played from the deck, the rules of the game change from how many cards are drawn, played or even how many cards you can hold at the end of your turn. No one can win until a Goal card sets the conditions for winning, which is typically collecting certain Keeper cards in front of you. Goals can keep changing, though, so you never know for sure how to win.
With Adventure Time Fluxx, you get to join Jake the dog and Finn the human for some ever-changing fun. Draw a card, Play a card, and change the Rules. Get Mathematical against Candy Zombies, visit the City of Thieves to steal from your friends, and maybe, if things work out just right, you might even get to Floop the Pig!
- Family
- Party
- Card Game
- Movies / TV / Radio Theme
- Hand Management
- Set Collection
Adventure Time Fluxx



Cthulhu Fluxx
Cthulhu Fluxx

Explore the dark and horrifying mysteries of the unknown as you battle insanity and fiendish cults in Cthulhu Fluxx! Follow the wild-eyed Poet, the obsessed Artist, and the expeditions of the Professor as they investigate Eldritch Secrets no mortal was meant to discover. Someone has stolen the Necronomicon from the library at Miskatonic Univeristy, and a Farm in the hills is undergoing a horrifying Metamorphosis. Meanwhile, unspeakable abominations stir in Penguin-riddled Tombs beneath the ice. Are you Inevitably Doomed to a lifetime of Nightmares in the Sanitarium, or are you, in fact, a Secret Cultist, worshiping the Minions of Darkness?
Like the other games in the Fluxx family, in Cthulhu Fluxx players will modify the rules of the game by playing cards, changing numerous aspects of game play: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and of course how to win the game. Players collect Keeper cards to satisfy the victory requirements but watch out for Cthulhu and other fiendish Creepers that will prevent you from winning – even if you otherwise have the winning combination!
- Party
- Thematic
- Card Game
- Hand Management
- Set Collection
Cthulhu Fluxx



Star Fluxx
Star Fluxx

Fluxx gets the Science Fiction treatment. From the publisher: "Just when you thought that Fluxx had gone as far as it could go - it blasts off for the Stars! Explore the vastness of space-themed humor with your valiant Captain, Engineer, and, of course, your Expendable Crewman. Go check out that Small Moon – or is it really a Space Station? You may be swayed by Unseen Forces, held hostage by Evil Computers, or find your ship infested with Cute Fuzzy Aliens."
Like its brethren, Star Fluxx is the game of ever changing rules. It starts out as Draw 1, Play 1, but even that can change. When a Goal card is played, you can win by meeting the Goal, usually by having the correct Keeper cards in front of you. Action and Surprise cards help you to meet the Goal, or stop your opponent. Creeper cards usually prevent you from winning, but are sometimes necessary to meet the Goal.
- Family
- Party
- Card Game
- Science Fiction
- Hand Management
- Set Collection
Star Fluxx



Ghooost!
Ghooost!

Ghooost! is a fast, easy-to-learn card game with a Halloween-based theme and lots of twists and turns! Play your cards wisely to get rid of all the ghosts, undead, vampires, zombies and other spooky creatures haunting your mansion. Block your opponents while they're trying to drive spirits out of their home and into your backyard – but beware as the scariest ghosts will not be driven away so easily...
In game terms, your goal in Ghooost! is to get rid of all of your cards in hand and in your mansion by playing a card (or several matching cards) equal to or higher than the one(s) played previously. To set up, each player has four ghost cards in hand and 4-12 cards in his mansion. Ghost cards come in four suits and have values ranging from 1 to 14, with a few cards having special powers; scary (red) ghosts, for example, can be topped only by fearless ghosts, other scary ghosts, or a ghost quartet, while fearless ghosts can be played no matter what's on top of the Cemetery (discard pile).
A game consists of two stages. In the first stage, players draw or play cards to prepare their hand of cards for the second stage. On a turn, a player takes one of three actions:
Play one or more matching cards on the Cemetery equal to or higher than the cards played previously, then refill your hand to four cards by drawing from the Crypt (deck).
Take all the cards from the Cemetery into your hand; any card can be played on an empty Cemetery.
Draw one card from the Crypt and try to play it, taking all the cards from the Cemetery into your hand if the play isn't valid.
Once the Crypt is empty, the second stage begins and players take turns either playing valid cards into the Cemetery or taking all cards from the Cemetery into their hand. If a player plays two or three matching ghosts, he takes another turn immediately; if he plays four cards that match (or plays cards that complete a quartet), those cards and the Cemetery are removed from play, then he takes another turn. If a player's hand is empty, he draws the top card from his mansion, playing it if valid and taking all the Cemetery cards into his hand if not. If a player empties his hand and mansion, he's out and the others keep playing. Play continues until only one player has cards in hand; this player loses the game and everyone else wins.
Ghooost! includes a scoring system that allows for multiple rounds.
- Family
- Card Game
- Horror
- Hand Management
Ghooost!



Hex Hex XL
Hex Hex XL

Players redirect Hex tokens to other players with cards until a player can't redirect it anymore and becomes hexed. Those hexed lose points while the last player to pass the hex gains points. At the end of the game, the player with the most points (also called Voice) creates a new rule for the next game.
Summarized in the rules:
Hex Hex is a fast-playing, highly interactive card game for 3-6 people. Players hurl Hex after Hex around the table, constantly redirecting, deflecting and altering the Hex's power until finally someone runs out of options and becomes HEXED. In the end, the winner alone will command enough Voice to control the group and lay down the law...
creating a new rule for the game.
Hex Hex XL, the definitive edition of the game, combines the best of classic Hex Hex and Hex Hex Next - with the addition of 2 compelling NEW variants, Hex Hex Vexed and Hexen Stix.
- Card Game
- Hand Management
Hex Hex XL



Jolly Roger: The Game of Piracy & Mutiny
Jolly Roger: The Game of Piracy & Mutiny

In the card game Jolly Roger: The Game of Piracy & Mutiny, you're a crew member aboard a pirate ship and have just elected a new captain. This man will lead you toward either fortune or disaster — and thankfully no matter what course of action he takes, if you don't agree with his choices, you can always start a mutiny and become the next captain yourself...
Each turn, the captain chooses a destination for the ship, a target that it will attack. Once the ship is attacking, the players (more or less!) co-operate to defeat their victim, then they divide the treasure amongst themselves — but your gold is never secure until you bury it on Treasure Island.
As you carry out the attack, unrest is always brewing in the kettle. Each time the captain makes a choice, it's possible for one of the other players to call "Mutiny" and try to overthrow him to become the new captain. And when the mutiny begins, you need to decide how to use your cards during the mutiny and the looming battle. How much will you co-operate when you assault an enemy, and what will you keep to yourself to prepare for when the next mutiny starts?
As is fitting for a pirate, your greatest desire is for gold, and you'll do anything to reach your goal. In the end, whoever collects the most gold becomes the richest pirate in Tortuga!
- Card Game
- Humor
- Negotiation
- Pirates
- Hand Management
- Voting
Jolly Roger: The Game of Piracy & Mutiny



Munchkin Series
Munchkin Series

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Card Drafting
- Dice Rolling
- Hand Management
- Take That
- Variable Player Powers
Munchkin Series



UNO: Harry Potter
UNO: Harry Potter

Basically the same as UNO, except with colorful cards from the charcters and items from Harry Potter.
Cards that are different from traditional UNO:
The Howler Wild card -- makes the next player shout out every card they have and forfeits their turn.
Invisibility Wild card -- a protection card that stops any command card played against you.
- Card Game
- Children's Game
- Fantasy
- Movies / TV / Radio Theme
- Novel-based
- Hand Management
UNO: Harry Potter



Munchkin
Munchkin

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Card Drafting
- Dice Rolling
- Hand Management
- Take That
- Variable Player Powers
Munchkin



Munchkin Adventure Time
Munchkin Adventure Time

In Munchkin Adventure Time, players can help Finn, Jake, Lumpy Space Princess, and friends navigate the perils – and the rewards! – of the Land of Ooo. Will "Oh my glob – look out!" be the last thing Adventure Time fans hear from Princess Bubblegum? Or will Finn and Jake save the day with a sturdy sword and a hearty "Slamacow!"?
Munchkin Adventure Time is both a standalone game and an expansion for other titles in the vast Munchkin family.
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players "kicks down the door" by drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Movies / TV / Radio Theme
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Adventure Time



Munchkin Apocalypse
Munchkin Apocalypse

Munchkin Apocalypse is a core set in the Munchkin series with an end of the world theme that includes natural disasters, zombie takeovers, Armageddon, alien invasions, nuclear war, etc. And while this is still a standard Munchkin game where you try to level up by killing the monsters, stealing the treasure, and stabbing your buddy, there's a new "Seal" mechanic that significantly changes the gameplay.
Seals are a reference to the biblical seals of the Apocalypse. They can be opened and closed, although it's typically more difficult to close them. Once seven Seals are open, the game ends immediately, and the player with the highest combat strength (excluding levels) is the winner. The Seal mechanic adds a sense of impending doom to the game, meant to mimic the sense of impending doom for a real apocalypse. It also tends to create situations where the group works together to close a Seal in order to prevent a player from winning via the Seal mechanic. So there is more teamwork than in a regular Munchkin game.
The balance of the deck is also different than the other Munchkin sets. There are a lot more Disaster cards, which are equivalent to traps and curses, so bad things tend to occur more frequently. Also, there are more monsters, especially high-level monsters. To offset this, however, there are more item enhancers and high-bonus items. It's been stated in the Munchkin forums that Munchkin Apocalypse is harder to play and is intended more for seasoned Munchkin veterans.
Munchkin Apocalypse has four new classes but does not have races, powers, or other "thingies". It includes Undead and Shark monsters, which follow special rules.
The game comes with 180 cards (92 Doors, 76 Treasures, 12 Seals). The Seal cards are a different size than the regular cards--they're square and are shorter but wider (2.75" x 2.75"). The included d6 is orange with lime green pips, similar in color to the orange dice in the +6 Bag o' Radioactive Munchkin d6.
- Thematic
- Card Game
- Fighting
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Apocalypse



Munchkin Axe Cop
Munchkin Axe Cop

Munchkin Axe Cop is a simple, lightweight multiplayer "take that" style card game. Cards represent character abilities, items, monsters to fight, and cards to make monsters harder to defeat (for monsters other players are fighting) or easier to defeat (for you). Every time you defeat a monster, you go up a level. The first player to level 10 wins.
This is a core set for Steve Jackson's Munchkin game, based on the hit webcomic by Ethan Nicolle (age 29) and his brother Malachai (age 6). It can be combined with other games in the series.
The game doesn't have any new mechanics and should be easy to learn for anyone who's played one of the other Munchkin games. Hirelings are included and are called allies. There are four classes: Cop, Man, Soldier, and Warrior (which is identical to the class of the same name in fantasy Munchkin). This set also has powers; there are seven of them with two cards each, for a total of 14 cards. The mechanics of powers are exactly the same as in the other Munchkin sets that have them.
Several Santa monsters are included, as well as two new monster categories, Alien and Robot, which currently aren't recognized in any of the other Munchkin games.
It's not necessary to know anything about the Axe Cop webcomic in order to enjoy this set.
- Thematic
- Card Game
- Comic Book / Strip
- Fighting
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Axe Cop



Munchkin Bites!
Munchkin Bites!

It's the World of Dorkness!
The Munchkins are now vampires, werewolves and changelings. Bash through the haunted house and slay the monsters – the other monsters, that is. You can't slay your fellow munchkins, but you can curse them, send foes at them, and take their stuff.
Munchkin Bites! is a standalone game, which can be combined with other Munchkin games. With illustrations John Kovalic, you'll see Igor, Gilly, and all the other Dork Tower characters in their munchkin-vampire finery, so bring along your Coffin (+3!) and wield The Sword Of Beheading People Just Like In That Movie. Face foes like the Banshee, the Heck Hounds, and the dreaded Were-Muskrat. Smite them all, and be the first to Level 10...
Part of the Munchkin series.
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
- Card Game
- Fighting
- Horror
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Bites!



Munchkin Booty
Munchkin Booty

Sail the Seven Seas. Plunder the treasure. Make your crew walk the plank.
Munchkin Booty brings the greatest gold-grabbers in history – pirates! – to the world of Munchkin. Use your Silver Long Johns to beat the Lobster Mobster, drink your Demon Rum to fight off the Viking Kittens, and defend yourself with the Cutlass (or Cutlad, for the gents) against the Prince of Whales. But watch out for Sharks!
Plunder the seven seas as a Pirate, Naval Officer, or Merchant. Taunt your foes with your horrible Accent: British, Spanish, Dutch, or French. Equip your Half-Galleon with a Crow's Nest and Figurehead. But above all...level up!
Munchkin Booty is a standalone card game that's compatible with the original Munchkin and other titles in the same universe of games.
- Thematic
- Card Game
- Fighting
- Humor
- Pirates
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Booty



Munchkin Conan
Munchkin Conan

Munchkin Conan is a 168-card core set in the Munchkin family of games, with 101 Doors and 67 Treasures. Unlike other core sets, it lacks unique card backs, instead using the standard card back from Munchkin. The included Munchkin-head d6 is yellow with dark red print.
In Munchkin Conan, Robert E. Howard's epic hero gets the full Munchkin treatment. Play a Cimmerian Warrior or a Stygian Wizard! Wield the Sword of the Phoenix and poison your foes with Black Lotus! Slay Thoth-Amon's minions, Pict raiders, and abominable monsters, and hear the lamentations of their women! On many of the cards, the publisher provides context by including relevant quotes from Howard's work.
Munchkin Conan has a new type of card – birthright – and the mechanisms are similar to that of classes and races in that you can have only one in play at a time; you may discard a birthright at any time but may play one only on your turn or when you first get it. The Munchkin Conan core set comes with two birthrights: "Noble", which allows you to have an extra Comrade (see below), and "Barbarian", which allows you to ignore all "Usable By" and "Not Usable By" restrictions on items. There is no birthright analogue to "Super Munchkin" or "Half-Breed".
Speaking of races and classes, the races in Munchkin Conan are "Kushite", "Zamoran", "Cimmerian", and "Stygian"; when playing a blender game, they are all considered to be human unless the other sets have non-human races. The classes are "Cleric", "Thief", "Warrior", and "Wizard", and are identical to the fantasy Munchkin classes with the same names.
The Munchkin Conan hireling is called a Comrade. Comrades fall in the same class as the Hirelings, Minions, Mooks, Sidekicks, etc. that come with other flavors of Munchkin. Each Comrade is associated with a class or birthright, and gives you some of the advantages of that class/birthright. Comrades can carry an item for you, even some that you can't legally use yourself, and their gender matters. They also have the standard Hireling ability to sacrifice themselves to give you an automatic escape when running away.
- Thematic
- Card Game
- Comic Book / Strip
- Fantasy
- Fighting
- Humor
- Novel-based
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Conan



Munchkin Cthulhu
Munchkin Cthulhu

Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge – Cthulhu! Will they survive? Will they retain their sanity? Will they...level up?
Munchkin Cthulhu is a standalone game in the Munchkin universe, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. This base game features four new Classes, including the Cultist, and a lot of classic monsters from outside reality – and they all have Stuff you can take from their twitching bodies. You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin titles for mind-bending silliness.
- Thematic
- Card Game
- Fighting
- Horror
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Cthulhu



Munchkin Fu
Munchkin Fu

If you loved Munchkin... look out. Here they come again.
"I'm a Ninja with the Dragon Tooth Katana!"
"I'm a Monk with the Sai of Spleen Mangling. Fear my Drunken Monkey Kung Fu!"
"I'm a Yakuza with a gun. Run away!"
The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level!
- Thematic
- Card Game
- Fighting
- Humor
- Dice Rolling
- Take That
- Trading
- Variable Player Powers
Munchkin Fu



Munchkin Grimm Tidings
Munchkin Grimm Tidings

The fairy tales collected by the Brothers Grimm are full of magic, deception, and violence — sounds perfect for Munchkin! Iconic baddies and boons, like evil stepmothers and Rapunzel's golden locks, are captured in 120 cards in Munchkin Grimm Tidings, a standalone Munchkin game with new art by John Kovalic.
- Card Game
- Fighting
- Humor
- Mythology
- Card Drafting
- Hand Management
- Take That
- Variable Player Powers
Munchkin Grimm Tidings



Munchkin Holiday Surprise
Munchkin Holiday Surprise

Munchkin Holiday Surprise is a reprint of Christmas-themed Munchkin boosters and promo cards, plus some new stuff. It consists of 68 cards (39 Doors and 29 Treasures) and contains the following:
Cards from Munchkin: Waiting For Santa
Cards from Munchkin Santa's Revenge
Cards from Munchkin Reindeer Games
Cards from Munchkin Naughty & Nice
Two Christmas-themed cards from the various Exclusive Warehouse 23 Munchkin Boosters: Gift Card (2012), and Stocking Stuffers (2010)
Two Christmas-themed Munchkin Promo Cards: Nativity Scene, Santa's Little Elvis
Four cards not yet released (see below)
Christmas-themed Kill-O-Meter
Two Munchkin d6s, one pearlescent red and one pearlescent green
Munchkin Holiday Surprise was initially sold only through Barnes & Noble, but will be available to all retailers starting June 2013. The four new cards listed below will be released in 2013 as part of another set. The Kill-O-Meter is exclusive to this set and will not be available elsewhere.
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Mythology
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Holiday Surprise



Munchkin Impossible
Munchkin Impossible

The Munchkins are now spies... eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change hats.
Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now)... 'Take Their Stuff!'
You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.
- Card Game
- Fighting
- Humor
- Spies / Secret Agents
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Impossible



Munchkin Legends
Munchkin Legends

Raid the world of myth and legend! Crush every foe you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Munchkin Legends is the new Munchkin card game about legendary adventure...with none of that stupid roleplaying stuff. You'll defeat mythic monsters and grab fabled magic items! Don the Death Mask and Achilles' Heels. Wield Thor's Hammer...or maybe the Magic Bassoon. Start by slaughtering the Heebie-Jeebies and Johnny Zucchiniseed, and work your way up to the Kraken...
- Thematic
- Ancient
- Card Game
- Fighting
- Humor
- Mythology
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Legends



Munchkin Oz
Munchkin Oz

Adventure with the Scarecrow and the Tin Woodsman! Brave the Poppy Fields or the Deadly Desert! Fight against a Wicked Witch or King Krewl! Visit the Emerald City and talk with Dorothy, Ozma, or the Cowardly Lion! Play a Professor, Royalty, Soldier ... or even a Wizard!
L. Frank Baum's Oz books have been favorites of children and their parents ever since the books were published over a century ago. Now you can create your own adventure with Munchkin Oz!
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Novel-based
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Oz



Munchkin Pathfinder
Munchkin Pathfinder

Munchkin Pathfinder, which includes 168 cards and uses the setting of the Pathfinder role-playing game from Paizo Publishing, can be played as a standalone game or combined with any other core Munchkin game. That said, while Munchkin Pathfinder includes Classes and something new for this set – Factions – the game does not use Races.
As for what you'll find in the set, you can try out new classes like Alchemist and Witch; join a faction to become an Eagle Knight or a Red Mantis Assassin; or arm yourself with the T-Bone Stake and the Armor of Insults. You'll need those latter items to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you'll have to fight your way through all those goblins...and kill them and take their stuff!
Munchkin Pathfinder Deluxe contains the same cards, die and rules as Munchkin Pathfinder, but also includes a game board, pawns and plastic stands. Munchkin Pathfinder Deluxe also features a brand-new mechanism — "Factions" — and a new D6 for the iconic Pathfinder Goblin.
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Pathfinder



Munchkin Zombies
Munchkin Zombies

In a reversal of roles, all players in Munchkin Zombies start out as zombies, and the "monsters" are the normal people trying to stop the zombie invasion (such as the Action Hero, Soccer Mom, Fireman, etc.). Unlike most Munchkin games, there are no classes or races; instead, you can have a mojo: Atomic Zombie, Plague Zombie, and Voodoo Zombie. As with Munchkin Bites! and Super Munchkin, Munchkin Zombies includes powers – special abilities that you can play as you gain levels.
Guest artist is Alex Fernandez, who drew the Meals on Wheels card.
- Thematic
- Card Game
- Fighting
- Humor
- Zombies
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin Zombies



Munchkin: The Nightmare Before Christmas
Munchkin: The Nightmare Before Christmas

Fans of The Nightmare Before Christmas and Munchkin have an entirely new ghoulish world to immerse themselves in.
In Munchkin: The Nightmare Before Christmas, you can play as a citizen from Halloween Town, Christmas Town, Thanksgiving Town or Easter Town. Battle and banish foes like Oogie Boogie, Doctor Finkelstein, and Lock, Shock & Barrel from Halloween Town. Charge into battle on Santa's Sleigh as you wield new weapons, curses and treasures.
- Thematic
- Card Game
- Fantasy
- Fighting
- Humor
- Movies / TV / Radio Theme
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Munchkin: The Nightmare Before Christmas



Star Munchkin
Star Munchkin

The Munchkins are back – but now they're Mutants, Androids, and Cat People in space, grabbing Lasers, Vibroswords, and Nova Grenades and fighting Fanged Fuzzballs, Bionic Bimbos, and the Brain In A Jar. Star Munchkin is a complete game using the best-selling Munchkin rules (with a few new twists like Sidekicks), and it can be combined with any other Munchkin items.
Part of the Munchkin series.
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
Note: The 2012 edition of Star Munchkin from Pegasus Spiele includes the first expansion, Star Munchkin 2: The Clown Wars.
- Thematic
- Card Game
- Fighting
- Humor
- Science Fiction
- Card Drafting
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Star Munchkin



Super Munchkin
Super Munchkin

Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.
Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now, it's the superheroes' turn!
Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension - from the wimpy Triplicate Twit all the way up to Big Ol' Planet Eater Guy himself - and TAKE THEIR STUFF! With the Aura Helmet, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you.
Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson (I) and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha!
- Thematic
- Card Game
- Comic Book / Strip
- Fighting
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
Super Munchkin



The Good, the Bad, and the Munchkin
The Good, the Bad, and the Munchkin

Oh, give me a home where the Jackalopes roam
And the Dudes and the Buckaroos play,
I'll slay and I'll loot, give the monsters the boot,
And the dice are not loaded, no way.
The Good, the Bad, and the Munchkin opens a whole new frontier - the Wild West! Forget dragons and goblins - Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take.
Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeno, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster.
The Good, the Bad, and the Munchkin is the next stand-alone game in the award-winning Munchkin line. Steve Jackson (I) and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat and make him "Rootin' Tootin'" for +10...
- Thematic
- American West
- Card Game
- Fighting
- Humor
- Dice Rolling
- Hand Management
- Take That
- Trading
- Variable Player Powers
The Good, the Bad, and the Munchkin



Exploding Kittens
Exploding Kittens

Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
- Party
- Animals
- Card Game
- Comic Book / Strip
- Humor
- Hand Management
- Player Elimination
- Press Your Luck
- Set Collection
- Take That
Exploding Kittens



Harbour
Harbour

Dockmaster Schlibble and Constable O'Brady cordially invite you to visit their bustling Harbour town! Attend to business at the Trader's Guild or the Masoner's Hall. Break for lunch at the Sushi Shop, or stop off for a drink at the Pub. Don't forget to check out the Wizard's Traveling Imaginarium before you go! But no matter where you go, keep on the lookout for a bargain... the denizens of this town are always wheeling and dealing! Collect and trade resources as you visit the various buildings of Harbour, and cash them in to buy your way into the town. Whoever has the most points worth of buildings when the game ends, wins!
Harbour is a worker placement game where players move their worker from building to building, collecting and trading Fish, Livestock, Wood, and Stone; and cashing those resources in to purchase buildings (which are the worker placement spots) from the central pool. Once a building is purchased, it is replaced from the deck, and the central pool is a small subset of the deck, and is therefore different every game.
The game ends when a player has purchased his fourth building. After that round finishes, the player with the most points worth of buildings is the winner!
At the heart of Harbour is a dynamic market mechanism. Each time a player purchases a building, the value of the resources they used drops, while the value of the other resources rise. You'll have to carefully time your purchases to take advantage of the ebb and flow of market prices, or be prepared to waste some resources!
- Family
- Strategy
- City Building
- Economic
- Fantasy
- Humor
- Set Collection
- Worker Placement
Harbour



Letter Tycoon
Letter Tycoon

Letter Tycoon is the word game for 2-5 capitalists!
In the game, players take turns forming a word using a seven-card hand and a three-card community card pool, scoring money and stock rewards based on their word. Players may use their earned money to buy one letter "patent" in the word they make. In the future, whenever another player uses one of your owned letters on their turn, you earn money from the bank. Letters that are used less frequently have special abilities, increasing their power.
When enough of the alphabet has been claimed, players finish the current turn, then score all money, stock and letter patents owned. Create the most valuable empire and you can become the letter tycoon!
- Economic
- Word Game
- Commodity Speculation
- Hand Management
- Set Collection
- Variable Player Powers
Letter Tycoon



Stuff and Nonsense
Stuff and Nonsense

Stuff and Nonsense is "the Inevitable Aftermath of Professor Elemental's Imaginary Polar Expedition", an adventure game about never leaving London. The players move about the city, collecting artifacts and stories, and then return to the Adventurer's Club to tell made-up stories of adventure. This game plays something like a board game, though the board is made entirely of cards. The mechanics revolve around collecting sets of cards, while trying to avoid meeting Professor Elemental, and deciding which destinations to pretend to return from. The cards are filled with humorous text and whimsical illustrations by Harold Fay.
- Card Game
- Set Collection
Stuff and Nonsense



Cards Against Humanity
Cards Against Humanity

"A party game for horrible people."
Play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.
This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".
In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.
- Party
- Card Game
- Humor
- Mature / Adult
- Party Game
- Print & Play
- Hand Management
- Simultaneous Action Selection
Cards Against Humanity



Dixit
Dixit

2010 Spiel des Jahres Winner
One player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players).
Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others.
The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's.
If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card.
The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game.
The base game and all expansions have 84 cards each.
- Party
- Card Game
- Humor
- Party Game
- Simultaneous Action Selection
- Storytelling
- Voting
Dixit



Gloom Series
Gloom Series

The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!
Each of the three expansions for Gloom adds one more player, thus with all three expansions, this should be playable with seven players.
- Thematic
- Card Game
- Horror
- Humor
- Hand Management
- Storytelling
- Take That
Gloom Series



Cthulhu Gloom
Cthulhu Gloom

From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Asylum, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed – but whose downfall will be the most entertaining?
Cthulhu Gloom takes the game play of Atlas' Gloom and puts a Lovecraftian spin on it. Each player controls a group of protagonists, and your goal is to make them as miserable and insane as possible – preferably with them dying quickly while your opponents' heroes remain sane and (at a minimum) alive. In the publisher's description: "While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins."
As in Gloom, the cards in Cthulhu Gloom are transparent, allowing you to stack multiple modifier cards on a character card to alter its stats or undo what an opponent has done to you. While Cthulhu Gloom can be played on its own or combined with Gloom and its many expansions, it does introduce two new types of cards:
• Story cards can be in play from the start of the game, and the first player to meet a Story card's conditions – e.g., drawing the attention of The King in Yellow or heeding The Call of Cthulhu – claims the card and gains its benefits (or drawbacks).
• Transformation cards mutate a character for the remainder of the game, no matter which modifiers might come its way later. What's more, the character's image is replaced with "something hideous and slimy". You'd expect no less really...
- Thematic
- Card Game
- Fantasy
- Horror
- Hand Management
- Storytelling
- Take That
Cthulhu Gloom



Gloom
Gloom

The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!
Each of the three expansions for Gloom adds one more player, thus with all three expansions, this should be playable with seven players.
- Thematic
- Card Game
- Horror
- Humor
- Hand Management
- Storytelling
- Take That
Gloom



Machine of Death: The Game of Creative Assassination
Machine of Death: The Game of Creative Assassination

Machine of Death: The Game of Creative Assassination is a storytelling game set in a world in which a machine can predict how a person will die with 100% accuracy with only a small blood sample. However, the machine delights in being vague and twisted. A card reading "Old Age" could mean you die in your sleep at age 120, or it could mean you're run over tomorrow by an elderly driver who forgot to take his pills today. Players of the game take the role of assassins, who must use the various tools at their disposal -- from storytelling to a slew of items available from specialty Black Market shops -- to create a situation in which a target is killed in a way in line with their Death Prediction. The Machine of Death Game uses this basic idea, of assassins working in a world were cause of death is known to create various game modes.
The General Gameplay of most modes works like this:
A target is assigned, and given certain details (including Death Prediction, and extra Intel details, such as things they particularly like or dislike – to help predict their behavior).
Players – assassins – are given Black Market Gift Cards. These are the items they are allowed to use in order to accomplish their goal: killing the target.
Players use the Gift Cards to devise a plan. Each Black Market card provides an item to be used in an Action. Three actions should chain together in some way that results in the death of the target.
The plan is greenlit, either by a Chief player, or via consensus, depending on game mode.
The timer starts and the plan is put into action. This is represented by dice rolling to beat a "difficulty score." An unlikely plan hinging on a single item may need to roll a 6 for that Action, but a rock-solid intricate plan may need to only roll a 2 for each card.
The skull face on the die also adds a frantic element (replacing the 1 face, if the skull is rolled it prompts the flipping of a Fate Coin to add additional randomness).
In case of failure of any die roll, that Action didn't work, and the plan must be revised. While the timer continues running, the assassins draw a new Black Market item, amending their previous plan and rolling for a new Action. They may also call in "Specialists", who are characters with special skills (earned in previous rounds).
If any three Actions are successful before the timer runs out, the target is killed. With the remaining time, the players may roll for Aftermath tasks (such as fleeing the scene or destroying the evidence). Completion of these tasks earns Specialist cards to be used in later rounds. This is the only way to replenish the group's overall Budget of playable cards.
If the timer runs out before three Actions are completed, the target escapes. This is the end of the round.
In the published rules, this also ends the game. This rule was subsequently revised, allowing players to make another attempt on the same target, or take the loss and move on to additional targets. Hard-core players may end the game at this point.
The team wins if they can accomplish four successful kills before their total Budget of Black Market cards are exhausted.
Game Variants:
Chief Mode is where one player takes on the gamemaster role of the Chief, answering questions and deciding on the difficulty of the plan being created by the other players. Groups of 4 or more work best in this mode. In groups of 2-3 players, each player states their opinion, and the hardest value is the one used.
Psychopath is similar to Cards Against Humanity or Apples to Apples. Each player holds a hand of Death Prediction cards that represent hostages. One psychopath announces a murder weapon (based on a drawn Black Market card), and players each toss in the hostage they believe will be most likely to be killed by that weapon. Designed for 4+ players.
Speed Round is faster-paced and useful for introducing players to the death prediction concept. One Chief presents the Death Prediction Card of an assassination target, and players rush to play a Black Market or Specialist card that they think can kill the person in the predicted way. The Chief assigns a difficulty value to the fastest player's proposed plan, and the player rolls to see if they can pull it off. If they do, they earn that Death Prediction Card as a point; if they fail, another player may propose a plan.
Mechanical Chief uses 14 regular playing cards to replace the subjective judgments of the Chief. Each Black Market card is dealt with a playing card, the value of which is kept hidden until the die is about to be rolled. This variant is good for faster play, and directs discussions toward justifying the revealed values within the story, rather than debating the merits of various plans.
Teams is useful for very large groups. The players split into two rival assassination teams, and alternate attacking targets, with a single Chief moderating. Teams operate under spelling bee elimination rules (one team's failure, followed by the victory of the other, results in the first team's elimination). A target that a team fails to kill must then be attempted by the other team, and a continuous narrative persists throughout the entire game.
- Party
- Card Game
- Humor
- Dice Rolling
- Storytelling
Machine of Death: The Game of Creative Assassination



Scattergories
Scattergories

"The Game of Scattergories," published in 1988 by Milton Bradley, is a great game for any group to play. In the game each player fills out a category list 'with answers that begin with the same letter.' If no other player matches your answers, you score points. The game is played in rounds. After 3 rounds a winner is declared, and a new game can be begun.
Scattergories is a commercial version of an old parlour game known as Categories or Guggenheim.
- Party
- Party Game
- Real-time
- Word Game
- Dice Rolling
- Paper-and-Pencil
Scattergories



Bananagrams WildTiles
Bananagrams WildTiles

A Scrabble-like game without the board -- 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'. When a player uses up all their letters, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.
There are also variants included in the rules, and the game is suitable for solo play.
In this new Target-exclusive version, six wild monkey tiles are added. They can be used as any letter and switched it up.
- Real-time
- Word Game
- Tile Placement
Bananagrams WildTiles



X Marks the Spot
X Marks the Spot

In X Marks the Spot, players are pirates who aren't searching for treasure marked by an X, but rather trying to place that X themselves.
Each player starts the game with three gold(ish) doubloons and a hand of four cards; most cards are divided into two sections, with the sections indicating one of four pirate icons, open water, a ghost ship or a kraken. Some cards contain actions – e.g., cannon, plunder – that can be played against an opponent.
On a turn, a player draws two cards, then plays two cards. Cards are placed to form a grid on the playing area. A pirate icon can cover a pirate icon of the same type; a ghost ship is wild and counts as all pirate icons, and can cover and be covered by any pirate icon; open water can cover or be covered by any pirate icon or a ghost ship. A kraken can be covered only by a ghost ship, although a cannon can remove it from play.
Your goal is to create three Xs in the playing area that feature your secret icon. As soon as you (or an opponent) create an X, whether connected orthogonally or diagonally, you mark the center space with one of your doubloons. The first player to place her three doubloons on the board wins.
- Pirates
- Tile Placement
X Marks the Spot



Catan
Catan

In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
Setup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of possibly playing a development card, rolling the dice, everyone (perhaps) collecting resource cards based on the roll and position of houses (or upgraded cities—think: hotels) unless a 7 is rolled, turning in resource cards (if possible and desired) for improvements, trading cards at a port, and trading resource cards with other players. If a 7 is rolled, the active player moves the robber to a new hex tile and steals resource cards from other players who have built structures adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road and the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), he announces his total and claims the win.
Catan has won multiple awards and is one of the most popular games in recent history due to its amazing ability to appeal to experienced gamers as well as those new to the hobby.
- Family
- Strategy
- Negotiation
- Dice Rolling
- Hand Management
- Modular Board
- Route / Network Building
- Trading
Catan

