Vendor: BLAM !
Type: Board Games
Price:
59.95
Designer | Aaron Weissblum |
Publisher | BLAM ! |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Honors |
2016 Tric Trac Nominee 2016 Juego del Año Recommended 2016 Gioco dell’Anno Nominee 2015 Jocul Anului în România Beginners Finalist |
Expansions |
Celestia: A Little Help Celestia: A Little Initiative |
Note: This game is in German language.
In Celestia, a revamped version of Cloud 9, you board an aircraft with a team of adventurers to perform many trips through the cities of Celestia and recover their wonderful treasures. Your journey will not be safe, but you will attempt to be the richest adventurer by collecting the most precious treasures!
At the beginning of a journey, all players place their pawns within the aircraft; the players start the game with six cards in hand (or eight depending on the number of players). At the beginning of each round, one player is chosen to be the captain of the trip and he rolls 2-4 dice to discover the challenges that they will face: fog, lightning bolts, killer birds, or pirates. He must then play the appropriate cards — a compass, a lightning arrester, a foghorn, or even cannons — to continue on the journey and reach the next city. But before the captain plays the appropriate cards, each player must decide whether to stay within the aircraft:
During the journey, each adventurer can try to pull out of the game with fabulous objects (a jetpack, astronomy glasses, etc.) or by changing the trip (modifying the travel or abandoning an explorer in the city). As soon as a player earns treasure worth at least fifty points, the game ends and this player wins.
Vous embarquez dans un aéronef avec une équipe d'aventuriers pour effectuer de nombreux voyages dans les cités de Celestia et récupérer leurs merveilleux trésors. Votre périple ne se fera pas sans danger mais vous tenterez de devenir l'aventurier le plus riche en collectionnant les trésors les plus précieux ! Au début d'un voyage tout les joueurs placent leur pion dans l'aeronef, les joueurs commencent la partie avec 6 (ou 8 selon le nombre de joueurs) cartes en main. Lors de chaque tour un joueur est le capitaine et lance de 2 à 4 dés pour déterminer les dangers qu'il doit affronter (le brouillard, la foudre, des oiseaux tueurs ou les pirates ). Il doit jouer des cartes pour continuer le voyage et arriver à la cité suivante ( une boussole, un parafoudre, une corne de brume ou encore des canons ).
Avant que le capitaine ne joue les cartes requises, chaque passager doit décider s'il reste ou non dans l'aéronef : - descendre, c'est s'assurer les points de victoire atteint en explorant la cité. - rester, c'est tenter le voyage jusqu'à la cité suivante pour récupérer des trésors plus précieux. Mais attention : si le capitaine est incapable de jouer les bonnes cartes, c'est le crash ! Tout les passagers rentrent bredouille et on recommence un voyage avec tous les joueurs à bord. Pendant leurs voyages chaque explorateur pourra essayer de tirer son épingle du jeu à l'aide d'objets fabuleux ( un jetpack, des lunettes d'astronomie ... ) ou en modifiant le voyage ( faire changer de route ou abandonner un explorateur dans une cité ). Dès qu'un joueur possède des trésors rapportant 50 points la partie est terminée.
Vendor: Broadway Toys LTD
Type: Board Games
Price:
49.95
Designers |
Alan R. Moon Aaron Weissblum |
Publisher | Broadway Toys LTD |
Players | 2-4 |
Playing Time | 20-30 mins |
Suggested Age | 10 and up |
Honors |
2003 Spiel der Spiele Hit für Familien Recommended 2003 Kinderspielexperten "8-to-13-year-olds" Nominee 2003 Japan Boardgame Prize Best Foreign Game for Beginners Nominee 2003 Fairplay À la carte Runner-up |
Note: This game includes English and Chinese.
"There is much to be discovered in Europe! Many roads lead to success in this exciting travel game - you just have to find the right one. Exchange your cards cleverly and find your way through Europe quickly to win. Ten cards must show continuous travel either by land, sea or air."
Vendor: Broadway Toys LTD
Type: Board Games
Price:
49.95
Designers |
Alan R. Moon Aaron Weissblum |
Publisher | Broadway Toys LTD |
Players | 2-4 |
Playing Time | 30 mins |
Suggested Age | 10 and up |
Honors | 2004 Mensa Select Winner |
Note: This game includes English and Chinese. For a preview, English rule can be found here.
You have 10 Days in the USA. Travel the country by jet, car, and on foot. Plan your trip from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers.
This is the first installment in the 10 Days in series.
There are 50 state tiles, 10 colored airplane tiles, and 6 car tiles. Players all flip tiles one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a tile from one of three face-up piles or a face-down pile. The new tile may replace one tile in their tray, with that tile (or the unused drawn tile) discarded onto any of the face-up piles. Alternatively, players may swap any two tiles in their tray. When a player has all their days connected correctly, they win the game.
Travel Connections:
By Foot - bordering state tiles may be placed side-by-side
By Automobile - states may be connected by driving through a third state which borders them both (the car tile is put between them)
By Air - Two states of the same color may be connected by a same-color airplane placed between them"
Vendor: BLAM !
Type: Board Games
Price:
42.95
Designer | Aaron Weissblum |
Publisher | BLAM ! |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Honors |
2016 Tric Trac Nominee 2016 Juego del Año Recommended 2016 Gioco dell’Anno Nominee 2015 Jocul Anului în România Beginners Finalist |
Expansions |
Celestia: A Little Help Celestia: A Little Initiative |
In Celestia, a revamped version of Cloud 9, you board an aircraft with a team of adventurers to perform many trips through the cities of Celestia and recover their wonderful treasures. Your journey will not be safe, but you will attempt to be the richest adventurer by collecting the most precious treasures!
At the beginning of a journey, all players place their pawns within the aircraft; the players start the game with six cards in hand (or eight depending on the number of players). At the beginning of each round, one player is chosen to be the captain of the trip and he rolls 2-4 dice to discover the challenges that they will face: fog, lightning bolts, killer birds, or pirates. He must then play the appropriate cards — a compass, a lightning arrester, a foghorn, or even cannons — to continue on the journey and reach the next city. But before the captain plays the appropriate cards, each player must decide whether to stay within the aircraft:
During the journey, each adventurer can try to pull out of the game with fabulous objects (a jetpack, astronomy glasses, etc.) or by changing the trip (modifying the travel or abandoning an explorer in the city). As soon as a player earns treasure worth at least fifty points, the game ends and this player wins.
Vous embarquez dans un aéronef avec une équipe d'aventuriers pour effectuer de nombreux voyages dans les cités de Celestia et récupérer leurs merveilleux trésors. Votre périple ne se fera pas sans danger mais vous tenterez de devenir l'aventurier le plus riche en collectionnant les trésors les plus précieux ! Au début d'un voyage tout les joueurs placent leur pion dans l'aeronef, les joueurs commencent la partie avec 6 (ou 8 selon le nombre de joueurs) cartes en main. Lors de chaque tour un joueur est le capitaine et lance de 2 à 4 dés pour déterminer les dangers qu'il doit affronter (le brouillard, la foudre, des oiseaux tueurs ou les pirates ). Il doit jouer des cartes pour continuer le voyage et arriver à la cité suivante ( une boussole, un parafoudre, une corne de brume ou encore des canons ).
Avant que le capitaine ne joue les cartes requises, chaque passager doit décider s'il reste ou non dans l'aéronef : - descendre, c'est s'assurer les points de victoire atteint en explorant la cité. - rester, c'est tenter le voyage jusqu'à la cité suivante pour récupérer des trésors plus précieux. Mais attention : si le capitaine est incapable de jouer les bonnes cartes, c'est le crash ! Tout les passagers rentrent bredouille et on recommence un voyage avec tous les joueurs à bord. Pendant leurs voyages chaque explorateur pourra essayer de tirer son épingle du jeu à l'aide d'objets fabuleux ( un jetpack, des lunettes d'astronomie ... ) ou en modifiant le voyage ( faire changer de route ou abandonner un explorateur dans une cité ). Dès qu'un joueur possède des trésors rapportant 50 points la partie est terminée.
Vendor: BLAM !
Type: Board Games
Price:
12.95
Designer | |
Publisher | |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Expansion For
|
Vendor: Ravensburger
Type: Board Games
Price:
21.95
Designer | Aaron Weissblum |
Publisher | Ravensburger Spieleverlag GmbH |
Players | 2 |
Playtime | 30 mins |
Suggested Age | 12 and up |
Vendor: BLAM !
Type: Board Games
Price:
13.95
Designer | Aaron Weissblum |
Publisher | BLAM ! |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Expansion For | Celestia |
A captain never abandons his ship, but he does sometimes require a helping hand...
Celestia: A Little Help allows passengers to give the captain a hand, but bluffing and dirty tricks will still show their hand as well!
Vendor: R&R Games
Type: Board Games
Price:
17.95
Designer |
Aaron Weissblum Norman Woods |
Publisher | R&R Games |
Players | 2 |
Playtime | 10-30 mins |
Suggested Age | 12 and up |
Vendor: R&R Games
Type: Board Games
Price:
8.45
Designer | |
Publisher | R&R Games |
Players | 2 |
Playtime | 20-30 mins |
Suggested Age | 14 and up |
Expansion For | Spellcaster |
Vendor: Jolly Roger Games
Type: Board Games
Price:
35.95
Designer | Alan R. Moon, Aaron Weissblum |
Publisher | Jolly Roger Games |
Players | 2-6 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Vendor: Quick Simple Fun Games
Type: Board Games
Price:
27.95
Designer | Aaron Weissblum |
Publisher | Quick Simple Fun Games |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Honors | 2015 Jocul Anului în România Beginners Finalist |
Expansions |
Note: This is the English Edition
In Celestia, a revamped version of Cloud 9, you board an aircraft with a team of adventurers to perform many trips through the cities of Celestia and recover their wonderful treasures. Your journey will not be safe, but you will attempt to be the richest adventurer by collecting the most precious treasures!
At the beginning of a journey, all players place their pawns within the aircraft; the players start the game with six cards in hand (or eight depending on the number of players). At the beginning of each round, one player is chosen to be the captain of the trip and he rolls 2-4 dice to discover the challenges that they will face: fog, lightning bolts, killer birds, or pirates. He must then play the appropriate cards — a compass, a lightning arrester, a foghorn, or even cannons — to continue on the journey and reach the next city. But before the captain plays the appropriate cards, each player must decide whether to stay within the aircraft:
During the journey, each adventurer can try to pull out of the game with fabulous objects (a jetpack, astronomy glasses, etc.) or by changing the trip (modifying the travel or abandoning an explorer in the city). As soon as a player earns treasure worth at least fifty points, the game ends and this player wins.
Vendor: R&R Games
Type: Board Games
Price:
10.95
Designer | |
Publisher | R&R Games |
Players | 2-5 |
Playtime | 10-20 mins |
Suggested Age | 7 and up |
What's not to love about pandas?! Panda Head is a trick-taking card game in which the winning panda is the one who stays awake the longest by scoring the fewest points.
That's right: Points are bad! The more points you score, the drowsier you get, and you don't want to end up a pooped panda. Don't be bamboozled!
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
56.95
Designer |
Alan R. Moon Aaron Weissblum |
Publisher | Eagle-Gryphon Games |
Players | 3-6 |
Playtime | 75 mins |
Suggested Age | 13 and up |
Vendor: R&R Games
Type: Board Games
Price:
15.95
Designer | |
Publisher | R&R Games |
Players | 2-4 |
Playtime | 25 mins |
Suggested Age | 14 and up |
Expansions | Spellcaster: Potions |
Legend speaks of the enchanted Sapphire Island. Shrouded in mist and magic, the island summons mages to battle in the ultimate test of magical combat — but only those who survive the supernatural duels are granted great prestige and riches.
Spellcaster is a card game pitting two to four mages in a duel of supremacy. You win by exhausting your opponent's energies or by collecting enough sorcery sapphires to overpower them. Sixty different spells are included from four fields of study: Combat, Conjuring, Healing and Sorcery. Cast one or more spells each turn to overcome your opponent and become the Grand Master Mage!
Vendor: Rio Grande Games
Type: Board Games
Price:
36.95
Designers | |
Publisher | Rio Grande Games |
Players | 3-5 |
Playtime | 120 mins |
Suggested Age | 10 and up |
Honors | 2003 International Gamers Awards - General Strategy; Multi-player Nominee |
It's a cool, windy day in autumn, some time around 30,000 years ago. For several hours now, a group of hunters have been following a herd of mammoths. Will they succeed? Will they actually be able to bring down one of these giant animals? Its meat would last the entire tribe for several weeks...
Take on the role of one of these fearless Ice Age tribesmen and try to keep close to the mammoth herds. Of course, everyone else wants to accomplish this as well, so there will always be fights over territory. Who may stay, and who has to leave? Lucky for those with a club handy!
This game is #8 in the Alea big box series, but the English RGG version doesn't have the number printed on the side.
Vendor: Überplay
Type: Board Games
Price:
49.95
Designer | |
Publisher | Überplay |
Players | 3-4 |
Playtime | 90 mins |
Suggested Age | 12 and up |
Honors |
A bidding and tile laying game with a theme of settling 17th Century New England. Each player represents a family that buys up and develops large tracts of land. The area of settlement is 98 squares (9 x 11, with one square missing). Each family starts with a double-sized tile of each of the three land types - settlement, cropland, pasture. Tiles have undeveloped and developed sides; naturally, they start undeveloped.
In each round after the initial placement of the starting tiles, players bid for the right to buy more land tiles or development cards - up to two per round. A total of 10 tiles and cards are normally available for purchase. The advantage of bidding high (and thus paying more for each purchase) is that high bidders get the first choice, and the highest bidder gets to decide how many tiles and cards will be up for auction in the next round. Tiles or cards must be played immediately after purchase, unless barns are available to store cards (but not tiles) for later use. Those that can't be played may not be bought.
Development cards are of two kinds. One lets a player buy pilgrims (who generate shillings, the game's currency), barns (to store development cards) or ships (to add extra tiles or cards to those on offer). The other is needed to develop land tiles. Development is possible only if the player owns undeveloped tiles of the same type, number and configuration as shown on the card, e. g., three cropland tiles forming a right angle, two adjacent pastures or a square of four settlements.
Playing development cards earns victory points, the number depending on the difficulty of using the card. A square of tiles scores 10 points, while a pilgrim, barn or ship gains only one.
Play continues until there are too few cards and tiles left to stock a full auction. At that point, the players tally their victory points, adding bonuses for most pilgrims, barns or ships. The winner is the player with the most points; shillings are the tie breaker.
Vendor: Rio Grande Games
Type: Board Games
Price:
44.95
Designer |
Alan R. Moon Aaron Weissblum |
Publisher | Rio Grande Games |
Players | 3-6 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Players are skipping through time to steal various artifacts from ancient civilizations. Each of the time periods have only two pathways, so travel is somewhat limited. When in an era, you can refill the tiles, collect tiles, or move on. However, the Time Police are also patrolling the time periods. If the Time Police catch you, they'll steal all the tiles of your largest collection of artifacts! After three rounds of collection, the player with the best collection wins.
Vendor: Jolly Roger Games
Type: Board Games
Price:
11.95
Designer |
Alan R. Moon Aaron Weissblum |
Publisher | Jolly Roger Games |
Players | 2-4 |
Playtime | 20 mins |
Suggested Age | 8 and up |
Clocktowers is a game for 2-4 players in a competition to complete the most clocktowers in the city before time runs out. Players must complete the towers as cleanly as possible, making sure that mice and cats don't make the towers home. Of course there are other catches -- do you have the right height for the building and do you have the proper colored roof?
Clocktowers plays in 20-30 minutes and can be played by ages 8 and up (although there's enough skill involved that kids shouldn't beat their parents too often!)
This is based on the board game Capitol by the same designers.
Vendor: Out of the Box Publishing
Type: Board Games
Price:
21.95
Designer |
Alan R. Moon Aaron Weissblum |
Publisher | Out of the Box Publishing |
Players | 2-4 |
Playtime | 20 mins |
Suggested Age | 10 and up |
Honors | 2010 Årets Spill Best Family Game Nominee |
Family | 10 Days Series |
The Unpredictable Game of Making Connections
Gather your sunglasses, snowshoes and mosquito spray - it’s time to travel to new destinations with the 10 Days Series - the Americas!
Players use destination and transportation tiles to chart a course through North, Central and South America and the Caribbean - touring by airplane, cruise ship or on foot. With a little luck and clever planning, you just might outmaneuver your fellow travelers and be the first to make connections for a complete ten day journey!
Vendor: Out of the Box Publishing
Type: Board Games
Price:
21.95
Designer |
Grafik Studio Krüger Alan R. Moon Aaron Weissblum |
Publisher | Out of the Box Publishing |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors | 2004 Mensa Select Winner |
Family | 10 Days Series |
You have 10 DAYS IN AFRICA™ – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make correct connections for a ten-day journey wins the game.
Tiles are arranged on a player's tray, then a new tile is drawn. It can be used to replace a tile on one of the "days." Then that tile or the drawn tile are discarded face-up to one of three discard piles. Tiles may not be rearranged, only replaced.
You must complete your journey correctly, connecting by
foot - bordering country tiles set side-by-side,
air - countries of the same color with a same-colored airplane between them, or
automobile - a car can drive between two countries and a third country which borders them.
Whoever is the first to connect all 10 days wins the game.
Vendor: Out of the Box Publishing
Type: Board Games
Price:
24.95
Designer |
Grafik Studio Krüger Alan R. Moon Aaron Weissblum |
Publisher | Out of the Box Publishing |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors | |
Family | 10 Days Series |
"There is much to be discovered in Europe! Many roads lead to success in this exciting travel game - you just have to find the right one. Exchange your cards cleverly and find your way through Europe quickly to win. Ten cards must show continuous travel either by land, sea or air."
This is the third installment in the 10 Days in series.
Gameplay
All players pick tiles up one at a time, examining them and placing them onto any empty spot on their tile holders. Then, in turn, each player draws one tile and may replace one of their lined-up tiles with it. (Tiles may not be rearranged.) Tiles are drawn from one of three face-up discard piles or a face-down pile. The drawn card or replaced card is then discarded into one of the face-up piles. The first person to have all ten tiles satisfy the travel connection requirements wins.
Connection requirements:
By Foot If a country is next to or connected to another country on the map, their tiles may be placed side-by-side
By Air Any two countries of the same color may be connected by an airplane of that color (its tile in between them)
By Ship If a sea or ocean borders two countries, a ship can connect them
Contents:
Vendor: The Op Games
Type: Board Games
Price:
32.95
Designer |
Alan R. Moon Aaron Weissblum |
Publisher | The Op Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors | 2004 Mensa Select Winner |
Family | 10 Days Series |
You have 10 Days in the USA. Travel the country by jet, car, and on foot. Plan your trip from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers.
This is the first installment in the 10 Days in series.
There are 50 state tiles, 10 colored airplane tiles, and 6 car tiles. Players all flip tiles one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a tile from one of three face-up piles or a face-down pile. The new tile may replace one tile in their tray, with that tile (or the unused drawn tile) discarded onto any of the face-up piles. Tiles may not be rearranged. When a player has all their days connected correctly, they win the game.
Travel Connections:
By Foot - bordering state tiles may be placed side-by-side
By Automobile - states may be connected by driving through a third state which borders them both (the car tile is put between them)
By Air - Two states of the same color may be connected by a same-color airplane placed between them"