Vendor: WizKids Games
Type: RPG
Price:
40.95
Elevate your Vecna: Eve of Ruin campaign with the D&D Icons of the Realms: Spiderdragon - Boxed Miniature! This huge boxed miniature set features the terrifying Spiderdragon that is sure to inspire dread among your players.
This set contains:
Vendor: Djeco
Type: Board Games
Price:
13.95
The famous game of the little horses with illustrations revisited by Djeco.
Vendor: eggertspiele
Type: Board Games
Price:
75.95
Designer |
Alexander Pfister |
Publisher | eggertspiele |
Players | 1-4 |
Playtime | 75-150 mins |
Suggested Age | 12 and up |
Reimplements | Great Western Trail (Second Edition) |
In Great Western Trail: Argentina, you own a vast estancia in Argentina at the end of the 19th century, and you will need to travel the plains of the Pampas with your cattle to deliver them to the main train station in Buenos Aries.
Great Western Trail: Argentina features gameplay elements similar to Great Western Trail such as deck management, the rondel mechanism, and the ability to upgrade your player board, along with twists on these elements and new features.
The player board features a new type of worker — farmers — and different paths await on the game board to confront you with more choices. Will you take the road with buildings or a path past farmers? Maybe you'll have the chance to use your cows — well, the strength on your cow cards — to help farmers, getting them on your side and adding grain, a new type of resource, to your income, with grain being used for boat and city tiles.
Perhaps you can unlock shortcuts that allow you to deliver your herd to Buenos Aires more quickly. Sure, you'll forfeit the use of action buildings, but maybe you can catch others unaware, with the ships leaving before they deliver. The timing of reaching the central train station to deliver your herd has never been so crucial, and valuable bonuses await on the city's port tiles.
Money is easier to get in Great Western Trail: Argentina, but you have more to manage in terms of action options, shortcuts, and cards (including the new exhaustion cards), so the challenges won't let up.
Great Western Trail: Argentina also includes a solitaire challenge in which Pedro is waiting for you to try to beat his score.
Vendor: Renegade Game Studios
Type: Board Games
Price:
21.95
Publisher | Renegade Game Studios |
Players | 2-6 |
Playtime | 45-90 mins |
Suggested Age | 12 and up |
ETA Q3 2024
Robo Rally: Contamination consists of three double-sided game boards featuring new elements like radiation, radioactive waste, and one-way walls, along with five new upgrade cards.
Vendor: Renegade Game Studios
Type: Board Games
Price:
21.95
Designer |
Matt Hyra |
Publisher | Renegade Game Studios |
Players | 2-6 |
Playtime | 45-90 mins |
Suggested Age | 12 and up |
ETA Q3 2024
Robo Rally: Turn & Burn consists of three new double-sided game boards featuring new elements such as chop shops, repulsor fields, and trap door pits, as well as five new upgrade cards.
Vendor: Word Forge Games
Type: Board Games
Price:
22.95
Designer |
Robert Butler |
Publisher | Word Forge Games |
Players | 1-4 |
Playtime | 20-120 mins |
Suggested Age | 14 and up |
ETA Q3 2024
This expansion for SAS Rogue Regiment introduces new rules, a new mission and an all-new event deck to your game of Stealth And Shooting. The Heavy Metal is rolling and it’s your team’s job to stop it by any means necessary. Do you dare? Will you win?
Vendor: Word Forge Games
Type: Board Games
Price:
22.95
Designer |
Robert Butler |
Publisher | Word Forge Games |
Players | 1-4 |
Playtime | 40-120 mins |
Suggested Age | 12 and up |
ETA Q3 2024
This expansion for SAS Rogue Regiment introduces new rules, a new mission and an all-new event deck to your game of Stealth And Shooting. Take out all new enemies including attack dogs, flamethrowers and a fuel truck. You’ll even get the chance to blow up a ‘Seehund’ submarine…BOOM!
Vendor: Word Forge Games
Type: Board Games
Price:
22.95
Designer |
Robert Butler |
Publisher | Word Forge Games |
Players | 2-4 |
Playtime | 30-120 mins |
Suggested Age | 14 and up |
ETA Q3 2024
This expansion for SAS Rogue Regiment introduces new rules, a new mission and an all-new way to play your game of Stealth And Shooting. Your friend becomes your enemy as they operate the Axis forces you are attacking. Achtung…schnell, Schnell, SCHNELL!
—description from the publisher
Vendor: Word Forge Games
Type: Board Games
Price:
68.95
Designer |
Robert Butler |
Publisher | Word Forge Games |
Players | 1-4 |
Playtime | 20-120 mins |
Suggested Age | 14 and up |
ETA Q3 2024
Raise merry hell with the legendary operators of the Special Air Service!
SAS: Rogue Regiment is a WW2 stealth action game for 1-4 players. Taking on the role of SAS soldiers in the pivotal weeks following D-Day, players must carry out acts of sabotage deep behind enemy lines.
Ambush convoys, assassinate high ranking officers, destroy ammo dumps and much, much more in your four man campaign against the Axis war machine!
Strike from the shadows!
Take down enemy patrols and sentries with the vast array of tools at your disposal, from rifles, explosives and grenades to vehicles, traps and your trusty fighting knife.
Leave no trace!
Move quickly and quietly to complete your objectives. Kill silently and hide the bodies to avoid detection. Get spotted, make too much noise or take too long to carry out your objective and the enemy will raise the alarm. Your heavily outnumbered team won’t last long in a firefight so when the attack comes, make sure you’re in position to make four men feel like a hundred!
Gameplay
Each turn, every SAS operator has 4 action points which they can use to move, shoot and carry out tasks. During the "stealth phase" of the game, enemy movement is dictated by patrol lines, sentry points and an event card which is drawn each turn. Each mission has a stealth meter which will slowly fill each time the players arouse suspicion (firing weapons, leaving bodies out in the open etc.) If the stealth meter completely fills the players are detected & the alarm will sound, triggering the "battle phase". The aim of the game is to carry out the mission objective and escape the area unscathed, the easiest way to do this is to avoid detection for as long as possible.
—description from the designer
Vendor: Modiphius Entertainment
Type: Board Games
Price:
44.95
Designer |
Andy Chambers Ryan Miller |
Publisher | Modiphius Entertainment |
Players | 2-5 |
Playtime | 30-60 mins |
Suggested Age | 10 and up |
ETA Q3 2024
Dark Deeds is a darkly humorous card game of skullduggery and suspicion for 2 to 5 players. In Dark Deeds players take the role of minions in service to a powerful, mysterious, and clearly villainous, patron. The Patron wants deeds of infamy, violence and coercion committed and you are the ones who must avoid the authorities, the do-gooders and, most of all, each other to perform them. Rich rewards beckon, along with horrific punishments for failure. So are you the kind of malevolent minion the patron needs?
There’s a ‘street’ deck for the minion’s prospective targets – clerics, artisans, and merchants and their protective guards from the city watch. Then there’s a ‘tavern’ deck with potentially useful loot and plot cards to help the minions get the job done. The implacable hand of evil is revealed by the nemesis cards in the street deck – princes, politicians, and do-gooders the player’s evil patron wants eliminated. The tavern deck includes ‘Dark Deeds’, specific missions to take out particular nemeses (that’s the plural of nemesis in case you’re wondering). Picking up a Dark Deed is a very mixed blessing. A rich reward is earned for completing it, but it can’t be discarded and the patron will exact a heavy price for any incomplete Dark Deeds held at the end of the game.
The masterful touch is how the street deck is laid out to create a constantly moving scene of different characters. Each turn the street moves along, the card closest to the end leaves and everyone else shuffles up with empty spaces filled from the deck. Minions enter from one end of the street and have to get past any intervening guards to reach their targets.
Vendor: Restoration Games
Type: Board Games
Price:
39.95
Designer |
Stephen Baker Noah Cohen Rob Daviau Justin D. Jacobson Brian Neff |
Publisher | Restoration Games |
Players | 2 |
Playtime | 20-30 mins |
Suggested Age | 7 and up |
ETA Q3 2024
Crossbows & Catapults: Castle Battle is a restoration of Crossbows and Catapults, the 1983 classic game of kinetic warfare. Each player builds their castle, then players take turns using their weapons to fire discs at their opponent's castle, trying to knock over their warrior figures.
This new version features highly engineered weapons and building bricks. The new weapons no longer use rubber bands, replaced by spring-powered and pinch-to-fire technology that ensure reliable velocity and reward player skill.
On the building side, castles are constructed using a variety of detailed components to allow for larger, more intricate, and more varied structures.
-description from publisher
Vendor: Lemery Games
Type: Board Games
Price:
60.95
Designer |
(Uncredited) Milton Bradley Magda Kelber |
Publisher | Lemery Games |
Players | 2 |
Playtime | 20 mins |
Suggested Age | 6 and up |
ETA Q3 2024
The LUDOS Collection was born to preserve games of the past, for the generations of the future. The first volume, LUDOS Asia features four, 2-player ancient strategy games from Japan (Hasami Shogi), Mongolia (Jarmo), Nepal (Bagh Chal) and Korea (Yut). 2500+ backers supported this project on Kickstarter.
Hasami Shogi - Japan 🇯🇵
⏳ 20 👨👩👧👦 2 🧒 6+
History: Hasami Shogi, often called “Scissor Chess”, is a variant of the Japanese game Shogi. The name comes from the way players capture enemy pieces between two of their own pieces. How to play: Control an army of 18 samurai warriors, and form 5 in a row to win.
Jarmo - Mongolia 🇲🇳 ⏳
15 👨👩👧👦 2 🧒 6+
History: Jarmo is a war game with roots tracing back to the Turkic peoples (Tatars) of the 8th century Mongol Empire. In the game, two players assume the roles of opposing armies, whose archers are trying to infiltrate the enemy camp. How to play: Command a unit of 5 archers, and be the first to infiltrate the enemy camp.
Bagh Chal - Nepal🇳🇵
⏳ 20 👨👩👧👦 2 🧒 6+
History: Bagh Chal is a 1000-year-old board game, native to Nepal. Originally, people would carve the board’s 5x5 grid into sand or stone, and use pebbles as game pieces. The theme of the game mimicked the threat of tigers on the hunt for animals that strayed from the herd. How to play: Control a herd of 20 goats or a pack of 4 tigers, and be the first to corner all tigers or devour 5 goats.
Yut - Korea 🇰🇷
⏳ 20 👨👩👧👦 2-4 🧒 6+
History: Yut is a horse racing game from Korea with roots going back almost 2000 years. In centuries past, it was primarily used for gambling, but today, many Korean families gather to play Yut as a fun activity during Chinese New Year. How to play: Use the result of casting sticks and be the first to cross the winning post with all of your horses.
Vendor: Lemery Games
Type: Board Games
Price:
14.95
Designer |
(Uncredited) |
Publisher | Lemery Games |
Players | 2-8 |
Playtime | 30 mins |
Suggested Age | 6 and up |
ETA Q4 2024
A race game which originated in ancient Korea. The 29 spaces on the board form a cross inside a circle. The spaces on the circle at the four intersections with the arms of the cross have special functions. One of these spaces is the entry and exit space, the others allow a horse landing on them to shortcut through the middle of the circle. The object is to be the first to get all of your horses around the circle and off the board.
Dai Jobi is a game similar to Nyout and may need to be merged into this game page.
Zon Ahl is a similar game played by Native Americans and probably derived from Nyout.
Pima Indian Stick Game is a similar game played by Native Americans and probably derived from Nyout.
Namuhana presented at Essen Spiel 2009 a new rethemed edition named Penguin C.
Vendor: Lemery Games
Type: Board Games
Price:
14.95
Designer |
(Uncredited) |
Publisher | Lemery Games |
Players | 2 |
Playtime | 15 mins |
Suggested Age | 6 and up |
An old Tatarian legend says that Batu Khan, Mongol leader and a grandson of Genghis Khan, always took an extraordinary board game along when he had gone to a war, and carefully hid this game from all trespassers. Batu Khan usually played one game before a battle, just to get into a right warrior mood. The legend does not specify any particular game but it was most likely Jarmo, an old battle-and-race Tatarian game where players are expected to have concentration, observation and imagination.
The goal of this game is to reach opponent's first row with as many own archers as possible. However, the winning strategy is more complicated than simple moving pieces towards opponent's base, it will be described in the next sections. Likewise at Tank Battle, the player who gets more points at the end of a game, wins.
How to capture opponent's pieces
If an archer moves to a circle occupied by an opponent's archer, this enemy piece is captured and immediately removed from the board. An archer that captures at least one enemy is marked by a small black (white) line. It is important to know which archers have captured enemies when the "loop" rule is used.
How to finish the game
The game is finished if one player moves all their non-captured archers to the opponent's first row. At this moment, the final score is calculated and the player with more points wins. In case of a tie, the game is a draw.
Vendor: Lemery Games
Type: Board Games
Price:
14.95
Designer |
(Uncredited) |
Publisher | Lemery Games |
Players | 2 |
Playtime | 30 mins |
Suggested Age | 10 and up |
ETA Q4 2024
Hasami shogi is a traditional Japanese game played on a shogi-ban, i.e., a 9×9 grid of spaces, using the fhuyo ("pawns") from a shogi set (and as such this game should not be considered a Shogi Variant as the capture rules differ greatly. The pieces initially occupy the entire back row, i.e., the row of spaces nearest the controlling player. As in shogi, the sides are called sente("black") and gote ("white") with sente going first, but the colors associated with the names are purely conventional.
The object of the game is to be the first player to capture either five or eight of an opponent's pieces, as agreed upon before starting the game. An opponent's piece is taken by custodial capture, i.e., by being sandwiched horizontally or vertically (but not diagonally) between a player's own pieces. A piece must be moved into such a postion immediately on either side of an opponent's piece to make a capture, but multiple captures can be made simultaneously. This occurs only if a piece is moved so that it causes more than one enemy piece to be positioned between the piece moved and another of the player's own pieces.
Vendor: Compass Games
Type: Board Games
Price:
73.95
Designer |
Jon Southard |
Publisher | Compass Games |
Players | 2 |
Playtime | 120-360 mins |
Suggested Age | 14 and up |
ETA Q4 2024
Early in 1862 a little-known general named U.S. Grant led the Union's offensive into West Tennessee. After capturing two river forts and the largest bag of prisoners ever captured by an American army to that time, Grant made a daring advance up the Tennessee River, while supporting armies advanced down the Mississippi and overland through Tennessee. But the Confederate army under A.S. Johnston hit back, staking everything on a furious battle in the woods around Shiloh Church.
GRANT: The Western Campaign of 1862 puts you in charge of the entire Tennessee campaign. As the Union player, you must coordinate three armies, using both naval and land forces to advance along the major rivers, take the important objectives of Nashville and Corinth, and seize the fortress of Island Number Ten to open the Mississippi River. As the Confederate player you are trying to block the Union offensives, choose your moment to counterattack, and if possible, take the war into Kentucky. Movement and combat by river is just as important as land, giving this campaign a unique feel in Civil War history. A chit-based sequence of play makes the game highly variable and models the abilities of Grant and Johnston.
—description from the publisher
Vendor: Atlas Games
Type: Board Games
Price:
14.95
Publisher | Atlas Games |
Players | 2-6 |
ETA Q3 2024
Add a new category of plants to your gardens with Noxious Weeds. These cruel plants are worth negative points. However, if your Plot is large enough you can harvest them and steal a Victory Card! Cruel Summers Expansion adds a mini board to Vicious Gardens and introduces a group event. When drought hits in the Cruel Summer, all players have the potential to lose some (or all) of their plants. Time the Cruel Summer right and you can take advantage of your neighbor's misfortune.
Vendor: Blue Orange (EU)
Type: Board Games
Price:
0.00
Designer |
Pesu Nabeno |
Publisher | Blue Orange (EU) |
Players | 3-8 |
Playtime | 10-20 mins |
Suggested Age | 8 and up |
Vendor: Blue Orange Games
Type: Board Games
Price:
0.00
Publisher | Blue Orange Games |
Players | 3-12 |
Playtime | 30 mins |
Suggested Age | 18 and up |
Shut Up! Is the uproarious game of quick-witted comebacks, where players revel in reading hilarious statements while other gleefully select the best punchlines to silence them…until they become the one targeted to ‘shut up’.
One players selected a Statement card, while all others grab a Punchline card, poised to respond to the forthcoming statement. If the statement reader deems the retort effective, fantastic! Otherwise, they declare ‘Shut Up!’ and issue a Shut Up card as a penalty.
Vendor: Blue Orange Games
Type: Board Games
Price:
0.00
Designer |
Émilien Alquier |
Publisher | Blue Orange Games |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 8 and up |
In Link City, build a city by matching ideas!
In this cooperative party game, players create the biggest possible city in 6 exciting rounds, trying to have the most connections between the Location tiles and score points.
In each round, a different person takes on the role of mayor. His or her mission: secretly connect 3 new locations to the sites marked by 3 building studs. The twist? The other players then talk together, trying to make the same choices as the mayor.
Harmony is the only way to validate the mayor's decisions and expand the city! Take up the challenge, unlock bonuses and admire your unique and unusual city!
—description from publisher
Vendor: Mindclash Games
Type: Board Games
Price:
20.95
Designers |
Richard Amann Viktor Peter Dávid Turczi |
Publisher | Mindclash Games |
Players | 1-4 |
Playing Time | 60-240 mins |
Suggested Age | 14 and up |
Expansion For |
Trickerion: Dahlgaard's Academy Trickerion: Legends of Illusion |
Vendor: Atlas Games
Type: Board Games
Price:
14.95
Publisher | Atlas Games |
Players | 2-6 |
ETA Q3 2024
Chaos Critters
Add wildlife to your garden with Chaos Critters! Incorporated in the Specialist Deck, these critters will give your garden unique perks or inhibit your neighbors. You must keep them fed with a steady supply of plants. Otherwise, they may find their way to your competitors! Chaos Critters have no loyalty, they just want to nosh.
Fancy Plants
Work all season to grow the fanciest of Fancy Plants. These secret goal cards provide bonus points at the End of the Season. Don't make your intentions too obvious though, your fellow gardeners might discover your plans and try to thwart your progress.
Vendor: Pops & Bejou Games
Type: Board Games
Price:
39.95
Designer |
Ross Bruggink |
Publisher | Pops & Bejou Games |
Players | 2-6 |
Playtime | 20-45 mins |
Suggested Age | 10 and up |
ETA Q3 2024
Vicious Gardens is a card game that combines the joy of gardening with the thrill of being a total jerk. Strategically cultivate your garden, harvest plants, and sabotage others in a competition to become the Official Master Gardener.
In Vicious Gardens you grow a garden of mischief by placing plant cards in front of you into different plots. While these plants are worth points, you must decide the opportune time to harvest them for Victory Cards and gain more abilities to help your garden.
Of course, there is the option to sabotage your opponents by using Specialists. These take up space in your hand and often come at a price, so you'll need to balance your hand accordingly.
Vicious Gardens is quick to learn, easy to play, and has a satisfying balance of strategy and luck. The last round can be filled with dramatic point swings as gardeners contend for victory. Gameplay is kept fresh through varying abilities each play through and the team-play option for 4 or 6 players.
—description from the publisher
Vendor: Weird City Games
Type: Board Games
Price:
20.95
Designer |
Tim Eisner |
Publisher | Weird City Games |
Players | 2-8 |
Playtime | 25 mins |
Suggested Age | 10 and up |
ETA Q3 2024
What is the scariest zoo animal?
The happiest item in a junk drawer?
The most dangerous fruit?
3 of a Kind is a competitive party game of thinking alike, where players try to write matching answers to wild questions. Each round, players select a Category and 3 different Adjectives. Each player writes one answer for each Adjective in the selected Category. The more players who write the same answer as you, the more points you get!
3 of a Kind plays with 2-8 players and offers near infinite variations of Adjective/Category combos to tickle your brain. Each game is played over 6 rounds and lasts 20-30 minutes.
Vendor: Gecko Games (II)
Type: Board Games
Price:
121.95
Designer |
Kieran Oakley Russell Lowke |
Publisher | Gecko Games (II) |
Players | 1-2 |
Playtime | 120-300 mins |
Suggested Age | 14 and up |
ETA Q4 2024
Assault on Gallipoli is a two-player strategic wargame that covers the key battles of the Gallipoli Campaign of 1915. The first edition of the game sold out in December 2022. A second edition was published by Hexasim in 2024.
One player controls the Australian, New Zealand and British forces (ANZAC player) while the other controls the Ottoman forces (Turkish player).
Each turn represents one day, units represent battalions, companies and individual ships. Players take it in turn activating groups of units in an area. Once they are activated to move, fire or dig a trench, the units are flipped over to their Exhausted side. At the beginning of each new turn they are flipped back to their Fresh side.
Game design by Kieran Oakley and Russell Lowke. Game art by Jose Ramon Faura. Rules editor and TableTop Simulator module by Rolf Grein.
HISTORICAL BACKGROUND
After months of stalemate on the Western Front, the British and French decided they would open a second front by attacking Germany’s ally – the Ottoman Empire. In March 1915 they sent a fleet of battleships through the Dardanelles in an effort to reach the Turkish capitol, Constantinople, and force the Ottoman government to surrender.
However, the Dardanelles were well defended by forts and sea mines and the Allied fleet suffered heavy losses. The naval campaign was abandoned until the forts could be captured by amphibious assault.
The game focuses on the Australian and New Zealand Army Corps (ANZAC) sector of the campaign; thus, it does not cover the British and French landings at Cape Helles or Suvla Bay.
The board presents one of the narrowest sections of the Gallipoli Peninsula, from ANZAC Cove to Mal Tepe and Khetia Bay. The ANZAC goal was to capture this area and cut off the Turkish forces fighting the British and French at Cape Helles further south.
The heights of Chunuk Bair and Mal Tepe were considered especially important because they provided observation of both sides of the Peninsula. From here the ANZACs could capture the forts which dominated the Narrows and thus allow the battleships of the Royal Navy to sail up to Constantinople. At least that is what was supposed to happen.
In fact, the British commanders had seriously under-estimated the Turkish resistance. The Turkish soldiers were veterans of the Balkan Wars, armed with modern, German-made rifles and artillery. Inspired by the leadership of Colonel Kemal and Lieutenant Colonel Sefik, they stopped the ANZACs in their tracks. The ANZACs only managed to establish a small beachhead, which was repeatedly counterattacked by the Turks.
In August 1915, the British and ANZACs made another attempt to seize the ridges of Sari Bair. The New Zealanders and Gurkhas managed to capture the heights for two days but were eventually overwhelmed by Turkish counterattacks. In December, after eight months of fighting, the ANZAC forces were evacuated.
In the words of Australian war correspondent, Charles Bean: “ANZAC stands for reckless valour in a good cause, for enterprise, resourcefulness, fidelity, comradeship and endurance that will never admit defeat.”
So what went wrong?
To quote the 'Gallipoli 1915' Facebook page: "At Gallipoli, inexperienced troops, led by untested commanders, supported by staffs that had yet to learn their jobs were sent with wholly inadequate artillery, ammunition and logistical support to perform one of the most challenging operations of war: an opposed landing on an enemy shore. Add in the nature of the terrain and we can begin to understand how it was that 4,000 Australians landing that early morning of 25th April 1915 were held up by a force that, initially, numbered only around 80 Turks."
Lest we forget.