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Star Trek Catan Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German. In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities. On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources. Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.
3-4 Players
Ages 10+
75 Minutes

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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...
2-7 Players
Ages 10+
45 minutes


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El Grande Big Box In El Grande, players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights in the form of meeples) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo—a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king's pawn. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards vary from round to round.

The goal is to have a majority of caballeros in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any meeples you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande (large meeple) and in the region containing the king.

El Grande Big Box, the 20th anniversary edition of El Grande, includes all previously published expansions: Grand Inquisitor & Colonies, Grandissimo, King & Intrigant, King & Intrigant: Players' Edition and King & Intrigant: Special Cards as well as something currently known only as the "Anniversary Extension".
2-5 Players
Ages 12+
90 minutes


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Power Grid Deluxe: Europe/North America Power Grid deluxe: Europe/North America is a standalone game in the Power Grid universe. For the 10th anniversary of the highly successful game Power Grid we present this new deluxe version including brand new components. Wait for a huge double-sided game board presenting Europe and North America, newly customized wooden parts and an entire deck of new power plants, some of which use natural gas instead of garbage. New overview cards for the resource refill improve game play. An exciting new two players experience is also added - “Against the Trust”! The game is still Power Grid, with all the exciting auctions, the nerve-wracking resource speculations, city networks and the competition among the players, all the way to the tight game ending with several players fighting for the win. The goal of Power Grid Deluxe is to supply the most cities with power when someone's network reaches a predetermined size. Players mark pre-existing routes between cities for connection, then bid against each other to purchase the power plants that they need to power these cities. However, as power plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment. What's more, players must acquire the resources (coal, oil, natural gas, and uranium) needed to power said plants (except for the "renewable" windfarm plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
2-6 Players
Ages 12+
120 Minutes

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Pandemic Legacy: Season 1- Blue Box The world is on the brink of disaster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy.
• An epic twist on the now classic Pandemic mechanisms.
• Ever-changing elements means that every game will be unique to your group.
• Shape the world, the characters, and even the diseases.

It started simply, with a virus tougher than the rest. Nothing the team couldn't handle—but as January turned to February, it changed again. What resulted is a year that will never be forgotten.

Pandemic Legacy starts what will be one of the worst years in human history. Whether it is the worst year is up to the players, who must band together to save the world. Unlike in Pandemic, actions taken in one game of Pandemic Legacy affect all future games. Characters will change. Some may be lost. Heroes will emerge. And, of course, there are the diseases, which start under control, but soon...

Can you save humanity? Can your team make it through the year? Can your team face month after month of surprises, setbacks, and fleeting victories? Will you be ready for the challenges that await in Pandemic Legacy?



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Pandemic Legacy: Season 1- Red Box The world is on the brink of disaster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy.
• An epic twist on the now classic Pandemic mechanisms.
• Ever-changing elements means that every game will be unique to your group.
• Shape the world, the characters, and even the diseases.

It started simply, with a virus tougher than the rest. Nothing the team couldn't handle—but as January turned to February, it changed again. What resulted is a year that will never be forgotten.

Pandemic Legacy starts what will be one of the worst years in human history. Whether it is the worst year is up to the players, who must band together to save the world. Unlike in Pandemic, actions taken in one game of Pandemic Legacy affect all future games. Characters will change. Some may be lost. Heroes will emerge. And, of course, there are the diseases, which start under control, but soon...

Can you save humanity? Can your team make it through the year? Can your team face month after month of surprises, setbacks, and fleeting victories? Will you be ready for the challenges that await in Pandemic Legacy?


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Sushi Go Party! Sushi Go Party!, an expanded version of the best-selling card game Sushi Go!, is a party platter of mega maki, super sashimi, and endless edamame. You still earn points by picking winning sushi combos, but now you can customize each game by choosing à la carte from a menu of more than twenty delectable dishes. What's more, up to eight players can join in on the sushi-feast. Let the good times roll!
2-8 Players
Ages 8+
30-45 minutes


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Clank! A Deck-Building Adventure Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow.

Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive!


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Pandemic: Reign of Cthulhu Beings of ancient evil, known as Old Ones, are threatening to break out of their cosmic prison and awake into the world. Everything you know and love could be destroyed by chaos and madness. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity.

In Pandemic: Reign of Cthulhu, you'll experience the classic Pandemic game play with an horrific twist that'll have you face twelve Old Ones, each threatening the world with their unique powers. As players take on the roles of investigators attempting to seal a series of portals before monsters of unspeakable horror pour into our world there is, of course, a high risk of the investigators losing their own minds.

Instead of curing diseases like in the original Pandemic, players seal portals and shut down cults in the classic New England fictional towns of Arkham, Dunwich, Innsmouth, and Kingsport. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity and the evil that lurks beneath your feet...


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Stockpile Stockpile is an economic board game that combines the traditional stockholding strategy of buy low, sell high with several additional mechanisms to create a fast-paced, engaging and interactive experience.
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In Stockpile, players act as stock market investors at the end of the 20th century hoping to strike it rich, and the investor with the most money at the end of the game is the winner. Stockpile centers around the idea that nobody knows everything about the stock market, but everyone does know something. In the game, this philosophy manifests in two ways: insider information and the stockpile..
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First, players are given insider information each round. This information dictates how a stock’s value will change at the end of the round. By privately learning if a stock is going to move up or down, each player has a chance to act ahead of the market by buying or selling at the right time..
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Second, players purchase their stocks by bidding on piles of cards called stockpiles. These stockpiles will contain a mixture of face-up and face-down cards placed by other players in the game. In this way, nobody will know all of the cards in the stockpiles. Not all cards are good either. Trading fees can poison the piles by making players pay more than they bid. By putting stocks and other cards up for auction, Stockpile catalyzes player interaction, especially when potential profits from insider information are on the line..
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Both of these mechanisms are combined with some stock market elements to make players consider multiple factors when selling a stock. Do you hold onto a stock in hopes of catching a lucrative stock split or do you sell now to avoid the potential company bankruptcy? Can you hold onto your stock until the end of the game to become the majority shareholder, or do you need the liquidity of cash now for future bidding? Do you risk it all by investing heavily into one company, or do you mitigate your risk by diversifying your portfolio?.
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In the end, everyone knows something about the stock market, so it all comes down to strategy execution. Will you be able to navigate the movements of the stock market with certainty? Or will your investments go under from poor predictions?
2-5 Players
Ages 13+
45 minutes


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America In which year was Close Encounters first in theaters?
• Which state gets the most snow each year?
• How many albums has Madonna sold?

It's likely that you don't know any of these facts, but you might have a rough idea, and that's good enough because America is a party game in which being close counts. And what if you have absolutely no idea what the answer is? Take advantage of your friends who do know. And if you realize that no one (including you) seems to know what the answer is, you can bet against everyone!

In America, each player uses their knowledge of pop culture, food, products, games, sports, and United States history to score more points than their opponents. If your opponents know something that you don't, you can leverage their knowledge to your advantage, scoring more than them with clever play. The cards have full color clues to help you, as well as interesting factoids for every question in the game. With almost one thousand questions covering more than three hundred topics, America will be a favorite for family and friends for a long time!


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Evolution Small Box Edition Lower price, smaller box, new components, same great game!

Stunning new artwork, trait card text refinements - leads to better game synergies and balance.

In Evolution, players create and adapt their own species in a dynamic ecosystem with hungry predators and limited resources. Traits like Hard Shell and Horns will protect you from Carnivores, while a Long Neck will help you get food that others cannot reach.

With over 12000 different species to create, every game becomes a different adventure. So gather your friends around the table and see who will best adapt their species to eat, multiply and thrive!


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Pandemic Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example the Operation Specialist can build research stations which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are outbreaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also working toward cures. A truly cooperative game where you all win or you all lose.
2 - 4 Players
Ages 10 +
60 Minutes

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$26.99
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DC Comics Deck-Building Game Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!

To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains and super-villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when a super-villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defenses – like superspeed or bulletproof powers, or The Batsuit equipment – to protect yourself from harm.

Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for victory (points)!
2-5 Players
Ages 12+
45-60 minutes


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Dominion: Intrigue 2nd Edition Dominion: Intrigue (Second Edition), an expansion for Dominion or Dominion (Second Edition), contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.

Dominion: Intrigue (Second Edition) replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card. These new cards are available on their own in the Dominion: Intrigue Update Pack. The rule book has been rewritten, one card has a mild functional change (Masquerade skips players with no cards in hand), and other cards have been rephrased (while remaining functionally the same).Base Cards have been removed from Intrigue, reducing the cost. Players who want to play with 5-6 players can still get the Base Cards set for the extra cards needed.


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Cards Against Humanity Core Set "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.


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$25.00
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Carcassonne: My First Carcassonne The streets of Carcassonne are filled with kids who are trying to catch the animals set loose for the festival. The city has never been so alive! This version of the modern classic, Carcassonne, has been adapted to allow players of all ages to play together. No need to count points! Each turn, you place a tile to build Carcassonne. When you close a street with one or more kids of your color, you get to put your pawns on the board. Be the first to place all of your pawns to win the game!
2-5 Players
Ages 8+
45-60 minutes


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Red Dragon Inn You and your adventuring companions have spent all day slogging through the Dungeon, killing monsters and taking their stuff. Now you're back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn. Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh. and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you. after they loot your body for Gold of course! The last conscious adventurer with Gold wins the game! Take on the role of one of four heroic fantasy adventurers -- Dierdre, Fiona, Gerki, or Zot -- and enjoy an evening at the Red Dragon Inn!.

2-4 Players
Ages 13+
45 Minutes

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Between Two Cities It is the early 1800s, a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world?

Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory, shop, park, landmarks, etc. You work with the player on your left to design the heart of one city, and with the player on your right to design the heart of another city. On each turn you select two tiles from hand, reveal them, then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table.

At the end of the game, each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win, you have to share your attention and your devotion between two cities. The player with the highest final score wins the game.

The game features play for 3-7 players in 20-25 minutes, a 2-player variant for head-to-head competition as well as a solo variant (Automa).
1-7 Players
Ages 8+
20-45 minutes


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Catan: Cities & Knights 5-6 Player Extension 5th Edition Now up to six players can muster their knights against the scourge threatening Catan! The 5-6 Player Expansion for The Cities and Knights of Catan allows you to expand and inject more excitement into your games without sacrificing ease of play. Designed for five or six players, it adds even more drama to the award-winning game of culture, politics, and warfare.

This game requires The Settlers of Catan, The Settlers of Catan 5/6 player extension,and the Catan: Cities & Knights 3-4 expansion to play.
5-6 Players
Ages 12+
120 minutes


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$21.99
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