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Mage Knight The Mage Knight Board Game throws you and up to three other Mage Knights into the sprawling and ever changing world of the Atlantean Empire, a land that is but a distant memory since your transformation into a mysterious Mage Knight. Build your armies, defeat bands of marauding enemies, and eventually conquer cities in the name of the mysterious Void Council.
Designed by renowned designer Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience.
1 - 4 Players
Ages 14+
150 Minutes

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Catan: Explorers & Pirates 5th Edition The Explorers & Pirates expansion is based on The Settlers of Catan game rules but also contains a number of new game mechanisms. For example, ships are now equipped for expeditions and can be moved freely across the board. In the ships you transport settlers, crews, fish, or spices across the seas. Your goal is to build new outposts on the islands that are still undiscovered, in the process completing the Council of Catan's missions in the most skillful way possible. Settlers of Catan is required to play this game.
2 - 4 Players
Ages 12+
90 Minutes
This expansion requires the original Settlers of Catan game.

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Concordia Two thousand years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor — all to gain the chance to emerge victorious!

Concordia is a peaceful strategy game of economic development in Roman times for 2-5 players aged 13 and up. Instead of looking to the luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them! In the game, colonists are sent out from Rome to settle down in cities which produce bricks, food, tools, wine, and cloth. Each player starts with an identical set of playing cards and acquires more cards during the game. These cards serve two purposes:

They allow a player to choose actions during the game.
They are worth victory points (VPs) at the end of the game.

Concordia is a strategy game which requires advance planning and consideration of your opponent's moves. Every game is different, not only because of the sequence of new cards on sale but also due to the modular layout of cities. (One side of the game board shows the entire Roman Empire with 30 cities for 3-5 players, while the other shows Roman Italy with 25 cities for 2-4 players.) When all cards have been sold, the game ends. The player with the most VPs from the gods (Jupiter, Saturnus, Mercurius, Minerva, Vesta, etc.) wins the game.
2-5 Players
Ages 13+
100 minutes


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Fresco In Fresco, players are master painters working to restore a fresco in a Renaissance church.

Each round begins with players deciding what time they would like to wake up for the day. The earlier you wake up, the earlier you will be in turn order, and the better options you will be guaranteed to have. Wake up early too often, however, and your apprentices will become unhappy and stop working as efficiently. They would much rather sleep in!

Then, players decide their actions for the turn, deploying their apprentice work force to various tasks. You'll need to buy paint, mix paint, work on painting the fresco, raise money (which you'll need to buy the aforementioned paint!) by painting portraits, and perhaps even send your apprentices to the opera in order to increase their happiness. Points are scored mostly by painting the fresco, which requires specific combinations of paints, so you'll need to buy and mix your paints wisely, in addition to beating other players to the paints and fresco segments you would like to paint.

Fresco includes several expansion modules, so you can play without expansions for a lighter family game or add in expansions to vary play and increase the decision-making and difficulty, resulting in a very flexible game with a high replay value.
2-4 Players
Ages 10+
60 minutes


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Roll for the Galaxy Game description from the publisher: Roll for the Galaxy is a dice game of building space empires for 2-5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins! This dice version of Race for the Galaxy takes players on a new journey through the Galaxy, but with the feel of the original game.
2-5 Players
Ages 13+
45 Minutes

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Splendor: Cities of Splendor Expansion Cities of Splendor introduces four complete expansions to the Splendor base game, each accentuating and highlighting a different aspect of the original game. Towers allow players to reserve additional cards, special powers introduce a new layer of engine building, cities give players a new goal to strive towards, and a range of exciting development cards add spice to any game. Each of these four expansions offers a completely unique approach to the game of Splendor without compromising the game`s original elegance.


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Revolution! The Palace Expansion In Revolution!, three or four players matched wits. Now, with The Palace, up to six can join the bribing, blackmailing, and backstabbing!
The Palace is a new location which fits on the Revolution! board. It's worth 55 Support at the end of the game, and has a special space: the Guardhouse. The player who controls the Guardhouse is immune to the Spy and the Apothecary!
Also included are six new bidding boards, adding four new characters. The Viceroy controls the Palace. The Messenger moves your influence cubes from their location to any unoccupied space. The Mayor influences any open space. The Constable rewards a winning bid with a bit of Support and Blackmail.
The Revolution base game is required to use this expansion.
4 - 6 Players
Ages 10+


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504 In a distant future, scientists were able to build small alternate Earths. Exactly 504 such Earths have thus far been built. The scientists programmed each of these Worlds with an individual set of laws and rules which the residents strictly follow and consider most important for their lives. These may be exploration, consumption, economics, military, etc., and each is unique. You can visit all of these 504 alternate Earths to experience how the people are living, and decide which of these worlds harbors the best civilization. On which World do you want to live? Explore them all and decide!

504 is a game that creates 504 different games out of one box. The game consists of nine modules:

Module 1: Pick-Up & Deliver
Module 2: Race
Module 3: Privileges
Module 4: Military
Module 5: Exploration
Module 6: Roads
Module 7: Majorities
Module 8: Production
Module 9: Shares

In each single game, you take three different modules from the nine available and assemble them in any order you like to create a new game. (504 = 9 * 8 * 7 = the number of distinct permutations of three items from a set of nine. The order of the three game modules is significant, and modules cannot be repeated.) For example, you can play:

a racing game that expands through exploration with technology improving the racing or exploration (World "253").
an 18XX-style stock game with network building for income and production sites to provide workers for the road building (World "968").
a war game with a pick-up and deliver economy and bonus scoring from majorities ("World 417").

Each single game takes from 30 to 120 minutes to play.


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51st State Master Set The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st State.

51st State is a card game in which players control one of four powers trying to build a new country. Players put new locations into play, hire leaders, and send people to work in buildings to gain resources and new skills. To do this, every card in 51st State can be used in three different ways:

Raze a location to gain many resources once.
Deal with this location to gain one resource every turn.
Build the location so that you can use its skill each turn.
51st State: Master Set marks the rebirth of the 51st State line, with this set containing 88 cards from the original base game, and 50 cards each from both the New Era and Winter expansions; one of these expansions can be mixed with the cards of the base game, but not both at the same time. The entire set has been rebalanced to offer a cohesive experience no matter which expansion you choose to use.
1-4 Players
Ages 14+
60-90 minutes


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7 Wonders Duel In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.

What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.

Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.

Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.

A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions. If you reach the opponent's capital, you win the game immediately. Similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.
2 Players
Ages 10+
30 minutes


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7 Wonders Duel: Pantheon Expansion A pantheon from several civilizations — including Greek, Egyptian, and Middle-Eastern — gets added to 7 Wonders Duel in 7 Wonders Duel: Pantheon, with each god having its own power to help you or hinder your opponent.

During Age I you collect mythology tokens — which allow you to choose which deities have a place in the Pantheon — and during Age II you collect offering tokens, which help you court those deities. Then, during Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the pyramid. To do so, you pay whatever that god or goddess demands from you in offerings, then place it next to your city.

With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the card structure that you want, as well as any mythology or offering token that may be on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva's ability to stop the conflict pawn from moving toward you can assist with a military victory or save you from military defeat.

What's more, instead of adding three guild cards to the deck for Age III, you add three of five Grand Temples. Each Grand Temple belongs to a different Mediterranean culture, and if you possess a mythology token from that culture, you can build the temple for free. These temples are worth a total of 5, 12, or 21 points, depending on how many you build.

7 Wonders Duel: Pantheon also includes two new Wonders: the Sanctuary (which gives you an additional turn and allows you to invoke deities at a reduced price) and the Divine Theater (which grants points and access to additional gods).


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A Study in Emerald 2nd Edition It is 1882, and the Old Ones are already here.

They arrived seven hundred years ago and have been ruling the planet ever since. The majority of people just get on with their lives, accepting their monstrous rulers. However, a growing band of revolutionaries wish to free mankind from their slavery. These freedom fighters call themselves the Restorationists. A secret war has already broken out between the Restorationists and the forces loyal to the Old Ones. The invention of dynamite has changed the balance of power, and a lone assassin now has the capacity to destroy an Old One. In this shadow world of assassins, informers, police agents and anarchists, nobody is quite sure who is who and which side they fight for.

The game A Study in Emerald draws its central plot from the award-winning short story penned by Neil Gaiman, in which the worlds of Sherlock Holmes and H.P. Lovecraft are combined to telling effect. However, to create a world detailed enough for players, much has been added from real history. The nineteenth century was a time of unrest, with many colorful characters fighting both for and against the authorities. A Study in Emerald is the outcome of the merging of these three worlds.

This second edition of A Study in Emerald sports new artwork by Ian O'Toole and Tatiana Kuzilova along with a streamlined set of rules that will hopefully help those folks who found the first version a tad complicated. Inconsistencies have been removed and the number of available actions has been reduced to the minimum, whilst still retaining the mood of paranoia from the first edition.
2-5 Players
Ages 13+
60 minutes


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Above and Below Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.

Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.

With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?

A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.

At the end of the game, the player with the most well-developed village wins!
2-4 Players
Ages 13+
90-120 minutes


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Acquire As a powerful real estate tycoon, there are only seven hotel chains in the world worthy of your attention. Using nothing but your wealth and wits, you must vie against other business magnates to manipulate construction and capitalize on mergers -- buying, trading, and selling stocks in order to get the greatest return on your investments.
Acquire challenges you to pit your resources and resolve against other players in this high-finance game of speculation and strategy!
3 - 6 Players
Ages 12+
90 Minutes

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$20.99
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Age of Industry This game is Martin Wallace's streamlined redesign of Brass.

Players are tycoons in the early days of the Industrial Revolution; a time when traditional craftsman were being rapidly replaced with steam-powered machines. Players invest in the production of raw materials, the manufacture of goods, and the transportation networks needed to connect them to their markets.

Like Brass, the strategic space is vast, and player decisions are limited by cards. In Age of Industry, however, cards are color-coded to regions rather than specific cities, allowing the players to be more flexible with their plans, while at the same time continuing to limit the decisions available. The color-coded region cards will also support expansion maps.

In addition, the original Brass rules were simplified by eliminating the canal period; there is only one period, the railway era. There is also a new, non-specific industry, which will change with each map.

According to Wallace, "You can now play something with the depth of Brass, but in half the time. The game will have a double-sided map, with Germany on one side and southern New England on the other."
2-5 Players
Ages 13+
120 minutes


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$37.99
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Agricola Revised Edition In Agricola (from Uwe Rosenburg, designer of Bohnanza and Le Havre) players must frantically work to build their farms through 14 rounds. This means balancing growing your family(and places to put them), keeping your livestock under control, and harvesting profitable crops. With tons of replayability, including easy and advanced modes, Agricola will be the most excited you’ve ever felt about farming!

The revised edition is updated and streamlined for a new generation of players, Agricola, the award-winning and highly acclaimed game by Uwe Rosenberg, features a revised rulebook and gameplay, along with wood pieces and components for up to four players. 1-5 Players
Ages 13+
120 - 180 Minutes

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Akrotiri Revised Edition Your decision to excavate the ancient city of Akrotiri has borne fruit. The temples you've discovered during your expeditions in the Aegean have increased your standing among your peers and made you a person of renown. But they've also drawn the attention of competition.

Building on the sense of adventure established by its original release in 2014, the new edition of Akrotiri ups the stakes even further. Now up to four players can join the hunt for legendary temples with two copies of the game. Featuring updated rules and cards, only the most cunning explorer will gain enough fame to claim victory in this new edition of Akrotiri.


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Alan's Adventureland In Alan's Adventureland, players are a part of the design team for a new amusement park. There are four themed neighborhoods within the facility, and each player is responsible for constructing the attractions in one of those neighborhoods: Animal Kingdom, Tour America, Sky World, and Foreign Lands. Each turn represents the passage of one week.

During the game, players draw cards representing purchase orders (POs) for different types of attractions. These cards have two uses: first, as POs approved by the finance office to expedite construction of specific types of attractions each turn, and second, as the actual financing to construct the attraction represented on the card. At the end of each month, the review board meets, evaluates the progress of each neighborhood, and awards bonuses for meeting a set of predetermined preferences. These preferences relate to how attractions in a park are arranged. Points are awarded to the players who meet the review board's preferences.

At the end of the game, the owners of the facility come in and award points to the finished themed neighborhoods. These points are awarded based on four criteria:
Excitement Level — size of the rides
Parking Lot View — curb appeal to visitors upon arrival
Main Entrance View — attractiveness to patrons waiting in line for their tickets
Themed Attractions — number of matched types of attractions in a neighborhood

The player who earns the most points wins the design contract for the owners' next project.
3-4 Players
Ages 14+
45-90 minutes


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Alchemists In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins. Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art. But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.
2-4 Players
Ages 13+
120 Minutes

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$42.99
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Alhambra Granada, 1278. At the foot of the Sierra Nevada mountains, one of the most exciting and interesting project of the Spanish Middle Ages begins: the construction of the ALHAMBRA.

The best master builders in the whole of Europe and Arabia want to demonstrate their skill. Employ the most suitable teams of builders and make sure that you always have enough of the right currency. Because no matter whether they are stonemasons from the north or horticulturalists from the south, they all want a proper wage and insist on their "native" currency. With their help towers can be constructed, gardens laid out, pavilions and arcades erected and seraglios and chambers built.

In Alhambra, players are acquiring buildings to be placed within their Alhambra complex.

The money in Alhambra comes in four different currencies and is available in the open money market. The 54 buildings of six types become available for purchase in the building market four at a time; one building is available in each of the four different currencies. On a player's turn, a player may 1) take money from the open money market, 2) purchase a building from the building market and either place it in his Alhambra or reserve, or 3) engage in construction and re-construction projects with buildings that have been placed in the player's Alhambra or reserve. The game rewards efficiency, as when a player purchases a building from the market for the exact amount of money, the player may take another turn.

Players with the most buildings in each of the six building types in his Alhambra score in each of the scoring phases, and points are awarded for players' longest external "wall" section within their complex. The game ends when the building market can no longer be replenished from the building tile supply, and there is a final scoring, whereupon the player with the highest score wins.
2-5 Players
Ages 8+
45-60 minutes


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