Experience The Witcher universe in an entirely new way with Gwent: The Legendary Card Game. Inspired by the iconic mini-game from The Witcher 3: Wild Hunt, this official physical edition brings the strategic, faction-based card game to your tabletop.
In Gwent, two players build decks from factions such as the Northern Realms, Scoia'tael, Monsters, Skellige, and Nilfgaard, each with its own unique set of cards and abilities.
The goal of the game is to win two out of three rounds. The battlefield features multiple rows to which players will deploy their units and special ability cards to battle it out. Players must skillfully bluff, manage their resources, and read their opponent's moves in order to wisely choose when to push aggressively to win a round — and when to hold back and play for the long game.
Railroad Tiles, a sequel to the roll-and-write series Railroad Ink, is a quick-playing tile placement game in which you pick tiles and place routes to build an interconnected community.
The game is played over eight rounds. You start each round by drafting your tiles from the sets available in the common pool, then you place your routes in front of you, trying to make as many connections as possible; be careful not to lock yourself in with choices that are too constraining. Each round, you can also place cars, trains, or travelers to populate the tiny little landscape you're creating - as long as you have free space on your tiles. The available actions change from round to round, so you need to prepare in advance!
The more pieces of the same kind each new placement connects to, the more points you earn. You can also score bonus points at game's end for placing tiles in a large rectangle without gaps and for creating sets of three adjacent city tiles.
Night Soil is a very mature game about sanitation in Tudor London.
As the exemplar of cultural progress in Europe, Tudor London (1485-1603) is at the spear’s edge of cultural and technological development. However, as modern plumbing is still generations away, the city is gradually filling up with human waste, making it a terribly fragrant place to live.
In the game, players run competing night soil companies. By night, laborer cards will be used to carefully maneuver waste cubes through the narrow streets of London to turn a profit and to recruit workers. By day, these workers can be sent out into London to advertise, to garner favor with local businesses, or to improve their company's assets. However, crowds of workers do tend to add to the waste problem.
At the end of the game, the player who has managed to make the most money wins!
Welcome to ArleIn Fields of Arle, created by Uwe Rosenberg, one to two players live as farmers in the small and peaceful town of Arle in East Frisia. The flax grown in the land surrounding the village makes it a profitable place to work and live. Fields of Arle takes players through four and a half years of this era of prosperity, with different opportunities available as the seasons change. Farm the land to capitalize on the demand for flax, or find other ways to make the most of the small town’s prosperity.
Work the LandWhether you delve into flax farming or leverage other areas of expertise, always make sure that you have the land to build up your village. Construct dikes to keep the waters at bay and expand your fields. Dry out bogs to harvest peat and then clear the land for cultivation. Create more fields for your livestock, buildings, or future crops; after that, you can decide whether to house animals or cultivate a forest for timber. Perhaps you’d like to take up some flax farming for yourself, or diversify and try out a little bit of everything.
Tools of the TradeAt the outset of each half year, you’ll choose how you’d like to spend that time working. There are many ways to build your fortune. Use the Master space to increase the tools at your disposal, focus on the Cattle Trainer to make the most of your livestock, or build up your fleet of vehicles and ship out goods. Taking stock of your progress differs depending on the season. You may milk your existing livestock or care for a bunch of newborn animals. You could harvest your flax in the fall, and shear your sheep in spring. At the end of each half year, you’ll need to take stock of your progress by unloading your vehicles and feeding your family and animals, so keep an eye on the season and do your best to keep the farm growing and everyone well fed!
Travel and ProsperOnce you’ve made headway in clearing fields and stocking up goods, it's time to make your products available to potential buyers. The more vehicles you have, the more goods you can ship. Send things into the wide world to increase your Travel Experience and grant you points over the course of the four and a half years of the game. Build up your farm and your vehicles and get your goods out into the world to make the most of every season. There are many roads to success in Fields of Arle, so pick your path, work the land, and enjoy the friendly competition as you strive to make your fortune!
As the fighting and turmoil subsides, the two remaining candidates vie for control of the newly established Senate Chambers and attempt to secure the power to rule Oshra peacefully. They do so by offering influential Heroes a position in their secret Council of Leaders. Whoever builds the strongest influence, will win.
GameplayIn 7 turns, players manipulate the two rows of Heroes and secretly ask some of them into their Council of Leaders.
Setup
Shuffle the Hero and Leader cards.
Deal each player 3 Hero cards (to be kept secret).
Deal each player 1 Leader card (to be kept secret) and add it to your Council
Create 2 rows of 7 face-down Hero cards on the table (so that only their faction will be visible, but not their strength).
Create a face-down draw pile of the remaining 8 Hero cards and place it next to the 2 Hero card rows.
Leave space for a face-down Council of Hero cards for each player (to be kept secret).
GameplayPlay in turns. When it is your turn:
Take 2 heroes from either of the 2 rows on the table and put them in your hand. You can take any hero you want (face up or face down) as long as the hero is not blocked or blocking another hero.
Now put 2 cards from your hand back into the open slots in the rows you just created. Put the cards back face up (so that their strength is shown). You can play any heroes you like, even the 2 heroes you just took.
Take 1 card from your hand and either:
Add it face down to your secret council of leaders. You can have as many leaders as you want, but do note that the strength of these leaders will not count towards your final score.
Place it face down (so that their strength is not visible) on top of an unblocked hero in one of the rows to block it. Place it such that the faction and strength (if face up) of the hero below it can still be seen.
Finally, draw 1 card from the draw pile. If there are no more cards on the draw pile, skip
this step. The game ends when both players have emptied their hands after 7 turns each.
ScoringTo determine the final score, proceed as follows:
Reveal your Leader and Heroes in your Council
Then, consider each of the 4 factions (Imperial Army - red, Hill Tribes - green, Water Folk - blue, Undead - black) separately in no specific order:
Determine the total Influence per faction, adding together all values of 1 faction . If applicable, also add your Leader’s value to the total Influence.
See who has the highest total Influence of the chosen faction. Now check which of the 2 rows of heroes has the most Heroes of this faction. The player with the highest total Influence will get all Heroes from this row (face up, face down, blocked, and blocking) and add them to their Army. The other player will get the heroes from the other row. In case of a tie, either because the Council of both players have equal Influence or because there is an equal number of Heroes in both rows, players will take the Heroes from the row closest to them.
If a player has no Leader or Heroes of the chosen faction under consideration, the heroes from the row they obtained will be discarded.
Discard all cards in the Council. They don't count towards the final score.
Each player counts the total Strength of Heroes in their Army. The player with the highest total Strength wins and becomes the new Emperor. In case of a tie, the player with more Heroes in their Army wins. If there is still a tie, a rematch is due.
Swords & Souls adds two new enemies to the base game that bring new abilities, challenges and play styles, meet The Navy and The Ghosts.
Being a notorious pirate crew may have its advantages but it also means your list of enemies grows. From the Royal Navy seeking to rip out any ship that sails under a black sail to the relentless souls of the Ghost pirates. These two new enemies provide an increased level of challenge and complexity to your base game of We're Sinking.
A family that SLAYS together STAYS together!
Children of Morta: The Board Game is a cooperative adventure game with a unique shared bag-building mechanism, permanent character development, an emphasis on family growth, simultaneous turns, and interconnected cooperation. In this game, you take on the role of a member of the Bergson family as they try to stop the spreading corruption of evil in their beloved land of Rea. Defeat monsters and bosses to unlock upgrades for your hero, making them stronger and more prepared for what comes next.
24 gold-colored metal coins (25x3mm) with six different face designs
One commemorative silver-colored coin (30x3mm)
A red, stamped, drawstring cloth bag
Contents:
This also includes a pink dragon mini along with the wooden dragon and heart to complete your set!
Seven ‘Series 2’ color miniatures ranging from 35-40mm
Miniature modeling by Erick Tosco with character designs by Sandara Tang
Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle.
Each player has two open cards that each display a possible move for any of her pieces. There is a fifth card that cannot be used by either player. On a player's turn, she chooses one of her cards, moves one of her pieces according to the chosen card, then replaces the card she used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card — which is, of course, the card the first player just used.
Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game.
Critter Kitchen: À La Cart adds fun twists to locations, while additional Zous Chefs, critics, restaurateurs and rumors increase replayability. The 6/7 player mode allows you to bring everyone to the table on game night.