Torres

Torres
A series of devastating tornadoes, unleashed by enemy mages in the recent war has left the entire king’s castles in ruin. Only the foundations of these once magnificent monuments remain. He has charged his sons with rebuilding his castles and promised the throne to the one who can rebuild the tallest and largest castles. Each prince has 6 knights to supervise the building. Two or more princes may work together on a castle with their knights competing to control the highest towers of the castle. Once each year, the king will tour the castles, to judge the progress of each son. After he finishes the third tour, he will choose his successor and the winner!
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El Grande Decennial Edition


“Win and you will become El Grande. It is time of awakening. The position of the king is secure, but the high aristocrats, the Grandes, look to expand their influence. Thus, intrigue fills the country! Their primary weapons are the attendants to the king- the Caballeros. Each Grande has his favorites, recruited from the provinces, which he deploys to accumulate the power he so desires. Fencing, not with the sword, but with cunning and deceit, the Grandes struggle for power, sending the Caballeros openly into the regions and secretly to the Castillo. Although this strategic game requires subtle strategies, it is easy to learn and comes with an introduction that ensures a fast entrance into the game. Choose your actions and priorities wisely to become the most powerful Grande and win the game! –2-5 players, ages 12+– FUN”
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Ricochet Robots


This game is less of a game and more of a puzzle, which explains why there’s such an odd number of players possible. There’s a four-piece modular board that forms a large room with walls spread around the board. There are also color-coded targets on boards. Placed on top of the surface are four robots. The idea for each turn/puzzle is to get the like-colored robot to randomly selected target. The trick is that once a robot starts moving, it will continue to move until a wall or another robot stops it. Therefore, players are seeking a sequence of moves for the robots which will enable them to move the required robot to the target in the fewest moves.
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Mall World


What a wondermall world! The middle of nowhere. Desert all around. No oasis, no camels in sight. But what is that? A shopping paradise unknown to the world before is about to open its doors: MALL WORLD Beforehand, however, the interested chain stores want to rent the most promising shops in the building. Children’s clothes next to the icecream parlor? The shop selling firearms next to the game store? Who pays you for realizing his interests? Come, see and build! Welcome to Mall World! The game: 3-5 players are planning and building the Mall World shopping center. For their clients, international chain stores and conglomerates, they realize clothing, food, hobby, and sports shops for different target groups. The orders come by fax, payments are made on a monthly baisis into the more or less official Swiss bank account. Shops are approved of and built like mad. Big business however, is only available for those who reveal their orders in time without telling the others too early who their clients are…
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Phoenicia


Empires rise and fall. In the buffer areas and crossroads between civilizations, however, a clever ruler can sometimes adopt new ideas, establish trade, and found a city state — such as the great Phoenician cities of Tyre and Sidon — that will outlast many neighbouring empires. Phoenicia is about building an empire worthy of an entry into the annals of time. You must build up your economy and increase your population whilst holding all others at bay. You will be challenged by your neighbouring countries to the next technology advancement which will help you to feed your population.
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Power Grid deck


The first expansion in the Power Grid 3 expansion pack is the Benelux/Central Europe Map expansion. Two new expansion maps for Power Grid: Benelux on one side and Central Europe on the other. Along with the maps are small rule changes to reflect the power culture in these two countries. As the Benelux countries support ecological power, players may have greater opportunities to acquire such power plants. Also, oil is more available and coal less available in these countries. As Poland has large coal supplies, coal will be much more plentiful than elsewhere in Central Europe. However, due to political stands taken by some countries, players may be limited in their access to nuclear power. The result is not just new maps, but new ways to play this great game! This expansion 3 pack also includes the France/Italy map expansion. Two new expansion maps for Power Grid: Italy on one side and France on the other. Includes minor rules changes based on real-world factors in those regions. The last part of this great Power Grid expansion pack is the card pack. This deck is a complete set of power plant cards that can be used: in place of the original deck, paired with the original deck (to make for an unpredictable mix), cards added to the original deck (to make the game as long as “Funkenschlag”, game will end at 20 cities) or make a custom mixture of the two decks (to create specialized decks) with any maps. This full set of expansions will keep your Power Grid game busy for a long time! This set of cards has green borders to distinguish them easily from the original set of power plant cards
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Knights


Players are knights competing to build castles in the kingdom. But building castles is not the only way to win. There are actually three ways to win: build four castles with different banners, build three different castles and topple the king, or build two different castles and win three tournaments. Players also have the opportunity to acquire special abilities. Players acquire the special abilities, build the castles, and win the tournaments by throwing six dice three times to beat the dice combination on cards that represent the castles, tournaments, and special abilities. Players may also attempt to capture cards from other players and may acquire special cards to protect their cards from capture. The first player to reach one of the three winning conditions is the winner! Players need a good mixture of luck and skill to win this game. Players: 2-6 Ages: 8 and up. Playing Time: 20-40 minutes
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St. Petersburg


Baroque palaces, wide boulevards, and elegant bridges: St Petersburg. On May 16, 1703, Czar Peter the Great lays the foundation for the first building. Quickly impressive buildings are erected that are ever more impressive and beautiful. Such buildings bring the aristocracy glory and the players victory points. But you need traders to bring the rubles necessary for all this magnificence, otherwise, the buildings are empty and bare. As the competition never sleeps and may grab needed cards right from under your nose. St. Petersburg: the card game of beautiful living on the Neva. Saint Petersburg – a tactical game for Russian building tycoons.
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Jambo


“Jambo!” is the friendly greeting Swahili traders offered their customers in Central Africa before colonization. The players are traders in this day, competing to be the first to earn 60 gold by selling tea, hide, fruits, salt, silk, and trinkets. The game is played with cards which represent goods, people (which can help you or hinder your opponent), and animals (which add a bit of spice to the game). Players take turns with up to 5 actions per turn until one player reaches the goal and wins the game. Players: 2 Ages: 12 and up Playing Time: 40 minutes
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Times Square

Without Champagne Charlie and Saucy Sue nothing happens in Times Square. Others flock to places that attract celebrities and other people important people. In other words, they go where the party is. Thus, folks go where Dancing Deb and Handsome Hal frequent. Players use cards to influence the movement of these people – toward their nightclubs. The winner will be the player who is best at attracting the famous!
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