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Board Games

A Call to Arms is the game of space combat in the universe of Babylon 5. Throughout the station’s turbulent history, armed fleets have enacted the harsher policies of their governments. Now you can play out these confrontations on the tabletop with entire fleets drawn from the Earth Alliance, Minbari Federation, Narn Regime, Centauri Republic, or any one of the many other races that dwell in the galaxy.
From skirmishes involving single cruisers hunting down raiders to the clashing of allied fleets against the forces of ancient beings aeons old, A Call to Arms is your ticket to exciting battles that take place in the depths of space. From tiny forces of raiders to the massed battle of Corianna VI, involving the League of Non-Aligned Worlds, Minbari, Vorlons and Shadows, anything is possible!
This giant box set contains a complete rulebook, a ship recognition guide with nearly 100 different classes of warship inside, a giant Babylon 5 space combat poster and enough counters to immediately begin using all the ships in the game several times over! The main box set contains counters for every one of the 90+ ships detailed in the rulebooks but stand by for highly detailed fleet box sets to be made available later this year, including the Earth Alliance, Centauri Republic and ISA!
LOCATION: GAMING AREA
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Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!
LOCATION: GAMING AREA
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Battlefield Evolution is a fast-paced and easy to learn miniatures game, with enough tactical depth to keep you hooked for years. You will command small forces based on real world armies of the near future, and attempt to overwhelm your opponents with tactical skill and a healthy dose of luck!
Based on supposition and projection of real world armies in the near future, this game features new technologies that are just around the corner – you will be among the first to experience how such weapons and equipment can affect the modern battlefield from the point of view of a soldier. There are several different armies to collect, each with a wide range of units and tactical abilities
LOCATION: GAMING AREA
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Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, BETRAYAL AT HOUSE ON THE HILL is ideal for parties, family gatherings or casual fun with friends.
BETRAYAL AT HOUSE ON THE HILL is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.
Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! BETRAYAL AT HOUSE ON THE HILL will appeal to any game player who enjoys a fun, suspenseful, and strategic game.
BETRAYAL AT HOUSE ON THE HILL includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.
LOCATION: GAMING AREA
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Blue Moon City - the board game - picks up where the two-player game ended: the reconstruction of the destroyed city of Blue Moon. The board, illustrated by Franz Vohwinkel as well as many well-known American fantasy artists, consists of 21 large building tiles, which show building plans on one side and the buildings in their reconstructed glory on the other. As in the 2-player game, the game includes 3 large molded plastic dragons.
At the start of the game, the board tiles all show their building plan sides. The object of the game is to use cards featuring the races of Blue Moon to help rebuild the city and, at the end, put the large Crystal of the Obelisk in the middle of the city back together. Whenever a building is completely rebuilt, its tile is turned back over to its rebuilt side. The players that helped with a building get crystals and dragon favors which can be traded in for crystals at certain times.
The player who first manages to add the required number of markers by paying crystals to the Obelisk wins the game. (four markers in a 4-player game, five markers in a 3-player game and six markers in a 2-player game)
There are two mini-expansions for this game (Blue Moon City: Expansion Tile Sets 1 & 2) each consisting of two tiles that can be added to the main game either separately or combined. The first mini-expansion was included with the Der Knizia Almanach. The second mini-expansion was included in the 6/06 issue of Spielbox.
LOCATION: GAMING AREA
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Carcassonne is a tile-based German-style board game for two to five players, designed by Klaus-Jürgen Wrede and published in 2000 by Hans im Glück in German and Rio Grande Games in English.[1] It received the Spiel des Jahres award in 2001. It is named after the medieval fortified town of Carcassonne in southern France, famed for its city walls. The game has spawned many expansions and spinoffs, and several PC and console versions. The game's wooden follower pieces, colloquially called meeples (a portmanteau of my people[2]) have become a symbol of European board gaming.
The game board is a medieval landscape built by the players as the game progresses. The game starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up. The new tile must be placed in a way that extends features on the tiles it abuts: roads must connect to roads, fields to fields, and city walls to city walls.
After placing the new tile, the placing player may opt to station a follower piece on that tile. The follower can only be placed on the just-placed tile, and must be placed in a specific feature. A follower claims ownership of one terrain feature—road, field, city, or cloister—and may not be placed on a feature already claimed by another player's follower. However, it is possible for terrain features to become shared after the further placement of tiles. For example, two field tiles which each have a follower can become connected into a single field by another terrain tile.
The game ends when the last tile has been placed. At that time all features (including fields) score points for the players with the most followers in them. The player with the most points wins the game.
LOCATION: GAMING AREA
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Corunea is a Role Card Game, it uses cards and dice to describe and simulate various adventures played by 2 to 4 players in the lands of Corunea. Corunea is meant to be played on a table, using its own cards, a few dice and not a single other element. No calculating system or tokens or paper and pens are required to play. Choosing the 50 cards of your deck is the equivalent of rolling a character in a classical Role Playing Game.
Choosing the Adventure you are going to play is the same as choosing a storyline. It will set the length, places, events, encounters and goals of the game session.
When played in short 1 versus 1 arena duels, Corunea feels a bit like a trading card game with dice, still providing a very different pace, actions panel, and tactical focus.
When played in long 2 versus 2 adventures, Corunea feels more like a role playing game without a game master.
Here again, the experience is quite different from a tabletop role playing game because of the competitive nature of the adventures.
Being focused on your character, Corunea is intuitive and visual, as the actions you undertake are accurately simulated.
You can nearly see your poisoned blade moving through the defense of your adversary, biting his armor and delivering his venom. You can nearly feel the faharn flowing through you as your call of fire is forming and see... your adversary plunging out of its flames... for this time.
The arrows fly and you can almost hear their heads exploding on your target's shield, an axe follows, surprising the shield bearer and cutting through his shoulder pad...
After a Corunea fight, you could draw its story board very accurately, just by illustrating what happened.
Playing Corunea you don't deal with abstract armies or summons, you are on the front line, your blade cutting through the foes, your mind bending the elements.
LOCATION: GAMING AREA
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Dead of Night is a 1 to 6 player game based on scenarios you might recognize from various zombie films. There is no 'Zombie Master' here: all the players are on the same side, all working together to survive, although the option to use other players as zombie bait while you grab all the guns and lock yourself in the cellar is there if you prefer.
Either way, you will need to use strategy and your (fresh and spicy) brains as well as chainsaws and shotguns to make it through the night.
Each scenario has a location to be explored, and an objective to be fulfilled, but if things don't go well just survival may be enough. Cards drawn throughout the game may help or hinder your progress, but as the night draws on you can be sure things are going to get much worse before you see the sun again.
The game ends when somebody fulfils the main objective (eg, escaping in a fuelled up vehicle), or at daybreak, which brings respite in the form of an advancing army patrol. If you can survive until the end of the game, you are a winner. The survivor who best fulfils their objectives will come out on top.
LOCATION: GAMING AREA
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The Dreamblade collectible miniatures game allows you to project your mind into the dreamscape and wage war against an endless sea of rivals. Draw upon psychic energies to create formidable creatures that you control in battle. Confront your opponents, destroy their creations and drive them from the dreamscape!
Players struggle to survive the Stone Age by working as hunters, collectors, farmers, and tool makers. As you gather resources, and raise animals, you work to build the tools needed to build your civilization.
Players use up to 10 tribe members each in 3 phases. The first phase players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or face losing resources or points.
LOCATION: GAMING AREA
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Dungeon Twister is a 2-player high level strategy game where 2 teams of adventurers with various powers are trapped in a dungeon. The board is composed of 8 rooms that can be moved and rotated by the players. Each turn, a player is able to spend actions to move around the dungeon, pick up and use items, battle with the opponents team, or turn and move the rooms of the dungeon.
The goal is to reach 5 victory points. Points are collected by moving adventurers out of the dungeon or by killing an opponent's adventurer. Treasures are disseminated across the whole dungeon and will bring the adventurers well-needed powers.
Each player has the same characters, each with different powers. Some run fast, some fight or disarm traps. The cleric heals, magician burns everything in sight and the goblin is so weak that the simple fact of getting him out will bring you two victory points.
Combat and actions are managed via cards. To move, fight, heal or turn a room, you must manage action points obtained by playing cards. Those cards are not drawn but selected from a set of cards by both players. Both players have access to the same panel of cards at the beginning of the game so the game is really about managing the resources and adapting to the changing environment.
In the near future, specially trained psychics called dream lords venture deep into the dreamscape. Here they explore a shifting landscape of ancient archetypes, modern terrors, and mismatched elements of the waking world. This is the shared unconsciousness of humanity, the boundless well of hopes and fears that makes us human. The reality they create in this timeless realm reverberates through the minds of dreamers everywhere. Some dream lords seek to protect it, others to dominate it, and others to destroy it.
LOCATION: GAMING AREA
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Heroscape is a Fantasy Battle Board Game and comes with dozens of painted plastic miniatures, each representing a warrior from a different era, and hex-based hard plastic terrain pieces which can be put together in many different ways. The warriors include 30 plastic figures, including World War II soldiers, futuristic robots, aliens, a T-Rex-riding orc, a large dragon, and many more. Each hero or squad has its own card that details both movement and combat abilities.
LOCATION: GAMING AREA
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Last Night on Earth, The Zombie Game is a survival horror board game that pits small-town Heroes head-to-head against a limitless horde of Zombies (players can play on the Hero team or as the Zombies). A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play, adding lots of replayability. Fast Paced Game Play with Easy To Learn rules allows players to jump right into the action, while Strategic Depth and Strong Cooperative Play keeps the game interesting.
LOCATION: GAMING AREA
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The awe-inspiring Metropolys is in effervescence! Talented Urban planners and architects rival each other to make luxury, elegant buildings of glass and steel defying the laws of balance grow from the ground. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands!
The players are urban planners in quest of prestige. Over the course of the game, they try to construct their buildings in the best places. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner.
LOCATION: GAMING AREA
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Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes is a boardgame!
Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another tile is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can!
Designed by Steve Jackson, and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot - munchkins are always serious about that!
LOCATION: GAMING AREA
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Pandemic is a cooperative game. 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 breaking out fast and time is running out: the team must try to stem the tide of infection in diseased areas while developing cures. If disease spreads uncontrolled, the players all lose. If they find the cures, they win.
The board shows earth with some big population centres. On each turn a player can use four actions to travel, cure, discover and build. Cards are used for this but the deck also contains Epidemics...
A truly cooperative game where you all win or you all lose.
LOCATION: GAMING AREA
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Rails of Europe is an expansion for Railroad Tycoon. Glenn Drover, one of the two designers of the original game, has designed a European setting for the expansion, which uses the original game's pieces, tiles, money, trains, shares and rules, along with a new map and card deck. There are some rules changed and added for the expansion to reflect the new setting of the expansion.
LOCATION: GAMING AREA
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Roborally - Imagine that you're a supercomputer. Now imagine that you're bored. So you dream up a little contest for you and a couple of your supercomputing buddies. Your task is to move one of the stupid little robots out on the factory floor through a series of checkpoints scattered throughout the factory. The wrinkle, however, is that the factory floor is filled with all kinds of inconvenient (if not down-right deadly) obstacles located in various locations: conveyor belts, crushers, flame-throwers, pushers, teleporters, oil slicks, pits, et cetera. But the real fun comes when the robots cross each other's path, and suddenly your perfect route is something less than that...
LOCATION: GAMING AREA
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Samurai is a German-style board game invented by Reiner Knizia, distributed by Hans im Glück in Germany and Rio Grande Games in the United States. It won the Deutscher Spiele Preis 4th place award in 1999. A shareware computer version was published by Klear Games in 2003.
The game board is split into the four major Japanese islands of Hokkaid?, Honsh?, Shikoku, and Ky?sh?, and on every island are a number of cities and villages. Each player has 20 tokens that represent various levels of influence against a certain force--rice fields, Buddhas, and high helmets. Each of the forces are represented on the board with an acrylic glass figurine.
At the beginning of the game, players place the figurines one-by-one onto a city or village, with the capital city of Edo containing one of each figurine. Cities may contain two figures, but only if they are different. Villages may contain only one figurine. After all of the figurines are placed each player takes five tokens from their supply.
Players then take turns in placing their force tokens on the spaces surrounding a city or village. A player must play at least one token on their turn. These tokens may be played only once per turn:
LOCATION: GAMING AREA
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Settlers of Catan is a multiplayer board game designed by Klaus Teuber. Settlers was the first German-style board game to achieve popularity outside Europe, and has been called the "killer app" of designer board games. Over 11 million games in the Catan series have been sold,and the game has been translated into twenty-five languages from the original German. The game has rapidly become popular in part because its mechanics are relatively simple, while its dynamics are quite complex. The game is well suited for family play, since no one gets eliminated, and players who are behind can strive towards goals that are within their reach.
The players in the game represent the eponymous settlers, establishing a colony on the previously uninhabited island of Catan. The island itself is laid out randomly at the beginning of each game from hexagonal tiles ("hexes") of different land types each producing one type of resource: ore, grain, wool, lumber, or brick. One hex is desert which does not produce anything.
Starting with two settlements and adjoining road sections, players build roads, settlements and eventually cities as they settle the island. Roads are built along the edges of the hexes, and settlements at the corners; no two settlements may be built on adjacent corners. Positioning of roads and settlements allows a player to deny other players access to essential resources, and good building is one route to victory.
LOCATION: GAMING AREA
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In most games, players compete against each other to achieve victory. Shadows over Camelot proposes a journey of a very different kind, where you and your fellow players, as Knights of the Round Table, will collaborate to jointly defeat... the game!
At first glance, this task seems simple enough. After all, shouldn’t a band of young and noble Knights - fleet of foot and sound of mind - easily defeat a game that plays itself? Alas your quest is further complicated by the ever-present possibility of a Traitor in your midst, biding his time, waiting to strike at the worst possible moment...
But enough words... Don your cloak, climb astride your warhorse and gallop into the Shadows to join us in Camelot!
LOCATION: GAMING AREA
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Starcraft: The Board Game features an innovative modular board of varying sizes which guarantees a new experience each and every game. An exciting card driven combat system allows players to modify and upgrade their faction with a wealth of powerful technologies. Players can unleash a Zergling rush, use powerful Protoss shields to halt an enemy invasion, or even send cloaked Ghosts out to guide nuclear missiles to their target.
LOCATION: GAMING AREA
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Tannhäuser goes beyond the standard package of set of characters, proposing a vast array of customization, allowing players to develop a unique tactic and style of play for their hero. 10 charismatic personalties await them to be groomed for battle, using over 70 magnificently illustrated types of tokens that faithfully depict various weapons, medals, ranks, powers and equipment.
In 1949, this incessant war has been raging for 35 years and finally a secret archaeological dig has delivered to the Obscura Korps a long sought ancient relic. This artifact is thought to guard an ancient parcel of knowledge. The exact emplacement of one of the four dark cardinal corners of reality is on the verge of being revealed.
A portal leading to hell, this un-sanctified zone is found buried within the secular crypt of a fortress situated in the heart of central Europe. The Reich's 13th Occult Division is there now. They are about to call upon the Cohorts of Chaos to help them force the world into eternal servitude.
Parachuted behind enemy lines, a fistful of men and women are all the Union has left to thwart this peculiar menace. The Unions finest trained commandos armed with technology still in its experimental stages, the glory bound 42nd Alter-Marine Special Forces must now face the most terrible danger to face humanity in recorded history.
LOCATION: GAMING AREA
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With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
"The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor."
Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.
Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.
LOCATION: GAMING AREA
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Now it is time to go railroading in TransEuropa. Just like TransAmerica, players work together building a railroad network, but this time it is across Europe instead of the United States. The first to have their five cities connected wins the round - the others lose points for being too slow! After 3-4 rounds, the player with the most points wins the game!
LOCATION: GAMING AREA
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In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA).
Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not.
The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or viceversa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.
Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).
Action dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events which could possibly have happened) which cannot be portrayed through normal gameplay. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.
LOCATION: GAMING AREA
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