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LIBRARY LOCATION: B4 In Battle Sheep players start the game by constructing the board from identical four-hex tiles, then each player places his/her tall stack of discs on one of the border hexes. Players take turns removing some number of discs from the top of one of their stacks, moving that new stack of discs as far away as it can go in a straight line. Players must leave at least one disc behind when moving, so the board gradually fills up and movement opportunities become more and more scarce. The player occupying the most spaces at the end of the game wins! Game Details 2-4 Players Ages 7+, Board Game, No/Light Strategy
LIBRARY LOCATION: E1 Did you know that magical wizards are battling to the death … and beyond … right now!? “Why battle?” you might ask. “What have I got to prove, magic man?” Only who’s the most awesomely powerful battle wizard in the entire realm, that’s what! As a Battle Wizard, you’ll put together up to three spell components to craft millions (okay, not really) of spell combos. Your spells might kick ass, or they could totally blow – it’s up to you to master the magic. You will unleash massive damage on the faces of your wizard rivals in a no-holds-barred, all-out burn-down to be the last Battle Wizard standing. And it doesn’t stop there! Powerful magic items bring on a whole new level of bloody carnage as you and your mighty wizard opponents tear each other limb from limb in an orgy of killing! Do you have what it takes to use epic spells in a war at Mt. Skullzfyre? Will YOU be the Ultimate Battle Wizard!?! Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre is a humorous card game depicting a vicious, over-the-top battle between a variety of comically illustrated wizards. The game focuses primarily on creating three-part spell combos to blast your foes into the afterlife. The unique Dead Wizard cards allow players to stay in the game even after their wizards have been defeated. Game Details 2-6 Players Ages 5+, Board Game, Card Game, No/Light Strategy
LIBRARY LOCATION: S2 On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita. Lewis & Clark is a board game in which each player manages an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance. Lewis & Clark features dual use cards. To be activated, one card must be combined with another one, which becomes unavailable for a while. Thus, players are faced with a constant dilemma: play a card or sacrifice it. During the game, each player acquires character cards that enlarge his hand, building a crew that gives him more options but it needs to be optimized as he will recycle his cards more slowly. This new “handbuilding” mechanism fits strongly with the historical background. Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players’ positions are crucial. Game Details 1-5 Players Ages 14+, Card Game, High Strategy,
LIBRARY LOCATION: H5 They gazed at the large structure of colorful blocks neatly stacked before them. The goal was simple: climb to the highest level possible. Getting there was more challenging than originally thought. Only one climber will make it to the top. Will it be you? Your goal is to climb to the highest level of the structure. To help with your climb, you may move and rotate blocks. Ladders can be used to climb large distances. Your blocking disk will prevent other players from using a specific block. Use your tools wisely and at the right time to make the best possible moves in your adventure to the top! Game Details 2-5 Players Ages 8+, Card Game, No/Light Strategy
Library Location: U2 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! Game Details 2-5 Players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: P4 Levy. Maneuver. Conquer. The Duke is a dynamic, tile-based strategy game with an old-world, feudal theme, high-quality wooden playing pieces, and an innovative game mechanism in its double-sided tiles. Each side represents a different posture – often considered to be defensive or offensive – and demonstrates exactly what the piece can do within the turn. At the end of a move (or after the use of a special ability), the tile is flipped to its other side, displaying a new offensive or defensive posture. Each posture conveys different options for maneuver and attack. The full circle is a standard Move, the hollow circle the Jump, the arrow provides for the Slide, the star a special Strike ability and so on. Each turn a player may select any tile to maneuver, attempting to defend his own troops while positioning himself to capture his opponent’s tiles. If you end your movement in a square occupied by an opponent’s tile, you capture that tile. Capture your opponent’s Duke to win! Players start the game by placing their Duke in one of the two middle squares on their side of the game board. Two Footman are then placed next to the Duke. Each turn a player may choose to either move a single tile or randomly draw a new tile from the bag. With fifteen different Troop Tiles, all double-sided, and nineteen total pieces for each player (plus special optional tiles), the variety of game play is limitless. Beyond the endless variety of the basic game, Terrain Tiles introduce a variety of game play options, altering the game board. These rules also include several alternate objectives, such as the challenging Dark Rider game which pits five Pikeman against a lone Knight. Game Details 2 Players Ages 13+, Card Game, Medium Strategy, For ONLY Two Players
LIBRARY LOCATION: F1 Be the first player to capture seven ghosts! On their turn, a player chooses a top card from one of the 4 main decks that they will attempt to win. These cards may be ghost, zombie, scary pumpkin, or haunted house cards. They then roll the three dice in an effort to satisfy the conditions to win that card. If successful, the player takes it and places it face-up in front of them, drawing any “spooky action” cards as instructed. They may PLAY any spooky action cards they have before relinquishing their turn to the next player. Spooky action cards may place a deck “off limits”, force an opponent to play for a specific card, manipulate dice, split, etc. There are also three “ghost” cards in this deck that count toward your overall ghost total. Collecting sets of 3 of zombie, pumpkin, or haunted house cards allow special powers that are important later in the game. A special effect of winning a haunted house card is getting to “peek” at the bottom card of the deck it came from, which helps direct a players strategy. A few of the main deck cards have a “vanish” effect, which can be spent to move a card from the top of a deck to the bottom, thus keeping it away from an opponent. Spending a “vanish” card in this way may break up a valuable set of three, so care must be given before deciding this course of action. Play continues until one player has acquired seven ghost cards and is declared the winner. Contents: 60 cards(25 main deck and 35 spooky action), 3 six-sided colored dice, and rules. Game Details 1-2 players Card Game, No/Light Strategy
LIBRARY LOCATION: G2 In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you’ve eaten it all, finish your meal with all the pudding you’ve got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you! Game Details 2-5 Players Ages 8+, Card Game, No/Light Strategy
LIBRARY LOCATION: A4 Since 1967, the Battleship game has been thrilling would-be naval commanders! This retro edition is inspired by the original favorite game where 2 players try to sink each other’s hidden ships. It’s full speed ahead to hunt, hit, sink, and win! The first player to sink all 5 ships in the enemy fleet wins! The average playing time is 20 minutes per game. Game Details 2 Players Ages 7+, Board Game, No/Light Strategy, For ONLY Two Players
LIBRARY LOCATION: Q3 Captain Swallow has always dreamed of pocketing a large nest egg in order to retire on a remote island – but he never counted on stiff competition from Captains Stanley Rackum, Dirk Chivers and others, greedy and cruel enemies who always manage to attack the same ships as him. If he wants to finally sink back and enjoy peaceful days in the sun, he must become the most cunning pirate! In Libertalia, you must thwart the plans of competitive pirates over the course of three rounds while using cards that show the same crew members as your piratical comrades-in-arms. Yes, not only do they attack the same ships, but they employ the same type of ravenous scum that you do! Can you take advantage of the powers of your characters at the right time? Will you be outdone by a pirate smarter than you? Jump into the water and prove your tactical skills! Game Details 2-6 Players Ages 14+, Card Game, Medium Strategy
Library Location: U2 Set up: The game adds fourteen double-sided faction tiles and seven home world tiles. These tiles are added to the set from the original game. One of the player’s Home (white) dice in the cup is replaced with a Leader (black) die. The rules suggest that when players are familiar with the expansion then they should add Objectives tiles. The tiles are shuffled and six are put into play. Game play: When a Leader die has been rolled with two phase symbols showing, then if the die’s assigned phase is not put into play then the die automatically shifts to the other phase on that face. When the Leader die show a dollar sign on its face then if the die is used for its intended phase then the die goes back into the cup (not into the Citizenry) after use. When a Leader die is used as a Consume action, it always matches the world’s color. The game adds Entrepreneur (orange) dice. When used as a Consume action, Entrepreneur dice never match the world’s color. When an Objective tile has been satisfied, the player who met the objective receives the number Talent Counters stated. A player may assign Talent Counters as workers during the Assign phase. Used Talent Counters are put back into the pool. Unused Talent Counters are worth a victory point. Game Details 2-5 Players Ages 14+, Card Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: O1 In Medieval Academy, a “family+” game, each player takes the role of a squire who wants to outdo the others in the different training categories to score Chivalry Points. To achieve this goal, during the six turns of the game, the players must wisely draft the cards that are the most useful to them and play them at the right time to move their discs up the training tracks. Game Details 2-5 Players Ages 8+, Board Game, Medium Strategy
LIBRARY LOCATION: U5 Escape from the Aliens in Outer Space is a card game of strategy and bluff set on a badly damaged deep space research ship. On-board systems have failed, plunging the ship into darkness. But even worse: A mysterious alien plague has crept aboard and is transforming the human crew into horrendous monsters! The remaining crewmen desperately try to save their lives by escaping from the derelict spaceship, but in the darkness the aliens are lurking…hungry for human flesh. The game is played on a hexagon-based map that represents the spaceship. Each player is given a map sheet and a pencil. Map sheets must be of the same zone, and every zone has its specific name. Starting from the first player and continuing clockwise, every turn, each player must make a movement. To do so, the player must write on their map sheet the coordinates of the sector to which they are moving. Every time the players move to the gray (dangerous) sectors they have to draw a card; these cards make the players tell the others their position or lie about it, depending on the card. Every card is kept secret from other players. The humans’ objective is to save themselves using the escape hatches, while the aliens’ objective is to hunt down the humans. Each player’s identity and position is kept secret; you will need to interpret the movements and behaviors of the other players to learn who and where they really are. Game Details 2-8 Players Ages 12+, Dice, High Strategy
LIBRARY LOCATION: S1 Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival. Based on the epic and widely-acclaimed Sci Fi Channel series, Battlestar Galactica: The Board Game puts players in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and must all work together in order for humanity to have any hope of survival. However, one or more players in every game secretly side with the Cylons. Players must attempt to expose the traitor while fuel shortages, food contaminations, and political unrest threatens to tear the fleet apart. After the Cylon attack on the Colonies, the battered remnants of the human race are on the run, constantly searching for the next signpost on the road to Earth. They face the threat of Cylon attack from without, and treachery and crisis from within. Humanity must work together if they are to have any hope of survival…but how can they, when any of them may, in fact, be a Cylon agent? Battlestar Galactica: The Board Game is a semi-cooperative game for 3-6 players ages 10 and up that can be played in 2-3 hours. Players choose from pilots, political leaders, military leaders, or engineers to crew Galactica. They are also dealt a loyalty card at the start of the game to determine if they are a human or Cylon along with an assortment of skill cards based on their characters abilities. Players then can move and take actions either on Galactica, on Colonial 1, or in a Viper. They need to collect skill cards, fend off Cylon ships, and keep Galactica and the fleet jumping. Each turn also brings a Crisis Card, various tasks that players must overcome. Players need to play matching skill cards to fend off the problems; skill cards that don’t match hinder the players success. Fate could be working against the crew, or there could be a traitorous Cylon! As players get closer and closer towards reaching their Earth, another round of loyalty cards are passed out and more Cylons may turn up. If players can keep their up their food stores, fuel levels, ship morale, and population, and they can keep Galactica in one piece long enough to make it to Earth, the Humans win the game. But if the Cylon players reveal themselves at the right moment and bring down Galactica, the Humans have lost. Game Details 3-6 Players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: P5 Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises? Everdell is a game of dynamic tableau building and worker placement. On their turn a player can take one of three actions: a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player’s tableau: gathering resources, drawing cards, and taking other special actions. b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities. c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins. Game Details 1-4 Players Ages 14+, Card Game, High Strategy

LIBRARY LOCATION: O1

You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you’ll know which cards your neighbor is receiving and how his choices might affect what you’ve already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

Though the box of earlier editions is listed as being for 3–7 players, there is an official 2-player variant included in the instructions.

Game Details

2-7 Players

Ages 10+, Board Game, Medium Strategy

LIBRARY LOCATION: G2 Rice and dice! Roll with your favorite Sushi Go! characters in Sushi Roll, a dice-based version of the best-selling card game! Game Details 2-5 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: I2 In the wonderful land of Arkadia, a very old king has no heir. He organizes a tournament to offer his throne to the bravest adventurer of the kingdom. Up to five finalists will wander seven worlds full of surprises… In the drawing game Loony Quest, players study challenging level cards, then try to replicate the outline to meet targets and avoid obstacles on their tracing sheets. Once finished, players place their sheets on top of the level card to see whether the drawings line up with the targets they meant to hit — or avoid. Largely inspired by video games, Loony Quest players discover various worlds, play with 3D and 2D levels, run into loony monsters — Loonies — and big bosses, trigger special stages, collect bonuses, use penalties on opponents, and gather as many Xperience points as possible to win. Game Details 2-5 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: B3 This game attempts to mirror life events many people go through from going to college, raising a family, buying a home, working and retiring. The intent of the game is to have the most assets at the end of the game, assets are earned primarily by working and earning tokens with dollars amount on them. Additionally the first person to complete the course gets additional money tokens. There is a very linear board that you move along by spinning a wheel or landing on spaces that tell you to move to a specific space or forward or back. There are a handful of intersections where you can choose to go one direction or another but they ultimately have similar spaces and meet back up quickly. There are a handful of choices regarding insurance and investments but for the most part it is a game of luck. Game Details 2-6 Players Ages 8+, Board Game, No/Light Strategy
Library Location: U3 Roll Through the Ages: The Iron Age, a sequel to the highly-awarded Roll Through the Ages: The Bronze Age, lets you build an Iron Age civilization in under an hour! Do you build provinces, raise armies, and conquer barbarians or build ports and ships to gain trade goods? Explore the strategies of Greece, Phoenicia, and Rome as you erect monuments, fend off disasters, and strive to feed your people. Game Details 1-4 Players Ages 10+, Card Game, High Strategy
LIBRARY LOCATION: T4 Memoir ’44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes. Game Details 2-8 Players Ages 8+, Card Game, High Strategy
LIBRARY LOCATION: K5 Downforce is a card game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race. Then, they play cards from their hand to speed them around the track. However, most cards will also move their opponents’ cars. So figuring out just the right time to play a card is the key to victory. Along the way, players will make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins the game. Game Details 2-6 Players Ages 9+, Board Game, No/Light Strategy
LIBRARY LOCATION: I5 In Evolution, players adapt their species in a dynamic ecosystem where food is scarce and predators lurk. Traits like Hard Shell and Horns will protect your species from Carnivores, while a Long Neck will help them get food that others cannot reach. With over 4,000 ways to evolve your species, every game becomes a different adventure. Evolution packs a surprising amount of variety for a game with simple rules. The variety comes from the synergies between the trait cards and from the different personalities at the table. Some players thrive on creating Carnivores to wreak havoc on their fellow players. Others prefer to stay protected and mind their own business. Evolution encourages both play styles by giving each of them multiple paths to victory. And it is the mix of play styles at the table that ultimately determines the ecosystem in which the players are adapting. So gather your friends and see who can best adapt to the changing world around them. 2-6 Players Ages 12+, Card Game, Medium Strategy
LIBRARY LOCATION: C5 The brilliant Dr. Eureka has important experiments for you to complete! You must solve his scientific formulas by mixing the molecules from tube to tube without touching them with your bare hands. Transfer your molecules faster than your competition in Dr. Eureka to prove you’re the smartest scientist in the lab… Game Details 2-4 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: F5 The buzz around the meadow is the High Queen seeks an heir. A grand test of skill and dexterity will be held to determine which fledgling queen will inherit the throne! So assemble your hive and make a beeline for the meadow! BEEEEES! is a buzzing real-time dice rolling game for 2-5 players where brains matter as much as speed. Players frantically roll dice to claim hive tiles in front of them and their neighbors. The player with the most dice on the tile strategically places it into their burgeoning hive. At the end of the game, the player that has built the best hive wins! Game Details 2-5 Players 14+, Board Game, No/Light Strategy
LIBRARY LOCATION: R2 The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required. Game Details 2-4 Players Ages 12+, Board Game, High Strategy
LIBRARY LOCATION: C5 Choose your fun adventure with The Game of Life – junior style! This fun and fast-paced game is just like the adult version, but with much cooler rides! Pick the Blue Wheeler, the Pink Cruiser, the Yellow Speedster or the Green Rider, and start enjoying life’s twists and turns! Have tons of fun with amazing adventures on the beach or at the zoo – it’s your choice! Keep collecting stars and see how the Action cards and Attractions like the Museum or the Chocolate Factory affect your fate. If you get to 10 stars first, you win! You’ll have a fun game and an awesome day whenever you play The Game of Life Junior game! The Game of Life Junior is an easy, fun way to start playing The Game of Life Game Details 2-4 Players Ages 5+, Board Game, No/Light Strategy
LIBRARY LOCATION: O3 You and your opponents represent powerful developers in a burgeoning Nevada city. You will earn money and prestige by building the biggest and most profitable casinos on “The Strip,” the town’s backbone of dust and sin. You start with nothing but parking lots and dreams, but from there you build, sprawl, reorganize and gamble your way to victory. Score the most points investing in the most profitable development companies and putting the best bosses in control of the richest casinos. Put your dollars on the line . . . it’s time to roll! The game board is broken into 8 different areas, each consisting of a number of empty ‘lots’. Players build lots by paying money and placing a die of the value matching the one shown on the lot’s space onto the lot, along with a casino tile of one of 7 colors. Adjoining lots of the same color are considered a single casino. The casino’s boss is the player whose die value is higher than any other in the casino. On each players turn, players turn over a new card representing a new lot they get. The card also is one of the casino colors. Any built casinos of the matching color will score both money and VP. Money is earned for each lot in the casino, where each lot may be owned by a different player. VP goes only to the casino’s owner. Players can expand their casinos; try to take over casinos owned by other players; make deals to trade lots, casinos and money; or gamble in opponents’ casinos to make more money. Ultimately, though, only victory points matter, and that means making yourself boss of the biggest casinos. Game Details 2-4 Players Ages 12+, Board Game, High Strategy
Library Location: Q3 Avast ye pirates! Gather your crews and set sail for adventure on the high seas in Rum & Bones! Based on online MOBA (Multiplayer Online Battle Arena) style games, Rum & Bones has 2-6 players taking control of legendary pirate heroes, each with unique powers and abilities, as their crews fight over Davy Jones’ legendary treasure! Game Details 2-6 Players Ages 14+, Board Game, High Strategy
LIBRARY LOCATION: O1 7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions. In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal. During the game, players now have an additional option when discarding a card. Instead of gaining three coins, they place one of these tiles in the next open space on a circular display; the law on this tile remains in effect until the end of the game or until it’s covered. (Should a fifth tile be placed, for example, it’s placed on top of the first tile played.) At the end of the game, players receive points based on how many tiles they played. In the second half of 7 Wonders: Babel, one of five age specific great project cards is randomly revealed at the start of each age, and a number of tokens are placed on it, based on the number of players. This card imposes a tax on players who want to play cards of a certain color. When a player pays this tax, he takes one of the tokens from this law card. At the end of the age, if all of the tokens have been removed, then players receive a bonus (which is depicted on the card) for each token they have; if tokens remain on the card, then each player without a token is penalized. Just as the cost of cards increases in each age, the number of resources required to pay the tax also increases. Game Details 2-7 Players Ages 10+, Board Game, Medium Strategy, EXPANSION PACK
LIBRARY LOCATION: O1 7 Wonders: Cities, the second expansion for 7 Wonders, includes optional team rules, adds an 8th player (base game supports 7 players), a new type of card (black, representing the remains of cities), and new cards of old types (two new wonders: Petras and Byzantium, 3 new guild and 6 new leader cards). This expansion is more aggressive, with greatly increased interaction between players, who are still trying to score more points than anyone else. With the team rules, you can play with up to eight players, with the players divided into teams who sit next to one another so that they can kibitz and choose the cards of most use to them. The new black cards have a variety of effects, with nine cards being available in each age. Effects include: The active player gaining gold, with his neighbors also gaining a bit. Increased military strength in age 1 at a greater cost. Embassy cards that remove you from the military competition for that age. Cemetery cards that earn you points at the end of the game while costing opponents gold. Spy cards that copy symbols from green (science) cards. A secret warehouse that doubles a resource and a black market that generates a missing resource. The ability to build cards for free by copying building chains from other players. The 6 new leader cards can only be played with 7 Wonders: Leaders. Game Details 2-8 Players Ages 10+, Board Game, Medium Strategy, EXPANSION PACK
LIBRARY LOCATION: S2 In the 15th and 16th century, Portugal is thriving under its leading role during the Age of Discovery. Nestled in the heart of Portugal, the city of Coimbra serves as a cultural center of the country. As the head of one of Coimbra’s oldest houses, you seek to earn prestige by deepening relationships with nearby monasteries or funding expeditions of the era. To reach this goal, you must vie for the favors of the city’s most influential citizens, even if you must offer a bit of coin or some protective detail. Coimbra introduces an innovative new dice mechanism in which the dice players draft each round are used in multiple different ways and have an impact on many aspects of their decision making. While there are many paths to victory, players should always seek to optimize their opportunities with every roll of the dice. Combined with ever-changing synergies of the citizens, expeditions, and monasteries, no two games of Coimbra will ever be the same! Game Details 2-4 Players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: C1 Things… is a party game where everyone writes a response to a particular prompt, such as “Things… you shouldn’t put in your mouth,” and the players then try to guess which player wrote which response. A reader is chosen. This reader reads aloud a Topic Card. The players all write a response, fold up the slip of paper and turn it in to the reader, who reads them aloud once and then a second time. The player to the left of the reader has to guess who wrote which response. This is all done from memory, without benefit of taking notes or having the responses read again. If the guesser is correct, he or she continues guessing until incorrect, at which time the player to his/her left tries guessing. Players whose responses were correctly identified are eliminated and cannot make guesses. The round ends when one player has not been matched to a response. 1 point is awarded for each correct guess. 6 points are awarded to the person who successfully avoided detection. The job of reader passes to the left. When everyone has been reader once, the game ends. High score wins. Game Details 4-15 Players Ages 14+, Board Game, No/Light Strategy
Library Location: S5 In Russian Railroads, players compete in an exciting race to build the largest and most advanced railway network. In order to do so, the players appoint their workers to various important tasks. Game Details 2-4 Ages 13+, Card Game, High Strategy
LIBRARY LOCATION: P5 Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans. During the course of play, you may gain points or resources through completing quests, constructing buildings, playing intrigue cards or having other players utilize the buildings you have constructed. At the end of 8 rounds of play, the player who has accrued the most points wins the game. Game Details 2-5 Players Ages 12+, Card Game, Medium Strategy
LIBRARY LOCATION: R2 7553 AT (Alternative Timeline): Forget all you know about the Middle Ages, and explore a new reality in which magic changes everything. Game Details 2-4 Players Ages 12+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: E2 The zombie apocalypse is upon us! The infection is spreading, and you must stop it… unless, that is, your cynicism, darkness, denial, or overwhelming hunger for fresh brains has overshadowed your will to save humanity. Who can you trust in this game of deception and shifting allegiances? Even those who are silent may be lying to your face. You must summon all your intelligence and intuition to identify friend from foe and turn your enemies against each other to survive. Game Details 3-16 Players Ages 14+, Card Game, Medium Strategy
LIBRARY LOCATION: F5 Bees: The Secret Kingdom is family game based on Bees. In the game, players will choose between creating a honey card, or playing a flower card to get pollen tokens. This simple game has 2 modes, the firstis for families and younger players, and second, the advanced one, is for adults. The basic rules are really simple – players can draw two Gathering cards and play one of them, or make Honey using their gathered Resources. Playing Gathering cards grants all the players Resources tokens, but the player who was using this card will gain the greatest benefit. Despite the small cooperative touch, this is a fully competitive game and only the player who gains the most points wins. Game Details 2-6 Players Ages 6+, Board Game, No/Light Strategy
LIBRARY LOCATION: R2 In 1845, Sir John Franklin led an expedition on behalf of the British Royal Navy to find and explore the last portion of the Northwest Passage, regardless of the cost. The Royal Navy gave Franklin two heavy Ships (HMS Terror and HMS Erebus) filled with scientific equipment, 1000 books, a crew of 128 men, and enough food to last for three years. They left England in May and encountered whalers along the west coast of Greenland in August. There, they waited for more favorable weather conditions for the crossing of the Lancaster Sound. Once the weather improved, they sailed into unknown waters, and no one ever heard from them again… Their disappearance provoked a great deal of turmoil in public opinion, and numerous British and American expeditions attempted to find their trail. As leaders of these expeditions in Expedition: Northwest Passage, players must venture into these hazardous Arctic waters in order to discover Franklin’s fate and succeed where he failed – by finding the Northwest Passage. Players allocate their crewmen in their ship or in their sled to perform various actions such as exploring, moving, or gathering clues on the whereabouts of the Franklin expedition. As the game progresses, the seasons will pass and parts of the sea will be frozen, blocking the way for the ships. Players acquire victory points by gathering clues, mapping the area, and – of course – discovering the Northwest Passage. However, in order to claim victory, one has to come back home to the Greenland on time! Game Details 1-4 Players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: C1 The Game of Wolf is a trivia game in which players play wolves, ravenous for trivia. On your turn, you may pick pack members based on their knowledge of the subject or go Lone Wolf for a chance to double the points! The Pack or Lone Wolf that answers the most correct of the five questions wins the points for that round! Will you go it alone, Wolf? Or will you choose strength in numbers? Game Details 4-12 Players Ages 14+, Board Game, No/Light Strategy
LIBRARY LOCATION: O1 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 cards 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 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 none of these situations occurs, then the player with the most points at the end of the game wins. Game Details 2 Players Ages 10+, Board Game, Medium Strategy, For ONLY Two Players
LIBRARY LOCATION: P1 On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with 47 passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company’s weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top? In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases: Phase 1: Schemin’ Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck. Phase 2: Stealin’ The action cards are carried out in the order they were played, with a player’s best laid plans possibly not panning out due to mistakes and oversights! The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play. Each player starts a round with six cards in hand, with each card showing one of these actions. At the start of a round, a round card is revealed, showing how many cards will be played; whether they’ll be played face up or face down, or individually or in pairs; and what action will occur at the end of the round (e.g., all bandits on top of the train move to the engine). You can pick up loot, gems or suitcases only by playing a “steal” card when you’re in a train car that holds one of these items — but since everyone is planning to get these goods, you’ll need to move, punch and shoot to get others out of your way. You can punch someone only in the same car as you, and when you do, the other bandit drops one of the goods he’s collected and is knocked into an adjacent car. Each player’s character has a special power, such as starting the round with an extra card, playing your first card face down, or pocketing a bag of loot when you punch someone instead of letting it hit the ground. You can shoot someone in an adjacent car or (if you’re running on top of the train) anyone in sight, and when you do, you give that player one of your six bullet cards; that card gets shuffled in the opponent’s deck, possibly giving her a dead card in hand on a future turn and forcing her to draw instead of playing something. If the Marshal ends up in the same car as you, likely due to other bandits luring him through the train, he’ll be happy to give you a bullet, too. At the end of the game, whoever fired the most bullets receives a $1,000 braggart bonus, and whoever bagged the richest haul wins! Game Details 2-6 Players Ages 10+, Board Game, Medium Strategy
LIBRARY LOCATION: R2 In Hollywood, the ghosts of the past never sleep! Embark on your next adventure into the past with Estrella Drive, the sixth expansion for T.I.M.E Stories. Like all T.I.M.E Stories adventures, you and your fellow players are members of the T.I.M.E Agency, sent to investigate a disruption to the Time Stream. This time, you and your fellow agents are sent to 1982 to investigate a temporal anomaly in a supposedly haunted Hollywood mansion. Game Details 2-4 Players Ages 16+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: F3 Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck. The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole. Game Details 2-5 Players Ages 7+, Card Game, No/Light Strategy
LIBRARY LOCATION: G3 Dragon Castle is a game freely inspired by Mahjong Solitaire. During your turn, you take a pair of identical tiles from the central “castle” (known as the Dragon Castle) and place them on your own realm board to build your own castle. From time to time, you may sacrifice these tiles to acquire shrines in their place. Every time you create a set of tiles of the same kind, you “consolidate” them, i.e. flip them face down to score points. When you consolidate a set, you may also build shrines on top of the consolidated tiles: Shrines allow you to score more points, but they also limit your building options. You may also take advantage of the available spirit card and its game-changing powers…but this will come at a cost! Finally, don’t forget to check the dragon card in play, and to follow the building requirements to score bonus points. When the Dragon Castle has been reduced to only one floor, the end of the game is triggered. After one final round, the player with the most points is the lord of the new Dragon Castle…and the winner of the game! Game Details 2-4 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: N4 The shadow of Bhaal has come over Baldur’s Gate, summoning monsters and other horrors from the darkness! As you build and explore the iconic city’s dark alleys and deadly catacombs, you must work with your fellow adventurers to survive the terrors ahead. That is, until some horrific evil turns one — or possibly more — of you against each other. Was it a mind flayer’s psionic blast or the whisperings of a deranged ghost that caused your allies to turn traitor? You have no choice but to keep your enemies close! Based on the award-winning Betrayal at House on the Hill board game, in Betrayal at Baldur’s Gate you’ll return to Baldur’s Gate again and again thanks to the fifty included scenarios only to discover it’s never the same game twice. Can you and your party survive the madness, or will you succumb to the mayhem and split (or slaughter!) the party? Game Details 3-6 Players Ages 12+, Card Game, Medium Strategy
LIBRARY LOCATION: G4 Players play cards to move their playing pieces along stone paths. There are cards with 5 different colors/symbols, each corresponding to one path; in addition, each card shows a number (0-10, twice each). In each color, each player can play his cards either ascending or descending. Like Lost Cities, it’s better to concentrate on a few paths, since the last spaces grants high points, but ending early gives negative ones. The player in turn plays one card (out of a hand of 8), or discards one. He moves the corresponding playing piece on the path. Many of the spaces have a token that grants some bonus – either direct points (counted on the scoring track), an extra move on a path, or wish stones that are needed at game end to avoid negative points. The game ends when a total of 5 playing pieces have reached the 7th space (or more) on their paths. Now, scoring happens: Pieces which only moved 1-3 steps give negative points (-4, -3, -2). Pieces with 4+ steps grant points (1, 2, 3, 6, 7, 10). One piece of each player is higher and scores double. Fewer than two wish stones grants negative points (-3 / -4) 5+ wish stones yield a bonus of 10 points. All this is added to the points scored during the game Game Details 2-4 Players Ages 10+, Board Game, No/Light Strategy
LIBRARY LOCATION: F3 One Thousand Milestones. On French roads there were small marker stones giving the distance in kilometres to the next town. In this famous old French card game, players compete to drive 1000 km, dealing with hazards along the way. Draw a card to your hand, play or discard. You must lay a green traffic light to start, play cards showing mileage, dump hazards (flat tire, speed limit) on the other players, remedy hazards (spare tire, end of limit) from yourself, play safety cards (puncture proof), and try to be the first to clock up the distance. Game Details 2-6 Players Ages 7+, Board Game, No/Light Strategy
Library Location: H5 The famous pirate Blackbeard has summoned you to his deathbed and entrusts you with his dearest secret: the location of his hidden treasure! But the old rascal played one last trick on you by also revealing the location to every renowned pirate on the seven seas. The race is on, but in order to reach the treasure, you need a ship, sturdy and fast — except everyone has had the same idea and the battle is already raging in the harbor before the ships have even been completed! Game Details 2-5 Players Ages 17+, Card Game, Medium Strategy
LIBRARY LOCATION: N4 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. Game Details 3-6 Players Ages 12+, Card Game, Medium Strategy
LIBRARY LOCATION: S5 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! Game Details 2-4 Players 13+, Board Game, High Strategy
LIBRARY LOCATION: G4 Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special “handshakes” (“HS” in scoring examples below) in each suit, but as of 2019 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections. The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player’s turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3. The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition’s value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together. Game Details 2 Players Ages 10+, Board Game, No/Light Strategy, For ONLY Two Players
LIBRARY LOCATION: F4 The Grizzled is a cooperative game about survival in the trenches during the first World War where players win or lose together. Each round, the current team leader will choose how many cards every player draws. Then, going around the table, players must either play a card in their hand or back out of the mission. Each card represents either threats to the team (such as mortar shells and weather conditions) or negative personality traits (such as frightened or obsessive). At the end of the round, more cards are added to the draw deck. The game ends only if the players can deplete the draw deck as well as their hands without letting time run out. If one threat shows up too many times, the team fails the mission. The team must play their threats correctly in order to gain any progress. However, most of the information in a players hand remains secret throughout the game. Planning, teamwork, and a little luck are the tools you’ll need to win this cooperative game for two to five players. Game Details 2-5 Players Ages 14+, Board Game, Medium Strategy
LIBRARY LOCATION: U4 Compounded is a game about building chemical compounds through careful management of elements, a fair bit of social play and trading, and just a bit of luck. In Compounded, players take on the roles of lab managers, hastily competing to complete the most compounds before they are completed by others – or destroyed in an explosion. Some compounds are flammable and will grow more and more volatile over time; take too long to gather the necessary elements for those compounds and a lot of hard work will soon be scattered across the lab. Although Compounded does involve a fair share of press-your-luck tension and certainly some strategic planning, the most successful scientists will often be those who strike a good trade with their fellow lab mates. Players are able to freely trade elements, laboratory tools, and even favors – if there is truly honor among chemists! Game Details 2-5 Players Ages 13+, Card Game, High Strategy
LIBRARY LOCATION: R2 Prepare yourself for a horrifying journey to the frozen wastes of Antarctica! In Expedition Endurance, the fourth expansion (and fifth scenario) for T.I.M.E Stories, a temporal anomaly of the worst sort has opened up in 1914 in Antarctica. This is the year that the crew of the Endurance attempted to cross the continent and failed, and your efforts to unravel the mysteries of this temporal anomaly will carry you into a realm where temperatures drop below -40 and, as Bob warns you, there may be supernatural forces at work. Game Details 2-4 Players Ages 12+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: G2 Buying and selling paintings can be a very lucrative business. Five different artists have produced a bunch of paintings, and it’s the player’s task to be both the buyer and the seller, hopefully making a profit in both roles. He does this by putting a painting from his hand up for auction each turn. He gets the money if some other player buys it, but must pay the bank if he buys it for himself. After each round, paintings are valued by the number of paintings of that type that were sold. The broker with the most cash after four rounds is the winner. Game Details 3-5 Players Ages 14+, Board Game, No/Light Strategy
LIBRARY LOCATION: F3 Originally an expansion for Exploding Kittens, the most successful Kickstarter project ever, that contained cards that were too horrific and/or incredible to be included in a kid safe version. As a stretch goal this was turned into a stand alone game that can be combined with the standard Exploding Kittens deck. If you combine the two decks, you can go up to 9 players. 10 with Imploding Kittens Game Details 2-5 Players Ages 14+, Card Game, No/Light Strategy, NSFW (adult themed)
Library Location: G2 Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece. In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement…as well as bonus points for dark shades of a particular hidden goal color. Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them. The highest scoring window artisan wins! Game Details 1 – 4 Players Dice Game, Puzzle Game, Medium Strategy, Family Friendly, 13+
LIBRARY LOCATION: I3 Lotus is a beautiful game that grows into a unique work of art every time you play. Clear your head and take in the quiet strength of the lotus garden. It takes skillful care and nurturing to grow these flowers to their full potential, but, once picked, they provide their owner with wisdom. Beware, for there are others who will do anything they can to get their hands on these mystical flowers. You’ll need to enlist the help of creatures native to this land to take control of the lotus garden and achieve true enlightenment. Game Details 2-4 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: Q3 Build a galactic empire… In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy. Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more. In Cosmic Encounter, each player is the leader of an alien race. On a player’s turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. The offense draws from the destiny deck which contains colors, wilds and specials. He or she then takes the hyperspace gate and points at one planet in the system indicated by the drawn destiny card. The offense vs. the defenses ships are in the encounter and both sides are able to invite allies, play an encounter card as well as special cards to try and tip the encounter in their favor. The object of the game is to establish colonies in other players’ planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five colonies on any planets outside his or her home system. A player does not need to have colonies in all of the systems, just colonies on five planets outside his or her home system. These colonies may all be in one system or scattered over multiple systems. The players must use force, cunning, and diplomacy to ensure their victory. Game Details 3-5 Players Ages 14+, Board Game, High Strategy
LIBRARY LOCATION: Q4 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. Game Details 1-7 Players Ages 8+, Card Game, Medium Strategy
LIBRARY LOCATION: R2 Journey back to 15th century Spain in Lumen Fidei, the fifth expansion (and sixth scenario) for T.I.M.E Stories. In the adventure, you and your friends must infiltrate a secret meeting of the Christian militant orders to steal a precious item for the Agency — but all is not as it seems. A mysterious stone has drawn the attention of Christians and Moors alike, and the presence of something supernatural may be at work in the darkness. It’s your mission to find out the truth, and return to the T.I.M.E Agency with the stone safely in your possession… Game Details 2-4 Players Ages 12+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: F2 Monikers is a party game based on the public domain game Celebrity, where players take turns attempting to get their teammates to guess names by describing or imitating well-known people. In the first round, clue givers can say anything they want, except for the name itself. For the second round, clue givers can only say one word. And in the final round, clue givers can’t say anything at all: they can only use gestures and charades. Game Details 4-16 Players Ages 17+, Board Game, No/Light Strategy
LIBRARY LOCATION: O1 7 Wonders: Leaders adds 42 new cards to the base game of 7 Wonders, comprising four new guilds, one new wonder card, and 36 (+1 blank) white “Leader” cards. At the start of the game, each player takes a hand of four leaders and may play one at the start of each of the three Ages. Unlike the standard cards, leaders cost money (not resources). The expansion comes with a new Wonder—the ancient city of Rome—and contains 6-gold tokens made of cardboard for more efficient money-management. Game Details 2-7 Players Ages 10+, Board Game, Medium Strategy, EXPANSION PACK
LIBRARY LOCATION: K3 In Dragon Run, the players have just raided a dragon’s keep, picked up a bunch of loot, and awakened the dragon. Now it’s time to flee, ideally making it out with both our treasures and our lives. On each turn, a player can either advance boldly, flee cautiously, or cry like a baby. If you advance boldly, you draw a card from the location deck, which holds three types of cards: one that allows that player to either redraw or stop, one that grants new treasure from the treasure hall, and (of course) the dragon. If you draw the dragon, you lose one health point (out of two), the dragon calms down (i.e., it loses one temper point), and the location deck is reshuffled. If you’re injured twice, you die and are out of the game. When fleeing cautiously, you first discard a treasure worth at least one coin, then roll a d10. If your roll is higher than the number of cards in the location deck, the dragon calms down, then you reshuffle the location deck; otherwise you must draw a card from the location deck just as when someone advances boldly. Your sacrificed treasure is still lost. When you cry like a baby, you don’t draw a location card, instead discarding a treasure worth at least two coins. Having shown your obeisance to the dragon, the turn passes to the next player. Players start with four treasure cards; while some cards are worth 1-5 coins, others provide a one-shot potion or a talisman that stays in effect until the location deck is shuffled, which ends the round. Gameplay lasts from 5 to 8 rounds. Each player has a unique power that can be used once per round: the thief can steal cards from opponents, the cleric can heal opponents in exchange for treasure, etc. If the dragon loses its final temper point, the game ends and whoever holds the most valuable treasure wins; if all of the adventurers are charred to death first, then the dragon wins instead! Game Details 2-5 Players Ages 8+, Board Game, No/Light Strategy
Library Location: S5 On May 16th, 1703, Czar Peter laid the cornerstone for the first building in Saint Petersburg. Quickly, glorious buildings were added, always being expanded, so that Nobility (bringing victory points) may want to move in. But to accomplish this, one needs merchants who can provide the necessary Rubles, or the glory is over. The competition isn’t sleeping either, and can sometimes steal a desired card right out from under your nose. Game Details 2-4 Players Ages 13+, Card Game, High Strategy
LIBRARY LOCATION: A2 Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes. Game Details 2-8 Players Ages 8+, Board Game, No/Light Strategy
Library Location: B2, C1 “The Game of Scattergories,” published in 1988 by Milton Bradley, is a great game for any group to play. In the game each player fills out a category list ‘with answers that begin with the same letter.’ If no other player matches your answers, you score points. The game is played in rounds. After 3 rounds a winner is declared, and a new game can be begun. Game Details 2-6 Players Ages 13+, Board Game, No/Light Strategy
LIBRARY LOCATION: O2 Introduction A fire has erupted in a large home, threatening the property and its occupants. As the first responders to the fire, players must enter the home to rescue the people trapped inside. Resources are scarce, and time is not an ally. As the fire spreads out of control, victims are endangered and the building approaches collapse. Players must cooperate to mount a successful rescue effort. Objective Flash Point is a fully cooperative game, meaning that players win or lose together. To win, players must rescue the victims trapped inside a burning home. The players fail if three or more people die, or if the house collapses from structural failure. Features Fire and smoke spread, interact, flashover and explode through an innovative mechanic. Chain reactions are possible and very deadly. Fully cooperative gameplay where players must work together to overcome the fire and rescue trapped victims. Game scales well, accommodating as few as 1 and as many as 6 players. Solitaire is an option! Two ways to play: the Basic Game introduces key concepts and is a great way to teach new players. The Advanced game adds specialists, two drivable rescue vehicles, hazardous materials, and random start conditions. Multiple difficulty levels accommodate the widest range of player ability and invite replay. Two house plans are included. Each presents its own challenges. Game Details 1-6 Players Ages 10+, Card Game, Medium Strategy
LIBRARY LOCATION: R4 In Blood Bound, a deduction game played in 15-30 minutes, players assume the roles of members of two clans – the brutal, animalistic warriors of the Clan of the Beast and the graceful, deadly members of the Clan of the Rose – and (with an odd number of players) the human inquisition. Disguised by a secret identity, they try to kidnap the Elder of the opposing clan or give their lives for the benefit of their own Elder. Malicious attacks, aimed indiscretions, and assistance from others will slowly uncover the truth: Who fights for whom? And who is the Elder? At the start of the game, each player knows three things: Who they are and to which clan they belong That a few other players are allies, while everyone else is the enemy of both themselves and their clan The clan to which one of their neighbors belongs – although some characters can lie about their clan identity Now the players have to figure out who the Elder of the opposing team is (if there is one) and capture him. To do this, players need to attack, negotiate and deduce, with an attacked player being required to reveal information, such as his rank or clan affiliation. Each player has an ability unique to his character, and this ability can be used only at the moment that he reveals his rank. The Assassin forces players to suffer wounds, for example, while the Guardian protects a player of the character’s choice. In the end, if you capture your rival clan’s Elder, you win – but if you capture the wrong vampire, you’ve fallen into the enemy’s trap and lose the game. Game Details 6-12 players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: F2 In Concept, your goal is to guess words through the association of icons. A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board. To get others to guess “milk”, for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for “food/drink” and “white”. For a more complicated concept, such as “Leonardo DiCaprio”, the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues to particular movies in which DiCaprio starred, such as Titanic or Inception. The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins. Game Details 4-12 Players Ages 10+, Board Game, No/Light Strategy
LIBRARY LOCATION: F3 All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first? Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette’s hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire! Game Details 2-4 Players Ages 14+, Board Game, No/Light Strategy
LIBRARY LOCATION: R2 The Marcy Case is a thrilling scenario for T.I.M.E Stories that brings you to the United States in 1992. It is the first official expansion for T.I.M.E Stories. Game Details 2-4 Players Ages 12+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: R4 King Robert Baratheon is dead, and the lands of Westeros brace for battle. In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros! To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses. Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players. The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros! During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes. In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards. Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What’s more, such a card may also contain icons that can affect the outcome of the battle…all of which delivers a new level of intensity to your military engagements. Game Details 3-6 Players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: S4 The Hobbit is a novel that tells the tale of a diminutive hero that, with the help of a group of stalwart dwarves, sets off to infiltrate Smaug’s lair in an effort to plunder the dragon’s vast hoard of treasure. Now it’s your turn to take on the roles of the dwarves, aiding Bilbo in his monumental quest to defy the odds and become a legend… The Hobbit is a board game of adventure and treasure for 2-5 players. On his quest to the Lonely Mountain, Bilbo Baggins will need assistance and guidance from his stoic dwarf companions. As one of these dwarves, it is your responsibility to aide Bilbo on his journey and ensure that you recover the treasure that is destined for you. Conceived by acclaimed designer Reiner Knizia, The Hobbit features elegant game play, combining strategic card play with the unpredictability of dice rolling. The objective of the game is to be the player who accumulates the most treasure by the end of the adventure. Treasure is won through Adventure Cards, which are drawn when Bilbo enters an Adventure Space. Adventure Cards present players with a challenge that can be overcome by using the game’s custom dice. Bilbo’s dwarven companions have three stats that influence their ability to complete Adventures: Cunning, Strength, and Initiative. Cunning allows the player to re-roll dice when resolving Adventure Cards, Strength provides a number of axes to Adventure checks, and finally Initiative determines which player draws the Adventure Card first and how many shields they will contribute to battle. Game Details 2-5 Players Ages 10+, Board Game, High Strategy
LIBRARY LOCATION: I4 Dare to enter Dragonwood! Deep in the heart of this mythical forest lurk angry ogres, giggling goblins, and even the famed and fearsome fire-breathers themselves! In Dragonwood, you collect sets of adventurer cards to earn dice, which you then use to roll against your foes. Stomp on some fire ants, scream at a grumpy troll, or strike the menacing orange dragon with a magical silver sword. Choose your strategy carefully because the landscape of Dragonwood is ever-changing. Only the bravest will overcome the odds to emerge victorious! Game Details 2-4 Players Ages 8+, Card Game, Dice Game, No/Light Strategy
LIBRARY LOCATION: J2 After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That’s the plan anyway…but can they pull it off? Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together. At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you! Game Details 1-8 Players Ages 8+, Card Game, No/Light Strategy
Library Location: I3 Samurai Spirit is a co-operative game in which each player is a fierce samurai defending a village surrounded by a horde of bandits. The game plays out over three turns during which each player takes turns drawing bandit cards, then choosing whether they want to fight the bandit, defend the village, or let the bandit pass in order to help the other samurai. Game Details 1-7 Players Ages 10+, Board Game, Medium Strategy
LIBRARY LOCATION: R2 Enter the Valley of the Kings and unravel a pharaoh’s secret. Under the Mask is the third expansion for T.I.M.E Stories, the cooperative game of time travel, alternate realities, and unlimited discovery. This time, you and your fellow temporal agents must travel back to ancient Egypt to solve a crime that threatens to destabilize the future. Game Details 2-4 Players Ages 12+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: H3 The Mind is more than just a game. It’s an experiment, a journey, a team experience in which you can’t exchange information, yet will become one to defeat all the levels of the game. In more detail, the deck contains cards numbered 1-100, and during the game you try to complete 12, 10, or 8 levels of play with 2, 3, or 4 players. In a level, each player receives a hand of cards equal to the number of the level: one card in level 1, two cards in level 2, etc. Collectively you must play these cards into the center of the table on a single discard pile in ascending order but you cannot communicate with one another in any way as to which cards you hold. You simply stare into one another’s eyes, and when you feel the time is right, you play your lowest card. If no one holds a card lower than what you played, great, the game continues! If someone did, all players discard face up all cards lower than what you played, and you lose one life. You start the game with a number of lives equal to the number of players. Lose all your lives, and you lose the game. You start with one shuriken as well, and if everyone wants to use a shuriken, each player discards their lowest card face up, giving everyone information and getting you closer to completing the level. As you complete levels, you might receive a reward of a shuriken or an extra life. Complete all the levels, and you win! For an extra challenge, play The Mind in extreme mode with all played cards going onto the stack face down. You don’t look at the cards played until the end of a level, losing lives at that time for cards played out of order. Game Details 2-4 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: A2 Make the journey with the Fellowship and claim the territories of Middle-earth in this special edition of the classic MONOPOLY Game. Gather power as you move in and out of these territories, building strongholds and fortresses to secure your holdings. You may even acquire relics such as the staffs of the wizards. Become the most powerful player throughout middle-earth to be the winner. Includes 6 collectible The Lord of the Rings tokens. Game Details 2-6 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: J5 This beautiful and functional board has room for two teams of large marbles. Players take turns pushing the marbles around the board, with the goal of pushing six of the opposing player’s marbles off the board. The central idea is that a column of marbles has weight given by the number of marbles in line. Someone will need to push with a heavier group of marbles in order to push the column along that axis. However, with six possible directions, it’s difficult to defend yourself perfectly. Also, it’s possible to play the game with up to six players when supplemental marble sets are purchased. Game Details 2 Players Ages 7+, Card Game, No/Light Strategy, For ONLY Two Players
LIBRARY LOCATION: O4 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 that 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 that 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 or after the first player builds his 15th house, the game ends. The player with the most VPs from the gods (Jupiter, Saturnus, Mercurius, Minerva, Vesta, etc.) wins the game. Game Details 2-5 Players Ages 13+, Card Game, Medium Strategy
LIBRARY LOCATION: P4 THE GAME CONCEPT You are an abbot of a medieval monastery competing with other abbots to amass the greatest library of sacred books. To do so, you need to have both the workers and resources to run a well-functioning scriptorium. To acquire workers and resources, you use a limited supply of donated gold. In addition, you must be on good terms with the powerful bishop, who can help you in your quest. OUTLINE OF GAME PLAY The object of the game is to score the most Victory Points. You win Victory Points by winning any of the 5 categories: Illuminators, Scribes, Manuscripts, Scrolls, and Supplies. You win a category by having the highest total number of workers (Scribes, Illuminators) or resources (Manuscripts, Scrolls, Supplies) in that category. This is determined by the numbers in the upper left corner on the cards. At the start of the game, each category is worth 3 Victory Points. As the game progresses, the values on the Value Board will change and some categories will become worth more or less Victory Points than others. The game is divided into 2 stages: a Donation stage and an Auction stage. During the Donation stage, players acquire free cards according to an established plan. In the Auction stage, players purchase cards in auction rounds. After the two stages, winners of each category are determined and Victory Points awarded. The player with the most Victory Points wins. GAME CHARACTERISTICS The game involves a good deal of strategic planning, some bluffing, and a little bit of luck. The rules are easy to understand, but you have to play it a few times to develop a playing strategy. It plays differently from 2-4 players, but each game is equally fun and challenging. Game Details 2-4 Players Ages 14+, Card Game, Medium Strategy
LIBRARY LOCATION: I2 360 animals on big cards are waiting for the players of Fauna. Every round a single animal presents itself by name and picture. The 2-6 players try to guess the animal’s weight, length, height, tail length and – most important – the areas in which the animal lives on the Earth. The early bird gets the worm: an area on the big map or a sector on the scales already occupied by a player token cannot be chosen a second time. When no player wants to set another token the round ends and the scoring is performed. Tokens on correct spaces get points for the corresponding player, also tokens in the direct neighborhood of correct spaces score points. Tokens not earning points are temporarily out of the game – so risk should be carefully considered. Next round – next animal – starting player changes. The first player who reaches a certain total score wins (normally after 8-12 animals). Game Details 2-6 Players Ages 8+, Board Game, Medium Strategy
LIBRARY LOCATION: I1 What would your house look like? Would you rather have a huge bedroom with an elegant canopy bed or a spacious living room with a grand piano? You are going to play a part of designers who will plan a house and add more and more rooms to it. Dream Home is a family game about building and furnishing your new house. Over twelve rounds, players collect pairs of cards consisting of a room card and an accessory card (roof, helper, furnishing or tool) and place them on their personal boards, creating their dream homes. At the end of the game, all players’ houses are finished and fully furnished. Players compare their houses, counting points for functionality, good design, quality of roof and furnishing. The player with the nicest and most comfortable house wins. Game Details 2-4 Players Ages 7+, Card Game, No/Light Strategy
LIBRARY LOCATION: P4 In ancient Egypt, even a lowly peasant could seek an audience with the Pharaoh, and in Favor of the Pharaoh 2–4 players vie for the Pharaoh’s favor by working their way up through Egyptian society, gathering influence (represented by dice and powers) to gain entry to the next level of society. Once any player gains the Queen’s influence, a final contest occurs for the Pharaoh’s favor. Favor of the Pharaoh tasks players with building a dice-rolling engine—not to mention adding and manipulating dice—in preparation for a final roll-off between all players to gain the Pharaoh’s favor and win the game. Favor of the Pharaoh includes more than one hundred tiles, over twenty standard and custom dice, dozens of bonus tokens, level bars, locking pyramids, and more. With so many combinations of level bars and tiles, no two games will ever be set up the same! Game Details 2-4 Players Ages 13+, Card Game, High Strategy
Library Location: L5 San Juan is a card game based on Puerto Rico. The deck of 110 cards consists of production buildings (indigo, sugar, tobacco, coffee, and silver) and “violet” buildings that grant special powers or extra victory points. Cards from the hand can be either built or used as money to build something else; cards from the deck are used to represent goods produced by the production buildings, in which case they are left face-down. A seven-card hand limit is enforced once per round. In each round (or governorship), each player in turn selects from one of the available roles, triggering an event that usually affects all players, such as producing goods or constructing buildings. The person who picks the role gets a privilege, such as producing more goods or building more cheaply. Though similar in concept to Puerto Rico, the game has many different mechanisms. In particular, the game includes no colonists and no shipping of goods; goods production and trading are normally limited to one card per phase; and trades cannot be blocked. Victory points are gained exclusively by building, and the game ends as soon as one player has put up twelve buildings. Game Details 2-4 Players Ages 10+, Card Game, Medium Strategy
LIBRARY LOCATION: P3 The Abyss power is once again vacant, so the time has come to get your hands on the throne and its privileges. Use all of your cunning to win or buy votes in the Council. Recruit the most influential Lords and abuse their powers to take control of the most strategic territories. Finally, impose yourself as the only one able to rule the Abyssal people! Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder — but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends. Game Details 2-4 Players Ages 14+, Card Game, Medium Strategy
LIBRARY LOCATION: A2 Another edition of the classic Monopoly game themed with characters and places from the Pokemon animated series. It includes a variant to replace the “doubles roll again” rule with “Pokemon Powers.” Game Details 2-6 Players Ages 8+, Board Game, No/Light Strategy
LIBRARY LOCATION: T2 Terra Mystica: Fire & Ice has the original factions brace themselves for new competitors: Yetis – the masters of power, Ice Maidens – who adore their Temples, Acolytes – whose entire life is focused on the cults, and Dragonlords – who use their power to create volcanoes. And as if this wasn’t enough, there are two more factions, Shapeshifters and Riverwalkers, who ignore the most basic of rule of one faction, one terrain type. (Inconceivable to the Halflings!) Game Details 2-5 Players Ages 14+, Card Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: J4 Lucidity: Six-sided Nightmares is a press-your-luck dice collection and manipulation game for 2–4 players. It takes less than a minute to learn and 20–30 minutes to play. Whenever you close your eyes, you fall into the dream realm: a world of vivid hallucinations and dark monsters. You must use your wits to draw power from the dream realm and break its hold on you, before the monsters can track you down and consume you! Each turn, you randomly draw a number of dice from a shared bag. This represents the dreams you will encounter this turn. Return two to the bag to represent your chosen path through the dream realm and roll the remainder. After you have suffered the effects of your roll, you must choose whether to rest (and clear your card of one or two dreams) or press on and try your luck on another turn – going deeper and rolling more dice every time you do so. You win by collecting 15 power symbols on your rolled dice – freeing yourself from the dream world’s grasp. But if you collect too many of the wrong symbols, you may find yourself twisted and turned by the monsters, until you too become a dreaded Nightmare. Or something’s dinner. Should you become a Nightmare, your game completely changes. You can still win, but only by consuming the dreams of the remaining Dreamers, or sending minions after them to prevent them from becoming more powerful than you. If nobody has escaped by the end of the game, the most powerful Nightmare is the victor. Without dreams, you cannot win. But without control, you risk becoming that which you fear most. Or maybe that was your plan all along. Game Details 1-4 Players Ages 14+, Board Game, Medium Strategy
LIBRARY LOCATION: O4 “Salsa” is the Latin word for “salted”, and in the Concordia: Salsa expansion for Concordia, players will discover: Two new maps: “Byzantium” and “Hispania” Wooden pieces for a sixth commodity: salt City tokens for additional salt cities 27 Forum tiles for new strategies to follow The Forum tiles are all different, can be acquired during the game, and salt your game with new strategic challenges! Some cards have permanent effects, others return to stack after using. Both the sixth commodity and the new cards can be played with the base game and the Britannia expansion as well, thus giving even more variety. Game Details 2-5 Players 13+, Card Game, Medium Strategy, EXPANSION PACK
LIBRARY LOCATION: T2 Mythic Greece. As an upstart demigod, you want to earn the favor of the Olympians and become a figure of legend yourself. Gather heroes and powerful artifacts, please the gods and bear their power to write your own epic tale. Let your allies achieve their destiny and enter the Elysium, home of the glorious and the brave. Once the stories are written, only one demigod will be chosen to stand at the side of Zeus. Elysium is a game of set collecting and combinations in which players recruit cards representing heroes, items, powers and gods. These cards have many different powers and you can create powerful combination to earn gold (the help of the gods) and victory points (the favor of the gods). Each card belongs to one of the eight Olympians gods (a family), and shows a level (1 to 3). During the five turns of the game, players will try to transfer their cards to the Elysium and write their own Legends, which are series of cards from the same family or from different families of the same level. The more epic the Legends, the more favor from the gods they’ll earn. But as they go to Elysium, most cards lose their power and players will therefore have to renounce some of their combinations ! A game of balance and opportunity with simple action, but constant dilemmas and complex strategies. Game Details 2-4 Players Ages 15+, Dice, High Strategy
LIBRARY LOCATION: I3 You’ve done a great job as Mayor! Machi Koro: Bright Lights, Big City shows how popular Machi Koro has become! What started as a sleepy town of cheese factories and wheat fields has become a hot tourist destination! Explore the night life of Machi Koro with a new gameplay set-up that makes each game play unique without ever slowing down the high-paced fun or losing any of the original charm. Machi Koro: Bright Lights, Big City is a standalone, fast-paced game for 2-5 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your die (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of his city on future turns. The first player to construct all of their landmarks wins! Game Details 2-5 Player Ages 10+, Board Game, No/Light Strategy
LIBRARY LOCATION: R2 Hoist the T.I.M.E Agency flag and ready yourselves to cross the high seas with Brotherhood of the Coast, the seventh T.I.M.E Stories expansion. Four seasoned T.I.M.E agents have been sent on a mission in the Caribbean in the 17th century, but contact has been cut off and their location remains a mystery. The receptacles in question are four well-known buccaneer brothers, and your help is needed to track them down. Rally your motley crew and ready yourselves for anything is possible in the waters that await you. Game Details 2-4 Players Ages 12+, Board Game, High Strategy, EXPANSION PACK
LIBRARY LOCATION: S4 The Lord of the Rings is a co-operative game in which the object is to destroy the Ring while surviving the corrupting influence of Sauron. Each player plays one of the Hobbits in the fellowship, each of which has a unique power. Over the course of the game, you make your way across four conflict game boards, representing some of the most memorable conflicts from the entire trilogy: Moria, Helm’s Deep, Shelob’s Lair, and Mordor. Each conflict board tests your small Fellowship to the utmost as you must play your quest cards to advance along multiple tracks. These tracks represent fighting, hiding, traveling, and friendship, and by playing quest cards from your hand with matching symbols, you can keep moving forward and push closer to victory. The master game board indicates both the physical progress of the fellowship across Middle Earth and the corrupting influence of Sauron on the hobbits. If you’re able to slip past your foes, you can hope to escape with minimal corruption, healing your hurts at safe havens along your path, such as the forest kingdom of Lothlórien. By playing your cards right and advancing quickly, you can collect powerful runes, unlock legendary cards to aid your journey, or find life tokens to help stave off corruption — not to mention advancing quickly through the conflicts. As you travel, the One Ring can be a crucial tool in your journey, allowing you to hide from sight, but repeated use will draw the attention of Sauron and corrupt the heart of the Ring-bearer. Your journey leads you deeper into the darkness with each passing conflict, and safe havens become few and far between. You must carefully watch the corruption track because if the Sauron miniature ever meets a Hobbit, that player is eliminated — and if the Ring-bearer is eliminated, all players lose as Sauron reclaims the power of the One Ring. To win, throw the One Ring into the volcanic fires of Mount Doom. Game Details 2-5 Players Ages 14+, Card Game, High Strategy
LIBRARY LOCATION: A4 “Challenge a friend to checker-dropping fun with CONNECT 4! There are three ways to play, so choose your game: Original: Drop in your checkers and be the first to get 4-in-a-row to win. Pop Out: Get 4 in a row by popping a checker out instead of dropping one in! Pop 10: Pop checkers out of the grid. If your checker is part of a 4-in-a-row, you get to keep it. The first player to get 10 checkers wins. Game Details 2 Players Ages 6+, Board Game, No/Light Strategy, For ONLY Two Players
LIBRARY LOCATION: O3 In Acquire, each player strategically invests in businesses, trying to retain a majority of stock. As the businesses grow with tile placements, they also start merging, giving the majority stockholders of the acquired business sizable bonuses, which can then be used to reinvest into other chains. All of the investors in the acquired company can then cash in their stocks for current value or trade them 2-for-1 for shares of the newer, larger business. The game is a race to acquire the greatest wealth. Game Details 2-6 Players 12+, Board Game, Medium Strategy
LIBRARY LOCATION: Q3 Pirates, merchants, and even the occasional captain of a Navy ship all seek glory and fortune on the Caribbean seas! In the tactical card-driven board game Black Fleet, you’re in command of three different types of ships: your merchant ship earns you doubloons by conveying goods from one port to another, your pirate ship by attacking and stealing goods from merchants and burying them on islands, and the Navy ships by sinking your opponents’ pirate ships. With your (not-always-honestly-won) money, you’ll improve your ships by buying advancement cards, giving you powerful additional abilities. Outwit your opponents with fortune cards and combos, earn money faster than they do, and pay the ransom for the governor’s daughter to win the game! Game Details 3-4 Players Ages 14+, Board Game, Medium Strategy
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