Witness

Witness

Mysterious murders, mad scientists, and secret codes: take on the roles of Edgar P. Jacobs’ famous characters and solve these strange cases to bring about order and justice.

But take care! The villainous Olrik is on the prowl and he’ll try to foil your plans.

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Alchemists

Alchemists

Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist’s livelihood, science, and art.

But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist’s cauldron.

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Bring Your Own Book

Bring Your Own Book

In Bring Your Own Book, players take turns drawing prompts from the deck, then race to find the best phrase in their own book that satisfies the prompt.

Everyone has a book and sits in a circle. The cards are placed face-down in the middle. The starting player should also have a 1-minute timer. Each player gets four cards (with 5-7 players) or five cards (with 3-4). The starting player takes the top card off the deck, picks a prompt, and reads it aloud. Everyone except the Picker searches their book for text to match the prompt. They’re seeking for sequential text of any length: a single word, half of a sentence, a whole sentence, multiple sentences.

The first Seeker to find matching text announces “I’ve got it” and starts the timer. When the timer runs out (or every Seeker announces “I’ve got it”), each Seeker reads what they’ve found. Seekers who didn’t find text in time open to a random page and read a random sentence from it.

The Picker chooses their favorite submission and awards that Reader the card. After each round, the person to the left of the last Picker starts the next round. Once any player reaches three cards, everyone passes their book to the player on their left. This happens any time a player reaches three cards during the game. As such, it can happen as many times as there are players. It is quite possible for players to pass until they have their original book back.

The game proceeds until one player reaches the set number of cards. With 5-7 players, four cards wins it; with 3-4 players, it’s better to play to five.

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XCOM: The Board Game

XCOM: The Board Game

You are humanity’s last hope.

In XCOM: The Board Game, you and up to three friends assume the roles of the leaders of the elite, international organization known as XCOM. It is your job to defend humanity, quell the rising panic, and turn back the escalating alien invasion coordinated by the game’s innovative, free digital companion app.

Where the world’s militaries have failed to stand against the alien invaders, you must succeed. To do so, you must make strategic use of the resources available to you. You must launch Interceptors to shoot down alien UFOs, assign soldiers to key missions, research alien technology, and use that technology to defend your base, all while you try to keep the world from collapsing just long enough that you can coordinate one final mission to repel the invaders for good.

Destroy UFOs. Research alien technology. Defend your base. Uncover the alien invasion plan. Should you fail, humanity is doomed.

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Spyfall

Spyfall

Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what’s going on around you. It’s really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says “Spy” instead of the location. Players then start asking each other questions — “Why are you dressed so strangely?” or “When was the last time we got a payday?” or anything else you can come up with — trying to guess who among them is the spy. The spy doesn’t know where he is, so he has to listen carefully. When it’s his time to answer, he’d better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!

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The Witcher Adventure Game

The Witcher Adventure Game

The Witcher Adventure Game takes players on a journey across the world of the critically acclaimed Witcher franchise. Based on the best selling novels and award-winning video games, the Witcher universe makes its way to your tabletop with The Witcher Adventure Game.

You and up to three friends will take on the roles of beloved characters from the Witcher universe and travel across the dangerous wilds, battling monsters, completing quests, earning gold and victory points, and vying for ultimate triumph. Along the way, you’ll craft an unforgettable narrative, unique to each and every game.

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Shadows in the Woods

Shadows in the Woods

The dwarves hide in the shadows of the trees from the wandering light. The burning tea-light (adult player) moves through the dark forest and tries to find the small dwarves in their hiding places. If a dwarf is touched by the light, it is frozen and not allowed to move anymore. The other dwarves try to release it. To achieve this they must wait until the light has gone far enough so that one of them can join it in the shadow. All the dwarves try to unite under one tree while the candle tries to freeze the dwarves. Who will win, the light or the dwarves?

Shadows in the Woods is a cooperative game for players 5 years and up. An adult player for games where children play is required, due to the open flame of the candle. An alternative version included in the rules is intended for players 7 years and up, and is quite a bit more challenging. The alternative version does not require an adult player, but does require adult supervision. (The light doesn’t move.)

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Zombie 15′

Zombie 15'

15 Minutes to Survive! Zombie 15’ is a new, innovative, frantic game in which players try to defeat zombies… and time! In a world where everyone above 18 has turn into blood- thirsty, flesh-hungry zombies, most youngsters unfortunately served as meat to quell their elder’s appetite… As a little group of survivors, you must unite and cooperate to escape the relentless horde of undead.

Run across town to find shelter or food, hold a strategic position, meet with new survivors and discover the truth about this terrible and mysterious disease!

Easy rules but real choices, to be made as quick as possible if you don’t want to get overwhelmed by zombies!

A team of 15-year-old teenagers, a 15-minute soundtrack to give each game its tempo, a 15-scenario, progressive campaign, and much more than just 15 zombies…

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Camel Up

Camel Up

WITNESS THE CRAZIEST CAMEL RACE OF ALL TIME, AS THINGS REALLY GO TOPSY-TURVY WHEN CAMELS STACK UP AND ENTIRE PYRAMIDS TURN UPSIDE DOWN.

As members of Egyptian high society, you gather in the desert with one simple goal: to gain the most money by backing the right camel to win a leg or even the entire race. However, in this race, it’s not just the lucky ones who can beat the odds. Reading the dynamics of the race and having a good sense of timing is just as important when it comes to backing the right camels and taking the victory.

Place your bids wisely and decide when it is time to strike, and maybe – just maybe – with a little bit of timing and a lot of luck, your bid will pay off!

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Say Bye to the Villains

Say Bye to the Villains

Designed by Seiji Kanai, the game is about valiant heroes, called vanquishers, who stand up to protect good people from evil villains beyond the reach of the law. Vanquishers work in the shadows, cutting down evil wherever it can be found, but they must be quick to discover the villains’ secrets and constantly hone their martial skills in order to succeed.

Each player takes on the role of a vanquisher, punishing villains the law cannot reach. But each villain holds several secrets. Some are guarded by many followers. Others threaten to kill hostages. And still others are perhaps not as evil as they appear. The vanquishers themselves are not invincible; ambushing a villain in a dark alley with no preparation could result in defeat as easily as victory. Each vanquisher holds a hand of cards representing that vanquisher’s special abilities and preparations for battle. Players must use these cards to learn the villains’ secrets, and to strengthen their own blades of justice. But using abilities takes time, and time is precious when so much evil is about. You must cooperate with your fellow vanquishers lest you yourselves become the vanquished! Will the vanquishers defeat all of the villains, or will evil prevail?

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