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The Geek Bar Board Game Collection

Published by Simon Lovatt, 2021-05-21 23:16:52

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Alphabetical listing 1-2 Numbers & Symbols (2 games) 30-60 12+ 1066, Tears to Many Mothers: The Battle of Hastings Card Game 2.24 User Rating: N/A Recreate the infamous Battle of Hastings! A promise has been broken, an evil omen is in the sky, a crown is at stake, and history is about to be made... 1066, Tears to Many Mothers is an asymmetric, competitive, tactical card game in the style of Magic the Gathering, but non-collectable. Each player, as either Normans or Saxons, musters troops and resources to overcome the various obstacles in their way before the two armies clash on the battlefield at Hastings. Every card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic reimagining of the events of the time, there is no deck building required, each player simply grabs their deck and shuffles, then play begins. Honours: 1066, Tears to Many Mothers was a runner up in the Golden Geek Awards, and was nominated in the Origins Awards for 'Best Historical Board Game'. Note on title: In April of 1066 Halley's Comet was in its perihelion orbit and writers at the time said it was four times the size of Venus and shining with a light equal to a quarter of that of the Moon. Many thought it was an evil omen, or even the end of the world - the monk Eilmer of Malmesbury Abbey wrote about the event: \"You've come, have you? – You've come, you source of tears to many mothers. It is long since I saw you; but as I see you now you are much more terrible, for I see you brandishing the downfall of my country.\" 5-20 20 Second Showdown 0 User Rating: N/A 10+ 1.00 It's time for two teams to go head-to-head in a fast and furious game of ridiculous challenges. Jump into the hot seat, flip the timer, and get going! Choose a player to referee the contest in 20 Second Showdown. Everyone else splits into two teams and sits opposite each other, face-off style. At the beginning of each round, the referee resets the timer with an even amount of \"sand\" in each half. The referee's job is to read out the challenges and flip the timer, which has twenty seconds of sand in each half. To win, you need to force the other team to run out of \"sand\" by completing your challenges as quickly as possible. The first team to run out of \"sand\" loses the round, and the first team to win three rounds is crowned \"20-Second Champions\". —description from the publisher Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 1/84

2-4 A (5 games) 90 12+ Age of Conan: The Strategy Board Game 3.28 User Rating: N/A 1-2 Age of Conan is a board game which puts players in control of one of the major kingdoms of the Hyborian age, in the period 15 of history well known through the tales of the adventures of Conan the Cimmerian, the barbarian hero created by Robert E. 8+ Howard. 0.00 You will fight with armies, sorcery and intrigue to make your kingdom the most powerful of its age, and to secure on your side the mightiest hero of all – Conan the Cimmerian! In Age of Conan, you control one of the major kingdoms of the Hyborian Age – Aquilonia, Turan, Hyperborea and Stygia. You will build up and use your armies and emissaries, you will enhance your actions with your kingdom cards, and you will try to take advantage of the adventures of Conan to increase the power and wealth of your kingdom. The game is played over the course of three ages. At the beginning of each age, four Conan adventure cards are drawn and used to create the adventure deck. At the beginning of each adventure, players will bid to decide who will be the Conan player for that adventure; when an adventure ends, a new one is drawn and a new bid determines who will be the new Conan player. The roll of the fate dice is used to determine the actions available to the players. The dice are rolled to form a common pool from which all players will pick their dice. Each player, in turn, will choose and use one fate die and will be able to do one of the actions allowed by that die result. When the fate dice are all used, they are rolled again and the game continues in this way until all four adventures in the adventure deck are complete. At that point, the game will temporarily stop so that players may earn gold and take several kingdom–building actions in preparation for the next age. Angry Birds: Star Wars – Millennium Falcon Bounce Game User Rating: N/A This game one of the many games in the Angry Birds Series. From the publisher: Bounce into action with the new Angry Birds Star Wars Millennium Falcon Bounce Game. Bounce three balls at the Millennium Falcon to knock down as many enemy pigs as possible, and land in the cockpit to score big! Players can also unlock Angry Birds Star Wars in-app content with a special code in each pack. 2-5 Aquarius 10-30 User Rating: N/A 6+ 1.14 The groovy card game that's kind of like dominoes (only better!) Aquarius features three types of cards: Elements, Goals, and Actions. Element cards are played kind of like dominoes, with each player trying to win by connecting seven panels of one particular element. Goal cards determine which element each player is going after, and Action cards allow players to shake up the action in five different ways. The game is fast, fun, colorful, and easy to learn. 4-8 Articulate! 60 User Rating: N/A 12+ 1.28 Try to get your partner to say as many words from a particular category written on the cards within the thirty second time limit, you may only pass once. Move your team pawn forward a number of spaces on the board equal to the number of 2-4 words you got correct. If you land on an Orange or Red space, spin the spinner for a chance to move yourself 2 or 3 spaces 30 forward, or move an opponent piece 2 or 3 spaces back. If you land on a spade space, try to get you team mate to say the 15+ word on the card before any other team can say it. Whoever answers correctly gets a turn immediately. 1.80 Categories include Person, World, Object, Action, Nature and Random. First team to make it around the board and successfully answer a spade category (chosen from any of the above) wins the game. Assassin's Creed: Arena User Rating: N/A Game description from the publisher: In Assassin's Creed: Arena – based on the Assassin's Creed video game series from Ubisoft – players compete to uncover the best targets for assassination, but before you can go in for the kill, sometimes you have to deal with pesky guards as well as your opponents. Players will collect cards and treasure, move guards, and hide within the city of Constantinople until they find their time to strike. Combat is handled through cardplay, and the player who best manages his cards will have the best chance at victory. At the start of each player's turn, he draws an Event card, which can spawn new targets in the outer city, move guards, or allow you to find a tunnel to another section of the city. Moving guards is a great way to get them away from you and place them near your opponents. Targets cannot be assassinated while a guard is nearby, but fortunately the guards can be dispatched if need be. Cards in hand drive the action, but they are also your hit points. If you run out of cards in hand, you die — but just like in a video game, you will soon respawn at your starting area. Moving and attacking targets (or your fellow players) requires playing cards, so doing too much all at once can be risky. Couple that with trying to avoid the guards and you are in for a tension-filled game of cat-and-mouse. To replenish your hand, complete objectives on your movement cards or hide. Hiding in the outer city is easy and grants you lots of extra cards. When you enter the merchant district or the area around the palace, there just aren’t as many places to hide and you will not draw many cards. Combat is handled through cardplay. No dice are required, although a six-sided die is included to resolve some guard movement. Do you save your best cards for movement or to go in for the kill? He who risks the most has the chance for the most reward! 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2-4 B (18 games) 45-60 10+ Back to the Future: Dice Through Time 2.09 User Rating: N/A Great Scott! Biff stole the DeLorean and went on a joyride through time, disrupting events and scattering items through space and time! Now it’s up to you to help Doc and Marty repair the space-time continuum before time paradoxes unravel the very fabric of the universe. Jump in your time machine, complete events, return items, and help! The future is in your hands! In this cooperative dice game, you’ll take control of a DeLorean and travel through the entire Back to the Future film trilogy, completing memorable events and returning key items to their proper place and time before the OUTATIME tracker reaches “Game Over.” Each round, you and your fellow players will roll dice to determine your actions, which include time travel, moving meddling members of the Tannen family, and more. You’ll use your dice to complete events form the films. Once an event is complete, you’ll draw an item card, which you’ll need to return by traveling to the year and location listed on the card. Then, the OUTATIME tracker is reduced—buying you more time—and you earn an Einstein token. Einstein tokens provide one action anyone can use later. In a pinch, you can even \"ripple\" dice by placing them on your space the board, allowing other players in future years to pick them up and use them! After everyone has taken their actions, advance the OUTATIME tracker depending on which year has the most unsolved events. Finally, add Paradox tokens to all unsolved events on the board. In later rounds, these will cause the OUTATIME tracker to go up even faster! Return all the items before the OUTATIME tracker reaches “Game Over” to win! 3-6 Bad Samaritans 30-120 User Rating: N/A 16+ 0.00 Bad Samaritans is a comic book style card game for people with the worst intentions. The game is best played with three to five players and is quite a brutal deception game. The Bad Samaritans are a bunch of outlaws, each of them recruited by The Chimp to join the team and battle each other in a twisted attempt to save the world. The game consists of two dice and three decks of cards; characters, spells&powers, and scenarios. The goal of the game is to defeat the scenarios which can be anything ranging from an alien invasion to helping a sexy lady with car trouble or just dealing with overflowing toilets—beating these, scores you victory points. If you gain enough victory points, you win! But be careful, because the other Bad Samaritans won't let you win without a fight. With special powers and spells, they will do anything to thwart your victory. The cards perform unique actions which can create roulette like situations and death. Yes, in this game, you can actually die! Dying is a big part of the game. When someone dies, they start again with a new character, and they remove their powers&spells. The dice in the game get rolled for random occurrences and checks. Sometimes you'll need to throw a dice to survive. —description from the designer 2-6 Balderdash 60 User Rating: N/A 12+ A clever repackaging of the parlor game Dictionary, Balderdash contains several cards with real words nobody has heard of. 1.42 After one of those words has been read aloud, players try to come up with definitions that at least sound plausible, because points are later awarded for every opposing player who guessed that your definition was the correct one. Versions of the game as a parlor game go back at least as far as 1970, although Balderdash itself was not published until 1984. Mattel republished Balderdash in 2006 in a form that derives its gameplay from the sequel Beyond Balderdash. Re-implemented by: Beyond Balderdash / Absolute Balderdash Kokkelimonke Jubileum Re-implements: Beyond Balderdash* In a peculiar situation, this game was reimplemented by Beyond/Absolute Balderdash and then combined back into the original title (Balderdash) but with the rules and cards from Beyond/Absolute; while Tactic re-published their version of Beyond/Absolute combined with the original Balderdash and called it Kokkelimonke Jubileum. 2 Batman: Arkham City Escape 40 User Rating: N/A 15+ 2.07 Batman: Arkham City Escape is a two-player game that pits Batman against all of his greatest foes – from The Joker and Harley Quinn to Poison Ivy and The Riddler – as they try to escape Arkham City! In this game, one player represents Batman, and the other player has command of twenty members of Batman's rogues gallery, with each villain having abilities exclusive to that character. When Batman and a villain occupy the same space on the board, epic battles ensue as Batman utilizes his Utility Belt and Combat cards and risks retaliation from each villain. The player controlling the Arkham inmates earns victory points by helping the villains escape Arkham, while the Batman player gains points by apprehending his rivals before they make it out of the city, as well as by saving iconic allies by utilizing special gadgets from his utility belt. The first player to earn ten victory points wins! The challenge of this game is winning as Batman. You must use cunning, strategy, and excellent timing to win. If you are having trouble winning as Batman, we suggest you use a house rule that allows Batman to draw 2 Combat Cards at the end of his turn, instead of just 1. Thanks, Matt Hyra--Designer: Arkham City Escape Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 3/84

2-6 Best of British 0 User Rating: N/A 12+ 0.00 Best of British Game Rules A game for 2 teams of any number or 2-6 individual players. 3-6 60 The Team Game is great when you have a mix of younger and older players. It makes best use of everybody's knowledge. 12+ The individual game is great if you want to be more competitive. 2.55 CONTENTS: Best of British Playing Board 400 Best of British Question Cards 6 Playing pieces TEAM RULES PREPARING TO PLAY Unfold the board and lay it on the table. Each team selects a playing piece and places it on the Start Space on the board. Split the players into two teams. The oldest player in each team will become the first Question Master for their team. The team containing the youngest player will start. THE QUESTIONS There are four questions on the back of each card. The first question is beside the Red Square followed by the White, Blue and Green. There are three kinds of question cards: Picture cards - on which there is a picture that the questions relate to. Common Theme Cards - on which all the answers have a common theme. Pot Luck Cards - on which there are random Best of British questions. THE BOARD The board is a path from the outer Start space into the Winning Zone in the centre of the board. The spaces on the board are made up of the four different colours that match those on the Question Cards. The first four spaces on the board match the order of those on the cards. After the first four spaces the colour order becomes random so just answering one question correctly can sometimes mean a big leap forward. PLAY The Question Master for the team containing the youngest player picks up the first Question Card from the box making sure the answers are concealed from all the players on both teams. If it is a Picture Card, the picture is shown to all the players on both teams. If it is a Themed Card, the theme is read out to all the players on both teams. The Question Master reads out the Red Question to the opposing team. If that team answers correctly they move their piece onto the first Red Space on the board. The same team is then given the White Question, moving their piece onto the White Space if they answer correctly and so on down the card. If at anytime a question is answered incorrectly then the Question Master can put the same question to the members of their own team for a bonus move. If they answer correctly they move their own piece onto the next space on the board that matches the colour of the question. The original team is always given the first chance to answer each question. After the Green Question has been played the card is placed to the back of the card box. The Question Master for the other team now takes out the next card from the box and plays the card to their opponents in the same way. The two teams take alternate turns at being the Question Master and also alternate the roll of Question Master within their team. When any team answers a question correctly and there are no spaces left matching that colour left on the path, they move their piece directly into the Winning Zone. WINNING ZONE Once inside the Winning Zone a team no longer moves their piece after answering a question correctly. The first team to answer any bonus question correctly after having entered the Winning Zone wins. INDIVIDUAL PLAY The oldest player becomes Question Master for the first game and asks the first card to the player on their left. The bonus opportunity for any incorrect answer passes firstly to the next player to the left and so on. The order of play then continues in a clockwise direction. Source: Publisher's Website Betrayal at Baldur's Gate User Rating: N/A Description from the publisher: 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? Of the 50 scenarios, some end up being purely cooperative, with all the players winning or losing together. But the normal mode is that it becomes one-vs-many. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 4/84

3-6 Betrayal at House on the Hill 60 User Rating: N/A 12+ 2.38 From the press release: 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. An updated reprint of Betrayal at House on the Hill was released on October 5, 2010. 2-6 Beyond the Gates of Antares 90-180 User Rating: N/A 0+ 3.17 Beyond the Gates of Antares invites us to a time when mankind has evolved into new and diverse species: the strangely powerful NuHumans, masters of the Panhuman Concord; the ape-like Pansimians, the greatest warriors in the whole Galactic Spill; and feral Revers primitive Humans driven by a irrepressible lust for adventure and danger. It is a universe where technology and humanity intermix indistinguishably, where human knowledge and endeavour has long since been supplanted by integrated machine intelligence IMTel. Where humans go their technology goes also, protectors, workers, and fighting machines in the form of WarDrones armed with deadly weapons and shielded by energy fields a thousand times more resilient than steel. Beyond the Gates of Antares is a wargame designed anew for the twenty-first century – a fresh look at the raw mechanics of tabletop wargaming featuring a fluid combat status system and interleaved turn sequence that facilitates continuous play for both sides. Rival forces act and react in a series of triggered actions that quickly draw both sides into simultaneous fire fights and close quarter fighting. The mechanics are designed to enable rapid progress using forces of around fifty or so models a side, including futuristic fighting machines, vehicles and point-defence weaponry as well as human troopers – the game is infinitely scalable to facilitate battles as large as can possibly be imagined and is detailed enough to facilitate skirmish gameplay, too. Game Features Fluid Combat Status – units act and react according to their combat status. Real-time Dynamic Gaming Universe – build and benefit from the evolution of the game background as you play. Backer Development Program – backers can participate in the development and creation of the game rules, universe and campaigns. Decimal Mechanics - based on D10 and D100's allowing the same stats to be used for battle games, skirmishes and role- playing games as we expand the scope of our game for years to come. 2-12 Bezzerwizzer 45 User Rating: N/A 14+ 1.58 Bezzerwizzer is a quiz game from Denmark. It contains 5000 questions (English version has 3000 questions) from 20 categories. It takes its name from the german 'Besserwisser' meaning \"know-it-all\". On your turn players draw the category tiles from a bag and sort them on their player board according to their knowledge. If you know the answer to the category questions that you thought you're worst at, you get one point. For your best category question you receive 4 points. Each players has 3 additional tokens. One is labeled with a \"Z\" the other two are labeled with a \"B\". With the \"Z\" token you can swap one of your categories with another player. Afterwards it's out of the game for this round. You can use the \"B\" token when you think you can answer a question that your opponent might not know. This brings you additional points. It's a quick and funny party game that you can also play with teams. 2-7 The Big Bang Theory: Trivia Party Game 0 User Rating: N/A 12+ 0.00 Be the first player to put together your Pixel Pal character (5 pieces) by answering trivia questions correctly. Questions cover the first 7 seasons of The Big Bang Theory. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 5/84

1-4 Big Trouble in Little China: The Game 60-120 User Rating: N/A 14+ 2.93 Description from the publisher: There is a secret world where ancient evil weaves a modern mystery… they call it Little China. It’s where Big Trouble was waiting for Jack Burton and his friends as they uncover an ancient diabolical plot. The evil minions of the immortal ghost- sorcerer Lo Pan are waiting to chop down the players with axes and guns in dark alleys and all throughout the battle-torn streets of Chinatown. Now, Jack, Wang, Gracie, and the rest of the gang must muster up all of their courage, survive against hordes of baddies, and then face off in a showdown with the darkest demon of them all Lo Pan! Big Trouble in Little China the Game sends you and up to three other players on a wild adventure to experience the unknown and mystical underworld of Chinatown. Each brave character uses their own unique talents and abilities to take on various missions throughout Little China; working together to gain enough Audacity to take down Lo Pan, the Three Storms, and a slew of other powerful henchmen, in this cooperative, replayable, cinematic experience. You will venture through the iconic locations in Chinatown saving the helpless and thwarting evil plans, all the while discovering weapons and rare magics to use to your benefit. Player actions are powered by thematic dice that are rolled each round. These dice will be used to take part in combat, testing your luck taking audacious actions, and get players in and out of “Big Trouble.\" But beware: roll bad luck and suffer the consequences! The clock’s ticking as Lo Pan inches closer to breaking the curse and regaining his mortal form. The heroes are thrown into a final showdown with Lo Pan and his most elite bodyguards to finally put an end to his reign of terror. You’ll need all of your guts and glory to rescue the green eyed beauty, defeat ancient magic, and save Chinatown... in Big Trouble in Little China: the Game! Big Trouble in Little China: The Game – Deluxe Edition Adds a Campaign and makes the game playable by up to 6 players 1-4 Black Rose Wars 90 User Rating: N/A 14+ 3.45 Black Rose Wars is a competitive fantasy game of deck-building, strategy, and combat set in the hectic universe of Nova Aetas in Italy. Each player is one of powerful mages of the Black Rose Order who aspires to become the new Supreme Magister in order to acquire the mighty power of the Black Rose Artifact and the Forgotten Magic. Mages must fight, fulfill Black Rose desires, and gain strength with their spells until their power reaches the containment threshold of the prison where they are exiled, finally freeing themselves. Each mage has at their disposal six schools of magic, each one with its own strategy to annihilate their opponents and increase their power. At the start of the battle, mages start with a grimoire of six cards; as mages study more spells during play, their grimoire will increase. Every spell in Black Rose Wars has two different effects, increasing a player's adaptability during a fight. Mages fight each other in a modular arena of hexagons called \"rooms\". They summon powerful creatures, cast destructive spells, or devise dark deceptions with their enchantments. The game system is divided into different phases. Each turn, after choosing new spells from the six schools of magic, players plan their strategy in advance, placing cards face down. Later, they reveal the played cards to kill each other, solve missions, summon creatures, or destroy the prison rooms, one against each other and against the Black Rose (the playing system). After being killed, mages are reborn immediately, allowing them to re-enter the fight without delay — although their death still fed energy to those mages who caused it. The mage with the most power at the end of the battle will be crowned Supreme Magister of the Order by the Black Rose itself. 4-10 Blockbuster 30-60 User Rating: N/A 12+ 1.10 Blockbuster is a movie game for anyone who has seen a movie, and like all the best films it comes in two parts: In the Movie Buzzer Battle, both teams are given a topic, such as \"Movies with dogs\". You start the 15-second timer, yell out a relevant movie, then whack the buzzer to reset the time. The other team is now in the hot seat and has to do the same. Whoever runs out of time hands the advantage to the other team, which takes control of the next round: Triple Charades Jeopardy. In this round, teams have to guess the movie, while you act it, use one word, or quote from it. There is all sorts of strategy and stealing, too. —description from the publisher 2 Blood Bowl (2016 Edition) 45-120 User Rating: N/A 12+ 3.52 Description from the publisher: Blood Bowl is a game of Fantasy Football. The basic game features a match between two teams drawn from a number of fantasy archetypes, playing a warped version of American Football. The Blood Bowl boxed game contains two teams: Humans, an all-round team who are flexible enough to adapt to any style of play, or Orcs, who make up in brute force what they lack in finesse. The teams are represented by coloured plastic miniatures, and push-fit assembly is required before use. The game is expandable, and additional rules and teams will be made available through expansion sets and supplements. Actions in the game are resolved through the use of dice. Regular six-sided dice are used to make tests in a number of cases, such as when a player attempts to pick up the ball, pass it, catch it or dodge past an enemy player. Custom dice are used when one player wishes to Block another, using graphics to represent each of the different (but all violent) potential outcomes. The rules in this edition of Blood Bowl are almost identical to those found in the Competition Rules Pack, which was the culmination of several years of development of the Blood Bowl Living Rulebook. This has resulted in an incredibly well-honed game which sees regular competition play around the world. In fact each team takes turns moving, blocking and advancing the football down the field. The game comes with plastic miniatures. This game is a part of the Blood Bowl Series. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 6/84

3-5 Brexit: The Real Deal 10-0 User Rating: N/A 10+ 0.00 Brexit: The Real Deal is a card game in which 3-5 players compete to win trade deals with other countries. You'll have to plan, bluff and second guess what everyone is doing as you try and complete your hidden agenda and stop them completing theirs! 4-20 Bucket of Doom 30 User Rating: N/A 18+ 1.00 The death-dodging party game. 4-20 When the shit hits the fan you need a plan. Escape from seriously bad situations with the help of seriously useless objects. 0-30 17+ Ever wondered what you’d do if you woke up buried alive in an airtight coffin? Or you discover you had an alien parasite in 0.00 your stomach? Well, we have. And we’ve made it into a delightfully dark party game. Bucket of Doom is a card based game in a hot pink toxic bucket. Players take it in turns to share their daring escape from impending doom using one of their personal object cards to escape. Players vote for their favourite story, best plan wins. Bucket of Doom: Toxic Edition User Rating: N/A Your favourite storytelling card game is back, with more dark humour than ever AND a toxic twist. Not familiar with the Bucket of Doom? Where have you BEEN?! This thrilling 17+ card game is one you really don’t want to lose. Let us explain: Step 1: Read out one of the doom cards to discover what sort of mess you're in - for example, let's say you're trapped in the Death Star garbage crusher and the walls are closing in. Step 2: Take a look at your 8 useless object cards. These could be anything, from a severed finger or Heather Mills’ false leg, to a pantomime horse outfit or Elton John’s favourite toupee. Come up with a cunning escape plan and share it with your fellow players - remember to be convincing, inventive, and a little bit absurd. Step 3: Vote on who had the best plan, the one with the most votes wins! —description from the publisher 2-4 Bugs in the Kitchen 15-20 User Rating: N/A 6+ 1.05 There's a pesky little bug in the kitchen! And it's not just any bug - it's a HEXBUG® nano®, scuttling around the game board! Quick - can you catch it in the trap? By turning knives, forks and spoons you can direct the bug into the trap. Throw the die to discover which utensils you can turn. Catch the bug in the trap and earn a token - the first player to collect 5 tokens wins the game. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 7/84

4-8 C (27 games) 30 10+ Ca$h 'n Guns (Second Edition) 1.26 User Rating: N/A In an abandoned warehouse a gangster band is splitting its loot, but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game! Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive. Each round, one player is the Boss, and he controls the pace of play. First, loot cards are revealed on the table to show what's up for grabs. Next, players load their guns by secretly selecting either a \"Bang!\" or a \"Click! Click!\" card from their hand. The Boss counts to three, and on \"Three\" each player points his foam gun at someone else; due to his status, the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes, the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round. Everyone who's pointing a gun at someone still in the round now reveals their card, and anyone who's the target of a \"Bang!\" takes a wound marker and gets none of the available loot. Starting with the Boss, everyone still in the round takes one loot card at a time from the table — money, diamonds, paintings, the position of Boss, medical care (to remove a wound), or a new bullet (to add a \"Bang!\" card to your hand) — until everything has been claimed. After eight rounds, the game ends. Whoever has the most diamonds receives a big bonus, and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins! 2-8 Camel Up 20-30 User Rating: N/A 8+ 1.48 In Camel Up, up to eight players bet on five racing camels, trying to suss out which will place first and second in a quick race around a pyramid. The earlier you place your bet, the more you can win — should you guess correctly, of course. Camels don't run neatly, however, sometimes landing on top of another one and being carried toward the finish line. Who's going to run when? That all depends on how the dice come out of the pyramid dice shaker, which releases one die at a time when players pause from their bets long enough to see who's actually moving! 2-8 Captain Sonar 45-60 User Rating: N/A 14+ 2.15 At the bottom of the ocean, no one will hear you scream! In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer. All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat. Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor. Multiple maps are included with varying levels of difficulty. 2-5 Carcassonne 30-45 User Rating: N/A 7+ 1.91 Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of their meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner. During a game of Carcassonne, players are faced with decisions like: \"Is it really worth putting my last meeple there?\" or \"Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete their project and score points?\" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities. First game in the Carcassonne series. Beschreibung Eine mittelalterliche Landschaft mit Städten und Klöstern, Straßen und Wiesen. Mit Taktik und ihren Gefolgsleuten (Meeple) dehnen die Spieler in diesem raffinierten Legespiel ihren Einfluss auf die einzelnen Bereiche ständig aus. Und das mit wachsender Begeisterung! Carcassonne ist ein Legespiel, bei dem die Spieler verdeckt Landschaftsplättchen ziehen und an die bestehende Landschaft passend anlegen müssen. Auf den Plättchen sind Städte, Straßen, Klöster und Grasland in verschiedenen Kombinationen dargestellt. Wenn dann das Plättchen passend angelegt wurde, darf der Spieler entscheiden, ob auf das gerade angelegte Plättchen ein Meeple als Ritter (in Stadt), Wegelagerer (auf Straße), Mönch (in Kloster) oder Bauer (auf Wiese) eingesetzt werden soll, vor allem wenn es vielleicht gerade der letzte ist... Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 8/84

4-30 Cards Against Humanity 30 User Rating: N/A 17+ 1.19 \"A party game for horrible people.\" Play begins with a judge, known as the \"Card Czar\", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an \"Awesome Point\", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner. This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like \"Expecting a burp and vomiting on the floor\". In addition, there are a few extra rules. First, some question cards are \"Pick 2\" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points. From the website: \"Cards Against Humanity is distributed under a Creative Commons Attribution-Noncommercial-Share Alike license - that means you can use and remix the game for free, but you can't sell it. Feel free to contact us at [email protected].\" 1-6 Castle Panic 60 User Rating: N/A 10+ 1.66 The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer! Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win. First game in the Panic series. 3-4 Catan 60-120 User Rating: N/A 10+ 2.32 In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players build by spending resources (sheep, wheat, wood, brick and ore) that are depicted by these resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep. Setup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile. A turn consists of possibly playing a development card, rolling the dice, everyone (perhaps) collecting resource cards based on the roll and position of houses (or upgraded cities—think: hotels) unless a 7 is rolled, turning in resource cards (if possible and desired) for improvements, trading cards at a port, and trading resource cards with other players. If a 7 is rolled, the active player moves the robber to a new hex tile and steals resource cards from other players who have built structures adjacent to that tile. Points are accumulated by building settlements and cities, having the longest road and the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), he announces his total and claims the win. CATAN has won multiple awards and is one of the most popular games in recent history due to its amazing ability to appeal to experienced gamers as well as those new to the hobby. Die Siedler von Catan was originally published by KOSMOS and has gone through multiple editions. It was licensed by Mayfair and has undergone four editions as The Settlers of Catan. In 2015, it was formally renamed CATAN to better represent itself as the core and base game of the CATAN series. It has been re-published in two travel editions, portable edition and compact edition, as a special gallery edition (replaced in 2009 with a family edition), as an anniversary wooden edition, as a deluxe 3D collector's edition, in the basic Simply Catan, as a beginner version, and with an entirely new theme in Japan and Asia as Settlers of Catan: Rockman Edition. Numerous spin-offs and expansions have also been made for the game. 3-4 Catan Histories: Settlers of America – Trails to Rails 120 User Rating: N/A 12+ 2.69 Catan is off the island and in America. Fans of Catan are eagerly anticipating the next release in the Catan Histories line. The 19th Century has arrived, and Americans are heading west. Wagon trains are forming up and heading out to settle new lands and build new cities. These new cities will need railroad lines to bring in new people and necessary goods. Some head west for the adventure, some to start a new life, still others to find work. Look west to make your fortune. As the population grows, resources will dwindle, and the smart money seeks new sources and new markets. Finance your settlers as they head west to build the cities of tomorrow. Link these cities with rails of steel and operate your railroad to supply the townsfolk with goods. To the west lie lands to settle and fortunes to be made! Settlers of America: Trails to Rails uses the familiar Catan hex-tile grid to present a map of the United States. Players collect and trade resources in order to purchase, migrate and build settlements, forge railroads, and acquire locomotives. Railroads are used to distribute goods to the interconnected cities. As westward locations are settled, old sources of resources deplete. The addition of gold adds to the depth of play and increases options for the players. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 9/84

2-4 Catan: Explorers & Pirates 90-120 User Rating: N/A 12+ 2.80 Catan: Explorers & Pirates is the fourth major expansion for The Settlers of Catan (following Seafarers, Cities & Knights and Traders & Barbarians) and it includes five scenarios and three missions; some of the scenarios make use of the missions while others do not. Catan: Explorers & Pirates differs from the Catan base game in three main ways. First, instead of having only a single island in the game on which players build and compete for resources, three islands are present – but the landscape of only one of these islands is known at the start of the game. Players start on this island, then build ships and bring settlers into play so that they can then travel to new lands. When a ship ends its movement on unexplored territory, that hex is revealed and a randomly-drawn number chip placed on it, with the player earning one resource as a reward – assuming the hex produces resources, that is. (The number of unknown tiles varies from 16 to 32, depending on the scenario.) A settler and ship can be transformed into a port settlement, from which roads and new ships can be built to enable further exploration. Second, instead of using cities, Catan: Explorers & Pirates allows players to build port settlements for two corn and two ore, with a port settlement supplying one resource when the adjacent number is rolled at the start of a turn. Like cities, port settlements are worth two victory points (VPs), and the number of VPs required to win depends on the scenario. Third, if a player receives no resources during the production roll (other than on a roll of 7), she receives one gold in compensation. Two gold can be traded with the bank for a resource of the player's choice. Gold has other uses as well, such as helping you escape from pirates. The five scenarios included in Catan: Explorers & Pirates are: • Land Ho! Explore the seas of Catan and discover two new islands to expand your settlements. Once you've discovered an island, you must use ships to ferry settlers from one island to another and colonize distant lands. (Introductory scenario) • Pirate Lairs! In this scenario, pirates prowl the seas along with your trading vessels. Pay tribute to the pirates or drive them off, then find and capture their lairs to earn gold and VPs! (One mission scenario) • Fish for Catan! The people of Catan are short of food, so it's time to take to the ocean to fish for meals. These are deep water fish, though, so first you must find their shoals before you can catch them! The Council of Catan will reward players with VPs for returning fish to the island, as well as for capturing pirate lairs. Just watch out for roaming pirates, as not only will they demand gold for tribute, they might also get to the fish before you do! (Two mission scenario) • Spices for Catan! In this scenario, the Council of Catan wants you to find fish and spices for the people of Catan! As before, they reward the most industrious merchant captains with VPs. Obtaining spice will require you to become friends with the mysterious inhabitants of the Spice Islands, but in return they will not only trade you spices but teach you their knowledge of sailing or even pirate fighting techniques! (Two mission scenario) • Explorers and Pirates! This lengthy and challenging scenario brings everything from the previous scenarios together! Explore new lands, capture pirate lairs, find fish, and befriend the inhabitants of the spice isles! (Three mission scenario) 3-8 The Chameleon 15 User Rating: N/A 14+ 1.06 A bluffing deduction game for everyone. Each round involves two missions, depending on whether you’re the Chameleon or not. Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is to blend in, not get caught and to work out the Secret Word. Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word. At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.) Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them. 3-4 Chaos in the Old World 60-120 User Rating: N/A 13+ 3.19 Chaos in the Old World makes you a god. Each god’s distinctive powers and legion of followers grant you unique strengths and diabolical abilities with which to corrupt and enslave the Old World. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions. Yet, as you and your fellow powers of Chaos seek domination by corruption and conquest, you must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish you back to the maelstrom of the Realm of Chaos. Chaos in the Old World features three ways to win, and gives you an unparalleled opportunity to reshape the world in your image. Every turn you corrupt the landscape, dominating its inhabitants, and battle with the depraved followers of rival gods. Each god has a unique deck of gifts and abilities, and can upgrade their followers into deadly foes. Summon forth living manifestations of Chaos, debased and hidden cultists, and the horrifying greater daemons - beings capable of destroying near everything in their path. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 10/84

2 Checkers 30 User Rating: N/A 6+ 1.77 Abstract strategy game where players move disc-shaped pieces across an 8 by 8 cross-hatched (\"checker\") board. Pieces only move diagonally, and only one space at a time. If a player can move one of his pieces so that it jumps over an adjacent piece of their opponent and into an empty space, that player captures the opponent's disc. Jumping moves must be taken when possible, thereby creating a strategy game where players offer up jumps in exchange for setting up the board so that they jump even more pieces on their turn. A player wins by removing all of his opponent's pieces from the board or by blocking the opponent so that he has no more moves. This game, also known as Draughts, is part of the Checkers family. The Official Checker Board to be used in tournaments and official matches of associations like international WCDF, ACF, and APCA usually shall be colored of green and off-white (buff). Board squares shall be not less than 2 inches nor more than 2½ inches wide. Tournament pieces are Red and White, but called Black and White in game related literature. Sources: American Pool Checker Association (APCA) World Checkers and Draughts Federations (WCDF) \"The Standard Laws of Checkers\", with comments by Jim Loy Tournament Rules for Checkers, <a target='_blank' href=\"http://www.ehow.com\" rel=\"nofollow noreferrer noopener\">www.ehow.com</a> 2 Chess 60 User Rating: N/A 6+ 3.70 Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters. The current form of the game emerged in Southern Europe during the second half of the 15th century after evolving from a similar, much older game of Indian origin. The tradition of organized competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886. The current World Champion is Magnus Carlsen, Norway. Chess is also a recognized sport of the International Olympic Committee. 1-7 Chronicle X 60-180 User Rating: N/A 12+ 2.50 The story of Chronicle X begins after humanity has lost control of Earth. The Grays, an alien species of spies and assassins, crippled the world’s governments, militaries and infrastructure before striking a decisive blow in the form of a full-scale invasion across the planet. All that remains to challenge the Grays is a small group of soldiers, scientists and terrorists known as Chronicle X. Players will determine if Chronicle X is victorious, and humanity is saved, or if the Grays’ tighten their grasp and Earth is lost forever. Chronicle X is a 1-7 player board game with highly-detailed miniatures and a complex rules system ensuring no two gameplay sessions will be the same. One player takes on the role of the dreaded Overmind, high leader of an army of alien invaders known only as “the Grays.” The remaining players field members of Chronicle X, a diverse group of skilled individuals determined to save their planet against this new alien threat. 2-6 Chutes and Ladders 30 User Rating: N/A 3+ 1.02 Traditional game from ancient India was brought to the UK in 1892 and first commercially published in the USA by Milton Bradley in 1943 (as Chutes and Ladders). Players travel along the squares sometimes using ladders, which represent good 2-4 acts, that allow the player to come closer to nirvana while the snakes were slides into evil. 15 4+ Cinderella Glass Slipper Game 1.67 User Rating: N/A From the box: \"Will you be the first Cinderella to go to the ball? Collect 5 different cards and the Fairy Godmother will help you transform your cards to get ready for the ball. If you collect the invitation, the coach, the horses, the footman & the coachman as well as your ball gown, you will be the Cinderella who goes to the ball!\" Players move Cinderella pieces around a board, in the center of which is a glass slipper on a cushion. Land on the fairy godmother squares, press the slipper and it may transform the humble cards you have collected (mice, pumpkin etc.) into the things you need for the ball. 2-4 Clank! In! Space!: A Deck-Building Adventure 45-90 User Rating: N/A 12+ 2.53 The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him. Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive... Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 11/84

2-4 Clank! In! Space!: Cyber Station 11 60 User Rating: N/A 13+ 2.20 If there’s a cybernetic enhancement worth having, the ruthless Commander Preon has it. Eager to prove her worth to Lord Eradikus, she has built a research station on the edge of civilized space. 2-6 45 Since Cyberware is all the rage, the place makes a tempting target for you and your fellow thieves. Whether it’s illegal, 8+ hazardous, or just plain fun, you’ll find it on CYBER STATION 11. 1.66 —description from the publisher Clue User Rating: N/A For versions of Clue that feature the new character Dr. Orchid, please use this Clue page. The classic detective game! In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out. Note: There are some early versions of Clue which are labeled as 2-6 players. 2-6 Cobra Paw 5-15 User Rating: N/A 5+ 1.00 In Cobra Paw, players take turns rolling the dice — which feature six unique symbols — then race to grab the tile with the matching pattern before anyone else. Whoever grabs six tiles first wins! 2-12 Colour Brain 30 User Rating: N/A 8+ 1.00 No good at quizzes? Great, because in this game we give you all the answers before you start. All you have to do is work out which of the eleven color cards in your hand correctly answers one of Colourbrain’s crafty questions. Get it right and you could be in luck. Now you need the other teams to get it wrong to walk off with the points — while they turn green with envy. Each turn a player draws a card that shows a word. The active player also chooses a color-card from his hand that shows the color best matching the word. The other players also choose a color-card from their hands. Answer correctly and your pawn moves closer to the finish. Colt Express User Rating: N/A 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: 2-6 Phase 1: Schemin' Each player plays 2-5 action cards on a common pile, with the cards being face up or face down 30-40 depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck. 10+ Phase 2: Stealin' The action cards are carried out in the order they were played, with a player's best laid plans possibly not 1.82 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! 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2-5 Conan 90 User Rating: N/A 14+ 2.76 Conan, designed by Fred Henry and based on the Conan universe by Robert E. Howard, is a scenario-based semi- cooperative asymmetric miniatures board game. One player is the Overlord, playing the opposition forces, and the other players (1 to 4) play Conan and his companions: Shevatas the thief, Hadrathus the Priest/Sorcerer, Belit the pirate queen, Valeria the warrior, etc. The game is based purely on Robert E. Howard's novels and short stories (and not the movies or other non-Howardian material). The publisher has hired Patrice Louinet, a Howard expert, to make sure the art and the scenarios are compatible with Howard's vision. Each game is a scenario, played on a map. There are 4 maps included in the retail copy of the game, and each map can have several scenarios set on it. The game is fast, one hour approximately. It's possible to play several scenarios in a campaign, but you can also play each scenario individually. There are 9 scenarios in the base box. At the beginning of a scenario, players choose their team (Conan and two or three other heroes). The Overlord gathers all the miniatures (picts, Necromancer, skeleton warriors, monsters, etc.), tokens, and cards from the chosen scenario. The game usually plays in a limited number of turns (ten, for instance). Each scenario can have very different objectives: find the princess captured by picts and hidden in a hut and leave the camp before the pict hunters return; find the magical key to open a sealed door, steal the jewel and leave; kill the Necromancer by the end of turn 10; survive by the end of turn 10; escape the prison; etc. During their turn, the heroes can activate or rest. If they activate, they can spend \"gems\" from their energy pool to do all sorts of actions: move, fight (melee or distance), defend, pick a lock, reroll, etc. If they rest, they can move a lot of gems from their \"spent\" pool box to their \"available\" pool box. When they take an action, they throw a number of dice equal to the number of gems they put in their action. There are three different kinds of dice: yellow (the weaker dice), orange (medium) and red (strong). Each character has a color based on their specialty: Conan throws red dice in combat while the Sorcerer throws yellow dice in combat; the thief throws red dice in Manipulation actions, while Conan throws orange dice; etc. Each player can have equipment cards (armor, magic potions, weapons, etc.) which give them bonuses on their dice rolls. The Overlord plays differently. He uses a board with eight slidable tiles, plus his own Energy gems. Each tile corresponds to one unit (1 to 3 miniatures) on the game mat, and all of the miniature abilities are written on this tile (movement, armor, attack, special abilities). The tile position on the board corresponds to the numbers 1-8. The Overlord has a pool of energy gems and each time he activates one unit, he needs to spend a number of gems matching the tile placement: tile#1 costs 1 energy gem, tile#2 costs 2 gems, etc. Whatever tile the Overlord chooses to activate, he spends the corresponding energy cost (moving his energy gems from the available pool to the spent pool), then takes the tile out and moves it to the end of the sliding track: If he wants to activate this unit again, it will cost him 8 gems, because the unit is now on position 8. The Overlord can activate a maximum of two tiles, and he regains only a certain number of gems each turn (depending on the scenario). In a typical scenario, the heroes need to accomplish something and the Overlord wins if the heroes fail to reach their objective — but in some scenarios, the Overlord has his own objectives and the Heroes win if they prevent him from accomplishing his goal. 2-10 Coup: Reformation 15 User Rating: N/A 10+ 1.54 Coup: Reformation, an expansion for the original version of Coup: City State from La Mame Games, adds new cards to the game and rules for factions and team play that increases tension in the early stages for four or more players and (thanks to 15 additional character cards) allows Coup to be better played with up to ten players. With Coup: Reformation, each player must declare himself either Catholic (Loyalist in the second edition) or Protestant (Reformist) and can target only members of the other faction. Conversion is possible, however, for yourself or for another player by paying a charitable donation to the Almshouse (Treasury). Like all factions, once you have eliminated or converted the other group, you just descend into in-fighting, so there's still only one winner and no second place. Coup: Reformation adds a new fluid team dynamic to Coup as players jostle with their allegiance to take advantage or seek protection in the early stages of the game. 2-4 Cross Hares: Testing Ground 60 User Rating: N/A 10+ 1.75 The first game in the Cross Hares line — each of which will be standalone with its own expansions — is Cross Hares: Testing Ground, a fairly straightforward game in which you want to move down a trail from your starting area in order to \"defeat\" a factory at the end of the line. To start, each player chooses one of the six available characters. As you move down the trail, you'll draw cards, which might be good or bad for you, bad for opponents, or terrible for everyone at the table. You'll also acquire useful items and specialties — with each character having a different set of things to find — have adventures, and come into conflict with other players. Conflict in Cross Hares takes the form of either shoving each other back and forth around the map or stealing items. Don't worry if you're far back on the path away from everyone else as with the right events or die rolls, you can race ahead of the others! Once you get to the factory, though, you'll need all of your skills and items to defeat it, so be sure you save some of your strength for that. 1-4 Crypt 20-35 User Rating: N/A 14+ 1.52 Crypt is a small-box set collection game with a unique dice placement mechanic for 1 to 4 players. Place your servant dice on treasure cards, choosing any value on each die. Choosing a higher value can ward off your opponents, but it also increases the odds that your servant will become exhausted. After everyone has placed their servant dice, everyone rolls. If you roll less than your chosen value, you lose the die. Sets of treasure can be pawned off to collectors that offer bonus coins and special abilities. The player with the most valuable collection wins! —description from the designer Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 13/84

2-6 Cthulhu Fluxx 5-30 User Rating: N/A 8+ 1.49 Explore the dark and horrifying mysteries of the unknown as you battle insanity and fiendish cults in Cthulhu Fluxx! Follow the wild-eyed Poet, the obsessed Artist, and the expeditions of the Professor as they investigate Eldritch Secrets no mortal was meant to discover. Someone has stolen the Necronomicon from the library at Miskatonic Univeristy, and a Farm in the hills is undergoing a horrifying Metamorphosis. Meanwhile, unspeakable abominations stir in Penguin-riddled Tombs beneath the ice. Are you Inevitably Doomed to a lifetime of Nightmares in the Sanitarium, or are you, in fact, a Secret Cultist, worshiping the Minions of Darkness? Like the other games in the Fluxx family, in Cthulhu Fluxx players will modify the rules of the game by playing cards, changing numerous aspects of game play: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and of course how to win the game. Players collect Keeper cards to satisfy the victory requirements but watch out for Cthulhu and other fiendish Creepers that will prevent you from winning – even if you otherwise have the winning combination! Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 14/84

1-4 D (21 games) 90 14+ D6: Dungeons, Dudes, Dames, Danger, Dice and Dragons! 2.50 User Rating: N/A In D6, you're playing the role of players playing a role-playing game. That boat you needed? It's already in the harbor. That pit? It's already been dug. Every adventure will be different, but your objectives will remain the same. Collect the bounties. Kill the monsters. Gain the glory. The most glorious hero will prevail! —description from the publisher The game is primarily competitive. However, the rulebook includes solo, co-op, and 2-vs-2 team modes. 1-4 D6: It Takes A Village 90 User Rating: N/A 14+ 0.00 Grow Your Village... with this expansion to D6. Now you can have three more classes to choose from. DO you need a card? Draw it from one of the three handy-dandy card carts. Did you slay a monster? Collect your two coins from the Village coin tray. Want to raise your stats? Now you can drink from the actual Fountain of You. A glorious hunter deserves a glorious Village! —description from the publisher 2 DC Comics Deck-Building Game: Rivals – Batman vs The Joker 30 User Rating: N/A 15+ 1.81 Can Batman take down The Joker — or will he go mad trying? The action is fast and furious in DC Comics Deck-Building Game: Rivals – Batman vs The Joker as players vie to add the right mix of components to their decks, then launch attacks directly at their archnemesis! This set, which is compatible with any title in the DC Comics Deck-Building Game series, introduces confrontation rules that allow you to attack an opposing character and block cards that ward off confrontations. The first player to drop the opponent three times wins, although each time an opponent gets dropped, he'll rise up even stronger than before; in game terms, each player has three oversized character cards, and if you're defeated, you reveal the next card with a booosted-up ability. Alternatively, if the main deck runs out of cards, the player with the most VPs wins. 2-6 Dead Panic 90 User Rating: N/A 13+ 2.26 The zombie apocalypse has begun, and you and your friends take on the roles of various characters who are all working to survive. In Dead Panic, each player takes on the role of one of eight unique characters, which have special abilities. Players work together to survive in a remote cabin, at the center of the board, against waves of the undead that close in from the edges of the board. If the players can hold out, survivors bring pieces of the radio needed to call for rescue. Once rescue arrives, it's up to each player to leave the safety of the cabin and make it out alive! To fight the zombies, players use cabin cards, some of which are weapons that help players attack zombies at a distance or in hand-to-hand combat. If characters take too many injuries during combat, they die and return to the game as a zombie with customized rules as a member of the undead! Other cabin cards are items, which give the players various benefits and a better chance at survival. The supply of items and weapons is limited, however. Once the cabin deck is exhausted, it is not reshuffled. A separate deck of cards, called event cards, allow the zombies to have their turn. This deck not only brings a variety of zombies into play but each card also has a special effect when drawn. Can you survive Dead Panic? 2-4 Deadly Premonition: The Board Game 30-45 User Rating: N/A 0+ 2.33 Deadly Premonition: The Board Game is a detective-themed 2-4 player card-based board game inspired by cult sensation video game Deadly Premonition and set in the mysterious town of Greenvale, following the Murder of Anna Graham. In Deadly Premonition: The Board Game, you and your fellow detectives must take on the task of protecting the innocent, incriminating the guilty, and working out who might not be who they say they are. With a hidden killer amongst the detectives, the race is on to identify a suspect as an accomplice in order track down the true killer. The board game will be a “Deluxe Edition,” which includes a custom die, original soundtrack, themed gaming cloth, and a download code for the PC version of Deadly Premonition: The Director’s Cut. 2-6 Deep Sea Adventure 30 User Rating: N/A 8+ 1.18 A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don't get back to the sub before they run out of air, they'll drop all their treasure. Now it's time to see who can bring home the greatest riches. Game Objective The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips. Turn Progression On their turns, players conduct steps 1-4 listed below. Players take turns, going clockwise around the board, and the round ends when all players have returned to the submarine, or if the air runs out at the beginning of someone's turn. 1) Declare if you will turn back or not. 2) Reduce air. 3) Roll the dice and advance your game piece. 4) Search. (When you have stopped moving, select one of A-C below) A) Do nothing. B) Pick up ruins chip. C) Place a ruins chip. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 15/84

2-6 Devil's Run: Route 666 30 User Rating: N/A 12+ 3.00 The Devil's Run: Route 666 is a fast-moving and hard-hitting vehicular combat board game (for 2-6 players) set in a post- apocalyptic America. Devil's Run uses a rolling board mechanic, to ensure all players feel like they are on the edge of their seat; fall too far behind and you are out of the race, get too far in front and you could open yourself to an airstrike or an unexpected obstacle in the road. Live fast and die hard on Route 666. Can you survive the Devil's Run? There are four types of vehicles: Bikes, Trikes, Buggies and Cars. Each of these vehicle types play differently due to how they drive, their weapons and their arcs of fire. The game has story driven missions which are a mix of full throttle racing and maximum carnage vehicular battle, with an immersive ruleset to make you feel like you're a part of the post-apoc action. We use six and ten sided dice, statlines and modifications to represent every aspect of the game, from scenery effects, shooting, ramming and sideswiping, to using equipment like Nitros, Oil Slicks and Smoke Screens. 3-6 Diary of a Wimpy Kid: Cheese Touch 30-40 User Rating: N/A 8+ 1.00 Move your mover – either Greg, Rowley, Fregley or Manny – around the game board. Depending on where you end up, you’ll be playing different categories. In Who Said What all players will secretly write down an answer to a question like if you could only eat one food for the rest of your life, what would it be? Go through the answers and try to guess who said what. Correct answers move you closer to finish. But wrong answers can give you the cheese. Try to get rid of it as fast as you can. For 3 or 4 players, ages 7 and up. Contents: Game board,4 movers, game cards, card box, cheese piece, game die, rules -From the Publisher's website 2-4 Dice Forge 45 User Rating: N/A 10+ 1.97 Heroes, stand ready! The gods are offering a seat in heaven to whichever hero defeats their rivals. Your courage and wits will be your most precious allies as you use divine dice to gather resources along the road to victory. Your divine dice are exceptional, with removable faces! Customize your dice to make them more powerful as the game progresses. Sacrifice gold to the gods to obtain enhanced die faces. Upgrade your dice to produce the resources you need. Overcome ordeals concocted by the gods to grow in glory and earn rewards. Skillfully manage the luck of the dice and take charge of your destiny. Only the greatest will ascend to the heavens! Dice Forge is a development game featuring innovative mechanics based on dice with removable faces. In this dice crafting game, players build their own dice. Roll your dice, manage your resources, complete ordeals before your opponents and explore multiple winning strategies. Now you control the luck of the dice! 2-6 Diesel Demolition Derby 20-30 User Rating: N/A 14+ 1.75 Description from the publisher: Behind hidden alleys and in dark basements, a new underground league of robot combat has begun. Engineers bring their latest creations to the arena, and battle with each other for money, glory, and power! In Diesel Demolition Derby the players compete in a series of quick arena matches by fielding their robotic contraptions in battle against each other. Each match is composed of several rounds where the mechanical warriors fight for the right to remain in contention for the final showdown. In each round, the players secretly choose a card and place it face-down in front of them. They then simultaneously reveal the cards, and the ability of each card is resolved. Whatever cards remain in play are then added to each player's lineup. At the end of the match, the player with the most power in their lineup is the winner. The first player to win 3 matches wins the league and becomes the champion! 2-0 Dingbats 0 User Rating: N/A 10+ 0.00 In Dingbats, each player has a time limit to try to win as many Dingbats cards as possible by solving the puzzle on each one. The first card chosen must be in a corner, and subsequent cards must be adjacent to the previous one, if possible. If an incorrect answer is given for a particular card, the turn ends immediately and a new card is placed on top. If a player gives the correct answer for a replacement card, they take all cards in that pile. There are three categories of cards: Thingbats - 5 points - part picture and part word Dingbats - 10 points - words and numbers only Kingbats - 15 points - harder Dingbats There are optional wild cards which include actions such as forcing another player to miss a turn, or gaining extra time. 4-10 Disturbed Friends 10-90 User Rating: N/A 18+ 1.00 Disturbed Friends is an adult party game designed to find out how disturbed your friends are, but, more importantly, how disturbed they think you are. You will be faced with horrible situations, sexual scenarios and unethical debates that may cause you to re-evaluate your friendships. Each player receives a Set of Voting cards. On your turn, you pick a Question Card and read it out loud. Your friends simply vote on which answer they believe you will choose and place their vote face down. Once all players have voted, you indicate your answer. Each player turns over their card revealing the answer they think you chose. Players that predicted your answer correctly receive a #winning Card. The first player to get 10 #winning cards wins! Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 16/84

2-4 Doctor Who: Exterminate! The Miniatures Game 30-60 User Rating: N/A 12+ 2.50 Two of the Doctor's most ancient and relentless foes – the hateful Daleks and emotionless Cybermen – clash as they seek to to fulfil their own nefarious ends in this fast-paced tabletop miniatures game. Amongst this titanic conflict, the Doctor protects the Time Vortex the only way he knows how – with ever-changing companions, the TARDIS, and a sonic device... Take control of either the Daleks or the Cybermen. Pit your wits against your adversaries as you attempt to gather resources vital to your plans before they fall into the hands of your opponents. Build your force from a variety of options and recruit other factions to your cause – whatever it takes to ensure you have the advantage over your foes! An eternity of adventures awaits you… In the Exterminate! miniatures game your Cyberman and Dalek forces can recruit neutral factions, improving their chances of success and adding even more variety to your games. 2-10 Don't Get Got! 30-1440 User Rating: N/A 14+ 1.08 Don't Get Got! is a party game in which each player receives six secret missions. The first player to complete three of these missions wins. You don't sit at a table to complete missions, though. This game is designed to run in the background of whatever else you have going on, which means you can play it anywhere — at home, on holiday, in the office, or yes, at a party. Mission examples include getting a player to compliment your hair, hiding this card in a jar and getting another player to open it for you;, and making up a word and getting a player to ask what it means. 2-4 Doomsday Bots 30-60 User Rating: N/A 10+ 1.67 Doomsday Bots is a 2-4 player competitive board game that brings together elements of card drafting, dungeon running and player-vs-player combat. You and your fellow Mad Geniuses must scrounge for parts and assemble the best Bot you can, then race each other to the top of the Boss’s Clock Tower. Work together or go it alone to defeat the Boss, but only one can escape to victory with the highly coveted Boss Loot! The game is set in a Steampunk Post-Apocalyptic world where all that has survived are Mad Geniuses and a virtually endless supply of moddable Bots! These Geniuses have got it into their head that they can do the End of the World better than the last guy. But there are less rare components left from the pre-apocalypse than there are inventors competing for them. So you’d better strap on your Goggles and enter the fray. If anyone’s going to end the world again, it’s you! Seize the Doomsday! —description from the publisher 2-4 DOS 30-45 User Rating: N/A 7+ 1.38 DOS is the follow up to the classic card game UNO. Like UNO, the object of DOS is to be the first player each round to get rid of all your cards and earn points for the cards left in your opponents' hands. On your turn you can play cards from your hand by matching their numbers to any of the face up cards in the center row. You can play one match for each card in the center row. You can also combine two cards from your hand that add up to the number you wish to match. If the card(s) you played match both number and color, you earn the right to place extra cards from your hand in the center row and even force other players to draw cards. Don't forget to yell \"Dos!\" whenever you have two cards in your hand or you could end up drawing more cards! The round ends when one player gets rid of all his cards. That player earns points based on the values of the cards left in the other players' hands. Continue playing in rounds until someone reaches 200 points. That player is the winner. 2-6 Drinking Fluxx 10-40 User Rating: N/A 21+ 1.00 Drinking Fluxx is a version of Fluxx, the card game with ever-changing rules, with the subject matter of the game being all about drinking and with the game being marketed only to adults. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 17/84

1-6 DropMix 15-30 User Rating: N/A 16+ 1.30 DropMix is a dynamic and fast-paced music-mixing game. Players blend popular songs from award-winning artists to create mind-blowing mixes. Get together and face-off with friends to master the mix. The DropMix Music Gaming System includes the DropMix board and 60 DropMix cards, and the free downloadable app controls the game. The included DropMix cards let you mix songs from top artists, including: Bruno Mars, Childish Gambino, Disturbed, Ed Sheeran, Imagine Dragons, Sam Hunt, Sia, The Weeknd, and more. There are also Discover Packs and Playlist Packs to expand the mix possibilities with more DropMix cards. Clash Mode Dominate the mix & beat your opponent(s) by reaching 21 points first. Keep the flow going as you explore combos and compete 1 v 1, 2 v 2, or 1 v 2. The mix is dynamic and changing as you drop your choice of tracks onto the board. Out- maneuver and strategically play your cards as you face off, all while busting out unexpected musical mixes! Party Mode Work together to answer requests quickly and light up the board with your high score! Gather a group of your friends and have a blast collaborating and creating an ever-changing stream of music mixes. Immerse yourself in the unexpected and exciting rhythms that you and your friends create! Freestyle Mode Freestyle mode puts the pure power of DROPMIX's music-mixing technology in your hands! Discover amazing new music by connecting some of the world's top artists in ways you never expected. Customize and tweak the mix until you have exactly the sound you are looking for. Then show it off to your friends! You won't believe how easy it is to build innovative and blended beats! Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 18/84

1-4 Drunkgeon 30-45 User Rating: N/A 14+ 0.00 INTRODUCTION Drunkgeon is a strategic drinking board game where a barbarian, dwarf, mage & elf fight monsters & each other in an ever- changing maze-like dungeon. Each players life is their drink of choice. Players must use their skill in beer mat flipping to be the first to get to the treasure & win the game. However, keep your wits about you as when your drink runs out. you're dead! STORY Welcome to the drunkgeon! You're with a group of heroes roaming the lands searching for adventure and coin. You come across the Labyrinth of the Old Gods rumoured to contain a great treasure at its heart. The local people warn that the domain within is ruled by ancient forgotten gods. Those that go in never come out and only their cries of madness have given any clue to what awaits inside. As seasoned adventurers, you know more than most that often these rumours are tall tails and laughing among yourselves you enter the labyrinth. As you walk through the door it slams behind you and in the dark, you hear a voice in your head, \"Who dares to enter our realm? You must pay a tribute of blood for a chance of reward and release!\". Torches suddenly light and you find yourself alone in an ever-changing maze of torment. You discover blood is indeed power, for if you sacrifice it you’re granted the power to perform ancient magic and great physical deeds. However, the more blood spilled the more drunk on the power you become. What horrors are within these walls? Will you be sober enough to recognise friend from foe? Will you reach the treasure and escape the labyrinth? Head down you plunge into the depths of the labyrinth ready to take on all that awaits… WINNING AND LOSING THE GAME 'WIN THE GAME' - Collect at least 3 trophies and each key colour to enter the treasure room. Then defeat the dragon to win the game. 'LOSE THE GAME' - If your glass is empty you die. Remove the empty glass from the dungeon and place all your mats on to the space you died. Other players can pick up the mats by landing on that space. SETTING UP THE GAME I. The game is played with 2-4 players. Each player gets a 'dungeon key mat' and a 'key token mat' of the same colour. Remove the unused 'dungeon key mats' and a 'key token mats' from the game. II. Randomly place the 'dungeon mats' into a 6 by 6 grid/dungeon. Note: 'dungeon mats' can BE placed in any ORIENTATION. III. Place the 'cleared dungeon mats', 'trophy mats' and the rest of the 'key tokens' into piles. IV. Layout all the 'magic mats' so they can be seen by all players and study them before the game begins. PLAYING THE GAME Pick the first player. A player may do the following three things in any order during their turn. When complete the player to the left now takes their turn. I - Insert 'dungeon mat' - The first player inserts their 'dungeon mat' into the dungeon with any orientation. They keep the 'dungeon mat' expelled from the opposite side. IF it is the first turn this must be done before a glass filled with beverage is placed on their 'dungeon key mat'. II - Move Their Player - The player may now move by flipping the 'event mat'. They move the number under the majority of their leftmost finger. - All moves must be used. - You cannot move diagonally. - You cannot move through walls. - A player must move forward in the direction they started moving this turn unless they hit a dead end. - When the path forks any new direction can be picked. - If you land on or move over another player, monster(s) or trap you trigger an 'event' (see Events). III - Buy a 'magic mat' - To buy a 'magic mat' spend the cost listed on it. You buy it by drinking that many fingers of your beverage. However, another player(s) may contest the purchase by drinking more fingers of their beverage. The player who drank the most fingers takes the 'magic mat' and can use it as and when described. There is only one of each 'magic mat' in the game and so only the 'magic mats' still on the table can be purchased. Once a 'magic mat' has been cast it is placed back on the table. EVENTS An event is triggered if a player lands on or moves over the following; I - Dungeon Key- If they don't already have a 'dungeon key token' of the same colour they can take one. II - Another player - The player whose turn it is fights the other player. Both players flip the 'event mat(s)'. Whoever has the highest number wins the fight. Re-Flip on a draw. If the player whose turn it is; - Wins - They may pass or land on the other player's mat. The winner may move the losing player one legal move away. - Loses - They must stop in the position prior to the player. III - Monster(s) or Trap - The player flips the 'event mat(s)' and must get the number or more displayed on the monster(s)/trap mat. If the player; - Wins - They win a 'trophy mat' (see Trophies p4). The monster/trap 'dungeon mat' is removed from the dungeon and is replace with the equivalent 'cleared dungeon mat'. Player movement continues. - Loses - They must drink the number of 'fingers' from their beverage as achieved from their 'event mat(s)' flip. They must also stop in the position prior to the monster(s) or trap. IV - Treasure room - A player can only enter the room if they have collected a key of each colour. IF so the player flips the 'event mat(s)' and must get the number or more displayed on the 'treasure room' mat. If the player; - Wins - They slay the dragon, take the treasure and win the game. - Loses - They must drink the number of 'fingers' from their beverage as achieved from their 'event mat' flip. They must stop in the position prior to the 'treasure room'. TROPHIES Players can gain 'trophy mats' by defeating monsters and traps. On the reverse side of a 'trophy mat' is an 'event mat'. this is so trophies can be stacked on top of the 'event mat' to form a stack. Whenever there is an 'event mat' flip for combat or movement the player may choose to flip a stack of 'event mats' with the trophies they have won. Each additional 'event mat' adds one to the result i.e. Flip and catch a 2 with a stack of 3 'event mats' to get a 4. FINGERS AfinfgoerfresitaginaGitnhesinstetgrhaaetmegdelawisssitphaenrBfdGordGmrCienodkllienbcgytidtohrniaTntokvPinoDglFu'mf1in.e1goe(frhsyt'topou:fr/y/boheuibvreobruae.gqvece..rcaiafg/tebh.getgrhceiosilsliesacdtdiooinsnpetoubptyedfhi)noolmdnien2ag0s2tuh1rai/nt0g5ma/a2nn1eyvoefnytomuratoPcwaagnne b1e9/84 used with one row equalling one finger. DIFFICULTY

1-5 Dungeons & Dragons: The Legend of Drizzt Board Game 60 User Rating: N/A 12+ 2.59 A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons. 1-5 It is named after the book series by the same name recounting the adventures of the dark elf Drizzt Do'Urden and his 60 friends. 12+ 2.62 Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. Players explore the game world, which is built during the game by laying out tiles, using ready-made player characters and encountering enemies with corresponding miniatures. Encounters are generated by drawing cards and resolved using a D20 die. All players win together, depending on the scenario, by escaping, saving others or overcoming a threat. Dungeons & Dragons: Wrath of Ashardalon Board Game User Rating: N/A From Wizards of the Coast website: A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons. A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon! Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 20/84

E (8 games) Egged On User Rating: N/A From the box: Watch out for runny eggs! Spin the spinner, pick an egg, and press it on your head! If you get splashed by an egg, you're out! 2-4 Contents: 0 Plastic egg carton 5+ 10 refillable plastic eggs 0.00 Spinner (with plastic arrow and base) Game rules Game play: Before the game a number of the soft-plastic eggs are opened, half-filled with water, and re-closed. The number is the number of players minus one. The eggs are then wiped dry and randomly placed in the carton. The spinner has eight sections: two each of \"egg\", \"2 eggs\", \"egg another\", and \"pass\". A turn consists of spinning the spinner and doing what it says. For \"egg\" and \"2 eggs\" the player selects an egg and presses it on their head, one at a time. For \"egg another\" the same is done TO another player of their choice. For \"pass\" nothing happens. Play then passes clockwise. If a player has water on their head, they are immediately out of the game and the turn is over (even if it was the first egg of \"2 eggs\"). The last player left is the winner. There is a variant involving filling only one egg no matter how many players there are, and whoever gets water on their head is the winner. 1-4 Endangered Orphans of Condyle Cove 10-30 User Rating: N/A 14+ 1.64 A deplorable tabletop game devoid of joy, hope, or humor; which, regrettably, is also far more awesome than it has any right to be. In Endangered Orphans of Condyle Cove, players take turns choosing to move around the board, playing options to either help their orphan survive, or make their opponent's orphan suffer. When an orphan either runs out of options, or in an act of desperation, reveals the boogeyman, the boogeyman takes the orphan. When all but one orphan are taken by the boogeyman, the game ends, and the last orphan to survive is the winner. The Endangered Orphans set includes: Condyle Cove Core Game Boogeyman Solo Play Figure Fourth Player Expansion Last Winter Expansion The Ghost of Benny Harris Expansion 2-6 Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre 30 User Rating: N/A 15+ 1.58 Game description from the publisher: 2-6 Did you know that magical wizards are battling to the death ... and beyond ... right now!? \"Why battle?\" you might ask. 30 \"What have I got to prove, magic man?\" Only who's the most awesomely powerful battle wizard in the entire realm, that's 15+ what! As a Battle Wizard, you'll put together up to three spell components to craft millions (okay, not really) of spell 1.50 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. Epic Spell Wars of the Battle Wizards: Panic at the Pleasure Palace User Rating: N/A Epic Spell Wars of the Battle Wizards: Panic at the Pleasure Palace, the fourth game in the Epic Spell Wars series, takes the trademark humor-filled, mature gameplay and artwork to a new level for 2-6 players. Magically transmitted diseases (MTDs) are a powerful addition to the proceedings, leading wizards to suffer Crotch Krakens, Genital Harpies, and Gorgonorrhea, among other enchanted afflictions. MTDs also give players glyphs that lead to spells that are more epic than ever. In addition, players vie for control of the standee, which protects them from the MTDs that might come their way. —description from the publisher Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 21/84

2-6 Epic Spell Wars of the Battle Wizards: Rumble at Castle Tentakill 30-45 User Rating: N/A 15+ 1.58 The sleeper hit has awakened! Epic Spell Wars of the Battle Wizards: Rumble at Castle Tentakill is finally here and it’s loaded with all-new ways to deliver a smoking death to all who oppose you. This stand-alone game is also 100% compatible with the original game, which allows players to turn an already epic game into an EPIC game. Epic Spell Wars continues its epic quest after airing on TableTop on Geek and Sundry! Featuring game design and all-new art from the original creative team of Cory Jones, Rob Heinsoo, and Nick Edwards. New Addition: Creatures! Delivery cards in this set can also become your pets if you roll well enough. With a familiar by your side for a few rounds, you’ll be unstoppable. But if a big splash of damage is heading your way, why not have your little buddy jump in the way and take that blast instead of you? New Addition: Blood! Collect Blood as you slay your opponents and tempt fate with powerful magiks and treasures. Use your Blood points to make some spells even more powerful than before. New Addition: Reactions! A few spells will partially resolve even if you die too soon. Now you can play a full-strength spell without fretting about dying before it resolves. With a Reaction in there, you’ll get your revenge… New Addition: The Standee matters! That crazy stand-up piece is now a coveted heirloom in the game. If you control it, several of your spells will increase in strength. It can also earn you some extra Blood. Whether you have played the original or not, this new set will provide everything you need to start blasting your opponents into tiny bits of goo. Experienced players will find new challenges and they’ll marvel at the all-new Treasures and Dead Wizard cards as well. Mix the two sets together for the ultimate carnage-fest! 2-5 Exploding Kittens 15 User Rating: N/A 7+ 1.08 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. 2-5 Exploding Kittens: NSFW Deck 10-20 User Rating: N/A 18+ 1.08 Originally an expansion for Exploding Kittens, the most successful Kickstarer 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 4-0 Eyetoons 15-0 User Rating: N/A 14+ 1.25 The components consist of a pack of 80 cards each of which has a picture on one side and the answer on the reverse. Each picture contains clues to a popular song and the artist that made it famous .e.g a house with the sun close to the horizon with some creatures nearby would be House of the Rising Sun by The Animals. Cards are presented one at a time picture side up and the first to correctly identify tune plus artist wins the card. Player(s) with most cards wins game. Rules says game is for two players or teams but clearly any number can play. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 22/84

F (16 games) Fallout User Rating: N/A 1-4 Fallout is a post-nuclear adventure board game for one to four players. Based on the hit video game series by Bethesda 120-180 Softworks, each Fallout scenario is inspired by a familiar story from the franchise. Survivors begin the game on the edge of 14+ an unexplored landscape, uncertain of what awaits them in this unfamiliar world. With just one objective to guide them from 2.99 the very beginning, each player must explore the hidden map, fight ferocious enemies, and build the skills of their survivor as they attempt to complete challenging quests and balance feuding factions within the game. As they advance their survivors' stories, players come across new quests and individual targets, leading them to gain influence. Who comes out ahead depends on how keenly and aggressively each player ventures through the game; however, if a single faction is pushed to power too quickly, the wasteland will be taken for their own, and the survivors conquered along with it. —description from the publisher 2-6 The Farmers Market 0 User Rating: N/A 0+ 1.25 We are customers visiting the market. Sometimes we buy things. Sometimes we just look. Sometimes we return stuff. It's up to us to decide what to buy or just look at. Each vendor must sell enough to be able to come back another day. If they don't make some money or even lose money, they will leave. So, the object is to watch out for everyone's welfare. To do this well, we must discuss, plan, & problem-solve together, so everyone will enjoy some success. Lots of decision making for each player. The basic game plays quickly, with an advanced game for older players. 3-6 Find the Pickle 10-20 User Rating: N/A 12+ 1.00 Find The Pickle is a social deduction card game in which you must steal and bluff your way to finding and keeping the pickle. The game consists of 54 cards, plays 3-6 players, and lasts 10-20 minutes. Find The Pickle is not designed to be serious card game, in fact it’s mostly the opposite. Most of the cards are ridiculous in some way, with the only exception being the pickle, and lets face it! Pickles are pretty ridiculous anyway when you stop and think about them… The game went live on Kickstarter on the third of April, 2018, and is now available online from the Team Custard Kraken store. 1-5 Firefly Adventures: Brigands and Browncoats 90-120 User Rating: N/A 14+ 2.75 Firefly: Adventures is a cooperative, mission based, skirmish-level game where the players use the different skills and abilities of Malcolm, Zoë, Jayne, Kaylee and Wash to succeed. The game contains two distinct miniature game pieces for each crew member, one in Casual relaxed pose, the other in a Heroic action pose. Crew may choose to Act Casual or Act Heroic and each pose has a unique set of actions that the Crew can perform on their turn, but be warned – while no one’s gonna pay much mind to someone with a casual demeanor, acting all heroic is sure to attract unwanted attention. When you and the Crew get to work, a Job Briefing will tell you all you need to know; what your Crew needs to accomplish, how they might succeed and how long they have to get it done. Some Jobs are easier and faster, some are longer and more involved. What type of Job you want to tackle is up to you. You can work a single Job, or a series of Jobs, using the Credits you earn from one Job to equip the Crew for the next Job. Working a Job is never easy, there’s always some manner of malcontents standing in your way. You and the Crew are sure to run afoul of hired Goons, whether it’s a posse of unruly Cowboys or a gang of Eavesdown Docks Thugs. Depending on the circumstances, you may be able to talk your way out of trouble or distract them with some technical know-what. If not, then the situation may require a bit of violence! Brigands & Browncoats includes ten unique detailed Goon game pieces; five Cowboys and five Thugs. —description from the publisher 1-5 Firefly: Shiny Dice 30 User Rating: N/A 12+ 1.85 Firefly: Shiny Dice lasts three rounds, and whoever has the most points after three rounds wins. In each round, each player takes one or more turns. On your first turn in a round, you roll all fifteen dice — seven crew dice (brown), three passenger dice (white), and five bad guy dice (black) — then place them in the appropriate places on your display. Crew members and passengers all have unique abilities, some of which involve the option of rerolling dice. After any rerolls, you reveal your mission for the round. If you have dice on your board that match the numbers given at the top of the mission, then you're unaffected by the bold line — Bushwhacked, Gorram, etc. — immediately underneath. Otherwise, you might be forced to end your go after the current turn, forced to take an additional turn, or affected in some other way. After revealing and resolving the mission, the bad guys strike: Each Badger die holds one supply die. Each Saffron die moves a crew/passenger die of your choice to the cargo hold. If Niska dice are present, KO a crew/passenger die of your choice. After this, you then use any remaining crew and passenger dice to defeat the bad guys, which generally require one point of damage to defeat. Remove them all, and you score 1 VP for each type of bad guy defeated, with half-points for each supply delivered; fail to remove them, and you score no points for the defeated bad guys. If you clear the turn, you can opt to take another turn — rolling all the bad guy dice and all non-KOed crew and passenger dice — or end your turn. If you opt to continue, but then fail to defeat the bad guys, you lose all the VP that you earned previously on that turn. After three rounds, whoever has the most VPs wins. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 23/84

1-4 Firefly: The Game 120-240 User Rating: N/A 13+ 2.96 Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. Some crew and cargo are illegal, and can be confiscated if your ship is boarded by an alliance vessel. Travelling from planet to planet requires turning over \"full burn\" cards, one for each space moved. Most do nothing, but you can also encounter an Alliance ship, have a breakdown, or even run into Reavers. Completing jobs gets you cash. First player to complete the story goals wins. Game description from the publisher: In Firefly: The Game – based on the popular Firefly television series created by Joss Whedon – players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job — so long as it pays. Double-dealing employers, heavy-handed Alliance patrols, and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse. Firefly: The Game is a high-end thematic tabletop boardgame from Gale Force Nine (GF9) and the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe. 1-4 Firefly: The Game – Blue Sun 120 User Rating: N/A 13+ 2.88 Fire up your engines and full burn out to the edge of the 'Verse. Firefly: The Game – Blue Sun expands the game with a new 10\" x 20\" map extension that adds new systems to explore and exploit in an area of space known as the Rim. Rim Space is not a place for the faint-hearted, and a ship pushing past Border Space out towards the raggedy edge of space had best be ready to deal with what's out there. Navigate this frontier space with a new Nav Deck. A new Supply Planet offers new Gear to purchase and new Crew to hire. Two new Job Contacts offer new opportunities and unique game- changing challenges while the game's other Contacts have new Jobs to claim a piece of the Rim for themselves. Two new Leaders present new strategies for players to execute as they focus on three new Story Cards. Two additional Reaver Cutters and new rules for these dangerous savages put the 'Verse on high alert. Reaver activity is on the rise and your Crew is on the menu! 1-4 Firefly: The Game – Kalidasa 120-0 User Rating: N/A 12+ 2.96 The second Rim Space Expansion set for Firefly: The Game, Kalidasa adds a massive star system to the 'Verse with loads of new opportunities for adventure and profit. No sector of space is safe as the long arm of the Alliance reaches out beyond the central planets with the addition of the Operative's Corvette. Every region of the 'Verse becomes more dangerous with the addition of new Nav Cards for Alliance Space, Border Space and Rim Space. Two new Contacts, including the twin brothers Fanty & Mingo, provide new work opportunities for ambitious crews, especially those willing to get their hands dirty. The bustling port of Beaumonde offers exciting new gear and supplies for captains of all sorts. The bounty of the Rim also flows back to other Supply Planets with new crew, gear and ship upgrades appearing on other worlds. Finally, new Set Up cards, new Story Cards, and a host of surprises await the bold. 2-6 Fluxx 5-30 User Rating: N/A 8+ 1.39 Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available. 2-5 Forbidden Desert 45 User Rating: N/A 10+ 2.05 Game description from the publisher: Gear up for a thrilling adventure to recover a legendary flying machine buried deep in the ruins of an ancient desert city. You'll need to coordinate with your teammates and use every available resource if you hope to survive the scorching heat and relentless sandstorm. Find the flying machine and escape before you all become permanent artifacts of the forbidden desert! In Forbidden Desert, a thematic sequel to Forbidden Island, players take on the roles of brave adventurers who must throw caution to the wind and survive both blistering heat and blustering sand in order to recover a legendary flying machine buried under an ancient desert city. While featuring cooperative gameplay similar to Forbidden Island, Forbidden Desert is a fresh, new game based around an innovative set of mechanisms such as an ever-shifting board, individual resource management, and a unique method for locating the flying machine parts. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 24/84

2-4 Forbidden Island 30 User Rating: N/A 10+ 1.74 Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made. What causes this game to truly stand out among co-op and competitive games alike is the extreme detail that has been paid to the physical components of the game. It comes in a sturdy and organized tin of good shelf storage size. The plastic treasure pieces and wooden pawns are well crafted and they fit just right into the box. The cards are durable, well printed, and easy to understand. The island tiles are the real gem: they are screen-printed with vibrant colors, each with a unique and pleasing image. With multiple levels of difficulty, different characters to choose from (each with a special ability of their own), many optional island formats and game variations available, Forbidden Island has huge replay value. The game can be played by as few as two players and up to four (though it can accommodate five). More players translates into a faster and more difficult game, though the extra help can make all the difference. This is a fun game, tricky for players of almost any age. Selling for under twenty dollars, oddly, Forbidden Island is a rare game of both quality and affordable price. For those who enjoy Forbidden Island, a follow-up project by Gamewright titled Forbidden Desert was released in 2013. From the publisher's website: Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss! 2-10 Formula D 60 User Rating: N/A 8+ 1.98 Formula D is a high stakes Formula One type racing game where the players race simulated cars with the hope of crossing the finish line first. This is a re-release of Formula Dé with several changes from the original format. Whilst old tracks can be used with the updated Formula D rules, the new game features boards that have an F1 track and a Street Track on the other side. These street tracks each have a novel inclusion or two to add greater theme - The game mechanisms are a simple race, get to the finish line first! However, players have to use a significant amount of planning, and rely on quite a bit of luck. Each player manages when to shift gears, with each gear providing a different speed. (For example, 4th gear is a die that rolls random numbers from 7 to 12 for spaces moved.) Each turn, players may move up one gear, stay in that gear, or move down gears. This forces players to match possible rolls with the optimum distance for that turn, and hopefully plan ahead. However, speed is not the only issue! Corners have a \"stop\" rule that requires players to stop once, twice, or three times on that corner in consecutive turns or face a penalty. This creates an effective speed limit to the corners. Of course, things do not always go as planned! Players take penalties if they miss their roll, bump into another car, are blocked by other cars, have to brake heavily, or have to downshift several gears. These are taken off of a car’s attributes (Tire health, Brake wear, Transmission Gears, Body, engine, and Suspension). Losing the maximum in any of these categories will result in elimination, or a severe setback for that car. This requires that players manage their car’s health, plan for their best path, and have good luck on their rolls. This high amount of luck gives the game its family appeal, and lets weaker players have a chance at winning once in a while. However, the fun does not end with a single race! The rules include the ability to customize your cars, use a pre-generated character, add Slipstreaming (Drafting) rules and road debris, and change tire types to modify your distance rolls. There are also variations for a single lap race, or multiple laps with pit stops to repair some of your damage points. In addition, numerous expansion tracks can be purchased to vary the demands on each driver and car. Each track may also have weather effects (rain) that change car handling and die rolls due to skidding on wet track. This opens up the game for rally rules giving championship points over a number of races. Formula D adds a few items that are not in the original Formula De: There is the added excitement of illegal racing in the streets of big cities - anything goes! This adds custom cars, nitro acceleration, drifting in the curves, dirty tricks, gun battles, and trash on the road to add more variation. A basic change is the use of a \"Dashboard\" with movable pegs to manage your car’s attributes instead of the paper forms from Formula De. There are also two sets of pre-painted cars; a Formula 1 set and the Street Race set of stock cars. The street cars come with \"Character\" profiles to give a bit of role- playing to the game. Finally, the old category of \"Fuel\" for the car has been renamed Transmission Wear to give a better thematic fit to the effect of multiple downshifting. The popularity of this game has given it a lot of expansions, some simplifications to the rules (See Formula Dé Mini), and a lot of \"after market\" parts. There are also fan expansions and tracks for the very dedicated player. In many ways, this has become a multiple game system. 2-5 Fossilis 45-60 User Rating: N/A 8+ 2.16 An incredible new dinosaur graveyard has been discovered, and if the early findings are any indication, it could be a treasure trove of fossils and bones like the world has never seen! In Fossilis, 2 to 5 players become paleontologists working the dig site with shovels, whisk brooms, and chisels looking for a find that could make their career. Each round, players get two actions to dig at the site or make an extraction. As they remove the top layers of sand, clay, and stone, they'll discover trace fossils, which can be exchanged for tools, the plaster necessary to extract bones, and discovery points. As they delve deeper, precious bones will be exposed. They can make a careful extraction if they have the right amount of plaster, but sometimes shifting the earth to cover up a find and slow down the competition is the right move. Bones on their own can be valuable, but museums are really interested in more complete specimens. Sets of bones can be exchanged for museum cards worth big points! Fossilis features a unique 3D dig site board, with recessed pockets filled with dinosaur bones, and thick, chunky terrain tiles that cover the dig site. Players have to use strategy, timing, and a little bit of luck if they want to make the best discoveries, get their name in all the paleontology journals, and of course, win the game. —description from the publisher Note: The Kickstarter edition supports solo play and includes other game related content. It may be found here Fossilis: Kickstarter Edition. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 25/84

1-4 Founders of Gloomhaven 90-120 User Rating: N/A 12+ 4.11 Description from the publisher: Founders of Gloomhaven is a competitive tile-placement, action-selection, city-building game in which each player controls a fantastical race working to build the city of Gloomhaven and gain influence over its residents. This is a standalone game set in the same universe as Gloomhaven. The events, however, take place hundreds of years before Gloomhaven and depict the original construction of the city. In Founders of Gloomhaven, players use action cards to place resource buildings on the map of the city, use these resources to create more advanced resources, then deliver them to proposed building sites to earn prestige. An individual player, however, cannot do everything on their own because they can import only a small number of resource types, depending on their race. To create more advanced resources, they have to work with other players. The game also features an auction mechanism in which players vote periodically to determine which new building proposals come out and where they are placed on the board. Players can also add the influence they've gathered to increase the strength of their vote. 2 Frankenstein 15 User Rating: N/A 10+ 1.00 In this two-player game, Dr. Frankenstein and Igor try get sets of three ingredients from a large rack of 5x10 ingredients. During a turn, a player has three action points to manipulate the ingredient columns, trying to get the exact set of three ingredients he is looking for either on top of a single column or on three adjacent columns. Re-stacking the columns is rather intuitive: you can move stacks of any size, but you can never move them upwards, only to the same height or downwards. The first player to collect five sets wins the game. 2-6 Frankenstein's Bodies 60 User Rating: N/A 10+ 2.20 Body-building the Baron's way in Frankenstein's Bodies, a game in which players are surgeons competing to impress Frankenstein with the creations they make from the body parts available. Players have two laboratory benches on which to work and aim to collect body parts (cards) matched in terms of gender and serum color. The bodies that are the most complete and most matched gain bonus points, and the player with the highest total wins. Body parts can be stolen from other players by using surgery cards, but at the risk of becoming infected. Master surgeons can be employed to prevent surgery and gain extra bonuses. Frankenstein's Bodies is a highly interactive game of competitive surgery. The deck is totally language independent and with only 8 types of cards in play is the first of YAY Games '2 Turns to Learn' games. In April 2015 'Frankenstein's Bodies' won the prestigious Griffie Award for Best Board Game 2015. The Griffie's are award by Scotland's longest running gaming and fantasy convention Conpulsion and is voted for by attendees. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 26/84

2-6 G (11 games) 45 6+ The Game of Life Adventure Edition 1.00 User Rating: N/A 2-6 The Game of Life, the classic board game you no doubt played as a child, is to get a make over for 2011 Hasbro has 60 confirmed to Pocket-lint. 12+ 1.17 The new version of the board game will now be called Game of Life: Adventures Edition and focus on multiple career paths based on islands that you can travel between. 2-6 10 Updated for the modern world, the latest version of the classic board game is literally a 'spin' on the original.. 8+ 1.33 The new design features a rotating game board that can shift the direction of the game with one twist of a spinner – changing certain sections of the board to baffle and challenge other players! 2-4 60 There are also refreshed graphics, new jobs and the introduction of planes, islands and family pets, but the game's 13+ challenges remain the same: steer clear of trouble and make the right choices on the journey through life. 1.63 Game of the Year 2-5 User Rating: N/A 30 13+ (Spears Edition) Players spin a calendar wheel and move forward the designated number of days around a board 1.81 representing a leap year calendar. Blue days have bad consequences, red days good ones and purple link to historical facts that can be bad or good. Players earn money and collect Red Letter day tokens along the way. The player with the most Red 2-6 Letter Day tokens at the end of the year wins. 60 8+ Geistesblitz 1.13 User Rating: N/A Geistesblitz is a lightning fast word game. Players are dealt a number of letter chips. A random letter is placed on the first lightning field. Now players simultaneously try to find a word with that letter and a letter chip of their choice from their pile of chips. It does not matter where the two letters are located in the new word, but the two letters have to be in the sequence displayed on the board. For example the first letter chip is \"A\". Player1 has a \"N\" chip, so he shouts \"ANd\" and places the \"N\" on the Blitz board on the field next to the \"A\". Now the players just have to find a new word with \"N\" and a letter of their choice from their chip piles. Player2 has a \"E\" and shouts \"liNE\". he places the \"E\" chip on the next field. Game ends when a letter chip is placed on the last field on the blitz board. Player with the smallest number of chips left wins. Gloom User Rating: N/A The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond. In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well- deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins. Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it! Each of the three expansions for Gloom adds one more player, thus with all three expansions, this should be playable with seven players. Gloom: Unwelcome Guests User Rating: N/A The Gloom: Unwelcome Guests expansion adds one player and 55 cards to the game. Here is a description of the expansion from the publisher: In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this new set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family - the malodorous Malone mob - including The Broken Arms Hotel as a Residence card to use with the Unhappy Homes expansion. When Boils Malone brought his family overseas to “get away from the heat,” he wasn’t expecting quite so much rain! Adding an extra level of strategy, new persistent effect icons on cards allow their special effects to continue to be active even if covered by another card. A persistent effect ends only when the attached character is killed. Also inside are five Unwelcome Guest cards. Deal one or more face up to the table’s center at the start of the game. Guests “follow” the card types noted on them; no matter where it currently is, a living Guest immediately moves to join the family of the character on which one of its “trigger” cards is played. All its Modifiers are moved with it, and it’s considered a member of that family until it moves again. This may delay the game’s end if a final play draws a Guest to the near-winner’s family. Go For Broke User Rating: N/A Go For Broke is a roll and move game for 2-5 players. Players receive one million dollars from the bank and race to be the first player to spend all of their money and go bankrupt. Players can risk money at the Racetrack, the Casino, play the Stock Market or make donations to charity. Outcomes are determined by spend and receive cards and by the spinners that represent the various locations. 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3-6 Grabbit! 45 User Rating: N/A 7+ 1.00 All players start with 8 cards. On your turn, you roll the dice to see if you have to give, take or lose cards of the appropriate character. At random times, the board will 'laugh' & you must then grab one of the highlighted character figures. Any players that succeed in this will then score the matching cards in their hand. Play to an agreed upon number of 'grabs' 3-6 The Great Fire of London 1666 80-120 User Rating: N/A 12+ 2.54 On Sunday September 2, 1666, Thomas Farriner, the baker to the King, forgot to put out the hearth fire in his shop. This simple act of negligence created a towering and lethal inferno which would eventually destroy 13,000 houses and leave nearly 90 percent of the city's population destitute and homeless... You are no simple bystander to this tragedy; the future of London lies in your hands. In The Great Fire of London 1666, the players are men of wealth and standing who own property around London. The Lord Mayor has failed to act and it is down to these mighty men to lead trained bands of militia to fight the fire and save the city. To do so they must decide which districts to sacrifice to the fire and which to protect. Remember, these same men own much of London, thus such choices will shape their own future and greatly affect their wealth and standing. Use the trained bands to suppress the fire and explosives to destroy blocks of housing to create fire breaks and prevent its spread. Do you choose to protect your own homes, turning a blind eye and allowing the fire to consume your rival's property? Or will you stand as the hero of London, and choose to save as much of the city as possible? Victory can belong to the player with the most property left after the ashes settle, but stopping the fire and saving London's most famous landmarks may win a more altruistic land owner the hearts and minds of the people. Save the city, or watch it burn. 4-10 GROWL 10-15 User Rating: N/A 10+ 1.36 Work together to distribute the bites and wounds amongst the village. Some of you are wolves trying to \"turn\" the others. When Night falls, everyone secretly passes cards to their neighbors! 4-10 players (up to 15 with more cards) all claim to be innocent humans, but one (or more) of them is Wolf Zero, the original werewolf that wants to infect the village! The deck of cards sits face-up in the middle of the table. One by one you take turns picking up the top card and giving it to any (other) player you want. The cards can be a Bite (which brings you closer to becoming a wolf) or a Wound (which brings you closer to dead), or cards that cancel other cards. When a Night card is revealed, the full moon comes out and werewolves and humans get to pass cards anonymously, which is how the infection spreads and turns humans into wolves. Charms negate Bites and Salves negate Wounds. 3 Wounds (net) kill either a human or a werewolf. 3 Bites (net) turn a human into a werewolf, and only wolves can pass Bites at night. When the deck is exhausted at the end of the third night, Wolf Zero(es) begins to GROWL and slowly other wolves (even dead wolves) join the growl! If any humans are left alive, all humans (even dead ones) win. If all the players who are still alive are growling, all wolves (including dead ones) win! 2-4 The Gruffalo: Match and Memory Board Game 0 User Rating: N/A 3+ 0.00 Walk through the wood, looking at cards to see if you can remember where the animals are. A simple match and memory board game featuring the characters from the hugely popular children's story The Gruffalo. Discover what happens when the quick-thinking mouse comes face to face with an owl, a snake and a hungry fox. This game has a strong educational component but is also great fun. 2 Guess Who? 20 User Rating: N/A 6+ 1.12 The mystery face game where you flip over a collection of faces with different color hair, eye color, hair, hats, glasses etc. to deduce who the secret person is that your opponent has chosen. You flip over the hooked tiles as you narrow your choices by asking characteristic questions. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 28/84

2-99 H (8 games) 15-30 14+ Ha! Ha! Moustache 1.33 User Rating: N/A A trivia based game, where players hold up a moustache card in front of their face and read clues off the back in decreasing order of difficulty. From the publisher: So, you think you know famous moustaches? Players are given clues, one at a time, from the player wearing the moustache card. Can you Name That 'Stache'? 2-4 Harry Potter: Hogwarts Battle 30-60 User Rating: N/A 11+ 2.08 The forces of evil are threatening to overrun Hogwarts castle in Harry Potter: Hogwarts Battle, a cooperative deck-building game, and it's up to four students to ensure the safety of the school by defeating villains and consolidating their defenses. In the game, players take on the role of a Hogwarts student: Harry, Ron, Hermione or Neville, each with their own personal deck of cards that's used to acquire resources. By gaining influence, players add more cards to their deck in the form of iconic characters, spells, and magical items. Other cards allow them to regain health or fight against villains, keeping them from gaining power. The villains set back players with their attacks and Dark Arts. Only by working together will players be able to defeat all of the villains, securing the castle from the forces of evil. —description from the publisher 2-6 HATE 60-120 User Rating: N/A 18+ 2.47 They ravaged their Mother, the Earth, and bound Her with sorcerous chains. The moon caught fire; the sun froze. In the veins of the world, her lifeblood choked to dust. The oceans boiled to miasmas that clotted the skies. Rocks fanged up from the stubble of dying forests. As She began to rot, Her creatures, Her children, survived as best they could. Tearing at each other, prowling in Her fetid hollows, breeding abominations. Feasting on Her, Fungi and moulds become sentient. And, as the ages pass, some lineages of men grow monstrous, even as others diminish, weaken and become easily their slaves. These \"higher\" men feed on the lesser, growing in strength, and hurl their tribes one upon the other in terrible truceless wars — until one tribe crushes the others into kneeling submission, under a lord, nameless save for his title: Tyrant! But though decayed, She was not slain. With the little strength remaining, She seduces Worm; the least, the most abject of those creatures bred for meat. Unlikely savior, through sorcery, and helped by unlooked for allies, Worm follows the thread of his fate to Her. If he can free Her, Her blood will spout into a flood and frenzy of returning Life. And her hatred will swell Worm into being Her champion, Her consort, and Her AVENGER, the Horned God! Based on the graphic novels by the acclaimed Adrian Smith, HATE is a highly kinetic, endlessly brutal campaign game of post-apocalyptic survival. Up to six players battle through a multi-game Chronicle where they use their unique clan to savagely plunder, mutilate, and demoralize their opponents. Death is permanent for clan members; once they die, they are out of the game. The player who most expertly uses savagery (gained by doing unspeakable violence upon their foes) to upgrade their warriors and resources (gained by plundering the land) to unlock powerful new abilities from their village will win the game, but only the player with the most hate will become the Tyrant and rule over the rest! —description from the publisher 3-10 Hedbanz for Adults! 60 User Rating: N/A 8+ 1.09 It’s Hedbanz for adults. The quick question game of “what am I?” that leaves everyone guessing. Ask questions to figure out if the card on your head is a person, place or object. But be smart, after all it’s Hedbanz for adults. Are you a famous person in history? Maybe an object found in the kitchen? In this hilarious adult version, the first player to accurately guess what they are wins. Adults need to have fun too. And Hedbanz is the game where everybody knows but you. Let the good times roll with Hedbanz. 1-4 Hellboy: The Board Game 60-90 User Rating: N/A 14+ 2.88 Hellboy: The Board Game is a co-operative experience in which players face off against some of the comic's most famous foes. Up to four people take control of iconic BPRD members, such as Hellboy, Abe Sapien, and Roger the Homunculus, then explore gothic locations and uncover ancient artifacts. The game features pre-assembled plastic miniatures that accurately capture the look and feel of Mike Mignola's world famous comic series. 4-10 Herd Mentality 20 User Rating: N/A 10+ 1.00 This is a party game for families, friends and cow rustlers. The aim of the game is simple: think like the herd and write down the same answers as your friends. If your answer is part of the majority, you all win cows. Yeehaw! If everyone else writes an answer that is matched by at least one other person, but yours is the odd one out, then you land the angry Pink Cow, and your herd of cows is worthless until you can offload it onto someone else. The first player to collect eight cows wins. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 29/84

2-6 Highlander: The Board Game 20-40 User Rating: N/A 14+ 1.40 Highlander: The Board Game is a quick-playing game in which you duel throughout the ages in order to be the last immortal standing. In the game, you choose an immortal from the timeless movie (or perhaps even new characters), collect allies, and live entire lives to give you the greatest chance at winning your duels — but you do not get to decide when exactly you will meet your foes on the battlefield. All you can do is prepare in the hope that you are the more powerful! 1-4 The Hobbit: An Unexpected Journey 40 User Rating: N/A 15+ 1.82 Game description from the publisher: The Hobbit: An Unexpected Journey is an exciting all-new co-operative game of adventure in which you join Bilbo Baggins and his thirteen Dwarven companions on their journey through the Lonelands and Misty Mountains, encountering Goblins, Trolls, and other dangers that seek to put an end to their adventures. Traverse your way through two boards, each more difficult than the last, with the goal of coming out alive and prepared for the dangers that lie ahead. Your accumulated points at the end of the game will be your team's mark for finding out how good of a Company you really are! The Hobbit: The Desolation of Smaug , although it is also a stand-alone game, can be used as an expansion to this game. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 30/84

I (1 games) Incursion User Rating: N/A INCURSION is set in the world of Secrets of the Third Reich and is the ultimate combination of board game and miniatures game. Armored troopers of the US “Lucky Seventh” and stalwart commandos of the United Kingdom’s MI-13 hurtle through underground bunkers and combat the monstrous forces of the German SWD in a furious race against time. The Doomsday Device is ticking and neither the Allies nor the Axis can fail. This two player game features a tight storyline campaign that culminates in an epic and desperate climax. The game mechanics are simple to grasp allowing players to instantly focus on their tactical options. Game play is incredibly fast-paced and tense and players choose their forces through a card-based Requisition Point system. The game is played on a board with a special card deck and highly detailed 30mm metal miniatures. You can also use the miniatures in games of Secrets of the Third Reich. Rules can be found for them here. 2 In 1946, after stunning German victories on both fronts largely attributed to Vergeltungswaffe 4, a compound that kills 120 painfully and resurrects corpses as dangerous animate objects, Franco joined the Axis. Spanish forces backed by 0+ Brandenburger commandos and Fallschirmjager Drop Armor assaulted the British held rock of Gibraltar. Germany claimed 2.77 the ancient fort with its network of caves and aggressively expanded it into a vast underground research, command, and control center, plumbing the depths of the Rock. In 1949, allied forces mount a massive offensive to retake it. The campaign is bloody and hard-fought but ultimately successful. German and Spanish personnel escape by U-boat from underwater chambers. US and British forces enter the German compound only to be beaten back by the horrors that lurk within the vast twisted labyrinth under Gibraltar. Many commanders feel that the only recourse is to seal the caves from the surface, so that is done. Unfortunately it is impossible to determine the lo cation of all of the undersea tunnels. Zombie naval mines damage or destroy numerous smaller vessels and sink the aircraft carrier Lexington as they sally forth from these undersea caves. MI-13 stumbles onto communiqués detailing German SWD plans for a diabolical Doomsday Device under Gibraltar. Given the effectiveness of previous SWD attacks, the credibility of these reports cannot be ignored. The decision is made to clear the caves. MI-13 Commandos and elements of the US Lucky Seventh invade the stronghold in a desperate race to shut down the Doomsday Device before it can be deployed. Contents: Rigid two piece box covered in art Glossy 28 page rulebook Card rules summary/playsheet 4 sheets of two-sided heavy-duty die cut pieces (132 total) including counters, doors and stand-ups for all models Super Heavy duty two-sided six-fold game board 86 cards (66 card Battle Deck and 10 Model Cards for each side) 3 black dice 36 black plastic stand-up holders for doors and \"models\" Vac-formed plastic holding tray Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 31/84

J (7 games) Jaws User Rating: N/A 2-4 In JAWS, one player takes on the role of the killer shark off Amity Island, while the other 1-3 players take on the roles of 60 Brody, Hooper and Quint to hunt the shark. Character and event cards define player abilities and create game actions for 12+ humans and the shark. Gameplay is divided into two acts — Amity Island and The Orca — played on a double-sided board 2.16 to replicate the film's story: In the Amity Island phase, the shark menaces swimmers and avoids capture. Other players attempt to pinpoint the shark's location and save swimmers from shark attacks. In the Orca phase, played on the reverse side of the game board, Brody, Hooper and Quint are aboard the sinking ship engaging in a climactic battle against the shark, while using additional action and strategy cards to defend the Orca from targeted shark attacks. If humans kill the shark, they win; if the shark attack on the Orca succeeds, the great white shark wins. 1-8 Jenga 20 User Rating: N/A 6+ 1.12 A tower building game. Jenga is played with 54 wooden blocks; each block is 3 times as long as it is wide, and slightly smaller in height than in width. The blocks are stacked in a tower formation; each story is three blocks placed adjacent to each other along their long side, and each story is placed perpendicular to the previous (so, for example, if the blocks in the first story are pointing north-south, the second story blocks will point east-west). There are therefore 18 stories to the Jenga tower. Since stacking the blocks neatly can be tedious, a plastic loading tray is included. Once the tower is built, the person who built the tower moves first. Moving in Jenga consists of taking one and only one block from any story except the completed top story of the tower at the time of the turn, and placing it on the topmost story in order to complete it. Only one hand at a time may be used to remove a block; both hands can be used, but only one hand may be on the tower at a time. Blocks may be bumped to find a loose block that will not disturb the rest of the tower. Any block that is moved out of place may be left out of place if it is determined that it will knock the tower over if it is removed. The turn ends when the next person to move touches the tower, although he or she can wait 10 seconds before moving for the previous turn to end if they believe the tower will fall in that time. The game ends when the tower falls in any significant way -- in other words, any piece falls from the tower, other than the piece being knocked out to move to the top. The loser is the person who made the tower fall (i.e. whose turn it was when the tower fell); the winner is the person who moved before the loser. The same game concept was published in 1984 by Fagus under the name \"Hoppla - eins zuviel!\" According to the designer, the game was developed from Takoradi blocks/bricks. \"Jenga\" is Swahili for \"build\". 1-5 Jim Henson's Labyrinth: The Board Game 60-120 User Rating: N/A 6+ 1.77 \"Give me the child. Through dangers untold and hardships unnumbered, I have fought my way here to the castle beyond the Goblin City to take back the child that you have stolen, for my will is as strong as yours, and my kingdom as great.\" Jim Henson's Labyrinth: The Board Game is a beautiful exploration of the movie for 1-5 players in which Sarah, Ludo, Sir Didymus and Hoggle must adventure through the labyrinth and make their way to the goblin city to save Toby from Jareth, the goblin king! The board is very simplistic, beautifully illustrated and dominated by the titular Labyrinth. This is the maze that players must navigate every time they wish to save Sarah’s baby brother. Each game is different with the blank card spaces being filled with the magical encounters and monsters that are depicted on the deck of cards that comes with the game, this ensures a great deal of replayability and unpredictability in the game, giving the Labyrinth its signature feel. The game consists of two distinct stages, one in which the group must adventure through the labyrinth trying to find the goblin city whilst keeping their willpower as high as possible (nobody wants to fall into the oubliette!), and a second stage in which the players must fight their way into Jareth's castle where Sarah must say the magical words that will release her brother. 2-4 Jim Henson's The Dark Crystal: Board Game 60-120 User Rating: N/A 14+ 2.33 Will Jen and Kira manage to find the Shard and heal the Dark Crystal? Find out in Jim Henson's The Dark Crystal: Board Game, based on the classic The Dark Crystal movie by Jim Henson. —description from the publisher This is a team/semi-cooperative game. 3-10 Joking Hazard 30-90 User Rating: N/A 18+ 1.03 From the creators of Cyanide & Happiness comes a card game where players compete to finish an awful comic strip. The creators said: \"Someone on the Internet once told us that making stick figure comics is easy as hell, and that we were ugly and stupid. They were right on all counts. So, after crying for a few hours, we created the Random Comic Generator which since its inception in 2014 has entertained millions with its computer-generated comedy. After a few weeks of playing with the Random Comic Generator, we started to wonder if its hundreds of random panels might lend themselves to a card game, where you compete against your friends to finish a comic with a funny punchline. So we printed out all of the RCG panels and started playing with them.\" Draw 7 cards. The deck plays the first card, select a Judge to play the second, then everyone selects a third card to create a three panel comic strip. The Judge picks a winner. The game includes a deck of 250 unique panel cards - that’s 15.4 million combinations of comics! 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2-4 Jumanji 45 User Rating: N/A 8+ 1.45 The Game that Pursues You! Stalking lions, Charging rhinos, Lunging, Snapping crocodiles, and more. In the wild world of Jumanji, they're only a dice roll away. 2-6 20 Choose your pawn and set out on a deadly journey. Decode rhyming card messages that could spell disaster! Roll 8-sided 12+ dice together to rescue a fellow player in danger! Fail to escape, and the jungle could swallow you whole! The only way out 0.00 is to finish the game. Only then will the terrors of the jungle disappear... The game is based on the movie with the same name. Junior Cluedo User Rating: N/A In this edition, the players must search each room of the mansion uncovering clues that tell them if there is a bat, a cat, or a ghost hiding in the room. The goal is to find all three ghosts. As play proceeds, spiders may force players to be sent to the center stairway or trapdoors may cause the cards in each room to switch. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 33/84

K (4 games) Kerfuffle User Rating: N/A Abstract card game for two or more players (up two per deck). Each player has a deck of 25 cards, each containing five copies of five different cards. Each card has a special action that it performs, which either helps the player using it or hinders another player. 2 On a player's turn, they play one of the cards from their hand in front of them, and then perform the special action 5-15 associated with that type of card. 7+ 0.00 The first player to assemble either one card of all five types or five cards of the same type wins. While the rules are in English, the cards used in the game itself consist purely of an icon, meaning that the game is effectively language independent. Given the large nature of these icons and the colour choices, it's also no problem for colorblind players. '-description from designer 2 KeyForge: Call of the Archons 15-45 User Rating: N/A 14+ 2.47 From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen—a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day! Along with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet’s hidden Vaults to gain ultimate knowledge and power. This starter set contains two starter decks, two unique Archon Decks, and all the keys and tokens two players need to play! KeyForge: Call of the Archons is the world's first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge: Call of the Archons, there are more than 104 quadrillion possible decks! Every Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them—interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant! KeyForge: Call of the Archons is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy's forces, and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may play and use cards only from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare \"Sanctum\" at the start of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed must wait. Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival’s forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool. Notably, no card in KeyForge has a cost — choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins! —description from the publisher 2-6 King of New York 40 User Rating: N/A 10+ 1.87 There's always something happening in the city that never sleeps. Maybe it's the lights, maybe it's the energy, or maybe it's the giant monsters trying to demolish the place! King of New York is a standalone game from designer Richard Garfield that keeps the core ideas of King of Tokyo while introducing new ways to play. As in KoT, your goal is to be the first monster to collect 20 victory points (VPs) or to be the last monster standing. On your turn, you roll six dice up to three times, then carry out the actions on those dice. Claws cause damage to other monsters, hearts heal damage to yourself, and energy is stored up so that you can purchase power cards that provide unique effects not available to anyone else. What's new in King of New York is that you can now try to become a star in the big city; more specifically, you can achieve \"Fame\", which nets you VPs, but superstar status is fleeting, so enjoy your time in the spotlight. The game board for King of New York is larger than in KoT with each monster occupying a district in the city and everyone trying to shine in Manhattan. When you attack, you can displace a monster in another district, whether to escape military forces or to find new smashing opportunities. Yes, smashing because you can now destroy buildings and get bonuses for doing so, but the more destruction you cause, the more intense the military response. The monsters from King of New York can be used in KoT and vice versa, but the power cards are specific to this game. Part of the King of Tokyo series. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 34/84

2-6 King of Tokyo 30 User Rating: N/A 8+ 1.49 In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo. At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory. The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone! Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year! In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended. First Game in the King of Tokyo series Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 35/84

L (9 games) Labyrinth User Rating: N/A 2-4 Labyrinth (formerly The aMAZEing Labyrinth) has spawned a whole line of Labyrinth games. The game board has a set of 20 tiles fixed solidly onto it; the remaining tiles that make up the labyrinth slide in and out of the rows created by the tiles that 8+ are locked in place. One tile always remains outside the labyrinth, and players take turns taking this extra tile and sliding it 1.37 into a row of the labyrinth, moving all those tiles and pushing one out the other side of the board; this newly removed tile becomes the piece for the next player to add to the maze. Players move around the shifting paths of the labyrinth in a race to collect various treasures. Whoever collects all of his treasures first and returns to his home space wins! Labyrinth is simple at first glance and an excellent puzzle-solving game for children; it can also be played by adults using more strategy and more of a cutthroat approach. 2-6 Last Friday 30-120 User Rating: N/A 14+ 2.29 Last Friday is a hidden movement, hunting and deduction board game, inspired by the popular \"slasher\" horror movie genre. In the role of young campers, the players are challenged to survive a long weekend of terror – while one of them takes the role of the undying psychopath hiding in the shadows of the forest. In general, the murderer's goal is to remain hidden and to kill off each of the campers, while the campers are trying to fight back and kill the murderer before they are all killed. The game is played over four chapters — Arrival at the Camp, The Chase, The Massacre, and The Final Chapter — and each chapter plays out differently as the hunter becomes the prey, then comes back from the dead looking for revenge. 2-4 Lava Dragon 15-25 User Rating: N/A 7+ 1.18 Prove you are the bravest knight of all by being the first one to summon the dragon from the top of the volcano. Avoid the lava and block your opponents as you climb to victory. With the LEGO Dice no two games of Lava Dragon are ever the same. 1-5 Legendary Encounters: A Firefly Deck Building Game 45-90 User Rating: N/A 14+ 2.63 In Legendary Encounters: Firefly, players take on the roles of characters from the series and work together to complete objectives for episodes from the Firefly TV show. Players each select an Avatar out of the Main Characters of the game. Each game will have 5 Main Characters and 4 Supporting Characters, so all 9 crew members will be part of each game. The 14- card stack for each Supporting Character is shuffled together to form the Crew Deck, which will be used to build up each player's deck. Legendary Encounters: A Firefly Deck Building Game is a standalone game in the Legendary Encounters series that utilizes the Legendary Encounters system set in the Firefly universe. Playing with 500 cards and a roll-up playmat, you'll build up your deck, coordinate with your crew, and upgrade your ship to gain advantages, but be careful that Serenity does not receive too many ship strikes. Get ready to explore the 'Verse! 1-5 Legendary Encounters: A Predator Deck Building Game 45 User Rating: N/A 17+ 2.69 Legendary Encounters: A Predator Deck Building Game is based on the first two movies of the Predator series. Taking on the roles of characters from the films, players take turns recruiting cards for their deck from a central selection in order to improve their deck and defeat Predator cards that are added to the central game board. In more detail, within the setting for each film you can play as the humans or as the Predators. As the humans, you play the co-op version of the game as in Legendary Encounters: Alien, recruiting, scanning and attacking the same way while trying to achieve objectives. When you play as the Predators, the game is player vs. player instead of co-op, with each player assuming the role of a Predator hunting for the most honor (VPs). Legendary Encounters: A Predator Deck Building Game is a standalone game in the Legendary Encounters series that is fully compatible with Legendary Encounters: An Alien Deck Building Game. Specifically, you can use the Predator deck in Alien or the Alien deck in Predator. Similarly, Predator is also compatible with the Marvel superheroes version of Legendary but cannot be fully integrated. 2-5 Legendary: Big Trouble in Little China 45-60 User Rating: N/A 14+ 1.82 Description from the publisher: Become Legendary with the mystical arts seen in the cult hit film Big Trouble in Little China! In the deck-building game Legendary: Big Trouble in Little China, players work their way through the co-op game trying to defeat Lo Pan and the three storms! Play as Jack Burton, Gracie Law, Wang Chi, and even the Pork Chop Express as you play schemes straight from the film. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 36/84

2-8 Llamas Unleashed 30-45 User Rating: N/A 14+ 1.63 Llamas Unleashed is an Unstable Unicorns game. The goal is to get 7 animals into your field before your opponents. A task that sounds much simpler than it is. Llamas Unleashed is a fully playable base game that is NOT intended to be shuffled into your Unstable Unicorns games. It comes with 135 cards in a magnetic box, and it has the same base mechanics, but with a few twists. In the game, you'll find 4 types of characters: Llamas, Alpacas, Goats, and Rams. There are also magic cards, instant cards and upgrade/downgrade cards. Playing certain cards only affect certain types, such as if you play a \"Goatmeal Raisin Cookie\" or a \"Download More RAM.\" In addition, there is a new mechanic called \"Herd Bonus.\" If you get 3 of the same type of character in your Stable (now called a Field) at the same time, you get a Field Advantage! Think of it like an Upgrade card, except with no Upgrade in your Stable. Bonus effects range from extra card draw to protection to stealing from your friends. Be sure to strategize early though- if you don’t remember the Herd Bonus when choosing your Baby Animal, you might end up having a baaaad time! Plus, each of the instant cards in the deck (equivalent to the Neighs you know) have an added bonus of allowing you to snatch up the card if it belongs to a specific type (ex. if you use the right \"Neigh\" on a Goat-type card, you can add it to your hand instead of sending it to the discard pile!) The core mechanics are based on those of Unstable Unicorns, but there are a ton of new card effects that you've never seen before. Also, Llamas. How can you resist? —description from the publisher 1-4 Lords of Hellas 60-90 User Rating: N/A 14+ 3.33 Enter the Dark Ages of Greece, ruled by mighty Gods wielding advanced technology. Control asymmetric heroes and choose your path to victory, either by strategic control or adventure style monster hunting and quests. Build majestic multi-part monuments of Gods on the board and unlock their mighty powers that will help you win and survive the raids of monsters, who travel through land and rain havoc. In Lords of Hellas, you control an asymmetric hero, developed by increasing his 3 basic statistics and gathering artifacts. The main statistics are: Leadership that will help you to move your armies Strength that will empower you to successfully hunt for monsters Speed that will make your hero move faster Through the game you can choose from various actions and influence the game thanks to the mighty monuments of base Gods: Zeus, Athena, and Hermes. You need to strategically move your armies and hero as well as manage your actions in order to win. Players can win in various ways: by controlling area, temples, or slaying monsters that are wandering through the map and interfere in various ways. Once any victory condition is met, the game ends (there is no point system). —description from the publisher 2-5 Lords of Waterdeep 60-120 User Rating: N/A 12+ 2.46 Game description from the publisher: 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. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 37/84

M (30 games) Magic: The Gathering User Rating: N/A GAME SYSTEM This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages. 2 From the official website: In the Magic game, you play the role of a planeswalker—a powerful wizard who fights other 20 planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It 13+ contains the spells you know and the creatures you can summon to fight for you. 3.22 This is the grandfather of the collectible card game (or CCG) genre. Cards are categorized as common, uncommon, rare, and mythic rare. Players collect cards and build decks out of their collection. Players build a deck of cards and duel against an opponent's deck. Players are wizards attempting to reduce their opponent's life total to zero. The first player to reduce his opponent's life to zero (or meet another set win condition) wins the game. An important part of the game is deck construction, which is done prior to the actual game by selecting what cards are included in a particular deck. There are nearly 20,000 different cards from which to build your deck! Cards can be lands, which usually generate mana of various colors, or spells, which require a certain amount of mana to be used. Some cards (creatures, artifacts, and enchantments) stay on the board and continue to affect the game, while others have a one-time effect. Players randomly draw spells to see what they get and can play each turn. Although this limits your choices, there is a lot of strategy in how you play those spells. A robust list of game mechanics, including intricate rules for reactive card play called \"the stack,\" provide for rich tactics and tough choices each turn. Though traditionally a two-player duel, there are several casual and tournament formats to Magic that allow more players to play. 2-4 Magma Monster 10-20 User Rating: N/A 7+ 1.20 You are an explorer who have entered the middle of the earth to explore. Suddenly you encounter a terrible Magma monster. Can you escape the monster over the burning lava river? Place LEGO bridges over the burning lava by rolling the dice. A title in the LEGO© game series. All parts are made out of LEGO, even the dice. 3-4 Mahjong 120 User Rating: N/A 8+ 2.57 Mah-Jongg (Chinese ♯♯/♯♯ Májiàng [game of the] sparrow) is a traditional Chinese game using illustrated tiles, with game play similarities to rummy. It is a popular gambling game, but wagering real stakes is by no means necessary to have 2-6 fun playing. 10 8+ The tiles consist of three suits numbering 1-9 (Dots, Numbers or Characters, and Bamboo, the \"Ace\" of which almost always 1.11 looks like a bird), three different dragons (Red, Green, and White [white is unusual in that it may look like a silvery dragon, or like a picture frame, or blank - think \"White dragon in a snowstorm\"), and the four winds (east, south, west, and north). There are four copies of each tile. This totals to 136 tiles. In addition, special Flower, Season, and Joker (American version) tiles may also be used. Four players take turns drawing from a stock (the wall), or from the other players' discards, in an attempt to form sets of numeric sequences (e.g., 5-6-7 of the same suit, which can only be drawn from the player at one's left, by calling \"Chow\"), triplets and quadruplets (which can be drawn from the discards out-of-turn by calling \"Pung\"), pairs, and other patterns. \"Pung\" takes precedence over \"Chow\", and \"Mah Jongg\" takes precedence over all (and is the only situation one may draw \"Chow\" out-of-turn.) What happens if a single discard would give two (or more!) players \"Mah Jongg\"? Precedence goes to the player who would play next in normal sequence. Originating in China in the mid-19th century, it was introduced to the U.S. in the 1920s. It is now played in different forms throughout Asia, Europe, North America, Australia, and New Zealand. Although the rules for game play are fairly constant, there are an immense variety of scoring schemes. A few general categories of rule-sets include: Chinese Classical, Hong Kong Old Style, Japanese, Taiwanese, Western, and American. Man Bites Dog User Rating: N/A It's the hilarious headline card game! This game is a little different: you're dealt a hand of cards with words on them, each with a point value. When it's your turn, construct the headline that earns the highest points... and often the biggest laughs! The first player to get to 500 points wins. If more than one player earns 500 points when the hand's points are totaled, the highest score wins. Each round, players are dealt 5 cards. They may discard and replace up to 3 three of them, and then each one makes a sensible headline with the cards in their hand. The value of the headline is doubled for anyone using an \"Exclusive\" card. The first player to reach 500 points is declared the winner. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 38/84

2-4 Marvel Villainous: Infinite Power 40-80 User Rating: N/A 12+ 2.73 Dominate the Marvel universe as an iconic comic book villain! Each villain follows a unique path to victory; each uses different abilities to face other villains and mighty heroes from across the universe. Choose Thanos, Hela, Ultron, or two other villains to be announced soon and fulfill your dark destiny! In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played. With beginner and advance options, this game is an adventure for the whole family! —description from the publisher 4-7 Masque of the Red Death 60-90 User Rating: N/A 14+ 2.44 As nobles at a magnificent masquerade ball, you and your friends all vie to improve your social standing. Gossip flies, rumors swirl, and with each chime of the ebony clock, hearts fill with dread and despair. As midnight approaches, you begin to realize that something is amiss. Based on Edgar Allen Poe's sinister story, Masque of the Red Death pits you and up to six of your friends against each other as you hobnob with the Prince. But disaster strikes at midnight. You must balance your actions carefully between currying the Prince's favor and discovering which rooms the Red Death will visit. After all, having the highest social standing matters only if you survive... 1-4 Mice and Mystics 60-90 User Rating: N/A 7+ 2.71 In Mice and Mystics, players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Collin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her. Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to hoard the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds. Mice and Mystics will provide any group of friends with an unforgettable adventure they will be talking about for years to come – assuming they can all squeak by... Expansion advice: For those who have expansions for this game the recommended order by the game designer for playing them is as follows (see original post HERE): Sorrow and Remembrance (Base game) Cat's Cradle (Lost Chapter 1) Heart of Glorm The Ghost of Castle Andon (Lost Chapter 2) Downwood Tales Portents of Importance (Lost Chapter 3), connected to the story in Tail Feathers 2 Mindbenders 60 User Rating: N/A 12+ 1.00 From the box - First: Read a question 2-5 Second: cogitate, digest and discuss 15-0 Third: start to pull your hair out, the logical seems illogical, the question seems to have no answer. 6+ Finally: supply an answer or admit defeat 1.17 Then: Stare in complete disbelief as the simple answer is read aloud. Will taunt, tease and torment the way you think! Contains hundreds of brainteasers, mysteries and puzzles that will BEND your mind! Misty User Rating: N/A It’s raining outside. The windows are misty, but covered in drawings. Players receive cards with different designs and keep only one for their window. They then give the other cards to their neighbor. After 12 turns, each player has a magnificent window filled with drawings that will come to life in front of them: the balloons float up, the vehicles drive out and the leaves fall down. Only some of the drawings can earn you points. The most beautiful and valuable drawing is the flower, but watch out for the monster who keeps on trying to eat it. Misty is a tactical draft game, in which to win, one must anticipate where the cards will move and watch the other players’ windows. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 39/84

1-6 Möbi 10-0 User Rating: N/A 7+ 1.00 Möbi - The Numerical Tile Game in a Whale Pouch! Mobi is a fun, fast-paced tile game that helps kids (and grown-ups) learn and apply basic math skills. Play numbered tiles and symbols to create simple equations. Use all of your numbered tiles first, and you win! Packs away in an adorable blue whale bag, and it's ready to play on any flat surface. 2-8 Monopoly 60-180 User Rating: N/A 8+ 1.65 Theme 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. Gameplay On his turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet- unowned property, he has the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a color group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail. Goal The goal of the game is to be the last player remaining with any money. Cultural impact on rules Monopoly is unusual in that the game has official, printed rules, but most players learn how to play from others, never actually learning the correct way to play. This has led to the canonization of a number of house rules that make the game more palatable to children (and sore losers) but harm the gameplay by preventing players from going bankrupt or slowing down the rate of property acquisition. One common house rule has players put any money paid to the bank in the center of the board, which jackpot a player may earn by landing on Free Parking. This prevents the game from removing money from play, and since players collect $200 each time they pass Go, this results in ever-increasing bankrolls and players surviving rents that should have bankrupted them. Another house rule allows players to take \"loans\" from the bank instead of going bankrupt, which means the game will never end. Some house rules arise out of ignorance rather than attempts to improve the game. For instance, many players don't know that properties landed on but left unbought go up for auction, and even some that know to auction don't know that the bidding starts at $1, meaning a player may pay well below the listed price for an auctioned property. Background In the USA in 1933, Charles Darrow devised Monopoly based on an earlier game by Elizabeth J. Magie. The patent was filed 31st August 1935 while the game was on sale in America. Based on an earlier game, The Landlord's Game, it was at first rejected by Parker Bros., as being too complicated to be a success. How wrong could they be! It came to the UK in 1936, made under licence by Waddingtons. Darrow died in 1967 having realised he had developed one of the most successful board games of all times. It was awarded as Game of the Century by the TRA (Toy Retailers Association). Monopoly was patented in 1935 by Charles Darrow and released by Parker Brothers. The game was actually one of a number of variants in existence at the time, all of which date back to an earlier, 1904 game by Elizabeth J. Magie called The Landlord's Game. Magie was a proponent of the Single Tax put forth by famous author Henry George. The game was designed to show the evils of earning money from renting land (as it leads to the destitution of all but one player) and the virtues of the proposed Single Tax - players could choose to play under regular rules or alternate \"Single Tax\" rules. The game didn't really go anywhere and Magie lost interest in it. Variations of the game evolved, however, and homemade versions traveled up and down the Atlantic coast and even as far west as Michigan and Texas, being developed all along the way. Eventually the game was noticed by Charles Darrow, who introduced it to the world in its current form. Re-implements: The Landlord's Game Expanded by: Official Monopoly Stock Exchange Add-on Monopoly Free Parking Mini Game Monopoly Get Out of Jail Mini Game Unofficial Super Add-Ons: Monopoly (fan expansion for Monopoly) Entrepreneur's Accessory to Monopoly (fan expansion for Monopoly) Game Spice: Monopoly Expansion (fan expansion for Monopoly) Mafiopoly Monopoly: Mob Rule Expansion Deck Final Fantasy Monopoly 2-7 Monopoly: Fortnite 120 User Rating: N/A 13+ 1.00 To start Monopoly: Fortnite, choose a character, picking from 27 outfits. Then, it's time to battle. The action die lets players pick up health packs, build walls, and damage their opponents. Every time a player passes Go, they unleash the Storm — avoid it or lose HP. As in the Fortnite video game, the last player standing wins! —description from the publisher Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 40/84

2-6 Monopoly: Pokémon 120 User Rating: N/A 8+ 1.94 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.\" 2-6 Monopoly: Walking Dead 60-180 User Rating: N/A 18+ 0.00 Monopoly: Walking Dead turns the classic real-estate trading game into a fight for survival against the zombie hordes! Players compete and trade resources for iconic locations from the hit series, including the Greene family farm and Woodbury, then build up fortifications to protect against the Walkers. Only one player will be left standing when the dust settles! Special customizations include Houses and Hotels that are renamed Fences and Guard Towers, Community Chest and Chance cards that are renamed Survivors and Walkers, and six The Walking Dead tokens -- Michonne's Katana, Rick's Revolver, Carl's Hat, Daryl's Crossbow, Negan's Lucille and a Walker Head. Includes 60 minute speedplay rules. 2-6 Monty Python Fluxx 40 User Rating: N/A 13+ 1.35 Monty Python themed version of Fluxx. The random and chaotic nature of the Fluxx engine makes it a perfect vehicle for the crazy world of Monty Python! At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. The card mix focuses on Holy Grail with other references added from Flying Circus and other Python material. For example, one win condition card might require you have to have the Knights who Say Ni and a Shrubbery card face up in front of you. Part of the Fluxx series. 1-5 Moonrakers 60-120 User Rating: N/A 14+ 2.38 Moonrakers is a game of shipbuilding, temporary alliances, and shrewd negotiation set in a space-faring future. The players form a loose band of mercenaries, but while they are united in name, actual alliances are shaky as players are pitted against each other in the quest to become the new leader of the Moonrakers. Moonrakers is a deck-building game in which players choose Contracts to attempt alone or with Allies in order to gain Prestige and Credits. After negotiating terms with Allies, players use their decks of Action cards to play Thrusters, Shields, Weapons, Reactors, and Crew to fulfill the requirements on each Contract. Each type of Action card has additional effects such as extra Actions, drawing additional cards, and protecting players from Hazards encountered while attempting Contracts. Players create powerful decks and gain special abilities by upgrading their ships and hiring Crew Members. This helps them accomplish more difficult and rewarding contracts alone, letting them keep more Prestige and Credits for themselves. Allies negotiate who will receive the Prestige, Credits, and risk of Hazard from Contracts, but if you don't make your offers enticing enough players may be tempted to betray you! The first player to 10 Prestige wins, but be careful as hazards encountered on Contracts reduce your Prestige! -description from designer 2-4 Moonshine Run 30-60 User Rating: N/A 12+ 1.00 The year is 1932. The Japanese have attacked Shanghai, America has a bobsledding team, the five day work week has begun, and Prohibition is in full swing. All in all, it is a good year and tonight you have to collect the White Lightning. These Tennessee Mountains are full of moonshiners waiting for you to transport their shine. Now all you have to do is brave the dangers and make it back. You are not alone and, although others might not be as brave as you are, some might be smarter. You have to get more shine then they do and buy back the farm. Moonshine Run is a game about both luck and guts, where each player is racing down the mountain to deliver their Moonshine to their customers. Along the way, they can pick up more Moonshine Jugs and different Items that may help them out. However, there is also hazards up on the mountain that could cause the player to lose their turn and any Moonshine Jugs they have collected. There are six rounds during a game of Moonshine Run. Each round, a player pays Moonshine Dollars to access Road Card. Each road card if flipped as it is drawn. A play may come across some Moonshine Jugs, Item Cards or Hazard Cards. It is up to the player to decide when enough is enough and to call it quits. This is a fast, press your luck game where you must know when to stop. To purchase a copy of Moonshine Run, visit our homepage at madman.mx 1-8 Movie Clichés: Complete Edition 90-120 User Rating: N/A 12+ 1.00 Some movie clichés are necessary, others just the result of lazy screenwriting. But they're always fun to predict and spot! That's why we turned 180 of them into playing cards! Two styles of play (\"Cliché Bingo\" and \"Name the Movies\") are the meat of the game - but you can surely come up with different scenarios. As Action and Horror are the most cliché-filled genres, most cards fall into these categories. Therefore Action and Horror are also available as Standalone editions, whereas Comedy and SciFi & Fantasy are only available in this Complete Edition. —description from the designer Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 41/84

3-8 Mr Lister's Quiz Shootout 15-30 User Rating: N/A 14+ 1.00 Hey quiz slingers! If you love ya quizzes and like yer lists, then welcome to my game - it's like an old-style Western shootout but with brains for guns. First, someone's gonna ask y'all a question with a ton of correct answers. Find an answer and live to play another day. Get it wrong, and you're out. But find a golden answer and you're into the shootout. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 42/84

Munchkin User Rating: N/A Publisher's Description Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run. Admit it. You love it. This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon... And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff. Other Part of the Munchkin series. Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play. There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in \"bad stuff\" which usually involves losing levels and treasure. In May 2010, Steve Jackson Games made the \"big announcement.\" Many rules and cards were changed. See The Great 2010 Munchkin Changeover for details. Of note to Munchkin fans, the Kneepads of Allure card, which had been removed in the 14th printing, was added back to the game but modified to be less powerful. Sequels: 3-6 The Good, the Bad, and the Munchkin 60-120 Munchkin Apocalypse 10+ Munchkin Axe Cop 1.80 Munchkin Bites! Munchkin Booty Munchkin Conan Munchkin Cthulhu Munchkin Fu Munchkin Impossible Munchkin Legends Munchkin Pathfinder Munchkin Zombies Star Munchkin Super Munchkin Related Board Games Munchkin Quest Online play Vassal does not support Munchkin anymore. Former link: Vassal Module Pegasus Expansions Munchkin Sammlerbox Munchkin Sammlerkoffer Munchkin Promotional Bookmarks Munchkin Weihnachtsedition - The same as Munchkin, but with a promotional button that grants the wearer extra treasure (when worn in December). Online Playthrough There's a great YouTube playthrough with Will Wheaton and Steve Jackson (yes, the Steve Jackson) found here LINK Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 43/84

3-6 Munchkin Apocalypse 90 User Rating: N/A 10+ 2.07 Munchkin Apocalypse is a core set in the Munchkin series with an end of the world theme that includes natural disasters, zombie takeovers, Armageddon, alien invasions, nuclear war, etc. And while this is still a standard Munchkin game where you try to level up by killing the monsters, stealing the treasure, and stabbing your buddy, there's a new \"Seal\" mechanic that significantly changes the gameplay. Seals are a reference to the biblical seals of the Apocalypse. They can be opened and closed, although it's typically more difficult to close them. Once seven Seals are open, the game ends immediately, and the player with the highest combat strength (excluding levels) is the winner. The Seal mechanic adds a sense of impending doom to the game, meant to mimic the sense of impending doom for a real apocalypse. It also tends to create situations where the group works together to close a Seal in order to prevent a player from winning via the Seal mechanic. So there is more teamwork than in a regular Munchkin game. The balance of the deck is also different than the other Munchkin sets. There are a lot more Disaster cards, which are equivalent to traps and curses, so bad things tend to occur more frequently. Also, there are more monsters, especially high- level monsters. To offset this, however, there are more item enhancers and high-bonus items. It's been stated in the Munchkin forums that Munchkin Apocalypse is harder to play and is intended more for seasoned Munchkin veterans. Munchkin Apocalypse has four new classes but does not have races, powers, or other \"thingies\". It includes Undead and Shark monsters, which follow special rules. The game comes with 180 cards (92 Doors, 76 Treasures, 12 Seals). The Seal cards are a different size than the regular cards--they're square and are shorter but wider (2.75\" x 2.75\"). The included d6 is orange with lime green pips, similar in color to the orange dice in the +6 Bag o' Radioactive Munchkin d6. 3-6 Munchkin Axe Cop 60-120 User Rating: N/A 10+ 1.76 Munchkin Axe Cop is a simple, lightweight multiplayer \"take that\" style card game. Cards represent character abilities, items, monsters to fight, and cards to make monsters harder to defeat (for monsters other players are fighting) or easier to defeat (for you). Every time you defeat a monster, you go up a level. The first player to level 10 wins. This is a core set for Steve Jackson's Munchkin game, based on the hit webcomic by Ethan Nicolle (age 29) and his brother Malachai (age 6). It can be combined with other games in the series. The game doesn't have any new mechanics and should be easy to learn for anyone who's played one of the other Munchkin games. Hirelings are included and are called allies. There are four classes: Cop, Man, Soldier, and Warrior (which is identical to the class of the same name in fantasy Munchkin). This set also has powers; there are seven of them with two cards each, for a total of 14 cards. The mechanics of powers are exactly the same as in the other Munchkin sets that have them. Several Santa monsters are included, as well as two new monster categories, Alien and Robot, which currently aren't recognized in any of the other Munchkin games. It's not necessary to know anything about the Axe Cop webcomic in order to enjoy this set. Part of the Munchkin series. 3-6 Munchkin Cthulhu 90 User Rating: N/A 10+ 1.71 Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge – Cthulhu! Will they survive? Will they retain their sanity? Will they...level up? Munchkin Cthulhu is a standalone game in the Munchkin universe, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. This base game features four new Classes, including the Cultist, and a lot of classic monsters from outside reality – and they all have Stuff you can take from their twitching bodies. You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin titles for mind-bending silliness. Part of the Munchkin series. Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play. There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in \"bad stuff\" which usually involves losing levels and treasure. 2-5 Munchkin Dungeon 60-90 User Rating: N/A 14+ 2.08 In Munchkin Dungeon, players enter a dungeon and attempt to collect the most treasure and achieve the highest character level. They have to push their luck if they want to succeed in their adventure, but if they come across a foe that's a little too big to face, they can always run away. If players choose to take the cowardly (albeit occasionally logical) route of avoiding danger, they earn shame, which will be counted against them at the end of the game. You can't be a hero without exhibiting a little bravery! 3-6 Munchkin Legends 60-120 User Rating: N/A 10+ 1.70 Game description from the publisher: Raid the world of myth and legend! Crush every foe you meet. Backstab your friends and steal their stuff. Grab the treasure and run. Munchkin Legends is the new Munchkin card game about legendary adventure...with none of that stupid roleplaying stuff. You'll defeat mythic monsters and grab fabled magic items! Don the Death Mask and Achilles' Heels. Wield Thor's Hammer...or maybe the Magic Bassoon. Start by slaughtering the Heebie-Jeebies and Johnny Zucchiniseed, and work your way up to the Kraken... Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 44/84

3-6 Munchkin Steampunk 60-90 User Rating: N/A 12+ 1.83 Munchkin Steampunk Deluxe adds gears, goggles, and steam-powered robots to the backstabbing and goofy humor of the long-lived card game Munchkin, a game in which you kick down doors, battle monsters, gain treasure, and try to reach level ten before anyone else. Munchkin Steampunk Deluxe is a standalone game, but it can be integrated with any Munchkin game or expansion. 3-6 Munchkin Teenage Mutant Ninja Turtles 60-120 User Rating: N/A 0+ 2.00 Munchkin: Teenage Mutant Ninja Turtles puts you right into the roles of the Turtles to team up and fight evil! This game takes the butt-kicking, backflipping ninja stylings of the TMNT and combines it with the dungeon-exploring, loot-hoarding gameplay of Munchkin! Play as Leonardo, Donatello, Michelangelo, and Raphael along with April O’Neil and Casey Jones to take on Shredder, Krang and even more as you race to level 10! Adopt special fighting styles and learn powerful Katas as you gain Levels and collect gear. The monsters of Munchkin have never been tougher, so now more than ever it’s important to team up with other players to unleash powerful abilities against your foes. Don’t want to let your friends get ahead? Team up with one of over a dozen different classic allies — from Master Splinter to Sally Pride! Based on the multi-generation inspiring Teenage Mutant Ninja Turtles comics and the original Munchkin game by Steve Jackson Games, Munchkin: Teenage Mutant Ninja Turtles was developed by Jon Cohn with art by legendary artist and TMNT creator Kevin Eastman. This 168 card standalone game is for 3-6 players, ages 10 and up. It takes around 1-2 hours to play. 3-6 Munchkin Zombies 90 User Rating: N/A 10+ 1.94 In a reversal of roles, all players in Munchkin Zombies start out as zombies, and the \"monsters\" are the normal people trying to stop the zombie invasion (such as the Action Hero, Soccer Mom, Fireman, etc.). Unlike most Munchkin games, there are no classes or races; instead, you can have a mojo: Atomic Zombie, Plague Zombie, and Voodoo Zombie. As with Munchkin Bites! and Super Munchkin, Munchkin Zombies includes powers – special abilities that you can play as you gain levels. Guest artist is Alex Fernandez, who drew the Meals on Wheels card. Part of the Munchkin series. Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play. There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in \"bad stuff\" which usually involves losing levels and treasure. Note: The 2012 edition of Munchkin Zombies from Pegasus Spiele includes the first expansion, Munchkin Zombies 2: Armed and Dangerous. 2-7 Mysterium 42 User Rating: N/A 10+ 1.91 In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery. Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit. In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium. Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses. After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points. If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit. Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote. If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again... Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 45/84

1-4 MZM: Midnight Zombie Marathon 5-15 User Rating: N/A 12+ 1.00 MZM – Midnight Zombie Marathon When Crazy Earl told us that Aliens were coming, we did not believe him. That did not stop him though. He put all his supplies into the sewer to protect them from tractor beams. Little did we know, zombies would soon infest the sewers and slowly take over your town. Run, Dive and Dash your way past Zombies in the sewers. Find the hidden treasures of gas and food and barter your way out of town. If you are lucky enough, you might even find old Earl or his crash test dummy in your fun and crazy adventures. This 1-4 player game is rated 13+ and comes with an easy to play rule book and personal deck with unique zombies to plague your adventures. Single Player: Game play revolves around running through the sewers to collect enough gas and food to barter with so you can get a ride out of town. Sounds easy right? We recommend you try to be careful because there is a limited amount of cards in the deck. The zombies will pop out of you, give you hugs and then go back into the deck. This creates a fun, creative and fun horde mechanic that is both simple and exciting. Can you get all you need before you have nothing left but zombies left in your deck? Multiplayer: There is only one seat in Earl's truck, and with so many people buying for it, it is up to you to out collect your friends. While this setup is designed to work much like single player mechanic wise. The cards are no longer discarded, but go back into the deck to provide nonstop fun. With only ten rounds, you need to collect all you can before your friends do. How can you do this? Simple, bet your friends during their turn to try to wrestle their cards away from them and into your personal pile. Once all the players have a single card of their own, betting opens up and allows you to bet, roll and do whatever it takes to win. Do not worry... The zombie horde is still trying to hug its way to your brains, but can you outpace them and wave goodbye to your friends? Follow us here at: <a target='_blank' href=\"http://www.ArchNemesisGames.com\" rel=\"nofollow noreferrer noopener\">www.ArchNemesisGames.com</a> Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 46/84

2-4 N (6 games) 60 12+ Necromunda: Underhive 3.85 User Rating: N/A Get ready for a new generation of war in the underhive. Necromunda: Underhive, a reworking of the 1995 title Necromunda, is packed with content to get you started: a full board representing the sewers and confines of the underhive, a rulebook, character cards, templates, dice, and your gangs. There are two full gangs in the box: one set of nimble warrior-women from House Escher and one set of gene-crafted brutes from House Goliath. Each of these miniatures is detailed, characterful, and true to the classic spirit of Necromunda — hairstyles and all! These gangs are multi-part kits, with an enormous level of customization. There are weapons for any situation, from classics like the stub gun to more esoteric choices like the repurposed industrial equipment of House Goliath or the chem-weapons of the Eschers. The set's gaming tiles and simple bulkhead scenery allow you to play games quickly and easily. As well as the underhive style of play covered by the boxed set, there will also be ways to play Necromunda with the multi-level skirmishes that defined the classic version of the game. 1-5 Nemesis 90-180 User Rating: N/A 12+ 3.35 Playing Nemesis will take you into the heart of sci-fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. The soldier, on the other hand... Nemesis is a semi-cooperative game in which you and your crewmates must survive on a ship infested with hostile organisms. To win the game, you have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, agendas held by your fellow players, and sometimes just cruel fate. The gameplay of Nemesis is designed to be full of climactic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate. 1-6 Night of the Living Dead: A Zombicide Game 60 User Rating: N/A 14+ 2.57 Night of the Living Dead: A Zombicide Game is a standalone game in the Zombicide franchise based on the George A. Romero movie of the same name. In Night of the Living Dead: A Zombicide Game, players take on the role of the movie's main characters, holed up in an isolated house while the dead come to life all around them. The original movie sees the few survivors hunkering for safety in the house as the ghouls (as they're called in the film) pose a continuous threat from outside. It's a tense psychological thriller full of gritty moods and dark themes, but the game lets the survivors take the fight to the hordes of the undead. 2-6 Nine Worlds 60-90 User Rating: N/A 12+ 2.50 The nine worlds of Norse and Anglo-Germanic myth comprise the battleground for this area control game. In the game Nine Worlds, players struggle to take control of these worlds, spending action points to add or remove armies, move them between the worlds, or banish them to Helheim. Control of a world gives access to world powers that players can use to win the game. Victory relates to the numbers of armies that players have in the Nine Worlds along with controlling or disputing control of as many worlds as possible. 2-5 Nomads 25-45 User Rating: N/A 8+ 1.88 As you journey across the mysterious land of Luma, you encounter a nomad camp. You join them around the fire and share in the strange potion that the great Shaman passes around. The stories told by those around the campfire seem odd and disjointed, but with cleverness and insight you may make sense of the many legends of Luma... In the dreamlike board game Nomads, players each collect disjointed pieces of stories. As you gather the story tiles, you can exchange them for a song or legend that makes sense of the seemingly random fragments. In the end, the player with the most points gleaned from song and legend cards and opal moon tiles — and with the fewest leftover story or joker tiles — wins! 3-5 Nothing Personal 120 User Rating: N/A 8+ 2.78 The Capo is getting old and about to retire. You think. Maybe it's time for you to make your moves from behind the scenes, to put the gangsters into play that support your goals. Will you gain the most respect? Nothing Personal is a game for 3-5 players. Players attempt to gain the most respect in five turns (five years) by amassing respect amongst the mafia through influence, negotiation, blackmail and bribery. Players take turns playing influence cards to take control of gangsters and work them up the chain of power. Each position and gangster has their own special abilities that give players the edge they need to accrue the respect they deserve - to become the Boss of Bosses. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 47/84

O (7 games) Obama Llama User Rating: N/A 4-99 Description from the publisher: 30 12+ Welcome to the rhyming game with the funny sounding name! Obama Llama is full of weird and wonderful rhymes. You'll 1.00 come across Cara Delevingne on a washing machine, George Clooney doing a moony, and Harrison Ford swallowing a sword. Your job is to describe or mime these rhymes, with your team shouting out as many as they can in 30 seconds time. Obama Llama was first released in 2015 in the UK and has been rereleased in 2016 in a U.S. edition that features a different front cover and more U.S.-tailored game content. 3-6 Oh Captain! 15-30 User Rating: N/A 8+ 1.78 Our intrepid adventurers have sailed on a journey, finding the hidden cave of a mythic monster. There are so many strange things there! The Captain allows the crew to search through the place and bring back to him what they have found, but by bluffing the Captain, they will try to keep the best part of the loot for themselves... In Oh Captain!, an asymmetric game of changing roles, an adventurer must offer the loot cards they draw to the Captain, telling the Captain something about what the cards contain but not necessarily speaking truthfully. Indeed, some cursed objects can't be spoken of at all by the adventurers. The Captain, who is safe from being attacked by objects, decides whether the crew member can keep the loot or not, and if the Captain turns down the offer, the crew member can decide to use an object against another adventurer. The latter player can overcome this by calling out a lie, winning or losing a coin based on who is right. The role of the Captain can be claimed by any adventurer who is richer than the Captain, and in the end the richest adventurer wins the game. 3-10 One Night Ultimate Vampire 10 User Rating: N/A 8+ 1.60 No moderator, no elimination, no werewolves. In One Night Ultimate Vampire, the sun has just set, and vampires have descended on your sleepy little town, slowly turning the villagers into even more vampires. Fortunately, the village has several residents with special powers, with most willing to help eliminate this fanged menace! One Night Ultimate Vampire is a fast game for 3-10 players in which everyone gets a role: The nefarious Vampire, the well- meaning Cupid, the sneaky Assassin, or others, each with a special ability. In the course of a single evening, your village will decide who among them is a vampire...because all it takes is finding one vampire to win! One Night Ultimate Vampire can be combined with One Night Ultimate Werewolf or One Night Ultimate Werewolf Daybreak or both games. 3-10 One Night Ultimate Werewolf 10 User Rating: N/A 8+ 1.39 No moderator, no elimination, ten-minute games. One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win! Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same. This game can be combined with One Night Ultimate Werewolf Daybreak. 3-7 One Night Ultimate Werewolf Daybreak 10 User Rating: N/A 8+ 1.43 One Night Ultimate Werewolf Daybreak is a fast game for 3-7 players in which everyone gets a hidden role, each with a special ability. (No plain \"villagers\" here!) In the course of a single morning, your village will decide who among them is a werewolf...because all it takes is finding one werewolf to win! Daybreak includes eleven new roles, and it can be played on its own or combined with the original One Night Ultimate Werewolf game; when combined, you can have up to ten players in a single game. 2-4 ORE-SOME 40-60 User Rating: N/A 8+ 2.00 ORE-SOME is a strategic game of mining, ramming, looting, and sabotage in an Old West mine. The game lasts six rounds of two phases each, and the miner who makes the most money at the end of the day wins! In the Move Phase, players move, ram and block each other for the best spots to dig. Rammed carts drop precious ore that can be swiped if you're quick and cunning! In the Dig Phase, players take turns digging for, stealing or swiping dropped ore. Once they have the ore, they can sell it to the bank or rush to the contract agents to fill valuable contracts! Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 48/84

2-6 Oz Fluxx 10-40 User Rating: N/A 8+ 1.51 Does life seem drab and humdrum? Let the cyclone of Oz Fluxx, the ever-changing card game, whisk you away to a magical world of fun and wonder! Mingle with Munchkins, make new friends, help them with their quests, and follow the Yellow Brick Road to seek the Wizard's help for your own heart's desire – but beware the flying monkeys, fighting trees, and fields of poppies! Don your green spectacles to enter the Emerald City, and keep a bucket of water handy: You never know when you'll run into a Wicked Witch that needs melting. Next stop...the land of Oz! Game description above from the publisher. Fluxx is a card game where the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 49/84

P (21 games) P for Pizza User Rating: N/A This is a quick-thinking category game. 2-4 The aim of the game is to build your giant slice of pizza by winning small triangles of pizza. To win a triangle you must be 20 the first player to shout out a word that links the category and the letter on the cards. So if the letter is B and the category 8+ is TV Shows, you could shout “Baywatch!”. If you’re first to shout a correct answer, you win the card. Now flip a new card 1.00 and go again. Each round there are three letters and three categories on the table, so you can link any letter to any category. You just need to be super quick! —description from the publisher 2-6 Pacific Rim: Extinction 30-90 User Rating: N/A 14+ 1.75 Pacific Rim: Extinction is a scenario driven, tabletop miniatures strategy game of city-wide destruction and chaos of epic proportions. With fantastically detailed and painted 75mm scale miniatures of the iconic Jaegers – mechanical guardians of humanity – and Kaiju – monsters the size of mountains sent from beyond our world – it captures the spectacular conflict of the Pacific Rim universe and places it in the palm of your hands. Players will be able to jump right into the action as either the PPDC Jaegers or the Kaiju, either in a quick play match of intense combat, or a more constructed battle with both Jaegers and Kaiju using all their skills and abilities to achieve an objective. The goal of the game is different depending on which side you choose to fight with. As a Kaiju player, you’ll uncover a secret objective at the start of the game. To win, you’ll need to meet this objective, ideally without revealing what it is to the Jaeger player too early. As a Jaeger player, your goal is to fulfill the PPDC’s task: the protection of humanity. You’ll need to defend cities as Kaiju trample them, and take down the immense invaders The Jaegers and Kaiju each have their own abilities and customisation options. Using the 'Jaeger Conn-Pod’, ‘Upgrades’ can be applied to improve the machine’s weapons or other capabilities, while each 'Kaiju Signature’ can be altered with ‘Mutations’, making the monsters even more dangerous and unpredictable. During a game round, players control either Jaegers or Kaiju on their turn by playing ‘Action Cards’. These represent all-out attacks, cunning tricks, solid defences, secret weapons, and everything else the machines and monsters can do! When Jaegers or Kaiju take damage, the player who dealt the damage takes an action card at random from their opponent and reads the Damage section of the card to find out what happens. There's a chance that a critical part of Jaeger machinery, or Kaiju biology, will be struck with massive consequences. The Action Card that was drawn as Damage is then discarded, and cannot be used for the rest of the game. In this way, dealing damage to an enemy not only brings them closer to destruction but can also render weapons or abilities useless. When a Jaeger or Kaiju has taken Damage equal to their Structure Points total, they are destroyed! If either the Jaegers or Kaiju are all destroyed, the surviving side will have claimed victory, but winning isn't always that simple. If the Kaiju meet their objective before they are all killed, they win the battle and the PPDC will be forced to retreat. Every Scenario and Objective Card will change the way the battle must be fought and won, often drastically. Using these tools, the Jaeger and Kaiju must outwit, outmatch, and overcome their opponent. 1-2 Palm Island 15 User Rating: N/A 10+ 1.75 Palm Island is a portable game that you can take with you anywhere. Sitting, standing, waiting, riding, flying, relaxing, alone, or together you can play Palm Island no table required. Using a deck transforming mechanic a player uses just 17 cards over 8 rounds to shape their island and overcome its unique challenges. Store resources to pay for upgrades and upgrade buildings to access new abilities. Each decision you make will alter your village from round to round. At the end of 8 rounds calculate your victory points. PLAY SOLO working to gain achievements and unlock new abilities to help your village reach even greater heights. PLAY COOPERATIVELY by working together to successfully prepare your village before natural disasters strike. PLAY COMPETITIVELY by racing to purchase bonuses, or in casual mode by meeting specific criteria before your opponent. Add villagers to any game mode that you may recruit to your village and use their abilities to score more points than your opponent. The game comes with 2 player decks, competitive cards, cooperative cards and solo feat cards. Multiple games can be combined to add even more players. —description from the publisher 2-4 Pandemic 45 User Rating: N/A 8+ 2.41 In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand. The game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the \"normal\" spread of the infections. Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five—but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win! The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game. Pandemic is the first game in the Pandemic series. Generated with BGGCollectionToPDF 1.1 (http://hibou.qc.ca/bggcollectiontopdf) on 2021/05/21 Page 50/84


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