Meeple Land

Players 2 to 4         Ages 10+       60mins

Roll up, roll up! Build the most renowned amusement park of all time! Offer the best rides and services to ensure all your customers have a fun time. Unsatisfied customers will cost you…

What’s in the box?

  • Four individual plot boards
  • One parking lot board
  • Four plot extension tiles
  • Four extra park entrances
  • 101 attraction/service tiles
  • 17 bus tiles
  • 124 visitor meeples
  • One park tickets token
  • One round marker
  • 52 coins
  • Four player park entrances
  • One scorecard notebook

How to play:

The game is played in four rounds made up of several turns. On your turn:

  • Buy a tile: you must choose and buy one of the central market tiles. This can be an attraction, a service, a plot extension or a park entrance.
  • Advertise: you can buy an advertisement for the price indicated on the tile. You will receive the visitors indicated on the advertisement.
  • Pass: if you cannot buy a tile, or do not wish to on your turn, you must pass. Once you pass, you cannot carry out an action until the end of the round.

The round ends once all players have passed and collected a bus card.

At the end of the round you will:

  • Welcome visitors: place the Meeples from your bus card to your park entrance(s) and discard the bus card. Visitors at the entrance(s) can then be placed on any free space that matches their colour.
  • Receive revenue: each visitor inside the park earns you $1 and visitors on the special spaces each you $1 more.
  • Determine the first player: the player with the least money becomes the first player of the next round.
  • Place the new buses: complete the parking lot board by drawing new buses so that there are as many buses as players plus one.

The game ends at the end of the 4th round. Players then use their scorecard to calculate their total reputation points and the player with the highest amount wins!

Dragomino

Players 2 to 4         Ages 5+          15mins

Dragomino is the children’s version of Kingdomino designed by Bruno Cathala and Marie et Wilfried Fort and illustrated by Maëva Da Silva and Christine Deschamps. Players build their ”kingdom” and as they match different landscapes they try to collect as many eggs as possible! Explore new lands in search of fabulous dragons! How to play:

Pick a domino to add to your kingdom.
Try to match it to the dominoes already in play.
Each matching dominoes scores one egg… which is either empty or has a baby dragon inside!

Who will find the most baby dragons?

Dig Your Way Out

Players 2 – 6         Ages 14+          40 to 45 mins

Dig your way Out is a board game taking place in a prison from which you must escape before the other players. You can build tools from scratch, buy them with cigarettes or extort your fellow inmates for theirs. Every dirty trick is allowed in jail!

Wingspan: Oceania

Requires the Wingspan base game to play.

This expansion includes new player mats and a new food type, allowing players to explore different strategies in this new environment. It also includes new bonus cards and more end-of-round goals, as well as a new color of egg.

Featured Components

  • 1 box (296x215x40mm; total weight: 1.4 kg)
  • 15 egg miniatures (yellow)
  • 5 player mats
  • 5 wooden dice
  • 69 nectar tokens
  • 5 bonus cards  (57x87mm)
  • 4 goal tiles
  • 95 bird cards  (57x87mm)
  • 1 scorepad
  • 1 reference tile
  • 1 Automa rulebook
  • 7 Automa cards  (57x87mm)
  • 1 core rulebook with appendix

Lux Aeterna

Players 1         Ages 10+          15mins

Your ship has sustained massive damage, is falling apart around you, and is drifting toward the ultimate catastrophe, a black hole. You are alone.

Your challenge in Lux Aeterna is to draw and play all of the cards in the main deck, one turn after another, without the spaceship collapsing completely or falling into the black hole. Cards have multiple functions; you will assign drawn cards to one each of these functions each turn:

  • As damage to a system (with six systems available to you);
  • As an action to help stay alive/fix the ship; or,
  • As movement toward the black hole.

If a ship’s system collapses, the game will get harder for you; if you should repair a system, then you just might avoid the ultimate doom.

Events (called “glitches”) can be seeded into the main deck to make things even more difficult, as will reducing the real time that you have to play: 12 minutes – 10 minutes – 8 minutes, etc.

Oceans

Players 2 – 4          Ages 12+         60 to 90mins

Oceans is a stand-alone game for 2 – 4 players in the highly acclaimed Evolution product line. Oceans depicts the interconnected ecosystem of marine life and combines it with the powerful mysteries of the unknown.

Enter a vast, underwater cosmos: a mysterious interconnected world of tentacles, sharp teeth, and black ink, where your survival depends on your ability to adapt in a continually changing environment. But this is just on the surface… Lurking below the surface lie mysteries so bizarre they hardly seem natural. The Deep is a deck of nearly 100 unique traits you’ll discover over the course of many games. These over-powered traits represent the unknown: the undiscovered wonders of the deep ocean.

Call of Cthulhu : Keeper Rulebook

The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. Originally they came to this world from the stars. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.

Call of Cthulhu is a tabletop roleplaying game based upon the worlds of H. P. Lovecraft. It is a game of secrets, mysteries, and horror. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You and your companions may very well decide the fate of the world.

This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is intended for use by the Keeper of Arcane Lore (the Keeper) that player who will present the adventure to the other players. You must have at least one copy of this book to play Call of Cthulhu. The other players, the Investigators, should have one or more copies of the Investigator Handbook, containing expanded rules for character creation, skills, occupations, equipment, and more.

Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles.

Grimm Masquerade

Players 2 – 5          Ages 8+         20 to 40mins

The Beast has invited you to his castle for a Masquerade. When you enter, you are magically transformed into the identity of another character from The Grimm Forest! The Beast enjoys his antics!

Players will be outed if they are given 2 artifacts of their bane, but can win the magical masquerade if they are able to collect 3 artifacts of their favor.

The Beast loves to watch the characters try and oust each other. Each player will draw 2 artifacts, keeping one for themselves and giving 1 to any player at the ball. This reveals a lot of information on both players. Why did you keep that artifact? Oh excuse me Snow White, I see you have 2 mirrors does that oust you as the Evil Queen?

Turning in 2 Artifacts activates special actions as well, timing these well have great benefits!

Don’t worry if you are outed early, you take on the role of a Ghost, you get to guess what character you think will win the magical masquerade and if you are correct, you win along with them! You also take a turn handing out Artifacts to characters to try and sway the ball to your favor!

The first player to collect 3 Artifacts of Favor or to be the last player remaining will win. All other players will be given a token in their defeat. When someone has 3 tokens, that triggers the end of the masquerade and we see which player was the best!

Big Book of Battle Mats II

The Big Book of Battle Mats is a book of huge RPG battle maps for tabletop roleplay games. This lay flat book of wipe clean lay flat maps cover a wide range of fantasy settings. Ideal for use with Dungeons and dragons, Pathfinder and any other fantasy themed RPG.

An RPG Map for any encounter at your fingertips in a book that travels with you. Opens to create huge RPG encounter maps. The maps are wipe clean and themed to be customisable and reusable to suit any encounter.

The 360° spine allows the book to lay open flat or fold in half to fit smaller encounters or spaces. Adaptable for your requirements.

Save game prep time and eliminate the need to draw maps on the spot! Just let the game flow

This book sparks the imagination and allows game masters to easily track encounters.

With standard Entry/Exit points on key maps The Big Book of Battle Mats Volume 2 is fully compatible with the Loke BattleMats® map book range and you can use two books together.

  • 60 Maps in a lay flat wipe clean book.
  • 360° spine allows the books to lie flat or fold completely in half
  • Play each map page individually or lay the book flat to play across the 2 complimentary opposing pages.
  • Time saver – reduces game prep time and no more drawing maps mid game.
  • Track tactical combat and immerse yourself in the adventure!

Just Open & Roll

Giant Book of Battle Mats II

The Giant Book of Battle Mats is a book of huge RPG battle maps for tabletop roleplay games. This lay flat book of wipe clean lay flat maps cover a wide range of fantasy settings. Ideal for use with Dungeons and dragons, Pathfinder and any other fantasy themed RPG.

An RPG Map for any encounter at your fingertips in a book that travels with you. Opens to create huge RPG encounter maps. The maps are wipe clean and themed to be customisable and reusable to suit any encounter.

 

The 360° spine allows the book to lay open flat or fold in half to fit smaller encounters or spaces. Adaptable for your requirements.

 

Save game prep time and eliminate the need to draw maps on the spot! Just let the game flow!

This book sparks the imagination and allows game masters to easily track encounters.

With standard Entry/Exit points on key maps The Giant Book of Battle Mats Volume 2 is fully compatible with the Loke BattleMats® map book range and you can use two books together.

  • 62 Maps in a lay flat wipe clean book.
  • 360° spine allows the books to lie flat or fold completely in half
  • Play each map page individually or lay the book flat to play across the 2 complimentary opposing pages.
  • Time saver – reduces game prep time and no more drawing maps mid game.
  • Track tactical combat and immerse yourself in the adventure!

Just open & Roll.