Spirit Island

Players 1 – 4             Ages 14+              90-120mins

In Spirit Island, powerful spirits have existed on this isolated Island for time immemorial. They are both part of the natural world and – at the same time – something beyond nature. Native Islanders, known as the dahan, have learned how to co-exist with the spirits, but with a healthy dose of fear and reverence. However, now, the Island has been “discovered” by invaders from a far-off land. These would-be colonists are taking over the land and upsetting the natural balance, destroying the presence of spirits as they go. As spirits, you must grow in power and work together to drive the invaders from your Island before it’s too late!

Istanbul (Big Box)

Players 2 – 5          Ages 10+          40-90mins

In Istanbul, the “Kennerspiel des Jahres” 2014, players are merchants moving around the bazaar district of Istanbul (see Istanbul for full description).  Istanbul Big Box. gives you the complete package by including the base game as well as both expansions, Mocha & Baksheesh and Letters & Seals.  It also allows you to play on a 5×5-square bazaar board.

Agricola : 5 & 6 Player Expansion

Players 2 – 6          Ages 12+          30 – 120mins

This expansion for Agricola lets up to 6 farmers develop their farms! Lots of wood, additional farmyard boards, room tiles and food markers, 48 new occupations, 8 additional major improvements, and 4 Scotland themed promo cards breathe new life into the game! Agricola – finally playable with five and six players!

Innovation 3rd ed : Artifacts of History

Players 2 – 4          Ages 14+          45 – 60mins

Artifacts of History is the fourth expansion to Innovation. Artifacts of History features unique artifacts from the ages, such as the Declaration of Independence. These cards feature very powerful dogma effects, but are difficult to wield.

Artifacts of History is simpler than the other expansions released to date, Unlike the other expansions, there are no major new mechanics on the cards. Instead, the new artifact cards are difficult to acquire but have very powerful effects. The artifacts are especially good for players who are behind.

There are a few minor new mechanics. One is the compel effect. This effect is similar to the demand effect of the base game, except that it affects players who have more icons of a given type rather than fewer.

Innovation 3rd ed : Cities of Destiny

Players 2 – 4           Ages 14+          30 – 75mins

With Innovation: Cities of Destiny, the third expansion for the card game Innovation, players can now add cities to their civilization-building efforts. Unlike previous base game and expansion cards, which each featured three icons and a text ability, cards in Cities feature six icons that can provide you with extra actions, icons, and achievements.

Innovation: Cities of Destiny is played with the base game and can be combined with any or all of the previous expansions

Innovation 3rd ed : Figures in the Sand

Players 2 – 6           Ages 14+          60 – 75mins

Innovation: Figures in the Sand, an expansion for Carl Chudyk’s Innovation, breaks from the format of that game by providing players with recognizable figures from history (instead of new inventions or concepts) with those figures showing up on your table to help you — or maybe your opponent — win the game. Historical figures tend to be somewhat fickle.

Figures includes 105 figure cards, with the cards being similar to Innovation cards in that they’re divided into ten ages with five colors of cards in each age. Instead of including a dogma power that players can use on their turn, each card in Figures has a karma that changes the game in some way. Karmas might take effect when you meld a card, when you’re counting icons to determine whether you can share an action, or when you take some other action in the game. Instead of melding a card, for example, you might score it, or instead of giving cards to opponents who demand from you, you might return cards to the age decks.

Innovation: Figures in the Sand includes five Decree cards, one for each color. Decrees are a special type of achievement, but unlike all other achievements Decrees are not safe and can be stolen.

A player can have only one Figure in play after any action in the game; any additional Figures Fade from play, moving to your score pile.

Innovation: Figures in the Sand can be played with just the base game or combined with the Innovation: Echoes of the Past expansion

Hostage Negotiator : Abductor Pack 8

Players 1          Ages 15+          20mins

Hostage Negotiator: Abductor Pack 8 is a 16-card expansion compatible with both Hostage Negotiator and Hostage Negotiator: Crime Wave.

Samuel Xavier, an angry individual on his best days, was involuntarily forced into a rehabilitation clinic for substance abuse. Now that he’s going through withdrawal pains in the form of excruciating migraines he’s angrier than he’s ever been before.

In this challenging new expansion pack for Hostage Negotiator, you must deal with Sammy’s blinding headaches while trying to save hostages. If you can’t reduce Sammy’s pain to a manageable level he may snap… and then it will be too late to save anyone.

Flamme Rouge

Players 2 – 4          Ages 8+          30 – 45mins

The excitement in the air is electric as the leaders round the last corner and head for the finish line. Each team has used cunning and skill to position their sprinter for this moment, but only one has done enough to pull off the win!

Will your team lead from the front and risk exhaustion? Should you play it safe in the middle of the pack? Could you surprise everyone by striking from the back? Can you time your move perfectly?

Anyone can race, few become champions!

Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players’ goal is to be the first to cross the finish line with one of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion and position your team for a well timed sprint for the win.

Indian Summer

Players 1 – 4          Ages 10+          15 – 60mins

Before winter makes its appearance, a particularly warm fall bathes the forest in a golden shimmer. During the Indian Summer, New England blossoms one last time. Treetops are ablaze with countless colours — a living rainbow, from green to orange to red. Slowly the first leaves are starting to fall. Meanwhile, our steps and the diligent squirrels rustle the colourful foliage.

On our walks through the woods, we discover all kinds of little treasures; we collect berries, nuts, mushrooms and feathers. We pause for a moment to watch the shy inhabitants of the forest before we set off towards home once again. There, a good book and a hot tea are already waiting.

Indian Summer is the second part of Uwe Rosenberg’s puzzle trilogy following 2016’s Cottage Garden, and this game is firmly geared towards experienced players. At the heart of the game are puzzle tiles with holes that are placed on individual forest boards to cover up treasures. When players get their hands on these, they gain more options and an edge over their opponents. All that counts in the end is to be the first to cover your forest floor completely with leaves.

The legend of the cherry tree that blossomed every ten years

Players 2 – 4          Ages 8+          20mins

Do you know the legend of the cherry tree that blossomed every ten years? The story goes that once every decade, the cherry tree would shroud itself in beautiful flowers during the first days of spring. Thousands of buds grew on its branches and stretched elegantly toward the sky before becoming magnificent flowers of inestimable quality.

When the flowers on the cherry tree begin to fall softly to the ground, you rush to collect them before they wither: The one who can gather the most flowers will have their wish granted by the cherry tree. But if you are too greedy, the cherry tree will find you unworthy of its gift, and you will lose the chance to make your dream come true…

The flowers on the cherry tree have begun their delicate fall and are ready to be collected. Each turn, draw one or more flowers from the bag and try to gather as many as possible without being too greedy. At the end of your turn, put your flowers either in front of your screen to gain victory points based on your sets of flowers, or behind your screen to gain victory points by having the largest groups of flowers.

The player who has the most victory points at the end of The Legend of the Cherry Tree that Blossoms Every Ten Years wins.