This is the big game show, folks.
Shisima is a two-player game from Kenya - one of many three-in-a-row games from around the world such as Tic-Tac-Toe, Tapatan, Three Men's Morris, Nine Holes, Achi, Tant Fant, and Dara. The octagonal board is what makes Shisima unique. Each player's three pieces face off on opposite edges of the octagon, and by means of clever movement, a row of three is accomplished. Obviously, this must use the center space, which makes it a precious possession. The trick is to make moves to force the opponent off that space at just the right time.
In this game of searching and swapping tiles, each player is striving to create a connected path of tiles in order from one to eight which represent the virtuous path proscribed by Gautama Buddha on the road to enlightenment. Each player can block their opponents, or use their opponent’s discoveries to complete their own path. Many variations are included to make the game more challenging for hours of replay-ability.
In the tradition of classic family board games, Stones uses familiar game features with a fun balance of chances and choices. The objective is to complete an array of 16 stones while hindering your opponents as they try the same. Should you take a stone, place a stone, or steal a stone?
Nikola Tesla, one of the greatest scientific minds in history, invented many aspects of our modern world and conceived of a future that is being realized every day. This card game, which can be played by two to six players, embodies many inventions and events from Tesla's roller-coaster life - great success and great failure in equal portions. Through rounds of blind-bidding, you will (hopefully) acquire cards to build your own deck of powerful cards, increasing your ability to win more power round after round. In fact, your final score is measured by how much voltage you can generate at the end of the game. Learn about this fascinating genius as you play Tesla, Master of Lightning.
This race game comes from the Moki and Hopi people of southwestern North America. There are several variations of the arrangement, including a version for four players. In all cases, each player has but one peg, and must race to the opponent's home space and back again to win. The movement is determined by a toss of casting sticks or coins, and there's a definitive push-your-luck aspect to these coin-tosses. Control of the center space is the real key to the game. Fun and straightforward, a series of games is typical to determine a final winner (best three out of five, and so on).
Become an ancient Greek mariner seeking fame and fortune - but more importantly, seek the favor of the wind gods! In a scenario taken from the pages of Homer’s famous epics, Aeolus, Keeper of the Winds, and the eight Greek wind gods demand offerings in their honor. If you can satisfy their demands and fulfill their quests, your trading journey around the Aeolean Islands will be fruitful. The competition is fierce as you trade goods on the islands and sacrifice them to the various gods, but be quick. The gods are fickle!
Three to five players old enough to recognize the two words "victor" and "victim" can play this quick card game. The cards depict the letters of those two words in three colors, plus a handful of other cards that can influence the flow of the game. With three cards face-up on the table, each player draws a card on their turn then decides which of their cards to pass along to the next player. Through this simple choice, they're trying to force the other players to spell the word "victim" - eliminating them from the game - or to spell the word "victor" from their own cards, thus winning the game. Simple, fast, and fun, Victor or Victim is a great family game for any place and any time.
Witches require certain ingredients for their potions and incantations, and the players of this game are the merchants who supply the Witch’s Wares. They get their stock by dealing with foragers and herbalists in the countryside. During the game, the merchants try to gather more stock and more value from the available supply during each round. The merchants will sell the sets they collect, plus bonus coins based on their own secret information about their customer’s needs.
Zig is a game of cards and cubes for three to five players in which each player is attempting to acquire sets of colored cubes to score points. The card play is unique in that a pair of "Zag" cards is played to a mat in such a way that a connection is made between verbs, numbers, and colors. These combinations result in the exchange of cubes, and aside from a point value, these cubes can be used to purchase additional cards, thereby forming new connections in the next round. Can you utilize the available "Zigs and Zags" effectively to gain more points than your opponents? You have only nine turns to find out!