Ratings: Most Anticipated Games of Essen SPIEL 2026

Check "Most Anticipated Games of Essen SPIEL 2026" and find the best price on all items from the top among sellers all over in the Netherlands & Belgium!

8.5
1-4
Complexity: 2.3

The Crescendo expansion for Harmonies includes 3 new modules that can be used individually or in combination with other modules. Sanctuaries: Build unique landscapes that can accommodate multiple animals. New personal game boards offer new field layouts and ways to score points. Whisper Creatures: Add new cards to your animal cards and create synergies between animals and Whisper Creatures.

Not available
#20. Harmonies: Crescendo

The Crescendo expansion for Harmonies includes 3 new modules that can be used individually or in combination with other modules. Sanctuaries: Build unique landscapes that can accommodate multiple animals. New personal game boards offer new field layouts and ways to score points. Whisper Creatures: Add new cards to your animal cards and create synergies between animals and Whisper Creatures.

8.5
1-4 Players
Age: 10+
Complexity: 2.3
Not available
7.7
1-4
Complexity: 3.0

During the Great Depression, thousands of families living in the remote Appalachian Mountains had little or no access to books, schools, or libraries. To address this challenge, the United States government launched the Pack Horse Library Project, employing women who traveled on horseback across Kentucky to deliver books and knowledge to isolated communities. These remarkable women became known as the Book Women. In The Book Women, 1–4 players take on the role of these pioneering librarians. Over the course of three rounds, they will ride across the Appalachian countryside delivering books, establishing community libraries, supporting local families, and documenting their experiences in personal journals. The Book Women is a medium-weight eurogame built around dice drafting and placement, resource management, route optimization, and engine building through a personal rondel. Each turn, players draft a die from a shared pool, gaining resources and actions based on its value and color. The chosen die is then placed in one of several locations, unlocking additional effects and creating meaningful tactical decisions. Throughout the game, players travel across a modular map delivering books to remote households, construct libraries in growing communities, recruit support from local authorities, and develop their personal journal board by adding new rondel tiles that enhance future turns. The game combines short-term tactical choices with long-term strategic planning. Players must balance expanding their library network, fulfilling deliveries, collecting scoring opportunities, and improving their personal engine, all while adapting to the changing state of the board. After three rounds, players score points from completed rondel sections, libraries built, deliveries made, end-game objectives, collected rewards, and personal achievements. The player with the highest score wins. —description from the publisher

Not available
#19. The Book Women

During the Great Depression, thousands of families living in the remote Appalachian Mountains had little or no access to books, schools, or libraries. To address this challenge, the United States government launched the Pack Horse Library Project, employing women who traveled on horseback across Kentucky to deliver books and knowledge to isolated communities. These remarkable women became known as the Book Women. In The Book Women, 1–4 players take on the role of these pioneering librarians. Over the course of three rounds, they will ride across the Appalachian countryside delivering books, establishing community libraries, supporting local families, and documenting their experiences in personal journals. The Book Women is a medium-weight eurogame built around dice drafting and placement, resource management, route optimization, and engine building through a personal rondel. Each turn, players draft a die from a shared pool, gaining resources and actions based on its value and color. The chosen die is then placed in one of several locations, unlocking additional effects and creating meaningful tactical decisions. Throughout the game, players travel across a modular map delivering books to remote households, construct libraries in growing communities, recruit support from local authorities, and develop their personal journal board by adding new rondel tiles that enhance future turns. The game combines short-term tactical choices with long-term strategic planning. Players must balance expanding their library network, fulfilling deliveries, collecting scoring opportunities, and improving their personal engine, all while adapting to the changing state of the board. After three rounds, players score points from completed rondel sections, libraries built, deliveries made, end-game objectives, collected rewards, and personal achievements. The player with the highest score wins. —description from the publisher

7.7
1-4 Players
60-120 Mins
Age: 12+
Complexity: 3.0
Not available
8.2
1-4
Complexity: 3.2

Bathed by the crystal-clear waters of Cabo de Gata and under the white light of Andalusia stands Níjar, a small town in the province of Almería, Spain, with a pottery tradition dating back to the Bronze Age and which gained great significance during the Muslim period (10th–15th centuries). In Níjar, we travel back to the 1920s, long before the tourism boom of the 1950s. The local economy revolved around ceramics, esparto weaving, and the making of jarapas, colorful textiles that remain a symbol of the region today. Experience the charm of rural Andalusia: its narrow whitewashed streets, the rhythmic hum of pottery wheels at work, and skilled hands weaving esparto and jarapas, bringing color and life to the traditions of Níjar. In the game, each player expands their workshop by adding new wheels to produce more pieces. Extract clay, throw pots, fire them, paint them, and sell your creations at the market. The game is played over three rounds, each with a decreasing number of action discs: 7 in round 1, 6 in round 2, and 5 in round 3. On their turn, players may choose one of the following: 1.- Play craftswomen Place one more craftswomen than currently present on an action space to perform it. Return all other craftswomens there to their owners. Actions include: Draw a card, play a card, extract clay, throw pots, fire pieces, paint, clean the workshop, sell esparto and claim the starting player marker Depending on where you play your craftswomen, you may also gain bonus rewards. 2.- Discard a final scoring card Discard one of your endgame scoring cards to perform an action of your choice. 3.- Sell pieces at the market (max 2) Exchange up to two fired pieces for victory points. 4.- Close your shop / take a bonus If you have no more craftswomen, pass and close your shop for the round. Take a bonus token. On your following turns, you may choose another bonus. Transform clay into art, fire into tradition, and your workshop into the soul of Níjar. Only those who master the rhythm of the wheel and the alchemy of color will be remembered as true master potters. —description from the publisher

Not available
#18. Níjar

Bathed by the crystal-clear waters of Cabo de Gata and under the white light of Andalusia stands Níjar, a small town in the province of Almería, Spain, with a pottery tradition dating back to the Bronze Age and which gained great significance during the Muslim period (10th–15th centuries). In Níjar, we travel back to the 1920s, long before the tourism boom of the 1950s. The local economy revolved around ceramics, esparto weaving, and the making of jarapas, colorful textiles that remain a symbol of the region today. Experience the charm of rural Andalusia: its narrow whitewashed streets, the rhythmic hum of pottery wheels at work, and skilled hands weaving esparto and jarapas, bringing color and life to the traditions of Níjar. In the game, each player expands their workshop by adding new wheels to produce more pieces. Extract clay, throw pots, fire them, paint them, and sell your creations at the market. The game is played over three rounds, each with a decreasing number of action discs: 7 in round 1, 6 in round 2, and 5 in round 3. On their turn, players may choose one of the following: 1.- Play craftswomen Place one more craftswomen than currently present on an action space to perform it. Return all other craftswomens there to their owners. Actions include: Draw a card, play a card, extract clay, throw pots, fire pieces, paint, clean the workshop, sell esparto and claim the starting player marker Depending on where you play your craftswomen, you may also gain bonus rewards. 2.- Discard a final scoring card Discard one of your endgame scoring cards to perform an action of your choice. 3.- Sell pieces at the market (max 2) Exchange up to two fired pieces for victory points. 4.- Close your shop / take a bonus If you have no more craftswomen, pass and close your shop for the round. Take a bonus token. On your following turns, you may choose another bonus. Transform clay into art, fire into tradition, and your workshop into the soul of Níjar. Only those who master the rhythm of the wheel and the alchemy of color will be remembered as true master potters. —description from the publisher

8.2
1-4 Players
60-120 Mins
Age: 14+
Complexity: 3.2
Not available
7.6
1-4
Complexity: 3.0

At the docks of Himeji, the arrival of Portuguese merchant ships brings more opportunities for exchange and new ambitions for the clans. Only those who dominate trade and diplomacy will be able to overcome their rivals and become master of the court! Take The White Castle to the next level with Bōeki, compatible with both the base game and the Matcha expansion. The Bōeki expansion (base game needed to play) includes: 20 Privilege cards, 12 Daimyo Gift tiles, and 6 Passage of Time tiles. Among the new features added in Bōeki are the 20 Privilege cards, which players can obtain as they advance along the Passage of Time track. These cards grant special bonuses that alter certain requirements, such as dice rolls or the cost of certain actions. Another new feature is the Daimyo Gift tiles, which are taken at the beginning of the game during the initial card selection. These gifts offer objectives that are scored at the end of the game if the corresponding space on the time track has been reached. Ready to return to Himeji Castle and make your clan the most influential? The Bōeki module is compatible with White Castle, with or without the Matcha expansion. —description from the publisher

Not available
#17. The White Castle: Bōeki

At the docks of Himeji, the arrival of Portuguese merchant ships brings more opportunities for exchange and new ambitions for the clans. Only those who dominate trade and diplomacy will be able to overcome their rivals and become master of the court! Take The White Castle to the next level with Bōeki, compatible with both the base game and the Matcha expansion. The Bōeki expansion (base game needed to play) includes: 20 Privilege cards, 12 Daimyo Gift tiles, and 6 Passage of Time tiles. Among the new features added in Bōeki are the 20 Privilege cards, which players can obtain as they advance along the Passage of Time track. These cards grant special bonuses that alter certain requirements, such as dice rolls or the cost of certain actions. Another new feature is the Daimyo Gift tiles, which are taken at the beginning of the game during the initial card selection. These gifts offer objectives that are scored at the end of the game if the corresponding space on the time track has been reached. Ready to return to Himeji Castle and make your clan the most influential? The Bōeki module is compatible with White Castle, with or without the Matcha expansion. —description from the publisher

7.6
1-4 Players
80-100 Mins
Age: 12+
Complexity: 3.0
Not available
8.0
1-4
Complexity: 2.3

At the dawn of time, the first spirits were born - gentle and tireless in their mission to spread life across the barren land of Pangaea. As players, you enter this mythical age, growing your trees and performing rituals to awaken Gaia’s dormant energy and summon elemental creatures to roam and nurture the growing continent. In the Dawn of Pangaea, you and your fellow players act as the first spirits of Pangaea. On your turn, you must choose 2 of the 5 actions that are available to you e.g. planting seeds, growing trees and expanding your forest. Anytime during your turn, you may also play blessing or favor tokens, that you have collected during the game. These tokens will also allow you to summon the ancient guardians with their powerful abilities. Play Ritual cards to score points for growing your trees across different biomes or for attracting creatures that require a specific weather condition. With every point that you gain from these rituals, you climb higher up the sacred Mountain. The first player who reaches the top of the mountain, triggers the end of the game and initiates the final scoring. The player with the most points wins the game and gains the high blessing of Gaia. —description from the publisher

Not available
#16. The Dawn of Pangaea

At the dawn of time, the first spirits were born - gentle and tireless in their mission to spread life across the barren land of Pangaea. As players, you enter this mythical age, growing your trees and performing rituals to awaken Gaia’s dormant energy and summon elemental creatures to roam and nurture the growing continent. In the Dawn of Pangaea, you and your fellow players act as the first spirits of Pangaea. On your turn, you must choose 2 of the 5 actions that are available to you e.g. planting seeds, growing trees and expanding your forest. Anytime during your turn, you may also play blessing or favor tokens, that you have collected during the game. These tokens will also allow you to summon the ancient guardians with their powerful abilities. Play Ritual cards to score points for growing your trees across different biomes or for attracting creatures that require a specific weather condition. With every point that you gain from these rituals, you climb higher up the sacred Mountain. The first player who reaches the top of the mountain, triggers the end of the game and initiates the final scoring. The player with the most points wins the game and gains the high blessing of Gaia. —description from the publisher

8.0
1-4 Players
40-80 Mins
Age: 10+
Complexity: 2.3
Not available
7.7
1-4
Complexity: 4.0

Diables is a mid-heavy eurogame in which you lead a colla in the spectacular Mediterranean tradition of the Ball de Diables. Manage your troupe of performers, coordinate different types of fireworks, and adapt to evolving events to stage the most breathtaking street performances. Carefully plan your actions to captivate the crowd, build momentum across the parade, and earn the highest prestige. A game of Diables is played over 3 rounds, each divided into 4 phases: Performances: Players take turns sending their performers into the streets to carry out actions and engage the crowd. This is the core of the game, where key decisions are made. Passage of Time: The time marker advances, intermediate scoring is resolved, and carts are refilled with new fireworks. Advance the Parade: Crowd cards move forward along the streets, and performers return to players’ boards, ready for the next round. Attract the Crowd: New crowd cards are added to each street, bringing fresh opportunities and challenges. Balance timing, resource management, and positioning to outshine rival colles and deliver the most unforgettable performances. The final scoring takes place in Phase 2 of the 3rd round. Once that phase is complete, the game ends immediately, and the player with the most fame is the winner. —description from the publisher

Not available
#15. Diables

Diables is a mid-heavy eurogame in which you lead a colla in the spectacular Mediterranean tradition of the Ball de Diables. Manage your troupe of performers, coordinate different types of fireworks, and adapt to evolving events to stage the most breathtaking street performances. Carefully plan your actions to captivate the crowd, build momentum across the parade, and earn the highest prestige. A game of Diables is played over 3 rounds, each divided into 4 phases: Performances: Players take turns sending their performers into the streets to carry out actions and engage the crowd. This is the core of the game, where key decisions are made. Passage of Time: The time marker advances, intermediate scoring is resolved, and carts are refilled with new fireworks. Advance the Parade: Crowd cards move forward along the streets, and performers return to players’ boards, ready for the next round. Attract the Crowd: New crowd cards are added to each street, bringing fresh opportunities and challenges. Balance timing, resource management, and positioning to outshine rival colles and deliver the most unforgettable performances. The final scoring takes place in Phase 2 of the 3rd round. Once that phase is complete, the game ends immediately, and the player with the most fame is the winner. —description from the publisher

7.7
1-4 Players
45-120 Mins
Age: 14+
Complexity: 4.0
Not available
7.3
1-4
Complexity: 3.3

Thessaloniki, 4th century: the sun ascended, illuminating the Forum and the harbor's masts, bathing a city vibrant with ambition in a golden glow. Its bustling markets teemed with merchants from every corner of the empire: Greeks, Romans, Syrians, and Illyrians, all engaged in trade, intrigue, and the pursuit of wealth. Amidst the clamor, rumors of imperial favor and trade monopolies permeate the agora. Ships, laden with grains, oil, grapes, and meat, creak under their bounty, destined for distant ports or the vast granaries of powerful patricians. You are one of these patricians, competing for riches and influence. Yet only the shrewdest will rise above the chaos. In a city where commerce and politics are inseparable, your eloquence and strategic acumen forge your legacy in the annals of history. Thessaloniki is a game set during the vibrant merchant era of the Tetrarchy in the 4th century Roman Empire. Players take on the roles of ambitious traders fulfilling contracts, acquiring commodities, and trading with allied cities. Compete to sell your wares at the best prices or secure shipments to high-scoring destinations. As the game unfolds, you can climb the Influence track to sway the popularity of destinations, reaping extra rewards for aligning your shipments accordingly. Resolving contracts that offer powerful bonuses is key to becoming the most influential merchant in Thessaloniki! —description from the publisher

Not available
#14. Thessaloniki

Thessaloniki, 4th century: the sun ascended, illuminating the Forum and the harbor's masts, bathing a city vibrant with ambition in a golden glow. Its bustling markets teemed with merchants from every corner of the empire: Greeks, Romans, Syrians, and Illyrians, all engaged in trade, intrigue, and the pursuit of wealth. Amidst the clamor, rumors of imperial favor and trade monopolies permeate the agora. Ships, laden with grains, oil, grapes, and meat, creak under their bounty, destined for distant ports or the vast granaries of powerful patricians. You are one of these patricians, competing for riches and influence. Yet only the shrewdest will rise above the chaos. In a city where commerce and politics are inseparable, your eloquence and strategic acumen forge your legacy in the annals of history. Thessaloniki is a game set during the vibrant merchant era of the Tetrarchy in the 4th century Roman Empire. Players take on the roles of ambitious traders fulfilling contracts, acquiring commodities, and trading with allied cities. Compete to sell your wares at the best prices or secure shipments to high-scoring destinations. As the game unfolds, you can climb the Influence track to sway the popularity of destinations, reaping extra rewards for aligning your shipments accordingly. Resolving contracts that offer powerful bonuses is key to becoming the most influential merchant in Thessaloniki! —description from the publisher

7.3
1-4 Players
90-120 Mins
Age: 14+
Complexity: 3.3
Not available
8.1
1-4
Complexity: 3.9

Carl von Linné is a strategic board game set in the early 18th century, where players take on the roles of natural historians inspired by the work of Carl Linnaeus and his contemporaries. Through exploring distant regions, collecting and researching specimens, cultivating botanical gardens, corresponding with scientific institutions, and publishing influential books, players gradually build knowledge and reputation. By carefully managing actions through a unique lens system and balancing fieldwork with scholarly study, players compete to contribute most to the emerging system of taxonomy and leave a lasting mark on the history of natural science. —description from the publisher

Not available
#13. Carl v. Linné

Carl von Linné is a strategic board game set in the early 18th century, where players take on the roles of natural historians inspired by the work of Carl Linnaeus and his contemporaries. Through exploring distant regions, collecting and researching specimens, cultivating botanical gardens, corresponding with scientific institutions, and publishing influential books, players gradually build knowledge and reputation. By carefully managing actions through a unique lens system and balancing fieldwork with scholarly study, players compete to contribute most to the emerging system of taxonomy and leave a lasting mark on the history of natural science. —description from the publisher

8.1
1-4 Players
60-120 Mins
Age: 12+
Complexity: 3.9
Not available
8.4
1-4
Complexity: 2.7

A package with no sender—what could be inside? It appears there are still treasures to be unearthed and secrets to be unveiled. Gear up with new items and head back into the jungle. The island of Arnak is expecting your return. Lost Ruins of Arnak: Surprise Shipment is the final addition to the vast and mysterious world of Arnak. The expansion is packed with 50 new cards (30 artifacts, 20 items), two new sites, and an updated site. It comes in a beautifully illustrated box that will complement every player's Arnak collection. —description from the publisher

Not available
#12. Lost Ruins of Arnak: Surprise Shipment

A package with no sender—what could be inside? It appears there are still treasures to be unearthed and secrets to be unveiled. Gear up with new items and head back into the jungle. The island of Arnak is expecting your return. Lost Ruins of Arnak: Surprise Shipment is the final addition to the vast and mysterious world of Arnak. The expansion is packed with 50 new cards (30 artifacts, 20 items), two new sites, and an updated site. It comes in a beautifully illustrated box that will complement every player's Arnak collection. —description from the publisher

8.4
1-4 Players
30-120 Mins
Age: 12+
Complexity: 2.7
Not available
8.2
1-4
Complexity: 3.8

A.S.H.E.S. (Artificial Shelter & Human Evacuation Sequence) From the ashes, the Phoenix will rise. After decades of political tension, the world fell victim to the Great Nuclear War of 1989. In a matter of days, cities were reduced to rubble and the skies burned with fire. Amid the devastation, the remaining survivors united to secure humanity's future. Ancient evacuation systems were reactivated, and the first underground shelters were built. Thus, the A.S.H.E.S. Protocol — Artificial Shelter & Human Evacuation Sequence — was born: a vast network of underground colonies designed to preserve what remained of the human race. Two years later, the last survivors work tirelessly to rescue civilians, rebuild civilization, and develop a project capable of restoring life to the surface: Project Phoenix. In A.S.H.E.S.: Blackout Protocol, you will lead one of these colonies in its struggle for survival. Rescue civilians, expand your shelter network, construct new facilities, and contribute to the development of Project Phoenix—the initiative that may one day restore hope to humanity. HOW TO PLAY The game is played over three rounds. The player with the most Victory Points at the end of the game wins. On your turn, choose one of the following actions: 1. Perform one protocol at Your Base Take a survivor from your base and place them on an action space of your personal board to perform one of the game's main actions: Build Shelters, Install upgrades in the Project Phoenix, or Rescue Survivors. You will also gain a production bonus: Fuel, Data, a Mission Card, or Colony Strength. Build Shelters Use your Colony Strength to construct new shelters capable of housing additional civilians. Gain immediate rewards and receive valuable income at the end of each round. Install upgrades in the Project Phoenix Craft materials and gather data to unlock upgrades for your colony while contributing to humanity's most ambitious undertaking. Rescue Survivors Bring survivors from the wasteland into your shelters to gain immediate benefits and recurring income. Once a shelter is filled, you may flip it to its completed side, sacrificing its income in exchange for a greater Victory Point reward each round. 2. Move Your Evacuation Vehicle Spend Fuel to move your vehicle to a different location on the board. Your vehicle allows you to transport civilians to safety, perform additional actions, and collect materials needed to support Project Phoenix. ADDITIONAL ACTIONS In addition to your main action, you may: Complete a Mission Card from your hand. Craft materials for Project Phoenix. Decontaminate survivors. Seal completed shelters. Search for new survivors. END OF THE ROUND At the end of each round, radiation spreads across the wasteland. Any civilians who remain unrescued on the board will suffer its effects, reducing your Happiness. END OF THE GAME The game ends after the third round. The player with the most Victory Points wins. A.S.H.E.S. Protocol completed. Active shelters: 12 Civilians evacuated: 1,742 Project Phoenix — Phase I initiated "From the ashes, we endure."

Not available
#11. ASHES: Blackout Protocol

A.S.H.E.S. (Artificial Shelter & Human Evacuation Sequence) From the ashes, the Phoenix will rise. After decades of political tension, the world fell victim to the Great Nuclear War of 1989. In a matter of days, cities were reduced to rubble and the skies burned with fire. Amid the devastation, the remaining survivors united to secure humanity's future. Ancient evacuation systems were reactivated, and the first underground shelters were built. Thus, the A.S.H.E.S. Protocol — Artificial Shelter & Human Evacuation Sequence — was born: a vast network of underground colonies designed to preserve what remained of the human race. Two years later, the last survivors work tirelessly to rescue civilians, rebuild civilization, and develop a project capable of restoring life to the surface: Project Phoenix. In A.S.H.E.S.: Blackout Protocol, you will lead one of these colonies in its struggle for survival. Rescue civilians, expand your shelter network, construct new facilities, and contribute to the development of Project Phoenix—the initiative that may one day restore hope to humanity. HOW TO PLAY The game is played over three rounds. The player with the most Victory Points at the end of the game wins. On your turn, choose one of the following actions: 1. Perform one protocol at Your Base Take a survivor from your base and place them on an action space of your personal board to perform one of the game's main actions: Build Shelters, Install upgrades in the Project Phoenix, or Rescue Survivors. You will also gain a production bonus: Fuel, Data, a Mission Card, or Colony Strength. Build Shelters Use your Colony Strength to construct new shelters capable of housing additional civilians. Gain immediate rewards and receive valuable income at the end of each round. Install upgrades in the Project Phoenix Craft materials and gather data to unlock upgrades for your colony while contributing to humanity's most ambitious undertaking. Rescue Survivors Bring survivors from the wasteland into your shelters to gain immediate benefits and recurring income. Once a shelter is filled, you may flip it to its completed side, sacrificing its income in exchange for a greater Victory Point reward each round. 2. Move Your Evacuation Vehicle Spend Fuel to move your vehicle to a different location on the board. Your vehicle allows you to transport civilians to safety, perform additional actions, and collect materials needed to support Project Phoenix. ADDITIONAL ACTIONS In addition to your main action, you may: Complete a Mission Card from your hand. Craft materials for Project Phoenix. Decontaminate survivors. Seal completed shelters. Search for new survivors. END OF THE ROUND At the end of each round, radiation spreads across the wasteland. Any civilians who remain unrescued on the board will suffer its effects, reducing your Happiness. END OF THE GAME The game ends after the third round. The player with the most Victory Points wins. A.S.H.E.S. Protocol completed. Active shelters: 12 Civilians evacuated: 1,742 Project Phoenix — Phase I initiated "From the ashes, we endure."

8.2
1-4 Players
60-120 Mins
Age: 14+
Complexity: 3.8
Not available
7.4
1-4
Complexity: 2.1

“Just a little further, a bit higher, bro…” The cheetah gives the penguin a boost over the gate, while a confused wolf dashes past. “Look out, someone’s coming!” Everyone freezes. After a moment of silence, a sloth calls from a tree: “All clear, move out!” The animals have secretly snuck out of the zoo at night—and now they’re trying to find their way back. Help them return before the keepers notice! The goal of the game is to help the animals and guide them safely back into their home. Players explore parts of the darkened zoo to discover the best routes home. Each round, players draft tiles and place them on their boards, triggering special actions and building a path back for their animals. Every animal has its own unique way of moving and scoring points, making each game a new adventure! —description from the publisher

Not available
#10. Night at the Zoo

“Just a little further, a bit higher, bro…” The cheetah gives the penguin a boost over the gate, while a confused wolf dashes past. “Look out, someone’s coming!” Everyone freezes. After a moment of silence, a sloth calls from a tree: “All clear, move out!” The animals have secretly snuck out of the zoo at night—and now they’re trying to find their way back. Help them return before the keepers notice! The goal of the game is to help the animals and guide them safely back into their home. Players explore parts of the darkened zoo to discover the best routes home. Each round, players draft tiles and place them on their boards, triggering special actions and building a path back for their animals. Every animal has its own unique way of moving and scoring points, making each game a new adventure! —description from the publisher

7.4
1-4 Players
30 Mins
Age: 10+
Complexity: 2.1
Not available
7.7
1-5
Complexity: 2.9

Timespan is a streamlined, friendly and highly varied civilization game from the designers of Automania and Bad Company. Combine one of six asymmetric civilizations with one of six unique technology boards, and customize your civilization further by recruiting among 175 historic persons, buildings, technologies and wonders. Large parts of the game are played simultaneously, allowing you to lead your civilization from the stone age to the space age in about 90 minutes. There is no warfare: Timespan focuses on the peaceful sides of civilization building, the exploration and on building an economic engine. >>> The game is played over 5 rounds. Each round consists of an exploration phase and an action phase. In the exploration phase players take turns (in order of their positions on the harmony track) to draft cards and discovery tiles from the current age. Then, players move their camels, possibly visiting the other players' wonders for various effects and rewards. Then follows the action phase, which is played simultaneously by all players: Each player has a civilization board with a timeline, where they can play up to 4 cards. As new cards are played, older cards are pushed out of the timeline, and goes into the player's heritage. Players use their workers to activate cards in their timeline, as well as action boxes on their civilization boards and their own wonders. All activations provide various rewards such as resources or advancements on the culture track (to gain wonders and new workers), on the science track (to unlock technologies on the player's technology board), or on the ship track, the flight track or even the space track (giving access to various rare luxury resources). Luxuries can be used to upgrade your cards' effects, and when luxuries are moved into your heritage, they continue to provide permanent passive income. At the end of the second and fourth round, a new age begins, and new cards and discovery tiles are introduced to the players. —description from the designer

Not available
#9. Timespan

Timespan is a streamlined, friendly and highly varied civilization game from the designers of Automania and Bad Company. Combine one of six asymmetric civilizations with one of six unique technology boards, and customize your civilization further by recruiting among 175 historic persons, buildings, technologies and wonders. Large parts of the game are played simultaneously, allowing you to lead your civilization from the stone age to the space age in about 90 minutes. There is no warfare: Timespan focuses on the peaceful sides of civilization building, the exploration and on building an economic engine. >>> The game is played over 5 rounds. Each round consists of an exploration phase and an action phase. In the exploration phase players take turns (in order of their positions on the harmony track) to draft cards and discovery tiles from the current age. Then, players move their camels, possibly visiting the other players' wonders for various effects and rewards. Then follows the action phase, which is played simultaneously by all players: Each player has a civilization board with a timeline, where they can play up to 4 cards. As new cards are played, older cards are pushed out of the timeline, and goes into the player's heritage. Players use their workers to activate cards in their timeline, as well as action boxes on their civilization boards and their own wonders. All activations provide various rewards such as resources or advancements on the culture track (to gain wonders and new workers), on the science track (to unlock technologies on the player's technology board), or on the ship track, the flight track or even the space track (giving access to various rare luxury resources). Luxuries can be used to upgrade your cards' effects, and when luxuries are moved into your heritage, they continue to provide permanent passive income. At the end of the second and fourth round, a new age begins, and new cards and discovery tiles are introduced to the players. —description from the designer

7.7
1-5 Players
90 Mins
Age: 12+
Complexity: 2.9
Not available
7.8
1-4
Complexity: 2.7

In Drillers, players explore an abandoned mine using their mechs, trying to find and excavate anything useful or valuable left behind by a forgotten mining corporation. Each level of the mine brings new opportunities and new challenges—as fuel runs low and decisions become tighter. By collecting cards, players improve the drilling capabilities of their unique mech, unlock new actions, and push their operation further underground. Mined minerals can be sold for profit also by use of drones, allowing players to refine their strategy and invest in better tools. Every decision affects everyone, often creating new opportunities for players. Drillers is a game about planning ahead, tough decision-making, and knowing just how far you can afford to drill. Will you be the first to extend the horizons and uncover what the depths hide? —description from the publisher

Not available
#8. Drillers

In Drillers, players explore an abandoned mine using their mechs, trying to find and excavate anything useful or valuable left behind by a forgotten mining corporation. Each level of the mine brings new opportunities and new challenges—as fuel runs low and decisions become tighter. By collecting cards, players improve the drilling capabilities of their unique mech, unlock new actions, and push their operation further underground. Mined minerals can be sold for profit also by use of drones, allowing players to refine their strategy and invest in better tools. Every decision affects everyone, often creating new opportunities for players. Drillers is a game about planning ahead, tough decision-making, and knowing just how far you can afford to drill. Will you be the first to extend the horizons and uncover what the depths hide? —description from the publisher

7.8
1-4 Players
30-120 Mins
Age: 12+
Complexity: 2.7
Not available
7.4
1-4
Complexity: 3.0

Step into a world where art defies gravity and stone becomes dream. Shape forms, balance light and nature, and bring to life the visionary style that redefined architecture. Antoni Gaudí was a visionary Catalan architect born in 1852, renowned for his imaginative and distinctive style that blended Gothic and Art Nouveau influences. Players will travel through Gaudí's life and work, earning Victory Points in the three pillars that shaped his works: Nature, Catalonia, and Religion. To succeed, players must keep their progress balanced—only their two lowest VP scores among the three pillars will count toward final scoring. Points are gained by playing cards and placing 'Trencadís' tiles on their personal boards. 'Trencadís' is a Catalan word that means “a lot of little broken things”. While playing, you’ll discover some of these intricate details depicted on the cards and experience the creative joy of arranging your own trencadís patterns on your personal board. ). Each pillar awards VP differently: Nature points are mainly earned through Nature cards, Catalonia points are mostly scored at the end of each round, and Religion points are primarily tallied at the end of the game. The game unfolds over three rounds. In each round, players take turns moving around the central Chandelier on the main board, carefully choosing where to stop in order to perform key actions—drawing cards and collecting various types of Trencadís tiles. These resources are then used to play cards and progress up the Chimneys on their personal boards. Each round concludes once all players have completed a full circuit around the Chandelier. At the end of the third round, the player with the highest and most balanced combination of VP will be declared the winner! —description from the publisher

Not available
#7. Gaudí

Step into a world where art defies gravity and stone becomes dream. Shape forms, balance light and nature, and bring to life the visionary style that redefined architecture. Antoni Gaudí was a visionary Catalan architect born in 1852, renowned for his imaginative and distinctive style that blended Gothic and Art Nouveau influences. Players will travel through Gaudí's life and work, earning Victory Points in the three pillars that shaped his works: Nature, Catalonia, and Religion. To succeed, players must keep their progress balanced—only their two lowest VP scores among the three pillars will count toward final scoring. Points are gained by playing cards and placing 'Trencadís' tiles on their personal boards. 'Trencadís' is a Catalan word that means “a lot of little broken things”. While playing, you’ll discover some of these intricate details depicted on the cards and experience the creative joy of arranging your own trencadís patterns on your personal board. ). Each pillar awards VP differently: Nature points are mainly earned through Nature cards, Catalonia points are mostly scored at the end of each round, and Religion points are primarily tallied at the end of the game. The game unfolds over three rounds. In each round, players take turns moving around the central Chandelier on the main board, carefully choosing where to stop in order to perform key actions—drawing cards and collecting various types of Trencadís tiles. These resources are then used to play cards and progress up the Chimneys on their personal boards. Each round concludes once all players have completed a full circuit around the Chandelier. At the end of the third round, the player with the highest and most balanced combination of VP will be declared the winner! —description from the publisher

7.4
1-4 Players
60-100 Mins
Age: 10+
Complexity: 3.0
Not available
8.3
1-5
Complexity: 3.0

In Endeavor: Deep Sea, players explore the vast depths of the ocean, hiring dedicated workers and completing objectives in an effort to chart the environment and help protect it. The Endeavor: Deep Sea – Uncharted Waters expansion pushes players to the edge with challenging new missions, undiscovered depths to explore, and new specialists looking to join your crew and make an impact on the world. Players also get to incorporate new mini-expansions tasking them with saving endangered aquatic wildlife, exploring deeper depths than ever possible, and restoring the fragile balance of the marine ecosystem. This expansion includes four new scenarios with interesting phenomena such as "Tectonic Split", which divides the sea in two, and "The Fog", which blankets the surface in a mysterious mist. Each of the four scenarios introduces components not found in the base game.

Not available
#6. Endeavor: Deep Sea – Uncharted Waters

In Endeavor: Deep Sea, players explore the vast depths of the ocean, hiring dedicated workers and completing objectives in an effort to chart the environment and help protect it. The Endeavor: Deep Sea – Uncharted Waters expansion pushes players to the edge with challenging new missions, undiscovered depths to explore, and new specialists looking to join your crew and make an impact on the world. Players also get to incorporate new mini-expansions tasking them with saving endangered aquatic wildlife, exploring deeper depths than ever possible, and restoring the fragile balance of the marine ecosystem. This expansion includes four new scenarios with interesting phenomena such as "Tectonic Split", which divides the sea in two, and "The Fog", which blankets the surface in a mysterious mist. Each of the four scenarios introduces components not found in the base game.

8.3
1-5 Players
45-90 Mins
Age: 14+
Complexity: 3.0
Not available
8.6
1-4
Complexity: 3.9

It is 1403, and the prosperous Kingdom of Bohemia stands in the midst of a political crisis. Kings and nobles wage their wars of power and intrigue, while ordinary people seem powerless in the grand scheme of things. But change is in the wind.‍ Clothed in homespun garb, with naught but a simple dagger to hand, you have lived your whole life as a commoner, in the village where you were born. But must things remain that way? Embark on an adventure filled with peril, but also opportunity. Deal with unpredictable locals, train to become a skilled archer, a silver-tongued orator, or even a cunning thief. Whatever path you choose, let it be your own. Kingdom Come: Deliverance – The Board Game is an epic adventure game mixed with euro elements, set in 15th-century Medieval Bohemia. Over the course of several in-game days and nights, players will try to leave their mark, whether by helping the local nobility, making important connections, fighting enemies, or stealing everything from tiny items to horses. While the game is competitive, it doesn’t pit players against one another, but instead allows them to succeed through their own achievements. It uses a deck-building system and emphasizes player freedom, creating narratives through its mechanics. The starting setup may provide some direction, but the game’s open-world nature encourages players to pursue their own goals and shape their stories as they wish. In Kingdom Come: Deliverance – The Board Game, iconic designers Tomáš Holek and Vlaada Chvátil join forces for the first time to bring Warhorse Studios' award-winning Kingdom Come: Deliverance video game to the tabletop in an epic official adaptation. Hero Progression Develop your character through the decisions you make along the way. Exchange experience for skill cards, allowing you to specialize and prepare for card tests needed to perform main actions. Tests will determine whether you succeed in stealing, fighting, befriending others, hunting, training your skills, or even picking herbs. Acquiring and playing suitable skill cards for their main effects will get you off to a good start. Equipment matters as well. Weapons, armor, clothing, or various other items can significantly help you. Hunting deer without a bow is rarely a good idea, and making a strong impression is much easier when you’re not wearing dirty rags. City Storylines & Side Quests Before you even set out, you’ll choose three major storylines—one for each city on the map. During the game, you can take part in developing these storylines, influencing how they progress and ultimately conclude. Each city offers three different storylines that can be mixed and matched, creating a wide variety of possible combinations across multiple playthroughs. Will you help with the wedding preparations, investigate the brutal attack in Neuhof, or race against time before a life-threatening disease wipes out the whole village? The choice is yours, and so are the consequences. It’s not only about the big events but also about the local people. Embark on side quests to help villagers with their problems, and gain experience and resources you’ll surely find useful. An Open World of Opportunities and Challenges There will be times you might need to visit the armorer, sell freshly gathered herbs, or wash your dirty shoes. City merchants aren't just waiting out in the open; you'll have to venture inside the walls. Watch your step, though! Encounters with guards, drunkards, and locals might cause you some hassle, but they can also surprise you with interesting opportunities. Need a rest? Have your food supplies gone bad? Visit inns to spend the night, fill your hungry stomach, and eavesdrop on the latest local gossip and rumors. There might be some quests waiting for you. And if you got dirty doing who knows what, find the nearest bathhouse to get cleaned up. You could also consider a church visit, if you’re feeling guilty… In Kingdom Come: Deliverance – The Board Game, no two playthroughs will be the same. The choices you make, the people you meet, and the opportunities you pursue will always create a unique and unforgettable adventure. —description from the publisher

Not available
#5. Kingdom Come: Deliverance – The Board Game

It is 1403, and the prosperous Kingdom of Bohemia stands in the midst of a political crisis. Kings and nobles wage their wars of power and intrigue, while ordinary people seem powerless in the grand scheme of things. But change is in the wind.‍ Clothed in homespun garb, with naught but a simple dagger to hand, you have lived your whole life as a commoner, in the village where you were born. But must things remain that way? Embark on an adventure filled with peril, but also opportunity. Deal with unpredictable locals, train to become a skilled archer, a silver-tongued orator, or even a cunning thief. Whatever path you choose, let it be your own. Kingdom Come: Deliverance – The Board Game is an epic adventure game mixed with euro elements, set in 15th-century Medieval Bohemia. Over the course of several in-game days and nights, players will try to leave their mark, whether by helping the local nobility, making important connections, fighting enemies, or stealing everything from tiny items to horses. While the game is competitive, it doesn’t pit players against one another, but instead allows them to succeed through their own achievements. It uses a deck-building system and emphasizes player freedom, creating narratives through its mechanics. The starting setup may provide some direction, but the game’s open-world nature encourages players to pursue their own goals and shape their stories as they wish. In Kingdom Come: Deliverance – The Board Game, iconic designers Tomáš Holek and Vlaada Chvátil join forces for the first time to bring Warhorse Studios' award-winning Kingdom Come: Deliverance video game to the tabletop in an epic official adaptation. Hero Progression Develop your character through the decisions you make along the way. Exchange experience for skill cards, allowing you to specialize and prepare for card tests needed to perform main actions. Tests will determine whether you succeed in stealing, fighting, befriending others, hunting, training your skills, or even picking herbs. Acquiring and playing suitable skill cards for their main effects will get you off to a good start. Equipment matters as well. Weapons, armor, clothing, or various other items can significantly help you. Hunting deer without a bow is rarely a good idea, and making a strong impression is much easier when you’re not wearing dirty rags. City Storylines & Side Quests Before you even set out, you’ll choose three major storylines—one for each city on the map. During the game, you can take part in developing these storylines, influencing how they progress and ultimately conclude. Each city offers three different storylines that can be mixed and matched, creating a wide variety of possible combinations across multiple playthroughs. Will you help with the wedding preparations, investigate the brutal attack in Neuhof, or race against time before a life-threatening disease wipes out the whole village? The choice is yours, and so are the consequences. It’s not only about the big events but also about the local people. Embark on side quests to help villagers with their problems, and gain experience and resources you’ll surely find useful. An Open World of Opportunities and Challenges There will be times you might need to visit the armorer, sell freshly gathered herbs, or wash your dirty shoes. City merchants aren't just waiting out in the open; you'll have to venture inside the walls. Watch your step, though! Encounters with guards, drunkards, and locals might cause you some hassle, but they can also surprise you with interesting opportunities. Need a rest? Have your food supplies gone bad? Visit inns to spend the night, fill your hungry stomach, and eavesdrop on the latest local gossip and rumors. There might be some quests waiting for you. And if you got dirty doing who knows what, find the nearest bathhouse to get cleaned up. You could also consider a church visit, if you’re feeling guilty… In Kingdom Come: Deliverance – The Board Game, no two playthroughs will be the same. The choices you make, the people you meet, and the opportunities you pursue will always create a unique and unforgettable adventure. —description from the publisher

8.6
1-4 Players
120-320 Mins
Age: 14+
Complexity: 3.9
Not available
7.8
1-4
Complexity: 3.7

At 11pm on the 23rd of September, 1971, all over a world very much like ours, people noticed a strange light in the sky. Three hours later, it struck somewhere in Antarctica. Several research teams just landed on the shores of Antarctica. Your objectives are clear: establish a highly efficient network of stations, scout the unforgiving landscape, reach the mysterious meteorite impact site and be the most successful research team to go down in the history books. Combine scarce resources with your technological expertise to gear up for expeditions and launch groundbreaking scientific projects. When temperatures drop far below freezing, through the storm-swept landscape, balancing risk and bravery will decide between triumph and disaster. —description from the publisher

Not available
#4. -60°

At 11pm on the 23rd of September, 1971, all over a world very much like ours, people noticed a strange light in the sky. Three hours later, it struck somewhere in Antarctica. Several research teams just landed on the shores of Antarctica. Your objectives are clear: establish a highly efficient network of stations, scout the unforgiving landscape, reach the mysterious meteorite impact site and be the most successful research team to go down in the history books. Combine scarce resources with your technological expertise to gear up for expeditions and launch groundbreaking scientific projects. When temperatures drop far below freezing, through the storm-swept landscape, balancing risk and bravery will decide between triumph and disaster. —description from the publisher

7.8
1-4 Players
120-180 Mins
Age: 12+
Complexity: 3.7
Not available
7.6
1-4
Complexity: 3.7

For aeons, entropy was an inescapable force of nature. But then humanity evolved to understand it, harness it, and even bend it to their purpose. Your life has been devoted to learning how to shape the very workings of the universe to your will… or rather, to the will of your people. You are to become a scientist, a member of the most revered caste. Now the time has come for the final exam. You must prove you can create new solar systems, coax stars into life, shape a range of biomes, and ultimately seed planets with life. It may only be a simulation, there are limits to what you can do here; this is science, not magic. And you are not alone. Across the complex, fellow apprentices step into their own chambers, beginning the same trial. Only one will rise to join the caste. This is your moment of truth. Entropy plays out over a variable number of rounds. Each turn, you must move your Scientist between 1 to 3 spaces clockwise around the Main board. You must end your movement on either an inner Action space on the Main board or an outer space of an Action tile, and resolve it. You will build Solar Systems with Stars, Planets, and Asteroids, then fill them with Life, by playing cards. You may also gain various special abilities by adding Biomes and upgrading your Console. The end game is triggered when any 2 out of 6 Main Objectives are Completed. The player with the most Victory Points at the end of the game is the winner. —description from the publisher

Not available
#3. Entropy

For aeons, entropy was an inescapable force of nature. But then humanity evolved to understand it, harness it, and even bend it to their purpose. Your life has been devoted to learning how to shape the very workings of the universe to your will… or rather, to the will of your people. You are to become a scientist, a member of the most revered caste. Now the time has come for the final exam. You must prove you can create new solar systems, coax stars into life, shape a range of biomes, and ultimately seed planets with life. It may only be a simulation, there are limits to what you can do here; this is science, not magic. And you are not alone. Across the complex, fellow apprentices step into their own chambers, beginning the same trial. Only one will rise to join the caste. This is your moment of truth. Entropy plays out over a variable number of rounds. Each turn, you must move your Scientist between 1 to 3 spaces clockwise around the Main board. You must end your movement on either an inner Action space on the Main board or an outer space of an Action tile, and resolve it. You will build Solar Systems with Stars, Planets, and Asteroids, then fill them with Life, by playing cards. You may also gain various special abilities by adding Biomes and upgrading your Console. The end game is triggered when any 2 out of 6 Main Objectives are Completed. The player with the most Victory Points at the end of the game is the winner. —description from the publisher

7.6
1-4 Players
90-150 Mins
Age: 14+
Complexity: 3.7
Not available
8.5
2-4
Complexity: 3.7

Arthur and Mordred fell at Camlann field. Arthur's body has been taken to Avalon, and unknown to the fey, Mordred followed - for the shattered son of King Arthur is not dead. By way of forbidden lore, his body endured the wounds of Excalibur and followed along the hidden ways to Avalon. Now the veil between the magical and the mundane has been pierced, and the wound calls like a beacon. The way is open, and all those with the sight now see it, so they come — some to defile the land, some to defend it. In Avalon: The Riven Veil, an Arthurian-based area-control and exploration game, you lead mighty factions through the misty veil to discover what awaits on the mystical isle of Avalon. Explore the mists, discover legendary items of power, bond mythic beasts, hunt for the grail, and prepare for war. The game ends when you reach the end of the final season (season 2 or 3 depending on your selected game length). Each player gains the Victory Points from the revealed settlement slots of their Faction Board then whoever has the most Victory Points at the end of that Season, wins the game. —description from the publisher

Not available
#2. Avalon: The Riven Veil

Arthur and Mordred fell at Camlann field. Arthur's body has been taken to Avalon, and unknown to the fey, Mordred followed - for the shattered son of King Arthur is not dead. By way of forbidden lore, his body endured the wounds of Excalibur and followed along the hidden ways to Avalon. Now the veil between the magical and the mundane has been pierced, and the wound calls like a beacon. The way is open, and all those with the sight now see it, so they come — some to defile the land, some to defend it. In Avalon: The Riven Veil, an Arthurian-based area-control and exploration game, you lead mighty factions through the misty veil to discover what awaits on the mystical isle of Avalon. Explore the mists, discover legendary items of power, bond mythic beasts, hunt for the grail, and prepare for war. The game ends when you reach the end of the final season (season 2 or 3 depending on your selected game length). Each player gains the Victory Points from the revealed settlement slots of their Faction Board then whoever has the most Victory Points at the end of that Season, wins the game. —description from the publisher

8.5
2-4 Players
90-120 Mins
Age: 14+
Complexity: 3.7
Not available
8.2
1-4
Complexity: 3.8

Queen Alice is a Mid-Heavy Eurogame all about building engines to improve your actions. Alice has received a strange call for help. Some words written backwards have appeared on the mirror in her living room: “Alice, we need a new queen”. Surprised, but without hesitating for a moment, she touches the mirror and realises that her hand can pass through it. Following her hand, the rest of her body is pulled to the other side of the mirror… In Queen Alice, you belong to the ‘Court on the Other Side of the Looking-Glass’ and your mission is to prepare Alice's coronation banquet. Whoever does the best job will become the new Queen's right-hand person and therefore win the game. To achieve this, you must convince the different chess pieces that inhabit this world to help you with the preparations. You will have a key influence on Alice's coronation. Depending on the color of the pieces that help most with the banquet, Alice will be crowned the White Queen or the Red Queen, or maybe even both! Will you manage to pull the kingdom's strings in your favor and have Alice crowned with the color that best suits your interests? Will you become the most influential person in the new era of Queen Alice? Queen Alice is a game inspired by Lewis Carroll's Through the Looking-Glass, and What Alice Found There, using some of its characters and part of its narrative centered on chess and its pieces. However, we have created our own story and it is not intended to be a representation of the one Lewis Carroll presents in his book. In your turn you will activate the different actions using chess pieces and their well-known movements with a card-driven system. During the game, you will obtain passive and instant benefits and take enhanced cards to your hand, which you will use to improve the actions when activating them. This is what we call the “Chess-building” system. But you will find the most thrilling part of the game in the “race” for the color crown: only part of Alice’s Wishes (objectives which will score you victory points) will be accomplished (and scored) during and at the end of the game, so you will have to choose your actions wisely and advance accordingly the Influence on Alice to become Red or White Queen, while keeping an eye on your opponents who may choose to influence the opposite color! —description from the publisher

Not available
#1. Queen Alice

Queen Alice is a Mid-Heavy Eurogame all about building engines to improve your actions. Alice has received a strange call for help. Some words written backwards have appeared on the mirror in her living room: “Alice, we need a new queen”. Surprised, but without hesitating for a moment, she touches the mirror and realises that her hand can pass through it. Following her hand, the rest of her body is pulled to the other side of the mirror… In Queen Alice, you belong to the ‘Court on the Other Side of the Looking-Glass’ and your mission is to prepare Alice's coronation banquet. Whoever does the best job will become the new Queen's right-hand person and therefore win the game. To achieve this, you must convince the different chess pieces that inhabit this world to help you with the preparations. You will have a key influence on Alice's coronation. Depending on the color of the pieces that help most with the banquet, Alice will be crowned the White Queen or the Red Queen, or maybe even both! Will you manage to pull the kingdom's strings in your favor and have Alice crowned with the color that best suits your interests? Will you become the most influential person in the new era of Queen Alice? Queen Alice is a game inspired by Lewis Carroll's Through the Looking-Glass, and What Alice Found There, using some of its characters and part of its narrative centered on chess and its pieces. However, we have created our own story and it is not intended to be a representation of the one Lewis Carroll presents in his book. In your turn you will activate the different actions using chess pieces and their well-known movements with a card-driven system. During the game, you will obtain passive and instant benefits and take enhanced cards to your hand, which you will use to improve the actions when activating them. This is what we call the “Chess-building” system. But you will find the most thrilling part of the game in the “race” for the color crown: only part of Alice’s Wishes (objectives which will score you victory points) will be accomplished (and scored) during and at the end of the game, so you will have to choose your actions wisely and advance accordingly the Influence on Alice to become Red or White Queen, while keeping an eye on your opponents who may choose to influence the opposite color! —description from the publisher

8.2
1-4 Players
30-120 Mins
Age: 14+
Complexity: 3.8
Not available
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8.5
1-4
Complexity: 2.3

The Crescendo expansion for Harmonies includes 3 new modules that can be used individually or in combination with other modules. Sanctuaries: Build unique landscapes that can accommodate multiple animals. New personal game boards offer new field layouts and ways to score points. Whisper Creatures: Add new cards to your animal cards and create synergies between animals and Whisper Creatures.

Not available
7.7
1-4
Complexity: 3.0

During the Great Depression, thousands of families living in the remote Appalachian Mountains had little or no access to books, schools, or libraries. To address this challenge, the United States government launched the Pack Horse Library Project, employing women who traveled on horseback across Kentucky to deliver books and knowledge to isolated communities. These remarkable women became known as the Book Women. In The Book Women, 1–4 players take on the role of these pioneering librarians. Over the course of three rounds, they will ride across the Appalachian countryside delivering books, establishing community libraries, supporting local families, and documenting their experiences in personal journals. The Book Women is a medium-weight eurogame built around dice drafting and placement, resource management, route optimization, and engine building through a personal rondel. Each turn, players draft a die from a shared pool, gaining resources and actions based on its value and color. The chosen die is then placed in one of several locations, unlocking additional effects and creating meaningful tactical decisions. Throughout the game, players travel across a modular map delivering books to remote households, construct libraries in growing communities, recruit support from local authorities, and develop their personal journal board by adding new rondel tiles that enhance future turns. The game combines short-term tactical choices with long-term strategic planning. Players must balance expanding their library network, fulfilling deliveries, collecting scoring opportunities, and improving their personal engine, all while adapting to the changing state of the board. After three rounds, players score points from completed rondel sections, libraries built, deliveries made, end-game objectives, collected rewards, and personal achievements. The player with the highest score wins. —description from the publisher

Not available
8.2
1-4
Complexity: 3.2

Bathed by the crystal-clear waters of Cabo de Gata and under the white light of Andalusia stands Níjar, a small town in the province of Almería, Spain, with a pottery tradition dating back to the Bronze Age and which gained great significance during the Muslim period (10th–15th centuries). In Níjar, we travel back to the 1920s, long before the tourism boom of the 1950s. The local economy revolved around ceramics, esparto weaving, and the making of jarapas, colorful textiles that remain a symbol of the region today. Experience the charm of rural Andalusia: its narrow whitewashed streets, the rhythmic hum of pottery wheels at work, and skilled hands weaving esparto and jarapas, bringing color and life to the traditions of Níjar. In the game, each player expands their workshop by adding new wheels to produce more pieces. Extract clay, throw pots, fire them, paint them, and sell your creations at the market. The game is played over three rounds, each with a decreasing number of action discs: 7 in round 1, 6 in round 2, and 5 in round 3. On their turn, players may choose one of the following: 1.- Play craftswomen Place one more craftswomen than currently present on an action space to perform it. Return all other craftswomens there to their owners. Actions include: Draw a card, play a card, extract clay, throw pots, fire pieces, paint, clean the workshop, sell esparto and claim the starting player marker Depending on where you play your craftswomen, you may also gain bonus rewards. 2.- Discard a final scoring card Discard one of your endgame scoring cards to perform an action of your choice. 3.- Sell pieces at the market (max 2) Exchange up to two fired pieces for victory points. 4.- Close your shop / take a bonus If you have no more craftswomen, pass and close your shop for the round. Take a bonus token. On your following turns, you may choose another bonus. Transform clay into art, fire into tradition, and your workshop into the soul of Níjar. Only those who master the rhythm of the wheel and the alchemy of color will be remembered as true master potters. —description from the publisher

Not available
7.6
1-4
Complexity: 3.0

At the docks of Himeji, the arrival of Portuguese merchant ships brings more opportunities for exchange and new ambitions for the clans. Only those who dominate trade and diplomacy will be able to overcome their rivals and become master of the court! Take The White Castle to the next level with Bōeki, compatible with both the base game and the Matcha expansion. The Bōeki expansion (base game needed to play) includes: 20 Privilege cards, 12 Daimyo Gift tiles, and 6 Passage of Time tiles. Among the new features added in Bōeki are the 20 Privilege cards, which players can obtain as they advance along the Passage of Time track. These cards grant special bonuses that alter certain requirements, such as dice rolls or the cost of certain actions. Another new feature is the Daimyo Gift tiles, which are taken at the beginning of the game during the initial card selection. These gifts offer objectives that are scored at the end of the game if the corresponding space on the time track has been reached. Ready to return to Himeji Castle and make your clan the most influential? The Bōeki module is compatible with White Castle, with or without the Matcha expansion. —description from the publisher

Not available
8.0
1-4
Complexity: 2.3

At the dawn of time, the first spirits were born - gentle and tireless in their mission to spread life across the barren land of Pangaea. As players, you enter this mythical age, growing your trees and performing rituals to awaken Gaia’s dormant energy and summon elemental creatures to roam and nurture the growing continent. In the Dawn of Pangaea, you and your fellow players act as the first spirits of Pangaea. On your turn, you must choose 2 of the 5 actions that are available to you e.g. planting seeds, growing trees and expanding your forest. Anytime during your turn, you may also play blessing or favor tokens, that you have collected during the game. These tokens will also allow you to summon the ancient guardians with their powerful abilities. Play Ritual cards to score points for growing your trees across different biomes or for attracting creatures that require a specific weather condition. With every point that you gain from these rituals, you climb higher up the sacred Mountain. The first player who reaches the top of the mountain, triggers the end of the game and initiates the final scoring. The player with the most points wins the game and gains the high blessing of Gaia. —description from the publisher

Not available
7.7
1-4
Complexity: 4.0

Diables is a mid-heavy eurogame in which you lead a colla in the spectacular Mediterranean tradition of the Ball de Diables. Manage your troupe of performers, coordinate different types of fireworks, and adapt to evolving events to stage the most breathtaking street performances. Carefully plan your actions to captivate the crowd, build momentum across the parade, and earn the highest prestige. A game of Diables is played over 3 rounds, each divided into 4 phases: Performances: Players take turns sending their performers into the streets to carry out actions and engage the crowd. This is the core of the game, where key decisions are made. Passage of Time: The time marker advances, intermediate scoring is resolved, and carts are refilled with new fireworks. Advance the Parade: Crowd cards move forward along the streets, and performers return to players’ boards, ready for the next round. Attract the Crowd: New crowd cards are added to each street, bringing fresh opportunities and challenges. Balance timing, resource management, and positioning to outshine rival colles and deliver the most unforgettable performances. The final scoring takes place in Phase 2 of the 3rd round. Once that phase is complete, the game ends immediately, and the player with the most fame is the winner. —description from the publisher

Not available
7.3
1-4
Complexity: 3.3

Thessaloniki, 4th century: the sun ascended, illuminating the Forum and the harbor's masts, bathing a city vibrant with ambition in a golden glow. Its bustling markets teemed with merchants from every corner of the empire: Greeks, Romans, Syrians, and Illyrians, all engaged in trade, intrigue, and the pursuit of wealth. Amidst the clamor, rumors of imperial favor and trade monopolies permeate the agora. Ships, laden with grains, oil, grapes, and meat, creak under their bounty, destined for distant ports or the vast granaries of powerful patricians. You are one of these patricians, competing for riches and influence. Yet only the shrewdest will rise above the chaos. In a city where commerce and politics are inseparable, your eloquence and strategic acumen forge your legacy in the annals of history. Thessaloniki is a game set during the vibrant merchant era of the Tetrarchy in the 4th century Roman Empire. Players take on the roles of ambitious traders fulfilling contracts, acquiring commodities, and trading with allied cities. Compete to sell your wares at the best prices or secure shipments to high-scoring destinations. As the game unfolds, you can climb the Influence track to sway the popularity of destinations, reaping extra rewards for aligning your shipments accordingly. Resolving contracts that offer powerful bonuses is key to becoming the most influential merchant in Thessaloniki! —description from the publisher

Not available
8.1
1-4
Complexity: 3.9

Carl von Linné is a strategic board game set in the early 18th century, where players take on the roles of natural historians inspired by the work of Carl Linnaeus and his contemporaries. Through exploring distant regions, collecting and researching specimens, cultivating botanical gardens, corresponding with scientific institutions, and publishing influential books, players gradually build knowledge and reputation. By carefully managing actions through a unique lens system and balancing fieldwork with scholarly study, players compete to contribute most to the emerging system of taxonomy and leave a lasting mark on the history of natural science. —description from the publisher

Not available
8.4
1-4
Complexity: 2.7

A package with no sender—what could be inside? It appears there are still treasures to be unearthed and secrets to be unveiled. Gear up with new items and head back into the jungle. The island of Arnak is expecting your return. Lost Ruins of Arnak: Surprise Shipment is the final addition to the vast and mysterious world of Arnak. The expansion is packed with 50 new cards (30 artifacts, 20 items), two new sites, and an updated site. It comes in a beautifully illustrated box that will complement every player's Arnak collection. —description from the publisher

Not available
8.2
1-4
Complexity: 3.8

A.S.H.E.S. (Artificial Shelter & Human Evacuation Sequence) From the ashes, the Phoenix will rise. After decades of political tension, the world fell victim to the Great Nuclear War of 1989. In a matter of days, cities were reduced to rubble and the skies burned with fire. Amid the devastation, the remaining survivors united to secure humanity's future. Ancient evacuation systems were reactivated, and the first underground shelters were built. Thus, the A.S.H.E.S. Protocol — Artificial Shelter & Human Evacuation Sequence — was born: a vast network of underground colonies designed to preserve what remained of the human race. Two years later, the last survivors work tirelessly to rescue civilians, rebuild civilization, and develop a project capable of restoring life to the surface: Project Phoenix. In A.S.H.E.S.: Blackout Protocol, you will lead one of these colonies in its struggle for survival. Rescue civilians, expand your shelter network, construct new facilities, and contribute to the development of Project Phoenix—the initiative that may one day restore hope to humanity. HOW TO PLAY The game is played over three rounds. The player with the most Victory Points at the end of the game wins. On your turn, choose one of the following actions: 1. Perform one protocol at Your Base Take a survivor from your base and place them on an action space of your personal board to perform one of the game's main actions: Build Shelters, Install upgrades in the Project Phoenix, or Rescue Survivors. You will also gain a production bonus: Fuel, Data, a Mission Card, or Colony Strength. Build Shelters Use your Colony Strength to construct new shelters capable of housing additional civilians. Gain immediate rewards and receive valuable income at the end of each round. Install upgrades in the Project Phoenix Craft materials and gather data to unlock upgrades for your colony while contributing to humanity's most ambitious undertaking. Rescue Survivors Bring survivors from the wasteland into your shelters to gain immediate benefits and recurring income. Once a shelter is filled, you may flip it to its completed side, sacrificing its income in exchange for a greater Victory Point reward each round. 2. Move Your Evacuation Vehicle Spend Fuel to move your vehicle to a different location on the board. Your vehicle allows you to transport civilians to safety, perform additional actions, and collect materials needed to support Project Phoenix. ADDITIONAL ACTIONS In addition to your main action, you may: Complete a Mission Card from your hand. Craft materials for Project Phoenix. Decontaminate survivors. Seal completed shelters. Search for new survivors. END OF THE ROUND At the end of each round, radiation spreads across the wasteland. Any civilians who remain unrescued on the board will suffer its effects, reducing your Happiness. END OF THE GAME The game ends after the third round. The player with the most Victory Points wins. A.S.H.E.S. Protocol completed. Active shelters: 12 Civilians evacuated: 1,742 Project Phoenix — Phase I initiated "From the ashes, we endure."

Not available
7.4
1-4
Complexity: 2.1

“Just a little further, a bit higher, bro…” The cheetah gives the penguin a boost over the gate, while a confused wolf dashes past. “Look out, someone’s coming!” Everyone freezes. After a moment of silence, a sloth calls from a tree: “All clear, move out!” The animals have secretly snuck out of the zoo at night—and now they’re trying to find their way back. Help them return before the keepers notice! The goal of the game is to help the animals and guide them safely back into their home. Players explore parts of the darkened zoo to discover the best routes home. Each round, players draft tiles and place them on their boards, triggering special actions and building a path back for their animals. Every animal has its own unique way of moving and scoring points, making each game a new adventure! —description from the publisher

Not available
7.7
1-5
Complexity: 2.9

Timespan is a streamlined, friendly and highly varied civilization game from the designers of Automania and Bad Company. Combine one of six asymmetric civilizations with one of six unique technology boards, and customize your civilization further by recruiting among 175 historic persons, buildings, technologies and wonders. Large parts of the game are played simultaneously, allowing you to lead your civilization from the stone age to the space age in about 90 minutes. There is no warfare: Timespan focuses on the peaceful sides of civilization building, the exploration and on building an economic engine. >>> The game is played over 5 rounds. Each round consists of an exploration phase and an action phase. In the exploration phase players take turns (in order of their positions on the harmony track) to draft cards and discovery tiles from the current age. Then, players move their camels, possibly visiting the other players' wonders for various effects and rewards. Then follows the action phase, which is played simultaneously by all players: Each player has a civilization board with a timeline, where they can play up to 4 cards. As new cards are played, older cards are pushed out of the timeline, and goes into the player's heritage. Players use their workers to activate cards in their timeline, as well as action boxes on their civilization boards and their own wonders. All activations provide various rewards such as resources or advancements on the culture track (to gain wonders and new workers), on the science track (to unlock technologies on the player's technology board), or on the ship track, the flight track or even the space track (giving access to various rare luxury resources). Luxuries can be used to upgrade your cards' effects, and when luxuries are moved into your heritage, they continue to provide permanent passive income. At the end of the second and fourth round, a new age begins, and new cards and discovery tiles are introduced to the players. —description from the designer

Not available
7.8
1-4
Complexity: 2.7

In Drillers, players explore an abandoned mine using their mechs, trying to find and excavate anything useful or valuable left behind by a forgotten mining corporation. Each level of the mine brings new opportunities and new challenges—as fuel runs low and decisions become tighter. By collecting cards, players improve the drilling capabilities of their unique mech, unlock new actions, and push their operation further underground. Mined minerals can be sold for profit also by use of drones, allowing players to refine their strategy and invest in better tools. Every decision affects everyone, often creating new opportunities for players. Drillers is a game about planning ahead, tough decision-making, and knowing just how far you can afford to drill. Will you be the first to extend the horizons and uncover what the depths hide? —description from the publisher

Not available
7.4
1-4
Complexity: 3.0

Step into a world where art defies gravity and stone becomes dream. Shape forms, balance light and nature, and bring to life the visionary style that redefined architecture. Antoni Gaudí was a visionary Catalan architect born in 1852, renowned for his imaginative and distinctive style that blended Gothic and Art Nouveau influences. Players will travel through Gaudí's life and work, earning Victory Points in the three pillars that shaped his works: Nature, Catalonia, and Religion. To succeed, players must keep their progress balanced—only their two lowest VP scores among the three pillars will count toward final scoring. Points are gained by playing cards and placing 'Trencadís' tiles on their personal boards. 'Trencadís' is a Catalan word that means “a lot of little broken things”. While playing, you’ll discover some of these intricate details depicted on the cards and experience the creative joy of arranging your own trencadís patterns on your personal board. ). Each pillar awards VP differently: Nature points are mainly earned through Nature cards, Catalonia points are mostly scored at the end of each round, and Religion points are primarily tallied at the end of the game. The game unfolds over three rounds. In each round, players take turns moving around the central Chandelier on the main board, carefully choosing where to stop in order to perform key actions—drawing cards and collecting various types of Trencadís tiles. These resources are then used to play cards and progress up the Chimneys on their personal boards. Each round concludes once all players have completed a full circuit around the Chandelier. At the end of the third round, the player with the highest and most balanced combination of VP will be declared the winner! —description from the publisher

Not available
8.3
1-5
Complexity: 3.0

In Endeavor: Deep Sea, players explore the vast depths of the ocean, hiring dedicated workers and completing objectives in an effort to chart the environment and help protect it. The Endeavor: Deep Sea – Uncharted Waters expansion pushes players to the edge with challenging new missions, undiscovered depths to explore, and new specialists looking to join your crew and make an impact on the world. Players also get to incorporate new mini-expansions tasking them with saving endangered aquatic wildlife, exploring deeper depths than ever possible, and restoring the fragile balance of the marine ecosystem. This expansion includes four new scenarios with interesting phenomena such as "Tectonic Split", which divides the sea in two, and "The Fog", which blankets the surface in a mysterious mist. Each of the four scenarios introduces components not found in the base game.

Not available
8.6
1-4
Complexity: 3.9

It is 1403, and the prosperous Kingdom of Bohemia stands in the midst of a political crisis. Kings and nobles wage their wars of power and intrigue, while ordinary people seem powerless in the grand scheme of things. But change is in the wind.‍ Clothed in homespun garb, with naught but a simple dagger to hand, you have lived your whole life as a commoner, in the village where you were born. But must things remain that way? Embark on an adventure filled with peril, but also opportunity. Deal with unpredictable locals, train to become a skilled archer, a silver-tongued orator, or even a cunning thief. Whatever path you choose, let it be your own. Kingdom Come: Deliverance – The Board Game is an epic adventure game mixed with euro elements, set in 15th-century Medieval Bohemia. Over the course of several in-game days and nights, players will try to leave their mark, whether by helping the local nobility, making important connections, fighting enemies, or stealing everything from tiny items to horses. While the game is competitive, it doesn’t pit players against one another, but instead allows them to succeed through their own achievements. It uses a deck-building system and emphasizes player freedom, creating narratives through its mechanics. The starting setup may provide some direction, but the game’s open-world nature encourages players to pursue their own goals and shape their stories as they wish. In Kingdom Come: Deliverance – The Board Game, iconic designers Tomáš Holek and Vlaada Chvátil join forces for the first time to bring Warhorse Studios' award-winning Kingdom Come: Deliverance video game to the tabletop in an epic official adaptation. Hero Progression Develop your character through the decisions you make along the way. Exchange experience for skill cards, allowing you to specialize and prepare for card tests needed to perform main actions. Tests will determine whether you succeed in stealing, fighting, befriending others, hunting, training your skills, or even picking herbs. Acquiring and playing suitable skill cards for their main effects will get you off to a good start. Equipment matters as well. Weapons, armor, clothing, or various other items can significantly help you. Hunting deer without a bow is rarely a good idea, and making a strong impression is much easier when you’re not wearing dirty rags. City Storylines & Side Quests Before you even set out, you’ll choose three major storylines—one for each city on the map. During the game, you can take part in developing these storylines, influencing how they progress and ultimately conclude. Each city offers three different storylines that can be mixed and matched, creating a wide variety of possible combinations across multiple playthroughs. Will you help with the wedding preparations, investigate the brutal attack in Neuhof, or race against time before a life-threatening disease wipes out the whole village? The choice is yours, and so are the consequences. It’s not only about the big events but also about the local people. Embark on side quests to help villagers with their problems, and gain experience and resources you’ll surely find useful. An Open World of Opportunities and Challenges There will be times you might need to visit the armorer, sell freshly gathered herbs, or wash your dirty shoes. City merchants aren't just waiting out in the open; you'll have to venture inside the walls. Watch your step, though! Encounters with guards, drunkards, and locals might cause you some hassle, but they can also surprise you with interesting opportunities. Need a rest? Have your food supplies gone bad? Visit inns to spend the night, fill your hungry stomach, and eavesdrop on the latest local gossip and rumors. There might be some quests waiting for you. And if you got dirty doing who knows what, find the nearest bathhouse to get cleaned up. You could also consider a church visit, if you’re feeling guilty… In Kingdom Come: Deliverance – The Board Game, no two playthroughs will be the same. The choices you make, the people you meet, and the opportunities you pursue will always create a unique and unforgettable adventure. —description from the publisher

Not available
7.8
1-4
Complexity: 3.7

At 11pm on the 23rd of September, 1971, all over a world very much like ours, people noticed a strange light in the sky. Three hours later, it struck somewhere in Antarctica. Several research teams just landed on the shores of Antarctica. Your objectives are clear: establish a highly efficient network of stations, scout the unforgiving landscape, reach the mysterious meteorite impact site and be the most successful research team to go down in the history books. Combine scarce resources with your technological expertise to gear up for expeditions and launch groundbreaking scientific projects. When temperatures drop far below freezing, through the storm-swept landscape, balancing risk and bravery will decide between triumph and disaster. —description from the publisher

Not available
7.6
1-4
Complexity: 3.7

For aeons, entropy was an inescapable force of nature. But then humanity evolved to understand it, harness it, and even bend it to their purpose. Your life has been devoted to learning how to shape the very workings of the universe to your will… or rather, to the will of your people. You are to become a scientist, a member of the most revered caste. Now the time has come for the final exam. You must prove you can create new solar systems, coax stars into life, shape a range of biomes, and ultimately seed planets with life. It may only be a simulation, there are limits to what you can do here; this is science, not magic. And you are not alone. Across the complex, fellow apprentices step into their own chambers, beginning the same trial. Only one will rise to join the caste. This is your moment of truth. Entropy plays out over a variable number of rounds. Each turn, you must move your Scientist between 1 to 3 spaces clockwise around the Main board. You must end your movement on either an inner Action space on the Main board or an outer space of an Action tile, and resolve it. You will build Solar Systems with Stars, Planets, and Asteroids, then fill them with Life, by playing cards. You may also gain various special abilities by adding Biomes and upgrading your Console. The end game is triggered when any 2 out of 6 Main Objectives are Completed. The player with the most Victory Points at the end of the game is the winner. —description from the publisher

Not available
8.5
2-4
Complexity: 3.7

Arthur and Mordred fell at Camlann field. Arthur's body has been taken to Avalon, and unknown to the fey, Mordred followed - for the shattered son of King Arthur is not dead. By way of forbidden lore, his body endured the wounds of Excalibur and followed along the hidden ways to Avalon. Now the veil between the magical and the mundane has been pierced, and the wound calls like a beacon. The way is open, and all those with the sight now see it, so they come — some to defile the land, some to defend it. In Avalon: The Riven Veil, an Arthurian-based area-control and exploration game, you lead mighty factions through the misty veil to discover what awaits on the mystical isle of Avalon. Explore the mists, discover legendary items of power, bond mythic beasts, hunt for the grail, and prepare for war. The game ends when you reach the end of the final season (season 2 or 3 depending on your selected game length). Each player gains the Victory Points from the revealed settlement slots of their Faction Board then whoever has the most Victory Points at the end of that Season, wins the game. —description from the publisher

Not available
8.2
1-4
Complexity: 3.8

Queen Alice is a Mid-Heavy Eurogame all about building engines to improve your actions. Alice has received a strange call for help. Some words written backwards have appeared on the mirror in her living room: “Alice, we need a new queen”. Surprised, but without hesitating for a moment, she touches the mirror and realises that her hand can pass through it. Following her hand, the rest of her body is pulled to the other side of the mirror… In Queen Alice, you belong to the ‘Court on the Other Side of the Looking-Glass’ and your mission is to prepare Alice's coronation banquet. Whoever does the best job will become the new Queen's right-hand person and therefore win the game. To achieve this, you must convince the different chess pieces that inhabit this world to help you with the preparations. You will have a key influence on Alice's coronation. Depending on the color of the pieces that help most with the banquet, Alice will be crowned the White Queen or the Red Queen, or maybe even both! Will you manage to pull the kingdom's strings in your favor and have Alice crowned with the color that best suits your interests? Will you become the most influential person in the new era of Queen Alice? Queen Alice is a game inspired by Lewis Carroll's Through the Looking-Glass, and What Alice Found There, using some of its characters and part of its narrative centered on chess and its pieces. However, we have created our own story and it is not intended to be a representation of the one Lewis Carroll presents in his book. In your turn you will activate the different actions using chess pieces and their well-known movements with a card-driven system. During the game, you will obtain passive and instant benefits and take enhanced cards to your hand, which you will use to improve the actions when activating them. This is what we call the “Chess-building” system. But you will find the most thrilling part of the game in the “race” for the color crown: only part of Alice’s Wishes (objectives which will score you victory points) will be accomplished (and scored) during and at the end of the game, so you will have to choose your actions wisely and advance accordingly the Influence on Alice to become Red or White Queen, while keeping an eye on your opponents who may choose to influence the opposite color! —description from the publisher

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