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beasty barbeasty bar

Beasty Bar

£10.99

The animals are suited and booted and ready to party, but who will make it through the door? Every animal has its own unique powers to manipulate the queue order. The party is over if you’re back of the line!

What’s in the box?

  • 52 cards

How to play:

Each player shuffles the 12 animals in their card colour and takes 4 of them in their hand. The 8 remaining animals – without looking at them – are placed as a face-down draw pile.

Place the heaven‘s gate card and the exclusion card in the middle of the table. Between them, leave room for five animal cards. This space is called the jostling area. Put the Beasty Bar card and the “That’s it!” card a slight distance from the jostling area.

On your turn, perform the following five actions:

  • Play a card: choose one animal card from your hand and place it face up at the end of the line in the jostling area.
  • Execute the animal action of the played card: now execute the action of the animal you just played, which is displayed on the card, if possible.
  • Carry out “reoccuring” animal actions: if the card has the reoccurring action symbol on it, carry the action out again.
  • Open heaven‘s gate and enforce the exclusion: after carrying out all recurring animal actions, you now check whether the waiting line consists of 5 animals. If there are less than 5 animals in line, nothing happens. If it does, then the first 2 animals can go through the gate and the last one in line is excluded and placed on the “That’s it!” card. The animals remaining in the jostling area are shoved toward heaven‘s gate.
  • Draw another card.

The game ends as soon as all players have completely played out their animal cards. The player who has the most guests (their own animals) in the Beasty Bar wins!

dreamsdreams

Dreams

£25.99

The Gods have illuminated the sky with constellations. But who is the mortal amongst the Gods? Can they remain hidden, or will the false images confuse those without divine inspiration? Keep your eyes open, as not all will be as it seems…

What’s in the box?

  • One game board
  • Two God tracks
  • 20 God markers
  • Four mortal markers
  • Six crescent moons
  • 18 stars
  • 72 dream cards
  • Four image numbers
  • Six star-shaped selection tokens

How to play:

The game is played over several rounds. Each round consists of the following phases:

  • Lay out dreams: lay out 4 dream cards face up arranged as a square on the game board. Place one image number on a corner of each card.
  • Determine the vision & the mortal: each player is dealt a God/mortal marker. Now have a look at your own God marker. Don‘t let any other player know what you see on your marker.
  • Place stars: the player who dealt out the God markers begins. They place one star on the game board. After that, players continue until all players have placed their 3 stars.
  • Guess & resolve: now, all players secretly indicate their own guess on the uncovered prong of their own selection token. Each God guesses the player colour of the mortal. The mortal guesses the image number of the true vision. Everyone reveals their guesses!
  • Record points on the God track: you are rewarded with God points for correct guesses and smart laying-out of the stars. Each player records their points by advancing their own crescent moon piece on the God’s track. If nobody has reached 16 God points yet, play continues.

The game ends with the completion of the game round in which (at least) one player reaches 16 Gods points.

The player who is in the lead on the God track is the (almost) immortal winner of the game!

get litget lit

Get Lit!

£7.99

Benny Burns likes it really loud. Only if you have a big blast at the annual pyromaniac competition can you get a look at Benny‘s legendary collection of safes. Only those who set off the bombs with the longest fuses stand a chance of winning. So it‘s not a surprise that all the crooks try to control the big bang to their own end.

Get ready for a blast – the fuse is lit!

What’s in the box?

  • 110 cards

How to play:

Secure the highest-value fuse cards by setting off two bombs at the right moment. You can use water cards to water down the other players chances of creating a big bang!

Shuffle the fuse cards and deal out four of them to each player. Take these cards into your hand, along with one water card. Shuffle the remaining fuse and water cards together. Use (approximately) 25 of these cards to form a small face-down card stack.

Now shuffle the cutting card into this small card stack. After that, put all remaining cards on top, thus forming the face-down draw pile.

On your turn, you either: play one card from your hand, or set off a bomb.

Play either a fuse card to continue growing the length of the fuse or a water card to extinguish it.

The game ends immediately as soon as the fuse cutting card is taken from the draw pile or all players have set off two bombs.

Add up the values of all the face-up cards of your bomb piles. The face-down card on top of each pile (the one that set off the bomb) is not included in the count! Subtract the values of your hand cards from this total.

If you have the highest total, you have created the loudest bang and have won the game!

ghost blitzghost blitz

Ghost Blitz

£12.49

Five items sit on the table waiting to be caught… who will be the first to match their card with the item on the table? Seeing is boo-lieving in this spook-tacular game of speed!

What’s in the box?

  • Five game pieces
  • 60 cards

How to play:

Place the 5 game pieces in a circle. Shuffle the cards and place them in a face-down deck where everyone can see them.

Each round, one player is chosen to flip a card. As fast as they can, they flip the top card from the deck so everyone can see the illustration.

Each card shows an illustration of two objects from the five objects in the game. Players are looking for one of two things:

  • Players should determine if one of the objects on the card are coloured correctly. If so, players as fast as they can try to grab the correctly coloured object.
  • If both objects on the card are mis-coloured, players then try as fast as they can to grab the object which isn’t represented on the card in either form or colour.

The player who first grabs the correct object takes the card into their reward pile.

Any player who grabs an incorrect piece, must give the player who grabbed the correct piece, one of

their cards from their reward pile (if they have any). You can only grab one item per round.

All pieces are then returned back to the centre of the table for the next round.

The game ends when all the cards in the deck have been taken. The player with the most cards in their reward pile is the winner!

menaramenara

Menara

£29.99

Deep inside Menara, you discover fragments of an ancient structure. Can you bring the temple of Menara back to life? You’ll need a steady hand, for every mistake you make will cost you!

What’s in the box?

  • 76 column pieces
  • One cloth bag
  • One camp
  • 18 temple floors
  • 35 construction plan cards
  • Five level cards

How to play:

Draw out six columns and place them in the camp and form a quarry with the 18 temple floors.

Take the 3 top temple floors and put them in the middle of the table so that they touch each other at two points to form the temple base.

Next to that, lay out the level cards in a row. The number of level cards you lay out determines how many levels the temple must have at the end of the game.

Each player then draws a certain number of columns out of the bag and places them in front of them, dependent on the number of players and on the degree of difficulty of the game.

During each turn you carry out the following steps in order:

  1. You may exchange columns with the camp.
  2. You reveal a construction plan card.
  3. You build as specified by the revealed construction plan card.
  4. You replenish your columns to their full number.

If any temple floors collapse, the game ends immediately. The game ends also if any columns fall over and then can’t be put back on their previous place.

To win the game you need to build your temple high enough!

moonomoono

Moono

£7.99

In this udderly simple game, be the first player to get rid of all cow cards and yell out “Moono!”. Match the position of the spots on the cow cards with the position of Moono on the central cow pat. Prepare to be amooosed!

What’s in the box?

  • 64 cards

How to play:

Shuffle all cards with the cowpat side facing up. Each player gets 7 cards with the cow side facing them. Put the remaining cards in the middle of the table, with the cowpat facing up; they form the cowpat pile. Moono is always sitting on these cowpats.

On your turn, you place one cow alongside one of the four sides of the cowpat. Try to match the position of the spots on the cow to where Moono is sitting on the cowpat and makes sure your cow is facing in the right direction.

If you are not able to play any cow from your hand, you take the top card from the cowpat pile. If you now have a suitable cow, you may place it. Otherwise, your turn ends, and next player takes theirs.

As soon as one player places their last cow correctly, they have to shout “Moono!”. The round ends immediately, no matter what cow is shown on that card.

Each player who still has cow cards in their hands adds up their spots and notes the total on a sheet of paper; these are their dung points.

Play as many rounds as there are players. The player who has the fewest dung points at the end of all rounds wins the game!

pechvogelpechvogel

Pechvogel

£14.99

Murphy’s wife has flown away. The bank repossessed his nest and a magpie stole his last few coins. It never rains but it pours. And why should your luck be any different when you play Pechvogel?

What’s in the box?

  • One game board
  • 13 frustration counters
  • 15 score markers
  • Seven dice
  • One murphy counter

How to play:

At the start of your turn, throw the seven dice. After the first throw, put all dice of one rolled number onto the board. This number is your target, you must try to collect four of them this turn.

You can’t choose another target this turn.

After each roll you also have to put all ravens you throw onto the board. You need to avoid collecting three or more of these!

Continue throwing the remaining dice till there are four of your target or three ravens on the board.

As soon as there are at least four of your target or at least three ravens on the board, stop throwing – unless somebody uses a frustration. If you’ve collected four of your target, take a score marker showing that number.

You can either take it from the middle of the table or (if possible) steal it from an opponent. If you steal it, return a score marker of your choice from the middle of the table to the game box.

If you’ve collected three ravens, take all frustrations from the board, or if there are none there, take one from the supply instead.

If there are both four of your target and three ravens on the board, do both: take a corresponding score marker, along with all frustrations from the board or a frustration from the supply.

The game ends when there are no more score markers in the middle of the table. Most points wins!