Showing 31–45 of 72 results

Metro X Strategy Board GameMetro X Strategy Board Game

Metro X

£15.99

X marks the stops! Flip a card, choose a subway line, and cross off the given number of stops on your map. Earn bonuses for making transfers but lose points for incomplete tracks.

Everyone plays at the same time, so there’s never a dull moment as you race to complete routes. Get the highest score and become an underground sensation!

What’s in the box?

  • 15 transit cards
  • Six double-sided subway maps
  • Six dry-erase markers
  • Six summary cards

How to play:

At the start of every turn, the designated card flipper reveals the top card of the transit deck and discards it face-up next to the deck. All players must now simultaneously pick a route on their own board with an empty train car window, filling it in with either a number or X based on the revealed card, and subsequently mark off the appropriate stations along the train’s route.

There are four types of transit cards:

  1. Number: fill in any empty train car window with the number on the card. Then, on that subway route find the first empty station space from the start point and cross it off.
  2. Skip: skip cards function the same as number cards with one exception: you can skip over previously crossed off stations along a route.
  3. Transfer: fill in an empty train car window with an X. Then, on that subway route find the first empty station space from the start point and fill it with a number equal to twice (2x) the number of train lines that make a stop there.
  4. Free Space: cross off any one empty station, anywhere on your board.

The game ends after all the train car windows are filled. Most points wins!

Bonus!

Metro X reinforces probability and strategic thinking skills. A flip and write!

Metro X Print & Play

Mountains of Madness Strategy Board GameMountains of Madness Strategy Board Game

Mountains of Madness

£39.99

Players must cooperate to reach the top of the Mountain and then escape safely, but the Mountain has more than one trick up its ghastly sleeve.

The higher you fly, the crazier your teammates become! Quick and clear communication is the key – but how will you stick together when your team starts developing weirder and weirder behaviour?

What’s in the box?

  • One mountain board
  • Five player boards
  • One airplane figurine
  • One sand timer
  • One sled board
  • Six leadership tokens
  • One penalty die
  • 36 encounter tiles
  • 66 madness cards
  • 11 relic tokens
  • 48 equipment cards
  • 11 relic cards
  • 15 injury cards

How to play:

Each turn consists of five phases.

Movement: the Leader decides which direction to move the expedition. Over the course of the game, you start from the Coast, scale the Mountain, enter the City, and reach the Edge of Madness before making your escape across the sky.

Encounter: you only have the time allotted by the Sand Timer to gather the necessary Equipment. Use this time to discuss which Equipment you have in hand and are able to spend to overcome the Challenges.

Resolution: you will determine if you successfully overcame the challenges you faced in the previous phase, earning any rewards or suffering any failures.

Draw: the Leader deals Equipment cards to every player (including themselves) from the Equipment deck until all players reach the hand size limit or the deck is empty.

Rest (optional): This is the only moment when you can breath a little in this hostile terrain…

The expedition to the Mountains of Madness can end in several ways:

  • If you must return your last Leadership token to the box, you immediately lose the game.
  • If you must draw an injury card and the injury deck is empty, you immediately lose the game.
  • If you are on the third escape tile at the end of a turn, you managed to escape the Mountain.

Bonus!

Expert Variant
When you must draw a Madness card of the next level, do not discard the card you already have. During the Encounter Phase, you must apply the effects of all the Madness cards you have.

Ninja Night Strategy Board GameNinja Night Strategy Board Game

Ninja Night

£24.99

The sun is about to rise, you have a few minutes left to break into the most luxurious houses and steal their treasures.

But beware, these homes are scrupulously guarded and other ninjas from across the region are hot on your tail. Complete missions to honour your clan!

What’s in the box?

  • Village board
  • Counter board
  • Moon marker
  • Two trees
  • 16 buildings
  • One stickers board
  • Four ninjas and bases
  • Four backpack boards
  • 4 action planners
  • 28 trunk tokens
  • 12 injury tokens
  • One fighting string
  • One moving string
  • First player token
  • One base

How to play:

A game takes place over 6 rounds representing the 6 minutes before sunrise. A round is made up of 2 phases:

  • Choose your actions: take your action planner and using the wheels, secretly choose the 2 actions you will carry out on your turn.
  • Carry out your actions: everyone flips their action planner face up at the same time to reveal their 2 actions.

The five actions are:

  • Move: move your ninja from building to building
  • Attack: attack a ninja located on another building.
  • Collect: take all or some of the tokens present from the roof where your ninja is
  • Steal: take a token of your choice from another player whose ninja is on the same building as yours.
  • Heal: you can heal one of your injuries.

After this, move the Moon marker forward a notch. The game ends at the end of the 6th round. Each player adds the values of their pink and yellow trunk tokens together.

The player with the highest total value wins the game!

Bonus!

Ninja Night reinforces problem solving, fine motor and social play skills.

Oceans Strategy GameOceans Strategy Board Game

Oceans

£59.99

Oceans is a stand-alone in the highly acclaimed Evolution product line.

Oceans depicts the interconnected ecosystem of marine life and combines it with the powerful mysteries of the unknown.

Enter a vast, underwater cosmos, with mysteries so bizarre they hardly seem natural! Venture into the deep at your own risk!

What’s in the box?

  • 200 population tokens
  • 24 species boards
  • Reef
  • Ocean
  • 25 scenario cards
  • 120 surface cards
  • 89 deep cards
  • One cambrian explosion card
  • Four player screens
  • Four bonus tokens

How to play:

Your turn consists of four phases.

Playing cards: play 1 surface card during this phase if the cambrian explosion has not yet started. If it has started play 2 cards (surface and/or deep).

Feeding: choose 1 of your species to feed. It may either forage to take population from the Reef, or attack to take population from another species.

Aging: if the Cambrian Explosion has not yet started, remove 1 population from each of your species and place it behind your player screen in your score pile, or if it has started, place 2 population from each of your species into your score pile. Score all of your population if you cannot score the full amount.

Drawing cards: discard & draw back up to 6 cards.

The last round of the game is triggered immediately when every Ocean zone is completely empty of population. Place the 60 population tokens from the “reserve” zip-lock bag into the 3rd Ocean zone and continue playing as normal. The game ends when the final player in the turn order completes their turn, even if there is still population in the Reef.

The player with the highest score wins.

Okiya Strategy Board GameOkiya Components Strategy Board Game

Okiya

£14.49

Arrange your clan tokens to gain the favour of the emperor. Replace a garden tile with one of your clan tokens, limiting your opponent’s choices.

Positioning your Geishas in a row or square will win control of the garden! Prove ultimate control by blocking your opponent from entering the garden.

What’s in the box?

  • Eight red geisha tokens
  • Eight black geisha tokens
  • 16 Imperial garden tiles

How to play:

The starting player must take a border tile from the garden. Remove the chosen tile and put it face up on the table. Then place one of your geisha tokens on this position.

The garden tile which is taken out of the garden defines the rules for the second player. The next player must place their geisha token according to the rules. They can only remove a tile which matches one of the two symbols as the previous removed tile.

The next player removes a garden tile according to the rules and replaces it with a geisha token of their own. They place the removed tile face up on the table. Again, this tile defines the rules for the other player. The game continues like this until one player achieves one of the winning conditions:

  • A vertical, horizontal or diagonal row of 4 geishas of one player’s colour.
  • A square of 4 geishas of one player’s colour.
  • One player is blocked so they cannot move anymore.

Bonus!

Okiya reinforces focus and attention, problem solving and visual perception skills.

Pentago Strategy Board GamePentago Strategy Board Game

Pentago

£19.99

A simple strategy game, with a twist!

To win, create a row of five marbles in any direction. After every turn, you rotate one of the grids 90°. Can you create connect 5 on an ever-changing game board?

What’s in the box?

  • Four twistable 3×3 game blocks
  • 18 black marbles
  • 19 white marbles

How to play:

Players take turns at placing marbles on the game board and twisting the game blocks. A player is free to twist any of the game blocks, regardless of which game block the player placed the marble on.

A winning row of five marbles can occur vertically, horizontally or diagonally, anywhere on the board and will span two or three game blocks.

What seems like a simple five-in-a-row game quickly gets mind twisting as the board fills up and both players are twisting the game blocks, creating a constantly changing and challenging game scenario.

photosynthesis strategy board game

Photosynthesis

£39.99

In this beautiful and unique game, several varieties of trees compete to grow and spread their seeds in the sunlight of the forest.

Take your trees through their lifecycle, from seedling to full bloom to rebirth, and earn points as their leaves collect energy from the revolving sun’s rays. Carefully pick where you sow and when you grow, as trees in the shadows are blocked from light, and from points.

What’s in the box?

  • Game board
  • One sun segment
  • Four sun revolution counters
  • Four player boards
  • First player token
  • 24 scoring tokens
  • Four light point trackers
  • 24 seed tokens
  • 32 small trees
  • 16 medium trees
  • Eight large trees

How to play:

Each round has two phases:

  1. The Photosynthesis Phase: count light points based on the position of the sun and add to the individual player boards. Players get light points for each tree that is not in the shadow of another tree. A small tree scores 1 point, a medium tree scores 2 points, a large tree scores 3 points.
  2. The Life Cycle Phase: spend your points! Players can use their light points to purchase seeds or trees of any size from their player boards. Players can plant seeds or upgraded trees. Or you can choose to collect scoring tokens by harvesting large trees.

The game ends when the sun has completed three revolutions around the board. You count points based on your scoring tokens. The player with the most points wins the game!

Bonus!

Photosynthesis reinforces maths and problem-solving skills.

Planet Strategy Board GamePlanet Strategy Board Game

Planet

£29.99

A world is taking shape in the palm of your hands.

Strategically position your continents to form hospitable environments for animal life to develop and try to create the most populated and diverse Planet!

What’s in the box?

  • Four planet cores
  • 50 continent tiles
  • 45 animal cards
  • Five “natural habitat” objective cards
  • First player token

How to play:

Every turn is made up of two parts:

1. Adding continents

Take the first pile of 5 continent tiles and spread these out across the centre of the table, face up. The first player chooses one tile from these 5 and adds this to a free space on their planet’s core. The other players then take turns doing the same.

2. The origin of life

From the third turn onwards, life starts to emerge on the planets. All players check if their planet meets the conditions required to host the animal cards which can be won with each turn. The player who possesses the most habitable planet for the animal takes
the card and keeps it in front of them.

The game ends after the 12th turn (when the player’s planets are fully covered) and after the last animal cards have been won. Each player reveals their objective card and checks whether or not they have met their objectives, winning points if they have succeeded.

The player with the most points wins the game!

Bonus!

Planet reinforces problem solving and maths skills.

prisma arena

Prisma Arena

£39.99

Prepare yourself for a battle unlike any other! Spar against friends using the martial art of Prismakata. Level up to unlock new powers to help you reach the rank of Guardian, and ready yourself to defend the Seed of Hope!

What’s in the box?

  • One gameboard
  • Eight action dials
  • One central gameboard
  • One advantage token
  • 12 standee bases
  • 12 obstacles
  • Four hero standees
  • Eight Mo’kon standees
  • 36 combo cards
  • 50 prisma power cards
  • Four hero cards
  • Four guest hero cards
  • Eight Mo’kon cards
  • Four hero sticker sheets
  • Four hero lockers
  • Four hero storage bags
  • Four player aids
  • Four score trackers
  • 64 hit tokens

How to play:

Before your first game, customise your hero with the stickers!

A game is played over several rounds. Each round contains three phases:

  • Check advantage: this is when you will determine who goes first this round.
  • Activate characters: take turns activating the characters in your squad.
  • End of round: this is when you will check whether the endgame score has been reached, draw new combo cards and prepare for the next round.

Take turns to move your hero and Mo’kon around the arena, attempting to blast and strike at your opponent’s characters. Fill their hit gauge with enough hits (represented by hit tokens) to temporarily bounce them from the Arena, scoring points.

The game ends when at least one player has scored 20 or more points at the end of a round. The player with the highest score wins!

Qwantum Strategy Board Gameqwantum strategy board game

Qwantum

£9.99

After Qwixx and Qwinto, here comes the third strike!

Enter numbers in your grid that are always higher than the previous turn – until those totals need to go lower once again…

What’s in the box?

  • 7 dice
  • Score pads
  • Four pencils

How to play:

Take all seven dice and take your first turn. If you are not happy with the score, you can reroll.

Select one colour and enter the total for the dice in this colour on the corresponding coloured row on your scoresheet.

Now remaining players can enter any one of the remaining three colours on their scoresheet. The white dice is also added to every colour’s total here too.

Numbers always have to be entered from left to right in each coloured row – gaps are not allowed. The numbers within each coloured row always have to be higher from left to right but only up to the thick line and then from there on they have to get lower.

The game ends when one player has completely filled in all four coloured rows on their scoresheet. Total up points, making deductions for misthrows – highest score wins!

Bonus!

Perfect for on the go gaming!

qwinto strategy board gameqwinto strategy board game

Qwinto

£9.99

A follow on from the award-winning bestseller Qwixx.

It’s a race to fill your scoresheets with numbers as quickly – and as highly – as possible in order to score the most points!

What’s in the box?

  • Three dice
  • A scorepad
  • Four pencils

How to play:

Decide how many dice you want to roll, whether 1, 2 or 3. Roll your die or dice and call out the sum.

Now all players can (but do not have to) write down the sum that was called out into exactly one field on their score sheets. The sum can only be entered into a row that matches in colour with the dice that were rolled. Within a coloured row, the numbers must be in ascending order from left to right and no number may appear more than once in the same row. Within a column no number may appear more than once. The order of the numbers in a column doesn’t matter.

It is a failed attempt if the player cannot or doesn’t want to enter a number.

The game is over when a player has two coloured rows completely filled out or when someone has recorded their fourth failed attempt. Points are recorded as follows:

  • If a coloured row contains empty fields, each entered number in this row is scored as a single point.
  • If a coloured row contains no empty fields, the number showing on the far right is scored as points.
  • If there are empty fields in a column, no bonus points are rewarded for this column.
  • If all three fields in the column are filled with numbers, the number in the bonus field is scored as bonus points.

The points from the three coloured rows and the bonus points are then added up. From this sum, subtract points for each failed attempt (-5 each). The player with the most points wins.

Bonus!

Perfect for on the go gaming!

qwixx strategy board gameqwixx strategy board game

Qwixx

£9.99

A quick-playing dice game in which everyone participates, no matter whose turn it is.

To score points you want to mark off as many numbers as possible! The highest score wins.

What’s in the box?

  • 6 coloured dice
  • A scorepad
  • Four Pencils

How to play:

During the course of the game, the numbers must be crossed out from left to right in each of the four colour-rows. You can leave out numbers, but you can’t go back once you do.

The active player throws with all six dice. The following two actions are now carried out one after the other:

  1. The active player adds the pips of the two white dice together and says aloud, and in a clear voice, the sum that thereby results. Each player may then (but is not obliged to!) cross out the number that the active player has spoken out in any colour-row of their choosing.
  2. The active player may then add together the pips shown on just one white dice together with the pips shown on just one coloured dice of his choosing and cross out the number corresponding to this sum in the colour-row corresponding to the colour of the dice chosen.

To lock the row, you need to get at least 5 crosses in a row. This colour-row is now finished and closed off for all the players and no more crosses can be made in this colour in any of the subsequent rounds.

The game ends immediately as soon as someone has marked their fourth misthrow or as soon as two colour-rows have been completed and closed off.

The player with the highest total result is the winner.

Bonus!

Perfect size for on the go gaming!

Rock Paper Switch Party GameRock Paper Switch Strategy Game

Rock Paper Switch

£24.99

Capture your way to victory in this strategical game that combines the concepts of chess with the rules of classic rock-paper-scissors.

Watch out for switch tiles, they can change the game in a single turn!

What’s in the box?

  • 60 pawns
  • Gameboard

How to play:

On your turn, move one pawn in one direction according to the
pawn’s movement ability:

  • Rock pawns move any one direction up to three spaces. Rocks can only capture scissors.
  • Paper pawns move horizontally or vertically any number of spaces. Paper can only capture rocks.
  • Scissors pawns move diagonally any number of spaces. Scissors can only capture paper.

Capturing a pawn means you land on the space it is occupying and remove it. Players cannot capture more than one of their opponent’s pawns on a turn. Players may not “jump” over or move through any other pawns on the board.

If you land on one of the four “switch” spaces, you may switch that pawn with any other pawn of yours on the board. Switching pawns is optional — you may use the “switch” space as a regular space.

The last player to have at least one of each pawn (rock, paper and scissors) remaining on the board wins. As soon as one player loses all of their rocks or all of their papers or all of their scissors they are out of the game.

talisman legendary tales strategy board game

Talisman – Legendary Tales

£39.99

Experience the legendary tale in five different adventures.

Your party must complete tricky tasks to retrieve the legendary Talismans that have been lost. If you work together you will surely succeed – but be careful: you have only a limited amount of time!

What’s in the box?

  • 12 locations
  • 6 heroes, each with figure, one tag and seven start tokens
  • Five adventures, consisting of:
  • Five adventure scrolls
  • 102 adventure tokens
  • Six toad tokens
  • Time counter
  • Travel die
  • Five health tokens
  • 24 reward tokens
  • Reward tag
  • 15 Talismans
  • Talisman scoreboard
  • Seven cloth bags

How to play:

The players must work together as an adventure party to recover the five legendary Talismans that have been lost. During each adventure the party will endeavour to recover one of the lost Talismans. The adventures are described on five different adventure scrolls and must be played in order. You may repeat adventures and you may play 1 or more adventures in a game session.

As an adventure party, you will succeed in each adventure once you have completed the final task and have recovered the Talisman. Be careful: you have only a limited amount of time!

Each Adventure scroll has a limited time track along which the time counter steadily progresses. If the time counter reaches the crescent moon at the end of the time track, night falls and the evil forces become too strong for your party. If you have not obtained the Talisman by this time, your party has lost.

Talisman Blood Moon Expansion Strategy Board Game

Talisman – The Blood Moon (Expansion)

£23.99

Talisman: The Blood Moon Expansion adds a gripping layer of gothic horror to your quest for the Crown of Command.

In addition to a host of new challenges, including a bloodthirsty Werewolf that prowls the land, time alternates between “Day” and “Night” under The Blood Moon.

What’s in the box?

  • 111 adventure cards
  • 10 spell cards
  • One time card
  • Six Lycanthrope cards
  • Three new alternative ending cards
  • Three new character cards and plastic figures (Vampire Hunter, Grave Robber and Doomsayer)
  • One Werewolf card and plastic figure