Going, Going, GONE!

Going, Going, GONE!

Can you keep calm while bids are rising? Experience the exhilaration of real life auctions!

In Going, Going, GONE!, players try to win items by bidding on five simultaneous auctions while the Auctioneer counts down from 10 to 1! Players bid on these five simultaneous auctions by physically dropping their wooden cubes (known as “Bucks”) into any or all of the five transparent Auction Cups, each of which represents an auction for one or two Item Cards.

At the end of the countdown, the Auctioneer says “GONE!” and quickly places the Auction Paddle over the five Auction Cups to close the auctions. The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction. Collections of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game. The player with the most Bucks at the end of the game wins!

Going, Going, GONE! is a simple-to-learn, exciting and unique game for players of all skill levels! It is ideal for playing in public spaces. Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.

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Robo Rally

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The robots of the Robo Rally automobile factory spend their weekdays toiling at the assembly line. They put in hard hours building high-speed supercars they never get to see in action. But on Saturday nights, the factory becomes a world of mad machines and dangerous schemes as these robots engage in their own epic race.It takes speed, wits, and dirty tricks to become a racing legend!

Each player chooses a robot and directs its moves by playing cards. Chaos ensues as all players reveal the cards they’ve chosen. Players face obstacles like industrial lasers, gaping pits, and moving conveyer belts — but those can also be used to their advantage! Each player aims to make it to each of the checkpoints in numerical order. The first player to reach all of the checkpoints wins.

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Power Grid

Power Grid

The object of Power Grid is to supply the most cities with power from your ever-improving collection of power plants. As each player buys power plants, new and better plants come onto the market, forcing you to upgrade as you and your opponents try to spread your power networks across more and more of the country.

Power Grid is one part territory control, one part plant expansion and one part economic management, as players compete to buy the raw materials they need to fuel their ever more demanding power plants.

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Coup

Coup

You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive…

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers.

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else’s action – that character’s action automatically succeeds unless an opponent challenges you. In this case, if you can’t reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you’re out of the game.

If you do have the character in question, you reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence – that is, a face-down character – wins the game!

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Keyflower

Keyflower

Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a “home” tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player’s own tiles, but also from the tiles in the other players’ villages and from the new tiles being auctioned.

In spring, summer, and autumn, more workers will arrive on board the Keyflower and her sister boats, with some of these workers possessing skills in the working of the key resources of iron, stone, and wood. In each of these seasons, village tiles are set out at random for auction. In the winter, no new workers arrive, and the players select the village tiles for auction from those they received at the beginning of the game. Each winter village tile offers VPs for certain combinations of resources, skills, and workers. The player whose village and workers generate the most VPs wins the game.

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Warrior Knights

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In Warrior Knights, each player takes on the role of a Baron vying for control of the Kingdom. Each Baron commands four faithful Nobles who lead his armies into battle. Each Baron seeks to capture cities in order to gain Influence (victory points), which is used to measure his claim to the throne. Barons may also seek to gain advantage by increasing their income, gathering Votes to use at the Assembly, or by amassing Faith, which can be used to gain a measure of control over chance events. Only through cunning strategy and careful diplomacy can a Baron hope to attain victory.

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Oss

Oss

Oss is a skill game based on jacks, with players trying to perform certain tricks in between tossing their jack into the air and catching it.

Composure, dexterity, tricks… Several tribes decide to fight to determine who’s the best, their Big Chief!

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Letters from Whitechapel

Letters from Whitechapel

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called “the wretched” – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel’s streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.

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Fluxx

Fluxx

The card game with ever changing rules! It starts out simple, with just the Basic Rule card: draw one card and play one card during each player’s turn. But New Rule cards quickly make things chaotic.

Even the object of the game will often change as you play, as players swap out one Goal card for another. Can you get the Rocket to the Moon before someone changes the goal to Death by Chocolate?

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Once Upon a Time

Once Upon a Time

Once Upon a Time is the award-winning storytelling card game that encourages creativity and collaborative play. One player is the Storyteller, and begins telling a story using the fairytale elements on her Story cards, guiding the plot toward her Ending Card. The other players use their own cards to interrupt her and become the new Storyteller. The winner is the first player to use all her Story Cards and play her Ending Card. The object of the game, though, isn’t just to win, but to have fun telling a story together.

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