Showing 577–612 of 639 results

  • Ticket to Ride

    With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

  • Ticket to Ride: Card Game

    The Ticket to Ride Card Game delivers all of the excitement, fun, and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format.

  • Ticket to Ride: Europa 1912

    The Ticket to Ride Europa 1912 expansion for the Ticket to Ride series includes 101 Destination Tickets – the 46 original tickets, plus 55 new ones that enable 3 new variants to the Ticket to Ride Europe map: Europe Expanded, which adds 19 new routes to the original 46; Big Cities of Europe, with tickets to 9 major European cities; and Mega Europe, which uses all the new routes as well as the 46 original Destination Tickets.

  • Ticket to Ride: Europe

    Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you’ll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.

  • Ticket to Ride: Marklin

    Märklin is a heavier version in the TTR series, allowing players to not only travel from city to city but also from cities to countries. A new mechanic is also introduced in the form of passengers and merchandise tokens. When the game is set-up a series of merchandise values worth victory points are placed on nominated cities. The values of these tokens diminish when multiple tokens are present within a single city, requiring players to move quickly to capture the higher valued tokens.

  • Ticket to Ride: Nederland

    The basics of TtR gameplay remain the same as always — players collect train cards in order to claim routes between pairs of cities with the overall goal of completing tickets they hold in hand — but Ticket to Ride: Nederland twists this gameplay in two ways. First, nearly every route on the game board is a double-route, with two tracks connecting cities. Both of these routes are in play no matter how many players are in the game.

  • Ticket to Ride: Nordic Countries

    Ticket to Ride: Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway, and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki, and Stockholm. This version was initially available only in the Nordic Countries of Denmark, Norway, Sweden, and Finland; a worldwide limited-edition release occurred in August 2008 and it has since been kept in print again by Days of Wonder.

  • Ticket to Ride: Rails and Sails

    Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you’ll be moving across water, of course, and that’s where the sails come in.

  • Ticket to Ride: The Heart of Africa

    Set in the vast wilderness of Africa at the height of its exploration by intrepid explorers, missionaries and adventurers, Ticket to Ride Map Collection: Volume 3 – The Heart of Africa, a single-sided expansion map for Ticket to Ride or Ticket to Ride: Europe, focuses on the central and southern “heart” of the continent displayed in a vertical format.

  • Tides of Time

    Play as an ancient civilization as they prosper and collapse through time. Build gigantic monuments, raise impenetrable fortifications, and amass vast knowledge as the ages pass. The greatest civilizations will leave their mark long after their collapse. From times long forgotten to times recently lost, civilizations will rise and fall as the tide of time carries them.

  • Tigris and Euphrates

    Regarded by many as Reiner Knizia’s masterpiece, Tigris & Euphrates is set in the ancient fertile crescent with players building civilizations through tile placement. Players are given four different leaders: farming, trading, religion, and government. The leaders are used to collect victory points in these same categories. However, your score at the end of the game is the number of points in your weakest category, which encourages players not to get overly specialized. Conflict arises when civilizations connect on the board, i.e., external conflicts, with only one leader of each type surviving such a conflict. Leaders can also be replaced within a civilization through internal conflicts.

  • Tikal

    Tikal is a game of exploration within the Central American jungles in search of lost temples and the treasures within. Players send their team of explorers into the jungle, exposing more and more of the terrain. Along the way, you find temples that require further uncovering and treasures. Players attempt to score points for occupying temples and holding onto treasure.

  • Time ‘n Space

    Here, where space is endless and time is precious, you face the challenges of a true space commander. From the bustling hub that is your control center, you coordinate your planet’s production, transport, and demand, and travel to other planets to fulfill orders.

  • Timeline – Diversity

    Timeline: Diversity is a card game played using 110 cards. Each card depicts a historical event on both sides, with the year in which that event occurred on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck.

  • Tiny Epic Galaxies

    In Tiny Epic Galaxies each player controls a galactic empire, aiming to expand their influence by acquiring highly contested planets and increasing their cosmic armada. The game revolves around an innovative dice-rolling combo mechanic. The number of dice you roll is determined by the strength of your galaxy. Each die is engraved with symbols representing the various actions you can take, such as moving a spaceship, increasing your culture or energy resources, or advancing your political or economic influence over newly discovered planets.

  • Tiny Epic Kingdoms

    You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there’s not enough room for everyone to succeed…

  • Tiny Epic Quest

    A world of peace has been torn asunder by the opening of a vile portal from the goblin kingdom. Nasty goblins pour into the peaceful groves and villages of the elf world, setting the realm ablaze. Now you, the heroes, must quest in order to right this wrong. There are two paths to victory: closing the portal or slaying all the goblins. Which one will you choose? Either way, your quests will be aided by the help of the surviving mushroom folk — and by the epic items that have been lost in the realm’s deep dungeons. The world is ending quickly, so you must act fast to save it, but you also need to know when your luck will run out…

  • Tiny Epic Western

    The West is growing day by day, and you’re looking to stake your claim. To win, you have to gamble your relationships with the most powerful bosses in town to win influence. This influence comes in many forms: Law, Money and Force. If you’re clever enough, you’ll be able to take claim over the buildings in the evergrowing boomtowns and gain powerful abilities. At the end of the day, the boss who has the best combination of wit and bluff will become the most powerful tycoon in the Wild Wild West.

  • Tokaido

    In Tokaido, each player is a traveler crossing the “East sea road”, one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you’ll have to be the most initiated traveler – which means that you’ll have to be the one who discovered the most interesting and varied things.

  • Tokaido: Crossroads

    The Tokaido is ready to unveil a few more treasures for the most faithful Travelers: cherry trees in full bloom, luxurious bathhouses, good luck charms, calligraphy, legendary objects, and even clandestine gambling rooms are now part of the journey! Tokaido: Crossroads, an expansion for the game Tokaido, will open up new doors and many new possibilities to make your journey even richer and more strategic.

  • Tokaido: Matsuri

    Traditional Japanese festivities and sixteen new travelers are now part of the wonderful Tokaido journey, with these matsuri (the Japanese word for “festival”) being triggered by the arrival of the travelers at the intermediate inns, punctuating the path with new and unique events.

  • Traders of Osaka

    In Traders of Carthage, players are merchants who are attempting to ship four different types of goods from Alexandria to Carthage. Players affect how quickly or slowly the ships move and can trigger pirate raids that may cost their opponents their goods. (Traders of Osaka moves the gameplay to a new continent and era, with players now trying to deliver cargo from Osaka to Edo, but otherwise gameplay remains the same.)

  • Tragedy Looper

    Tragedy Looper is a scenario-based deduction game for two to four players: one mastermind and one to three protagonists. The game consists of four location boards and a number of character cards. Each scenario features a number of characters, hidden roles for these characters (serial killer, conspiracy theorist, friend), and some pre-set tragedies (murder, suicide).

  • Trapwords

    It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are “traps”, it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team.

  • Tribond

    Players are given a list of three items and must determine the common bond. Landing on another pawn brings up a challenge situation, where the winner stays put and the loser moves back. The first team to bring their three pawns around the triangles wins.

  • Trivial Pursuit

    Each player has a circular playing piece with six pie-shaped holes. The goal of the game is to collect a pie in each color. The colors correspond to different question categories.

  • Trivial Pursuit 90’s

    Each player has a circular playing piece with six pie-shaped holes. The goal of the game is to collect a pie in each color. The colors correspond to different question categories.

  • Trouble

    The game is abstract, each player has set of pawns of his color. Each turn player rolls a die using the Pop-O-Matic and selects one of his pawns to move. Pawns can enter the track from Home base only on a roll of six. Each pawn needs to travel around the board and finish on the Finish lane. If pawn of another player is bumped, the bumped pawn is returned to home. The goal is to be the first one to get all the pawns to the Finish lane.

  • Trumpolicy

    Dare to play with your friends and ebate the kind of society you want! Select and secure those policies you want. Prevent other players from securing policies they might want by using your political influence.

  • Tsuro

    A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else’s, but as the board fills up this becomes harder because there are fewer empty spaces left… and another player’s tile may also extend your own path in a direction you’d rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8.

  • Tsuro: Of the Seas

    The basic game play of Tsuro of the Seas resembles that of Tom McMurchie’s Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game.

  • Twilight Struggle

    Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle…

  • Two by Two

    The floodwaters are rising and the animals need to board the ark!

  • Tzolkin

    Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

  • Ultimate Showdown

    The knockdown, no-holds-barred party game Showdown pits famous people and characters in a battle to decide once and for all who can triumph under the situation at hand? Will it be the Easter Bunny vs. Ben Franklin for Best Babysitter? Or will Ghengis Khan beat out Frank Sinatra for Best Road-trip Companion? Anything goes! You pick the challenges and YOU try to get your picks to win!

  • Ultimate Werewolf

    Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves…can you and the other villagers find them before they devour everyone?