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In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna.To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half.On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play.Each tree and dweller shows a cost, and to pay this cost, you must discard cards from your hand into the clearing face up. If you play a tree, flip the top card of the deck into the clearing, then place the tree in front of you. If you play a dweller, pay only the cost on the dweller you choose, then slide this card under a tree that has an empty side that matches the dweller you want to play. (A tree can have cards played on all four sides of it: top, bottom, left, and right.)Alternatively, you can play a card face down as a tree sapling. This card costs nothing and can have dwellers played on it, but it has no species, whereas each tree is one of eight species.After you play a card, you can use the effect on this card (drawing cards, placing additional cards, taking another turn, etc.) or gain the bonus you gained if you paid for this card with cards of the same color — or both, if applicable, with the effect taking place before the bonus.If at the end of your turn the clearing contains more than nine cards, place all of these cards in the box out of play.During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins.Forest Shuffle is the first in a line of Lookout games sporting the Lookout Greenline label, produced on FSC certified paper and avoiding plastic completely.
£24.30
Cascadia is a puzzly tile-laying and token-drafting game featuring the habitats and wildlife of the Pacific Northwest.In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with five types of habitat in the game), and on a turn you choose a new habitat tile that's paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one tile on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what's available — unless you have a nature token to spend so that you can pick your choice of each item.Ideally you can place habitat tiles to create matching terrain that reduces fragmentation and creates wildlife corridors, mostly because you score for the largest area of each type of habitat at game's end, with a bonus if your group is larger than each other player's. At the same time, you want to place wildlife tokens so that you can maximize the number of points scored by them, with the wildlife goals being determined at random by one of the three scoring cards for each type of wildlife. Maybe hawks want to be separate from other hawks, while foxes want lots of different animals surrounding them and bears want to be in pairs. Can you make it happen?
£40.00 £36.00
In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.A player can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions; if you reach the opponent's capital, you win the game immediately; similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.
£24.99 £22.50
SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand. More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand. On a turn, a player takes one of two actions: • Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves. • Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten. Once per round, a player can scout, then immediately play. When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.
£20.00 £18.00
Sushi Go Party! expands Sushi Go! with a party platter of mega maki, super sashimi, and endless edamame. You still earn points by picking winning sushi combos, but now you can customize each game by choosing à la carte from a menu of more than twenty delectable dishes. What's more, up to eight players can join in on the sushi-feast. Let the good times roll!
£28.00 £25.20
Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness.The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check.Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!—description from the publisher
£59.99 £54.00
Villains come in all shapes and sizes. Some are large and brutish, others surround themselves with likeminded minions. Some of the most dangerous villains, however, are the ones who use cunning and trickery to manipulate the world to their whim. So, what happens when two of those trickster villains team up? In the Trickster Takeover Scenario Pack, players take on the dastardly duo of Enchantress and Loki, two conniving villains with tons of tricks up their sleeves. This 78-card scenario pack contains two scenarios, both of which can be played in the traditional standalone way; however, the Loki, God of Lies scenario can also be played in a brand-new Epic Multiplayer Mode, a Marvel Champions first! Team up with any number of other players as you all fight to stop the trickster god’s ploy to take over the world. For players looking to challenge themselves with a new foe, look no further than the Trickster Takeover Scenario Pack! Not a standalone expansion. A copy of the Marvel Champions: The Card Game core set is required to play.
£19.80
Castle Combo is a tableau-building game that combines simplicity with deep, engaging gameplay, offering highly satisfying experiences.Each player will spend coins to draft 9 cards from 2 open markets on the table (the lower and upper city), creating along the game a 3x3 square of people interacting with each other to trigger instant effects and end-of-game bonuses.Each turn, you add a character to your tableau — a seemingly straightforward action that packs a punch regarding strategic decisions. You'll need to carefully manage your Keys to influence the Messenger pawn at critical moments, as it controls which characters are available for recruitment from two different areas – peasants and nobles.Balancing your Gold reserves is equally important, ensuring you can afford the characters that best suit your strategy throughout the game. Selecting the right characters is crucial to maximising their immediate effects and the points they will contribute at the game's end. Finally, carefully arranging these characters on your 3x3 board is key to unlocking their full potential.After everyone has played 9 turns (i.e., everyone has 9 characters in front of them), the player with the most points in their tableau wins the game.
£20.00 £18.00
Monikers is a party game based on the public domain game Celebrity, where players take turns attempting to get their teammates to guess names by describing or imitating well-known people.In the first round, clue givers can say anything they want, except for the name itself. For the second round, clue givers can only say one word. And in the final round, clue givers can’t say anything at all: they can only use gestures and charades.
£30.00 £27.00
Two modules to flavor your Splendor game.Place your strongholds and mark your territory!Discover the wonders of the Orient and enjoy new powers.
£14.99 £13.50
So Clover! is a cooperative word-association game. Play as a team to get the highest score. Get Keywords and secretly write their common features on your Clover board; these are your Clues. Then work together to try to figure out each player’s Keywords. At the end of the game, add up your score according to how many Keywords you found and write it in the Record of Legends. Try to beat your high score each game!-description from the publisher
£21.00 £18.90
2010 Spiel des Jahres WinnerOne player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players).Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others.The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's.If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card.The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game.The base game and all expansions have 84 cards each.
£29.99 £27.00
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