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Ambassador - Classic Games Snakes & ladders: Ambassador - Classic Games Snakes & ladders
R163 Discovery Miles 1 630 Ships in 4 - 7 working days

Full of traps and tricks!

Roll the dice and try your luck! The ladders will take you up but the snakes will take you down! Watch out!

Ambassador - Classic Games Chess: Ambassador - Classic Games Chess
R163 Discovery Miles 1 630 Ships in 4 - 7 working days

The classic, strategic game of Chess!

Made with premium quality materials this Chess Set from Ambassador includes high-quality game pieces and a durable, thick card playing board, which conveniently folds for compact storage.

Ideal for both home and travel, the game board conveniently folds when ready to pack away.

Ambassador - Code Breaker Game: Ambassador - Code Breaker Game
R272 Discovery Miles 2 720 Ships in 4 - 7 working days

The classic game of CodeBreaker! You might also know it as Mastermind!

Made from premium quality materials, this fun and challenging game will keep you entertained for hours! Put your mind to the test!

Ambassador Classic Games Collection - 6 Deluxe Games (Real Wood Pieces): Ambassador Classic Games Collection - 6 Deluxe Games (Real Wood Pieces)
R399 R307 Discovery Miles 3 070 Save R92 (23%) Ships in 4 - 7 working days

An array of the 6 most popular classic games, made with premium quality materials, all inside a stunning gold-foil gift box.

Ambassador Classic Games Backgammon: Ambassador Classic Games Backgammon
R199 R185 Discovery Miles 1 850 Save R14 (7%) Ships in 4 - 7 working days

The classic game of Backgammon made with premium quality materials and packaging. Includes large wooden game pieces and a gold standard ultra-thick playing board, all inside a stunning gold-foil gift box.

Ambassador - Classic Games Ludo: Ambassador - Classic Games Ludo
R163 Discovery Miles 1 630 Ships in 4 - 7 working days

A classic game for the whole family!

For 2 to 4 players, Ludo assists in the development of basic skills and tactical thinking! It is a colourful and eye-catching illustrated traditional board game featuring superior quality game pieces.

Ambassador - Grab & Go Games! Travel Liars Dice: Ambassador - Grab & Go Games! Travel Liars Dice
R184 Discovery Miles 1 840 Ships in 4 - 7 working days

Liar's dice is a class of dice games for 2 or more players requiring the ability to deceive and detect your opponent's deception.

In "single hand" liar's dice games, each player has a set of dice, all players roll once, and the bids relate to the dice each player can see (their hand) plus all the concealed dice (the other players' hands).

In "common hand" games, there is one set of dice which is passed from player to player. The bids relate to the dice as they are in front of the bidder after selected dice have been re-rolled.

Includes:

  • Zipper Carry Case with Handle
  • 4 x Cups
  • 20 x Dice
  • Instructions

Age: 6 Years +
Item size: 8 x 12.6 x 11.8 cm

Ambassador - ProPoker Poker Aluminum Case and Chips (300 Pieces)(11.5g): Ambassador - ProPoker Poker Aluminum Case and Chips (300 Pieces)(11.5g)
R779 Discovery Miles 7 790 Ships in 4 - 7 working days

Play like the pro's with this all-inclusive Poker Set!

High quality poker chips in a convenient case allows for regular Poker nights with friends.

Easily add high stakes to your poker games elevating the poker experience to a new level.

Includes:

  • 300 x 11.5g Poker Chips
  • 1 x High-Quality Aluminium Case
  • 2 x Decks Poker Cards
  • 1 x Dealer Button
  • Instructions

Age: 18 Years +
Item size: 7.85 x 41 x 24 cm

EXIT: The Game - The Polar Station: EXIT: The Game - The Polar Station
R299 Discovery Miles 2 990 In Stock

EXIT - The Polar Station
An alarm sounded in the eternal ice, so the polar station has been evacuated and foreclosed, but a small group of researchers has remained behind by mistake — and they have only one hour to find the code that will crack the lock program.Exit: The Game – The Polar Station is a puzzle game modeled after escape rooms.

Mideer 5-in-1 Jungle Tetris Block Logic Challenge: Mideer 5-in-1 Jungle Tetris Block Logic Challenge
R699 R560 Discovery Miles 5 600 Save R139 (20%) Ships in 4 - 7 working days

The 5-in-1 Block Game from Mideer includes 5 games in 1 box! The perfect set for promoting logical thinking, problem solving, and dexterity while having an enormous amount of fun!

Ambassador Classic Games Wooden Chess Set: Ambassador Classic Games Wooden Chess Set
R218 Discovery Miles 2 180 Ships in 4 - 7 working days

The classic game of Chess!

Made with premium quality materials this Chess Set includes large wooden game pieces and an ultra-thick playing board.

Unstable Unicorns: A Card Game: Unstable Unicorns: A Card Game
R699 Discovery Miles 6 990 Ships in 6 - 7 working days

Unstable Unicorns: Base Game
Build a Unicorn Army. Betray your friends. Unicorns are your friends now.Unstable Unicorns is a strategic card game about everyone’s two favorite things: Destruction and Unicorns!From the back of the box:Learn how unstable your friendships really are.You start with a Baby Unicorn in your Stable. SO CUTE!But don't get too attached, because even Baby Unicorns aren't safe in this game! There are over 20 Magical Unicorns to collect, and each has a special power. Build your Unicorn Army as fast as you can, or be destroyed by one of your so-called friends! Seek revenge or protect your stable using your Magic! Sound easy? Not so fast. Someone could have a Neigh Card (Get it? Neigh?) and send the game into MADNESS! The first person to complete their Unicorn Army shall hereafter be known as The Righteous Ruler of All Things Magical... at least until the next game. Good luck.

Mideer Pick Up Sticks Keep it Steady (27 Pieces): Mideer Pick Up Sticks Keep it Steady (27 Pieces)
R169 R140 Discovery Miles 1 400 Save R29 (17%) Ships in 4 - 7 working days

Wholesome fun for the whole family!

This balancing Stick Board game from Mideer encourages logical and strategic thinking while at the same time teaching patience and steady hand control.

Great for family game evenings!

Ambassador - Folding Wood Chess Set: Ambassador - Folding Wood Chess Set
R403 Discovery Miles 4 030 Ships in 4 - 7 working days

The classic, strategic game of Chess!

Made with premium quality materials this Chess Set from Ambassador includes high-quality wooden game pieces and an beautifully crafted wooden playing board.

Ideal for both home and travel, the game board conveniently folds when ready to pack away.

Includes:

  • 32 Light & Dark Wooden Game Pieces
  • 1 x Game Board
  • Instructions

Age: 6 Years +
Item size: 5.7 x 15.4 x 30.2 cm
Players: 1-2

Pandemic: Rapid Response: Pandemic: Rapid Response
R999 Discovery Miles 9 990 Ships in 6 - 7 working days

Pandemic: Rapid Response
Disaster has struck! Cities around the world are in desperate need of food, water, vaccines, and other supplies. You and your team belong to the Crisis Response Unit (CRU), an elite team of doctors and specialists. With a specially equipped plane, you are uniquely capable of providing life-saving aid — anytime, anywhere. Pandemic: Rapid Response is a race against time. Roll dice to create supplies, fly the plane, and make deliveries to cities in need. As the timer counts down, you must quickly coordinate and work together to react to new disasters. Will you and your team be able to respond in time? The nations of the world have pooled their resources and assembled a diverse crew. Each of the seven unique role cards features its own ability. The Analyst, Adjoua Soro, is able to re-roll the dice up to two additional times. The Engineer, Soojin Sohn, can change any die result with a plane to a different symbol. Take turns as quickly as possible, using your role's unique ability and strategically allocating your dice to be as efficient as possible when creating supplies. When you're ready for a new challenge, adjust the difficulty level or add crisis cards for a greater variety of obstacles to overcome. Now hurry — the timer is counting down and the world needs your help!

7 Wonders: Duel: 7 Wonders: Duel
1
R999 Discovery Miles 9 990 Ships in 6 - 7 working days

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 card 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 three 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 that 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 neither of these situations occurs, then the player with the most points at the end of the game wins. Players 2 Suggested ages 10+ Playing time 30 minutes

Galison Liberty Anita Peggable Chess Set (Game): Galison Galison Liberty Anita Peggable Chess Set (Game)
Galison; Artworks by Liberty Liberty
R716 Discovery Miles 7 160 Ships in 12 - 17 working days

Liberty London is known for its floral and graphic prints and the offering of innovative and eclectic designs. The Liberty Anita Peggable Chess Set from Galison highlights Liberty's classic floral themes, perfect for any game enthusiast. This set features a peggable chess construction with pops of red and blue for the 32 chess pieces. Makes a perfect gift. * Box: 7.8 x 7.8 x 2.8", 198 x 198 x 71 mm * 32 Wood Chess Pieces * 1 Portable Chess Board * Instructions are included * Perfect for playing on the go!

Galaxy Trucker: Latest Models: Galaxy Trucker: Latest Models
R35 Discovery Miles 350 Ships in 6 - 7 working days

Galaxy Trucker: Latest Models consists of new game boards for 2-5 players with model C spaceships. Class 1C and 2C come on the same game board with color denoting spaces that can be used in 2C but not in 1C. Asteroids that approach the spaceship from the front or from behind sometimes swoop around to hit the ship on the side and asteroids that approach from the side sometimes split in half and hit the ship twice! A structural rift down the center of the spaceship requires universal connectors to connect only with other universal connectors when bridging this rift. So much for their universality! Class 3C is a toroidal spaceship with the top of the 6x6 tile grid wrapping around to the bottom and the left side wrapping around to the right. Since lasers require an empty space in front of them - and engines an empty space behind them - your ship must have holes in it to accommodate those building requirements and the larger and more numerous the holes, the more you must pay in insurance costs prior to launching your spaceship. Class 4C has space to build four separate spaceships, but when the sand timer is flipped the first time, someone rolls a die and players can now build in additional areas of the game board in order to connect some of the ships. When the sand timer is flipped a second time, the die is rolled once more, possibly providing additional building sites.

Dungeon Petz: Dungeon Petz
R1,099 Discovery Miles 10 990 Ships in 6 - 7 working days

Become the leader of an imp family that has just started a new business – breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them – but the profit is unbelievable.

Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.

Dungeon Lords: Dungeon Lords
R1,050 Discovery Miles 10 500 Ships in 6 - 7 working days

In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down.

From the publisher's webpage:

Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective!

Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn.

There are 4 turns to place actions for each game "year" and two game years in a whole game.
Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare.

At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for.
Finally, at the end of each year, the heroes will travel down into the dungeon to fight.

Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.

Last Will: Last Will
R950 Discovery Miles 9 500 Ships in 6 - 7 working days

In his last will, your rich uncle stated that all of his millions will go to the nephew who can enjoy money the most. How to find out which nephew should be rich? You will each be given a large amount of money and whoever can spend it first will be the rightful heir. Visit the most exclusive theatres or eat in the most expensive restaurants. Buy old properties for the price of new ones and sell them as ruins. Host a huge party in your mansion or on your private boat. Spend like your life would depend on it. Spend to become rich! If you're the first to run through the money on hand, you'll receive the rest of his inheritance – oh, and win the game.

In Last Will, each player starts with a certain amount of money, an individual player board, two errand boys and two cards in some combination of properties and helpers. At the start of each round, lay out cards from the appropriate decks on the offering boards; the four regular decks are properties, companions, events, helpers and expenses, with special cards forming a deck of their own. The particular mix of cards varies by round and by the number of players.

Each player then chooses a plan for the round, with each plan indicating the number of cards the player draws (drawn immediately from the four regular decks in any combination), how many errand boys he can use later (one or two), the number of actions available to him that round, and his spot in the playing order that round. In the playing order for that round, players then take turns choosing an action with their errand boy(s), with those actions being:

  •     Take a card on display and add it to your hand.
  •     Draw a card from any regular deck – This can be chosen only once by each player.
  •     Visit the opera and spend $2.
  •     Adjust the value modifiers in the property market.
  •     Take a player board extension, thereby giving you room to play more cards.

Players then take actions in the playing order for that round, with each player having as many actions as indicated on his plan. Actions let you play one-time events (which have a cost, possibly variable); helpers and recurring expenses (which are placed on your individual player board); and properties (which cost money and may depreciate over time). You can often play companions with events or recurring expenses – of course you should bring a date to the opera or a horse on your yacht! – to increase their cost. You can also use actions to activate cards on your player board, possibly with one or more companions and always with the goal of spending money. Helpers and special cards can provide you with unique powers to further boost your profligacy.

At the end of each round, you must discard down to two cards in hand, and properties that can depreciate do so; this is good as a player cannot go bankrupt if he owns properties, and the only way to get rid of properties is to sell them, which regretably puts money back in your hands unless the depreciation was intense or you manipulate the market.

If a player has no money and no properties, he declares bankruptcy and the game ends at the conclusion of that round; otherwise the game ends after seven rounds. The player who has the least money (or even who is most in debt) wins.

Funko Games POP! Funkoverse Strategy Game: Jurassic Park 101 - Expandalone: Funko Games POP! Funkoverse Strategy Game: Jurassic Park 101 - Expandalone
R910 R692 Discovery Miles 6 920 Save R218 (24%) Ships in 9 - 15 working days

POP Funkoverse: Jurassic Park 101 - Expandalone
In the Funkoverse Strategy Game, you combine your favorite characters and go head-to-head in four exciting game scenarios. Use your characters' unique abilities to gain points and achieve victory!Each turn, you select one of your characters and perform two actions. Each character has access to basic actions like moving and challenges as well as several unique abilities that may be performed only by spending ability tokens. Funkoverse uses an innovative "cooldown" system — the more powerful the ability, the longer it will take for the ability token to become available again — so players have to spend their ability tokens wisely. Each character in Funkoverse is unique, so players are encouraged to try out different combinations of characters and items in order to discover their favorite synergies and powerful strategies for all four game scenarios.Funkoverse Strategy Game: Jurassic Park 2-Pack is a standalone game that includes characters from the movie Jurassic Park. This set may be combined with others, giving you the ability to assemble the team you want!

EXIT: The Game - The Enchanted Forest: EXIT: The Game - The Enchanted Forest
R299 Discovery Miles 2 990 Ships in 6 - 7 working days

Exit: The Enchanted Forest
Exit: The Game – The Enchanted Forest is a puzzle game modeled after escape rooms, and it includes components meant to be folded, written upon, or torn, so it's marketed as a single-use game.A relaxing walk in the woods takes a very different turn when you suddenly encounter strange fairytale creatures and even stranger puzzles. Will you ever find your way out?!

Mysterium: Mysterium
R1,200 Discovery Miles 12 000 Ships in 12 - 17 working days

In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary seance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery. Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit. In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium. Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses. After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points. If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit. Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards - one for the suspect, one for the location, and one for the weapon - then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote. If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...

Dominion expansion: Dark Ages: Dominion expansion: Dark Ages
R1,199 Discovery Miles 11 990 Ships in 6 - 7 working days

This is the 7th addition to Dominion. It adds new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else. This is the 7th addition to the game of Dominion. It is 500 cards but is not a standalone. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.

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