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Toys > Games
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Bingo In Tin
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R182
Discovery Miles 1 820
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Ships in 5 - 7 working days
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BINGOA great game for just a few or a whole crowd. Now bingo comes packaged in a convenient tin for home and travel.Bingo in Tin- Age Range: 6 +What's inside? Bingo spinner16 Bingo master board120 bingo markersInstructions
Frank educational Aids brings to you an engaging and fun activity ‘count well’ a counting activity for your kids. The use of numbers is a skill developed from an early age. Counting numbers at a young age help the young mind develop various skills like recognizing the numbers, making patterns and grouping and sorting numbers.
The original rules of this longtime, family favourite game still apply. Simply remove all your sticks without other players sticks.
Pick Up Sticks and Jack's Bundle: Classic toy pick-up-sticks in a collector's tin.
Prepare for a Pokémon battle with the ready-to-play Pokémon Trading Card Game Battle Academy! The Battle Academy includes everything two players need to play, with guides to the decks so your first game is easy to follow. You can choose Cinderace or Pikachu to lead your team in a heads-up battle against another Trainer. Then, switch up the decks to play Eevee against Cinderace or Pikachu, and lead a different team of Pokémon into the arena! With a little strategy and a little luck, you can battle with the best!
The Pokémon TCG Battle Academy includes:• 3 complete Pokémon TCG decks (60 cards each)• Each deck includes a powerful special Pokémon: Cinderace V, Pikachu V, or Eevee V• Eevee deck includes 2 copies of an all-new promo card featuring Galarian Obstagoon• 1 instruction sheet to help you set up to play• 2 tutorial guides to lead you through the decks• 1 two-player game board• 3 deck boxes to keep the cards organized• 1 rulebook• 1 large metallic coin featuring Cinderace, Pikachu, and Eevee• 1 set of damage counters• A code card for the new Pokémon TCG Live
JUMBO size solid timber pieces. Hand made.
Playing Board with divisions is built into the box ….ideal for starter player.
Great educational toy for the younger player.
Strong Timber Box with sliding lid ….a keeper for the next generation.
Goes with other GIANT Double Dot Wooden Family Games... Dominoes, Stacka inspired by Jenga, and Skittle Sets
7th Sea Core Rulebook
Save the Queen of Avalon from treacherous blackmail! Thwart a dastardly assassination attempt on the Cardinal of Castille! Raid the villainous fleets of Vodacce Merchant Princes! Free the Prince of the Sarmatian Commonwealth from a mysterious curse! Make decisions that alter the very course of Thean history in 7th Sea, a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure! In 7th Sea, players take on the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Theah from murderous villains. It is a world of sharp blades and sharp wits, where a cutting retort can be just as deadly as a sword point!
Reavers of Midguard
Reavers of Midgard is a single worker placement game with elements of set collection, dice combat and engine building set in the Champions of Midgard universe. In Champions of Midgard, your quest was to become Jarl. You battled back the trolls, draugr and some of the epic monsters that once threatened the sanctity of your humble port town. Now it's time to go on the offensive. In Reavers of Midgard, you'll be looking to gain glory by raiding nearby villages for their riches, sacking well-fortified castles and battling both man and monster on the open seas. You'll not only need to take your rowdy crew of vikings and the food needed to keep them happy along for the ride but you'll also have to recruit a crew of elite warriors - the Reavers. Reavers can be used in three different ways. They can be made your ship's leader, earning you a one-time bonus and enabling your warriors to be more versatile in combat. They can also be used to rally more warriors to your cause, filling your ship to the brim with the right fighters for the right situations. Finally, they can also be used to help your crew specialize, earning you a bonus every time your crew sails into battle. Whoever can earn the most glory after six rounds will be the winner.
Civilization - A New Dawn
Description from the publisher:Sid Meier's Civilization: A New Dawn is a strategy board game in which two to four players act as the rulers of history's most memorable empires. Over the course of the game, players will expand their domains, gain new technologies, and build many of humanity's greatest wonders. In the end, one nation will rise above all others to leave its indelible mark upon history.This new game presents players with an undiscovered country to conquer, built from beautifully illustrated map tiles. These would-be conquerors construct and populate the map with barbarians, natural resources, and city-states, then formulate their plans for how they will shape this world to their vision. Their exact goals, however, change with each game. Agendas are detailed on victory cards, three of which are drawn during set up. Players race to become the first to accomplish one agenda on each of these victory cards, spreading throughout the world and ensuring their civilization’s place as the greatest world power.
Rhino rampages through the streets of New York, Klaw peddles illegal
weapons to the world’s most dangerous criminals, Ultron threatens
global annihilation. The world needs champions to stop these villains,
are you up to the task? Harness the power of a hero in Marvel
Champions: The Card Game Core Set, a cooperative Living Card Game of
super heroics for 1-4 players! Marvel Champions: The Card Game sees
players taking on the roles of the iconic heroes of the Marvel universe
as they try to stop infamous villains from enacting their devious
schemes.
With over 350 cards, 100 tokens, five hit point trackers, and more, The
Marvel Champions: The Card Game Core Set gives you everything you need
to start your journey in the Marvel universe. Choose to play as Iron
Man, Captain Marvel, Spider-Man, Black Panther, and She-Hulk! Combine
your powers to take down the rampaging Rhino, the devious Klaw, or the
utterly terrifying Ultron! The game brings the epic battles of the
Marvel Universe to your tabletop.
Each game sees the players selecting both their hero, and a scenario
consisting of a villain and a scheme. Each villain and scheme has
multiple forms, shifting the momentum and rules of the fight as the
villain continues to enact their plans and the heroes race to defeat
them with a wide array of powers and tools. Let the scheme advance
enough times, and the heroes will lose the game. However, if you can
fight through the villains various forms and thwart them with a
combination of teamwork, skill, and luck, your team of heroes will
emerge as champions!
But it won’t be that easy, every villain has their own encounter deck
full of minions and tactics. Can you withstand Rhino’s assault when he
finds a new ally in the dreaded Shocker? Will you be to thwart Klaw
when he unleashes a devastating sonic boom? Can you defeat an army of
Ultron Drones? These challenges and more await you in each scenario Do
you have what it takes to overcome impossible odds and become the
champion the world needs?
In Drunk Stoned or Stupid, a player declares themselves the judge and reads a card aloud. Each person then says who in the group should be tagged with this card and why.
Accusations can be based off of personality traits, past stories, or really anything at all. As long as you can argue your point, it's fair game. The judge considers all accusations and makes the final ruling on who should be tagged with the card.
This person keeps the card along with the shame. The judge rotates to the next person in the group. First person with 7 cards loses. There are no winners in this game… only losers.
4+ Players
30 Minutes
Ages 17+
Full size, competition quality, portable folding table
Only solid SA pine timber used…no veneers
Quality Fittings, thick legs
Gives a solid feel…no flimsiness here.
Its a keeper for the next generation.
Mahogany stained finish then coated with a polish containing beeswax and carnauba wax..
Custom colour, or alternative finish by arrangement
Azul - Stained Glass of Sintra
Created by Michael Kiesling, Azul: Stained Glass of Sintra challenges players to carefully select glass panes to complete their windows while being careful not to damage or waste supplies in the process. The window panels are double-sided, providing players with a dynamic player board that affords nearly infinite variability!Players can expect to discover new unique art and components in Azul: Stained Glass of Sintra, including translucent window pane pieces, a tower to hold discarded glass panes, and double-sided player boards and window pane panels, in addition to many other beautiful components!—description from the publisher
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Taluva Deluxe
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R2,599
Discovery Miles 25 990
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Ships in 6 - 7 working days
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Taluva Deluxe
In Taluva, players attempt to successfully settle a South Sea island slowly emerging from the ocean waters as volcano after volcano erupts.Each turn, players decide to either have a new volcano erupt along the shore, increasing the size of the island, or to have an existing volcano erupt again, increasing the height of the land around it (and possibly destroying parts of existing settlements). They do this by placing a new tile, consisting of one volcano and two other types of landscape. A tile must always touch at least one other tile, when placed at sea level, or be placed on top of at least two other tiles (without any gaps under the land being created), with the volcano being placed on top of an existing volcano.Next, the player will place one or more wooden buildings; huts, temples or towers. Settlements must always start at the lowest level, by placing a single hut. From there on, existing settlements may expand by placing huts on all hexes of a single type of terrain around the settlement, with temples once the settlement takes up at least three hexes, or with towers, placed at level three or above.The game ends when all tiles have been placed. At that point, the player who's placed most temples wins. Ties are broken by towers, then huts. Ultimate victory - and an immediate end to the game - waits for the player who manages to place all their buildings of two types. Immediate defeat is also possible, when no buildings can legally be played during a player's turn.A lot of strategy results from the various placement rules. Volcanoes may never fully destroy a settlement, so single huts can block volcano placement, protecting other settlements. Alternatively, a well placed volcano can split a large settlement in two, creating the opportunity for both to expand more rapidly than a new settlement would. Limiting your opponent's growth potential is at least as important as preparing the terrain for you to expand upon...The Deluxe edition contains the basic Taluva game at increased size, as well as the following new expansions: Ship expansion: A new wooden piece, which can be placed in lagoons, adjacent to settlements 2-Hex tiles expansion
A Column of Fire: The Game
A Column of Fire is an adaptation of the third novel in Ken Follett's "Kingsbridge" series following The Pillars of the Earth and World Without End. (The novel is titled A Column of Fire in English, and Das Fundament der Ewigkeit ("The Foundation of Eternity") in German.)In the game, set in Europe during the time of Elizabeth I, Catholics and Protestants compete for power and influence in England, France, Spain, and the Netherlands. In this politically unstable environment, resourceful operatives and courageous secret agents plot to secure power for their rulers. The balance of power shifts back and forth amidst foiled assassinations, successful rebellions, and futile invasions — and not infrequently, those who sympathize with the weak are expelled from the country.The real enemies, then as now, are not the rival religions. The true battle pits those who believe in tolerance and compromise against the tyrants who would impose their ideas on everyone else — no matter what the cost. Who will best exploit the changing power conditions in Europe to win the game?
Space Base X1: Shy Pluto
A strange new galactic body has emerged within the Milky Way. The greatest minds of The United Earth Services find themselves bewildered by the sudden appearance of Shy Pluto. Get the crews to their stations — it's time to deploy your ships. The Emergence of Shy Pluto is the first installment of Space Base "Saga Expansions". This expansion to Space Base is a collection of story-based scenarios that introduce new content to the game via a narrative structure. Not only are new ships added, but new scenarios are included as well. Once the story is completed, it may be replayed or the contents may be added to the Space Base base set.
Arkham Horror: Third Edition
The year is 1926, and it is the height of the Roaring Twenties.
Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol
supplied by rum runners and the mob. It’s a celebration to end all
celebrations in the aftermath of the War to End All Wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as
Ancient Ones lurk in the emptiness beyond space and time, writhing at
the thresholds between worlds. Occult rituals must be stopped and alien
creatures destroyed before the Ancient Ones make our world their ruined
dominion.
Only a handful of investigators stand against the Arkham Horror. Will
they prevail?
Arkham Horror Third Edition is a cooperative board game for one to six
players who take on the roles of investigators trying to rid the world
of eldritch beings known as Ancient Ones. Based on the works of H.P.
Lovecraft, players will have to gather clues, defeat terrifying
monsters, and find tools and allies if they are to stand any chance of
defeating the creatures that dwell just beyond the veil of our reality.
The game is split into a series of rounds made up of four phases.
The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase
The Action Phase sees your investigators fighting back against the dark
power of the mythos. During this phase, each investigator can perform
two different actions.
Move – Investigators can move up to two spaces in the city, spending
money to hire speedy transport and move additional spaces. The space
where you end your turn will determine what encounter card you draw
later in the turn.
Gather Resources – Gain one dollar token, which can be used to purchase
items and goods as well as increase how far you can move
Focus – Focus one of your skills, increasing its value.
Ward – Attempt to remove doom from your location. Increasing doom means
danger for the investigators, and removing doom can delay these
apocalyptic heraldings.
Attack – Attack a monster engaged with you.
Evade – Try to escape from a monster engaged with you.
Research – Search for clues at your location.
Trade – Trade money, clues, items, and more with other investigators at
your location.
Arkham Horror LCG: The Dream-Eaters
There is a hidden realm outside the world of the waking: a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in these “Dreamlands,” you decide to set forth and learn the truth for yourself. What is real, and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep? The Dream-Eaters is the fifth deluxe expansion for Arkham Horror: The Card Game. In this expansion, 1–4 players take on the roles of either a group of investigators venturing into the Dreamlands or their companions who have been left in the waking world. This expansion contains the first two scenarios of The Dream-Eaters cycle; one scenario for each of these two groups. This expansion also contains new investigator and player cards that increase the customization options for the game. This is not a standalone product. A copy of the Arkham Horror: The Card Game Core Set is required to play.
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Atlandice
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R999
Discovery Miles 9 990
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Ships in 6 - 7 working days
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Atlandice
In one day and night, the island of Atlantis has been overwhelmed beneath the sea. The greater city of Atlantis is about to sink. You, as the last Atlanteans, have to save as much wealth as possible before you flee the fury of the elements. The clock in the center of the city shows the remaining time before the end. But because of the cataclysm, the gates between the locations are broken down. They open and close randomly. Collecting goods will not be so easy...The mechanisms in Atlandice are unique, but simple. On their turn, a player chooses one of the available dice, which is, in fact, a gate. This gate brings the player to a location; in this location are randomly distributed resources and effects. The effects are randomly dispatched with tiles at the beginning of the game, so that each game will be different! Effects can help the player or can interfere with other players' plans. Earn prestige by collecting more resources than your opponents, both at the key moments of the game and at the end...—description from the publisher
Cash n Guns: Team Spirit
Description from the publisher:You're no longer looting and shooting on your own with Cash 'n Guns: Team Spirit. This expansion features rules for team play and enables a ninth player to take part in the action. It also introduces a deck of duplicitous mercenaries: twelve thugs-for-hire who can give your team a temporary advantage and who bring a deeper strategic dimension to the team game.Seven new characters take seats at the table, including Boris, Natasha, the martini-wielding Maria, and the most awe-inspiring of all, Mama. They bring new surprises and powers with them, as well as a silencer that fits on your favorite weapon and three never-before-fired guns.
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Goblins, Inc.
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R950
Discovery Miles 9 500
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Ships in 6 - 7 working days
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Goblins, Inc.
Goblins, Inc. is a corporation dedicated to building unstoppable giant doomsday robots, and it's looking for a new Boss. Do you have what it takes?Team up with your greed-driven fellow goblins and build the ultimate doomsday robot. Meet other teams in epic battles and blow them up, but always remember, only one goblin can win because there is no "G" in team work!The game plays over two rounds in which you partner up with each of your fellow players to try to build the ultimate giant doomsday robot – but the other players don't know which hidden agendas you must complete to impress the Boss! During the four phases of the round, the teams take turns designing, building and piloting their robots in order to destroy the other team and get one step closer to becoming the next Boss of Goblins, Inc.
ALIEN Roleplaying Game - Base Dice
A set of ten engraved Base Dice, designed specifically for the ALIEN Roleplaying Game. These 16 mm special dice are designed to support the game mechanics but can be used as normal six-sided dice as well. Made in Poland.
Archmage: Collector's Edition
A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.When the time of reckoning comes, a new Archmage will rule.Each turn is formed of two phases: The Journey: A Mage travels across the map (formed of hex tiles): discovering new locations; deploying followers to gather relics from Ruins, Libraries, Sacred Glades, and other locations sacred to each of the mythic races; and encountering and dealing with the followers of their opponents. Journey's End: A Mage will finish each Journey in a specific location where they can perform a specific action. Ending a Journey on a Town will let the Mage call on their Followers to deliver the relics and resources they have gathered. Ending in a Settlement (where the spurned descendants of the Mages fled after the Ending) will let a Mage recruit more Followers to their Order. Ending with a Mythic Race will let the Mage train Followers as Apprentices specialising in the magic of that Mythic Race (at a cost of the Relics with which the magic must be weaved). Ending in the Wilderness will let the Mage's followers take more physical control over the area. Ending in the Mage's Tower (once it has been built), will let the Mage train and test their Apprentices. On the floor of the tower (player board) is a mandala in which the Apprentices stand. Moving apprentices on the mandala will change the sorts of spells the Order has access to. Testing apprentices sees one apprentice advance to a higher level and allows an Order to discover new spells and magics beyond what any of the Mythic Races could individually know, and to add to those magics to their spell library. Spells provide Mages with a range of options for strategic and tactical play. Archmage has a modular spell system, with 18 spells included in the base game, and expansions planned to add more sets. Spells are used by expending a cost in Relics, the magical currency of the game that is unique to each mythic race.The game is play
A Game Of Thrones LCG 2nd Edition: Tyrion's Chain
Description from the publisher:The War of the Five Kings has reached its tipping point. Stannis Baratheon marches on King’s Landing by land and by sea, sending his powerful navy up the Blackwater Rush to seal off any escape. Tywin Lannister moves south with all speed, leaving the north to House Stark and House Greyjoy, but his mighty armies will never arrive before the city is besieged. In the end, the man who sits the Iron Throne at the end of the battle may be determined by nothing more than the ingenuity of Tyrion Lannister’s defenses.With the Tyrion’s Chain Chapter Pack for A Game of Thrones: The Card Game, the War of Five Kings cycle approaches its dramatic conclusion. Here, you’ll find plenty of new support for Summer and Winter decks, inviting you to draw your strength from the warm zephyrs of summertime or the howling gales of winter. As the final chapters of A Clash of Kings play out in the card game, you’ll also find iconic characters entering the game for the first time, including Qhorin Halfhand, Salladhor Saan, Podrick Payne, and Ser Arys Oakheart. It’s time for you to rally behind your King and enter one of the greatest battles in the game of thrones!
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R1,150
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Discovery Miles 8 870
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