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Showing 1 - 12 of 12 matches in Toys

Ticket To Ride: Ticket To Ride
R900 R747 Discovery Miles 7 470 Save R153 (17%) Dispatched within 6 - 7 working days

Ticket to Ride is easy to learn, yet players face strategic and tactical decisions that vary with every turn. If you only buy one game this is the one to get! This is the Ultimate Gateway Game with elegantly simple gameplay. A Spiel des Jahres Winner. Ticket to Ride is a cross-country train adventure. Players collect cards of various types of train cars that enable them to claim railway routes connecting cities throughout North America. The longer the routes, the more points they earn. Additional points come to those who can complete their Destination Tickets by connnecting cities, and to the one who builds the longest continuous railway. Great for families and introducing people to the wonderful world of board games. Ticket To Ride is a must for every board game collection! You've got a Ticket to Ride!!

Ticket To Ride - Europe: Ticket To Ride - Europe
R900 Discovery Miles 9 000 Dispatched within 6 - 7 working days

This is a nice step up in difficulty for players that enjoy the original Ticket To Ride, but want a bit more depth and strategy. 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. More than just a new map, the game includes larger format cards and Train Station game pieces as well as different gameplay elements including Tunnels, Ferries and Train Stations.

Small World: Underground: Small World: Underground
R951 Discovery Miles 9 510 Dispatched within 6 - 7 working days

Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires. Featuring new Races and Special Powers, it also introduces a new twist to the original game play - Monster occupied regions that protect Relics and Places of great power. While more daunting to conquer, these bestow even greater powers to their owner.

Like previous Small World expansions which sold out quickly, this sequel to the best-selling Small World board game (over 100,000 sold world wide) is sure to be a hit with fans. Small World Underground can be played on its own or combined with other Small World game elements, as many of the Races and Sepcial Powers from the original game and previous expansions are compatible. Recommended for experienced Small World players.

Five Tribes Artisans of Naqala Expansion Pack: Five Tribes Artisans of Naqala Expansion Pack
R500 Discovery Miles 5 000 Dispatched within 6 - 7 working days

Represented by purple Meeples, the Artisans make up a new Tribe and add a new layer of strategy in the game. With their help, players will be able to have precious or magic items crafted. Some of them are worth Victory Points, while others unlock special powers. To accommodate these new Meeples, the expansion also features new Djinns and new Tiles: Workshops (where the Artisans craft their Items) and Specialized Markets (where players can buy specific Merchandise when needed). An impassable Chasm Tile, as well as Mountain markers, also force the players to adapt their strategy when moving Meeples on the board. Expansion requires Five Tribes Base Game to use; Introduces a new tribe to the game, and players will want to use these artisans to help them in their quest to claim the Sultanate.

Small World Expansion: A Spider's Web: Small World Expansion: A Spider's Web
R328 Discovery Miles 3 280 Dispatched within 6 - 7 working days

Small World: A Spider's Web is a mini-expansion for Small World that contains three Races (Ice Witches, Skags and Slingmen) and three Special Powers (Copycat, Lava and Soul-Touch).

This expansion comes complete with a plastic storage tray designed to store all the badges and tokens from A Spider’s Web, plus it includes room for all the additional recent Small World expansions. It also includes leader tokens for the 3 new Races.

A Spider’s Web features entries from Andrew Capel, Alex and Bill Gurski, and Randy Pitchford, “Spiderine” backers from the Small World 2 Kickstarter campaign.

Small World Expansion: Leaders of Small World: Small World Expansion: Leaders of Small World
R127 Discovery Miles 1 270 Dispatched within 6 - 7 working days

Leaders of Small World

Ticket To Ride - Alvin & Dexter: Ticket To Ride - Alvin & Dexter
R278 Discovery Miles 2 780 Dispatched within 6 - 7 working days

Meet Alvin & Dexter - two detailed monster figures that bring their own special brand of chaos to cities across the Ticket to Ride landscape. Alvin (the Alien) and Dexter (the Dinosaur) are two wacky characters ready to help you stomp opponents and zap tickets in this fun expansion. But don't take them too lightly; they also introduce a devious new tactical layer to the game. The last two players to start get to place the monsters in different cities on any Ticket to Ride map. It doesn't matter which map - Alvin and Dexter are just as adept at rampaging through London, Zurich or Stockholm as they are in New York or San Francisco. Once a monster moves in, it's now a City in Chaos - no one can build a new route into or out of that city until the monster moves on! Players may move a single monster to a different city anytime during their turn by turning in 1 or 2 Locomotive wild cards and moving the monster up to 3 cities away for each card they discard. The player who moves Alvin (or Dexter) the most during the game will also earn a bonus. Any Destination Tickets that include cities that Alvin and Dexter occupy at the end of the game are worth only half their normal point value! This is an expansion. An original copy of any complete board game from the Ticket to Ride series is required to play with the Alvin & Dexter Monster Expansion.

Ticket To Ride - Nordic Countries: Ticket To Ride - Nordic Countries
R1,100 Discovery Miles 11 000 Dispatched within 6 - 7 working days

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. 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. Visit Norway's beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun. Players collect cards of various types of train cars that enable them to claim railway routes and pass through tunnels and onto ferries, as they connect cities throughout the Nordic Countries. As with previous versions, the game remains elegant, can be learned in 5 minutes and provides hours of fun for families and experienced gamers alike.

Quadropolis: Quadropolis
R1,100 Discovery Miles 11 000 Dispatched within 6 - 7 working days

Each player builds their own metropolis in Quadropolis (first announced as City Mania), but they're competing with one another for the shops, parks, public services and other structures to be placed in them.

The game lasts four rounds, and in each round players first lay out tiles for the appropriate round at random on a 5x5 grid. Each player has four architects numbered 1-4 and on a turn, a player places an architect next to a row or column in the grid, claims the tile that's as far in as the number of the architect placed (e.g., the fourth tile in for architect #4), places that tile in the appropriately numbered row or column on the player's 4x4 city board, then claims any resources associated with the tile (inhabitants or energy).

When a player takes a tile, a figure is placed in this now-empty space and the next player cannot place an architect in the same row or column where this tile was located. In addition, you can't place one architect on top of another, so each placement cuts off play options for you and everyone else later in the round. After all players have placed all four architects, the round ends, all remaining tiles are removed, and the tiles for the next round laid out.

After four rounds, the game ends. Players can move the inhabitants and energy among their tiles at any point during the game to see how to maximize their score. At game end, they then score for each of the six types of buildings depending on how well they build their city — as long as they have activated the buildings with inhabitants or energy as required:

  •     Residential buildings score depending on their height
  •     Shops score depending on how many customers they have
  •     Public services score depending on the number of districts in your city that have them
  •     Parks score depending on the number of residential buildings next to them
  •     Harbors score based on the longest row or column of activated harbors in the city
  •     Factories score based on the number of adjacent shops and harbors

Some buildings are worth victory points (VPs) on their own, and once players sum these values with what they've scored for each type of building in their city, whoever has the highest score wins.

Small World: Small World
R951 Discovery Miles 9 510 In stock

Small World is a fun, zany, light-hearted civilization game in which players vie for conquest and control of the board that is simply too small to accommodate them all! Picking the right combination of fantasy races and unique special powers, players rush to expand their empires - often at the expense of weaker neighbours. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory! It has a great Fantasy theme with humor sprinkled in and lots of replay value.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!

On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.

At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depend on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.

Small World: Pocket Encyclopedia: Small World: Pocket Encyclopedia
R328 Discovery Miles 3 280 Dispatched within 6 - 7 working days

From the back cover: This book is a reference guide for players of Small World the boardgame and Small World 2 the videogame. Part artbook, part reference guide, this volume includes the rules of the game, an official FAQ, detailed design notes from the author and the illustrator, extensive glossary and 63 encyclopedic entries detailing every single race and special power from Small World and it's Be Not Afraid..., Cursed!, Grand Dames and Royal Bonus expansions. A copy of these items is still required to play.

Small World Expansion: Royal Bonus: Small World Expansion: Royal Bonus
R253 Discovery Miles 2 530 Dispatched within 6 - 7 working days

The Royal Bonus expansion for Small World introduces three new Race banners and tokens (Fauns, Igors, Shrubmen) and three new Special Power badges (Fireball, Aquatic, Behemoth).

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