Unfed Cottages remain on the board but do not score points on their own. Some other buildings, such as Wells, treat fed and unfed Cottages the same. You may construct Cottages even if you don't yet have a .


Farms feed 4 anywhere on the board.


Granaries only feed in the 8 immediate surrounding squares (up, down, left, right, and diagonal), for a maximum of 8 .


Greenhouses feed 1 contiguous group of that are adjacent (up, down, left, and right) to each other. This group does not have to be adjacent to a Greenhouse. …

The game is set in late prehistory, a time of transition - when our distant ancestors, who had struggled and barely survived for ages in very small nomadic groups, began to feel that their lives would be more secure and less arduous if they formed larger groups. This led to the formation of the first villages.


A board showing a vast area divided into 60 territories of 4 different types. These are grouped into 12 regions, each containing 5 territories; these 12 regions, bordered by rivers, the shores of lakes, and the edge of the board, are used only in the preparation phase of the game. …


  • 1 game board
  • 30 white pieces: 6 Tzaars, 9 Tzarras and 15 Totts
  • 30 black pieces: 6 Tzaars, 9 Tzarras and 15 Totts
  • 1 bag
  • 1 rulebook

Object of the Game

There are two ways to win:

  1. Players have 3 types of pieces: Tzaars, Tzarras and Totts.

    These 3 types represent a trinity: they cannot exist without each other. You must keep at least one piece of each type on the board at all times. In other words, the first way to win is to make your opponent run out of either Tzaars, Tzarras or Totts. …

When I Dream is played over a series of rounds equal to the number of players. Each round is divided into 2 phases: Night and Day. Each night, one player-the Dreamer-tries to identify the Elements based on the clues that the other players give them.

Each day, the Fairies and the Dreamer score points for each Element the Dreamer identified correctly. The Boogeymen score points each time the Dreamer is incorrect. The Sandmen score extra points when the Fairies and the Boogeymen score the same number of points. …

Lost in the Fae and hounded by enigmatic spirits, the brave druids of the Baruitha clan gather to perform sacred rituals in honor of these mystic denizens. Appeasing the creatures may be critical to the clan's survival in this extraordinary realm.

In Fae, 2-4 players assume the roles of wayward spirits within the mystic realm of the Fae, obscuring their identities from each other while influencing and luring the lost druids throughout the strange lands.

As the spirits lead groups of druids together, the druids perform rituals that award points. At the end of the game, players reveal their hidden identities, and the player with the most points wins. …

A Fable game is one where the gameplay changes over time. The first time you play, the game starts in its initial state, which is a relatively simple state. But as you explore deeper into the game system, the mechanisms and gameplay experience will evolve.

You play the game many times, and each play changes the game slightly. However, the game is never permanently changed.

At any time you may easily restart a Fable game from the beginning, either after you have run through the entire game system, or at any time during the multiple plays you will get from this game system. The Fable game will remain just as playable on the 20th play as it was on the first play of the game. …


  • A board with 16 squares.

  • 16 different pieces each with 4 characteristics: light or dark, round or square, tall or short, solid or hollow.


At the start of the game, the pieces are arranged at the side of the board.

Object of the Game

To establish a line of four pieces, with at least one common characteristic on the board.

The line of pieces may be across the board, up and down, or along a diagonal.

Game Play

The players throw dice to see who starts. The first player selects one of the 16 pieces and gives it to his opponent. …

France 1831: In a remote corner of Ardeche, the little village of Peyrebeille sees numerous travelers pass through... A family of greedy rural farmers is determined to make its fortune, and has devised a diabolical stratagem to achieve this goal: Invest in an inn so they can rob traveling guests, getting rich without arousing the suspicions of the police!

Whether or not their plan will work out, one thing is certain: Not every guest will leave this inn alive.


  • 78 Guest cards (70 travelers and 8 peasants)
  • 4 Player aid cards
  • An Inn gameboard
  • 1 First Player card
  • 30 10f (10-franc) Check tiles
  • 32 Key / Room Service tokens in the four player colors
  • 4 white Key tokens
  • 4 wooden discs in the four player colors
  • 1 rulebook

Object of the Game

In this family, it's every man for himself! At the end of the game, there will be a final tally: The richest of the innkeepers will be proclaimed victorious! …

This is the 3rd addition to Dominion. It adds 12 new Kingdom cards to Dominion, plus a new resource: Potions. Dominion: Alchemy is an expansion, and can't be played by itself; to play with it, you need Dominion, or a standalone expansion to Dominion (Dominion: Intrigue).

Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay.

Dominion: Alchemy can also be combined with any other Dominion expansions you have. …

200 B.C. - China is in the middle of a time of unrest and political instability and stands on the brink of a change in power.

The Emperor's power has been weakened by the increasing influence wielded by power-hungry regional rulers. The constant battles boil down to one fact: to become the new Emperor.

By playing out cards, players erect governing houses and send emissaries to the regional courts. They obtain victory points for skillful house place- ment as well as successful alliances between their emissaries. …