In solo mode, you will face off against two Robot Pilots. You must defeat them both in order to achieve victory!

Solo Game Setup

  1. Setup for 3-player game, with the human player in the "single" north most Base Zone and each of the Robot Pilots in the other two Base Zones.

  2. Both Robot Pilots start the game wearing Power Armor. Turn each Robot Pilots' Power Armor so that it is facing north, toward the human player.

  3. Place 2 Player Cards next to each other for each Robot Pilot, placing the an Energy and Credits Token on the "3" space of each resource track. Make sure there is room around each card where cards and Mine/Turret Tokens can be placed and played. …

The Expanse is a game of politics, conquest, and intrigue for two to four players. Players spread their influence through the solar system onto important Bases using characters and events in the Expanse Universe, and must make clever use of their special faction abilities to gain an edge.

Play begins with a randomly chosen start player, and then proceeds clockwise around the table. On their turn a player selects a card from the Action Track or uses one of their saved Events. …

The little kiwis want to leave New Zealand and go on vacation... but they can't fly! Help these flightless birds catch a free ride as they cleverly disguise themselves as kiwi fruit.

Use your catapult and launch your kiwis into the fruit crates to help them find the best perch for their upcoming voyage.


  • 1 cardboard frame
  • 1 game board
  • 1 cardboard grid
  • 4 catapults, each with a rubber band
  • 40 kiwis (4 colors, 10 each)

Object of the Game

Kiwis like to be in groups of 4, so they can sit with their friends! The first player to group 4 of their kiwis in a square or a straight line wins the game. …

Dune Strategy Tips

Players in DUNE must amass spice, convert it to effective weaponry, defenses, and other strategic aids, and then position themselves with enough forces to be able to suddenly move into key strongholds and defend them. The game will be won by daring, strategy, mobility, and treachery.

The storm is important, because it determines who is First Player.

Being First Player is an advantage in battles (ties go to the First Player), but being last is an advantage in movement (surprise takeovers by the last player cannot be countered that turn). …

In all sumoku games, tiles must be arranged in a crossword- style pattern such that each row and column adds up to a multiple of the key number. The key number is the number rolled on the die.

The created pattern itself is called a sumoku. In all sumoku variations:

  • There are only 6 colors.
  • A color cannot repeat in the same row or column.
  • A row or column must be a combination of 2 to 6 tiles in the same unbroken line.
  • The "6" tile can be used as a "6" or a "9".
  • The die is rolled only once for an entire game.


  • 96 tiles
  • 1 die
  • travel pouch
  • Rulebook

Object of the Game

In sumoku, the object is to get the highest score. Players collect points by arranging tiles in rows and columns which add up to multiples of the key number. …

Cards, Advancements and Sleeving

Any time the rules refer to a "card" it means one of the sleeves and everything in the sleeve.

All cards start with the top slot filled with either a Citizen or a Patrician.

An "advancement" is one of the other slips that start the game unsleeved laid out on the location boards (or extensions boards) and will be added into the "cards" as the game goes on.

An advancement is double- sided and has either the bottom, middle or, more rarely, top slot filled with a "contact" (on its "City side") and a "threat" (on its "Blight side"). …


  • 25 Geometric Shapes
  • Game Unit with Timer and Pop-up Tray
  • Label Sheet
  • Rulebook

Object of the Game

Be the quickest to fit all 25 shapes into the matching holes in the tray.


Choose one player to go first. Players then alternate turns. Place the shapes next to the game unit and mix them up. Then arrange the shapes so that their handles are facing up.

Set the switch at "STOP". Turn the timer dial CLOCKWISE until it stops at "0". Press down the pop-up tray. …


  • 100 elephant cards (numbered 1-100)
  • 1 mouse figurine
  • 1 movement die (numbers in arrows)
  • 1 category die (higher/lower/odd/even)

Object of the Game

Move the mouse figurine around the grid of cards looking for numbered elephants that match the category die. The first player to collect 10 elephant cards wins.


  • Shuffle the deck and layout 36 elephant cards face down into a 6 by 6 grid.

  • Deal one card to all players, face up in front of them on the table to start their scoring piles. …


  • Gameboard
  • Die
  • 30 Marbles (5 of each of 6 colors)
  • Rulebook

Object of the Game

Be first to move all 4 of your marbles around the board from BASE to HOME. You don't have to "aggravate" the other players to win-but it sure helps!


Each player chooses a set of 4 matching colored marbles and places them in the BASE row that matches his or her color. Place extra marbles in box.

Each player rolls the die. The player rolling the highest number goes first. Play passes to the left. …


  • Circular Game Frame
  • 3 Legs
  • 2 Connector Pieces (upper and lower)
  • 12 Balloons
  • 9 Sticks plus 1 Bonus Stick
  • Die
  • Rulebook

Note: Balloon pump not included

Game Frame Assembly

1. Take each of the three legs and insert them into the connector piece underneath the circular game frame.

2. Click the bowl-shaped connector piece to the holes in each of the three legs.

3. Take a balloon (not inflated), and push the mouth of the balloon through the bowl-shaped connector piece at the bottom of the game frame. The mouth should stick out, but be held securely in place by the connector. …