Munich at the end of the 19th century: the new tramway is successful and needs expansion. New routes are introduced, stations are built, and existing routes with high demand are reinforced with additional trains.

Meanwhile, the technological progress requires some major changes: trains pulled by horses are replaced with steam-powered ones at first and later with electrical ones. Both players are competing for heads of a company.

In the end, though, there can only be one tramway company. Who will manage to defeat their competitor? …

Tomorrow's world is here today! A world where strange and crazy robots are built in a crackpot factory, and the players (mechanics) compete to collect them as they fall off become available on the conveyor belt.


  • 4 Mechanic cards
  • 36 power Robot cards ards
  • 2 Robot Upgrade cards
  • 4 Fzzzt cards
  • 10 Production Unit cards

We suggest that the game is played with a metal spanner (not supplied) to indicate which player is the Chief Mechanic.

Alternatively use the game box, which has a spanner illustrated on one side. …

Quarrel on Mount Olympus! The gods are fighting with each other and some are leaving Mount Olympus. This is your opportunity to take your place in the grove of the gods.

Unfortunately, your opponent came up with the same idea. Only a duel can resolve this now. But gods do not go into battle themselves; they have their heroes and soldiers fight for them. The struggle extends to Troy and Delphi, but the decisive battle takes place on Mount Olympus. …

The monsters are loose again!!! Well, that's actually not a bad thing - they make living in this mansion really fun! But right now, Grandma Frieda is standing outside the front door and she is terribly frightened of monsters.

You must catch all the monsters and hide them from Grandma before she sees them!

The monster cards show which monster must be captured next. Use the sliders to push the monster as quickly as possible to the middle of the mansion and into the monster trap! You will have to work together on teams to do this. …

Two teams of grasshoppers are both trying to knock over all their blades of grass. Take turns making your grasshoppers hop toward the blades of grass. It takes a lot of skill to aim and launch them accurately! The team that knocks over all their blades of grass first wins!


  • 19 Wooden blades of grass
  • 2 Grasshoppers
  • 1 Fabric bag
  • Instructions

Game 1: Knock It Over

Object of the Game

The first team to knock over all the blades of grass of their color, and then knock over the red blade of grass wins! …


  • 1 Reef (game board)
  • 36 Sea creatures (acrylic tiles)
  • Instructions

Object of the Game

All sorts of colorful sea creatures are swimming around the reef and gathering in schools. As soon as a jellyfish swims away, a starfish lands next to another starfish.

The players try to form the largest possible schools before the reef fills up, with one player forming schools of the same color while the other forms schools of the same animal type.

The larger the school, the more points it is worth when points are tallied at the end of the game. The highest score wins. …


  • Mancala board
  • 48 multi-colored animals
  • Instructions

Object of the Game

Collect the most animals by the end of the game.


Refer to Illustration 1 as you set up and play the game.

Place the gameboard between both players as shown. The 6 pockets in front of you make up your playing area. The large pocket- called the Mancala - to your right is yours.

Place 4 animals (colors do not matter) in each of the 12 smaller pockets.

Beginner's Version: Play Mancala by starting out with just 3 animals in each pocket. …

"EAT, YELLOW, CIRCLE. Do you mean pancakes? Or pineapple rings?

Oh wait, the CIRCLE is DIVIDED? So it's something that you eat that is yellow and semicircular? Uh, is it, maybe ... a banana?" "Yes, the answer is banana! One point for the Blue Team!"


  • 100 Answer cards
  • 210 Story word cards
  • 210 Story word cards
  • Instructions

Note: The symbols at the bottoms of the story word cards are only to help players sort the cards and have no real function in the game. …

Sphinx, Diver, and Confusion

Dreams are neither good nor bad (this dichotomy originated from the Dreamwalkers' need to categorize their reality); in other words, Dreams are not always related to Sognae or Incubi.

As such, the Diver is a being whose existence is focused on the last steps of one's journey, and although it oftentimes turns into an Incubus, Dreamwalkers would do well to remember the prophetic help it can offer them.

Regarding the Confusion, whose name evokes all but its true nature (another lemma from the Dreamwalkers), its thirst for renewal has led to many happy beginnings. …

Once the day is over, the children return home, exhausted after a long but exciting day. The families gather around impressive campfires to celebrate and share the tales of their day, while every inhabitant of Carcassonne savors the delicacies of the region.

The elders then take great pleasure in telling tales of knights, princesses, dragons and fairies, to the wide-eyed kids. Once the tales are over, the children dream of such lands and adventures before finally falling asleep.

And at long last, the animals return to their calm stables and pens. …