In this trick-taking game, players must carefully manage their hand without rearranging it - playing combos to go out quickly, or stay in the game longer.
Description:
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. They then receive a hand of cards, the order of which they cannot change. The start player for a round leads by playing a combination of up to three cards, and these cards must be next to one another in that player's hand. A player can lay down a single card, a pair, a triple, or a run of two or three consecutive cards. Each player in turn must beat the combination, with a pair being beaten by a higher pair or a triple. If you cannot or will not play, you instead pick up one of your reserve cards, placing it where you choose within your hand. If you have no more reserve cards, then you must discard a life token.
In this trick-taking game, players must carefully manage their hand without rearranging it - playing combos to go out quickly, or stay in the game longer.
Description:
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. They then receive a hand of cards, the order of which they cannot change. The start player for a round leads by playing a combination of up to three cards, and these cards must be next to one another in that player's hand. A player can lay down a single card, a pair, a triple, or a run of two or three consecutive cards. Each player in turn must beat the combination, with a pair being beaten by a higher pair or a triple. If you cannot or will not play, you instead pick up one of your reserve cards, placing it where you choose within your hand. If you have no more reserve cards, then you must discard a life token.
In this trick-taking game, players must carefully manage their hand without rearranging it - playing combos to go out quickly, or stay in the game longer.
Description:
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. They then receive a hand of cards, the order of which they cannot change. The start player for a round leads by playing a combination of up to three cards, and these cards must be next to one another in that player's hand. A player can lay down a single card, a pair, a triple, or a run of two or three consecutive cards. Each player in turn must beat the combination, with a pair being beaten by a higher pair or a triple. If you cannot or will not play, you instead pick up one of your reserve cards, placing it where you choose within your hand. If you have no more reserve cards, then you must discard a life token.
We'll provide an overview of our current games available through distribution, and give a sneak peek at our 2022 games (including a look at the Jubilee edition of Bohnanza)!
In this co-op board game featuring marble movement, you want to help four good witches get down and off the mountain before three bad witches can do so. Great for kids and parents to play together!
Description:
The game board starts with six good witches near the top of various channels in the plastic surface covering the board; four bad witches are placed at lower intersection pints for these channels. On a turn, you draw a colored marble from the bag, then drop it down one of the channels. If it hits a witch, that witch will stop the marble's movement. You then remove that witch from the board and place it on the closest space matching the marble's color below - that is, going down the game board from - that witch's current location. The marble will then start to roll again, possibly hitting another witch and causing it to move down the board, and so on. When a good witch reaches the pool at the bottom of the board, it needs to be hit by one more marble to remove it from the board entirely. Remove four witches before three bad ones, and you win!
In this co-op board game featuring marble movement, you want to help four good witches get down and off the mountain before three bad witches can do so. Great for kids and parents to play together!
Description:
The game board starts with six good witches near the top of various channels in the plastic surface covering the board; four bad witches are placed at lower intersection pints for these channels. On a turn, you draw a colored marble from the bag, then drop it down one of the channels. If it hits a witch, that witch will stop the marble's movement. You then remove that witch from the board and place it on the closest space matching the marble's color below - that is, going down the game board from - that witch's current location. The marble will then start to roll again, possibly hitting another witch and causing it to move down the board, and so on. When a good witch reaches the pool at the bottom of the board, it needs to be hit by one more marble to remove it from the board entirely. Remove four witches before three bad ones, and you win!
In this co-op board game featuring marble movement, you want to help four good witches get down and off the mountain before three bad witches can do so. Great for kids and parents to play together!
Description:
The game board starts with six good witches near the top of various channels in the plastic surface covering the board; four bad witches are placed at lower intersection pints for these channels. On a turn, you draw a colored marble from the bag, then drop it down one of the channels. If it hits a witch, that witch will stop the marble's movement. You then remove that witch from the board and place it on the closest space matching the marble's color below - that is, going down the game board from - that witch's current location. The marble will then start to roll again, possibly hitting another witch and causing it to move down the board, and so on. When a good witch reaches the pool at the bottom of the board, it needs to be hit by one more marble to remove it from the board entirely. Remove four witches before three bad ones, and you win!
From Alexander Pfister! Roll dice to increase your monster collection, improve your hunting abilities and unleash the skills of the monsters!
Description:
As the newest members of the Royal Monstrological Society, players embark on an expedition to hunt for legendary monsters, which have been spotted in the cloudlands, in the deep sea, and in the haunted forest. With ideal dice combinations, players can improve their camps, catch new monsters, and use the abilities of previously captured monsters. At the start of Monster Expedition, which is set in the same world as 2019's Carnival of Monsters, players each receive a set of three supply camps, and a wilderness display is formed from ten cards. Create a draw pile based on the number of players, then place this deck in the center of play, along with the game board and dice. On your turn, you choose one of your three camps, then goes monster hunting, with your camp level determining which dice are available.
From Alexander Pfister! Roll dice to increase your monster collection, improve your hunting abilities and unleash the skills of the monsters!
Description:
As the newest members of the Royal Monstrological Society, players embark on an expedition to hunt for legendary monsters, which have been spotted in the cloudlands, in the deep sea, and in the haunted forest. With ideal dice combinations, players can improve their camps, catch new monsters, and use the abilities of previously captured monsters. At the start of Monster Expedition, which is set in the same world as 2019's Carnival of Monsters, players each receive a set of three supply camps, and a wilderness display is formed from ten cards. Create a draw pile based on the number of players, then place this deck in the center of play, along with the game board and dice. On your turn, you choose one of your three camps, then goes monster hunting, with your camp level determining which dice are available.
From Alexander Pfister! Roll dice to increase your monster collection, improve your hunting abilities and unleash the skills of the monsters!
Description:
As the newest members of the Royal Monstrological Society, players embark on an expedition to hunt for legendary monsters, which have been spotted in the cloudlands, in the deep sea, and in the haunted forest. With ideal dice combinations, players can improve their camps, catch new monsters, and use the abilities of previously captured monsters. At the start of Monster Expedition, which is set in the same world as 2019's Carnival of Monsters, players each receive a set of three supply camps, and a wilderness display is formed from ten cards. Create a draw pile based on the number of players, then place this deck in the center of play, along with the game board and dice. On your turn, you choose one of your three camps, then goes monster hunting, with your camp level determining which dice are available.