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Toys > Games > Board Games

Village: Village
R995 Discovery Miles 9 950 Ships in 7 - 10 working days

Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.

Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Paraphrased from Opinionated Gamer's review:

Each player’s turn consists of taking a cube and then taking the action of the area they just took the cube from. The board has multiple different zones with specific attributes, a market, a travel zone, a crafting zone, a church, and a council house. Many of these offer multiple options, so even if you take a cube from the crafting area, you can get an ox, a horse, a cart, a plow, a scroll, or convert wheat to gold. Each zone is seeded with cubes of four colors plus black cubes which serve as curses, there are lots of turns per round. Some areas offer short-term scoring, others offer long-term scoring, and still others offer only end-game scoring. The round ends when there are no cubes at any location. The game ends when either the village chronicle or the anonymous graveyard is full.

Core Worlds: Core Worlds
R701 Discovery Miles 7 010 Ships in 7 - 10 working days

The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.

Object of the Game

Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!

Game Terms and Game Play Mechanisms

Core Worlds is a deck-building card game for 2-5 players. The following are the central concepts of Core Worlds:

• Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game's common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.

• Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player's Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).

• Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World's Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.

• Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World's Ground Strength must be matched in order for it to be successfully invaded. Many Units possess a Ground Strength that a player can use to invade a World.

• Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.

• Warzone: Each player's Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.

Tin Goose: Tin Goose
R1,206 Discovery Miles 12 060 Ships in 7 - 10 working days

Tin Goose is a game about the early years of commercial air travel. Beginning as a regional operation with just an airmail route and a "tin goose" (the Ford Trimotor), players build an airline empire through the 1930s and 40s. As the game progresses, planes improve, being safer and more fuel efficient while having a longer range. Companies become more organized and shed their early inefficiencies. The stakes of a disaster — crashes, strikes, and oil shocks — get higher.

A deck of 96 cards includes all of the planes and events that enter the game. Of these, only about 36 are played in any given session, and all of those exist in players' hands at the outset. The result is a game of "calamities" with more planning and less luck: A skillful player seeing high bids on the safest planes may guess several bidders are holding crash cards.

Tin Goose is a business game that features a balance between greed and fear, without random events. It's designed by Matt Calkins, who previously designed Sekigahara: The Unification of Japan, and will be available in print from Rio Grande Games and digitally in the Apple iTunes store.

Dungeon Time: Dungeon Time
R550 Discovery Miles 5 500 Ships in 6 - 7 working days

Are you brave enough to accept the dungeon challenge? In Dungeon Time™, you will enter a fantasy realm with only 5 minutes to complete your missions. Find the equipment, achieve the missions... But remember, Time is your worst enemy! As the sand falls in the sandtimer, you must race through the dungeon deck to achieve as many missions as you can, before the last grain of sand falls. Simultaneously, you and your friends draw, play, draw, frantically looking for all the items you need to complete your missions. Get the items in play as fast as you can, then achieve a mission by playing it on the story deck at the right time, when your equipment is complete. You must try to beat the clock, going through the missions as fast as you can, but you must also avoid to be over–burdened by your equipment — miss the right items and your mission fails; bring too much unnecessary equipment in your backpack and you lose the game. When the time is over, go through the deck, to find out if you fail or if you win... and level up to higher challenges if you do! Dungeon Time™ is a real time, cooperative card game of exciting dungeon adventures and catastrophic failures for 1 to 5 players, designed by Carlo Rossi.

Arcadia Quest: Plastic Token Pack: Arcadia Quest: Plastic Token Pack
R375 Discovery Miles 3 750 Ships in 6 - 7 working days

Arcadia Quest: Inferno draws players into an underground world where they'll have to fight for the sake of their city and their lives. The Inferno Plastic Token Pack replaces all of the cardboard tokens that come in the base game with highly detailed, engraved and colored plastic tokens. It's a must have for players looking to further immerse themselves in the world of Arcadia Quest: Inferno.

Arcadia Quest: Yona & Kuruk: Arcadia Quest: Yona & Kuruk
R325 Discovery Miles 3 250 Ships in 6 - 7 working days

Get up! It's only a flesh woun-Oh wait. Yipe! That's bad. Here, let me just get my knife....' Yona is a shaman from the distant Kodak Tribe, whose people spend their days etching and coloring stone tablets into vast panoramas and perfect likenesses of themselves and other. She and her friend Kuruk had come to Arcadia to view its glorious architecture, renowned throughout the world. The Cathedral of Light, the University, and especially the Moongate. And what did they find? A city surrounded by flames in the depths of Inferno! Fortunately, Yona's shamanistic skills are up to the task. There's no wound she can't (eventually) heal, though her cures sometimes make the Arcadian doctors blanch. Who ever heard of curing the disease by killing the patient? And yet, for Yona, it works perfectly. 'Why is it called 'archery' anyway? It's got nothing to do with arches. Parabolic arcs, sure, but not arches. Maybe it should be 'ARCery'?' In Kuruk's distant lands, he was renowned as the greatest precision archer of this age. But, a perfectionist to the last, he seeks more. He'd heard of the fabled elves, especially those living near the great city of Arcadia, and of the elves' amazing skills with bow and arrow. Kuruk and his friend Yona ventured forth to Arcadia. Every morning, Kuruk would fire his luckiest arrow towards their destination. When they found it near sunset, that's where they'd camp. They carried on in this manner until the last day, when the arrow flew into the gaping chasm down to Inferno. Kuruk was aghast at losing his prized arrow, but fortunately, the many guilds advertising for adventurers offered a ready solution.

Arcadia Quest: Rosh & Mamba: Arcadia Quest: Rosh & Mamba
R325 Discovery Miles 3 250 Ships in 6 - 7 working days

Arcadia Quest: Mamba & Rosh By Cool Mini Or Not

Arcadia Quest: Pets: Arcadia Quest: Pets
R1,099 Discovery Miles 10 990 Ships in 6 - 7 working days

The evil witch, Vexia, has taken up residence in the Magical Gardens of Arcadia and has been sending out her animal minions to lure pets back to her hut. Vexia is well known for her animal experiments, and the Gardens are a perfect place to continue her mad research. Arcadia Quest: Pets is one of the cutest expansions ever designed. Players add Pets to their Guild, each with their own miniature and dashboard. With twelve different animals up for adoption, players can choose from amazing new friends, like Puff the Dragon, Padfeet the Wolfie, and Rawr the Lion.

Arcadia Quest FarFalla: Arcadia Quest FarFalla
R250 Discovery Miles 2 500 Ships in 6 - 7 working days

Farfalla is a half elf maiden posessed of supernatural empathy. Daughter to an important elf lord, she traveled to Arcadia in a diplomatic mission and must now choose whether to stand among the courageous humans to help them or return to her noble kindred as duty requires.

Zombicide Black Plague Plastic Tokens pack: Zombicide Black Plague Plastic Tokens pack
R450 Discovery Miles 4 500 Ships in 6 - 7 working days

The world of zombicide: black plague is as dangerous as it is immersive. The plastic token pack takes players one step further into that world. Matching all of the tokens in the game with supped-up components, players will be drawn in like never before. The sculpted broken wall words perfectly with the abominator from the Zombie bosses: abomination pack.

Dungeon Lords: Happy Anniversary: Dungeon Lords: Happy Anniversary
R1,499 Discovery Miles 14 990 Ships in 6 - 7 working days

Dungeon Lords: Happy Anniversary includes the Dungeon Lords base game, the Festival Season expansion, stickers for food tokens, metal coins, a new "Dungeon Set-up" mini-expansion, and other items.

In Dungeon Lords, you are an evil dungeon lord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down. Each turn, players use a hand of cards to choose where to place their worker imps. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g., mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn.

The entire game lasts two "game years", and each year consists of four seasons (a.k.a. turns). At the start of each season, players see the heroes and events to come in the following season, allowing them to prepare. At the end of each season after the first, heroes are allocated to each player according to the players' level of evilness. Heroes range from mighty heroes to sneaky thieves. Each hero has its own power for which the player needs to prepare for. At the end of each year, the heroes travel into the dungeons to fight.

Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.

The Festival Season expansion adds a fifth season to the year: festival season. More time to build your dungeon, but also more time for adventurers to gather a larger party. There are new monsters, rooms, and traps to prepare your dungeon for the battle, but also new nasty spells for the adventurers and sneaky bards who encourage them to perform so-called "heroic" deeds – not to mention two paladins for each year, now ready to punish up to two evil players.

Would you like to push other players toward evil instead of moving yourself toward good when visiting the city? What about making an investment instead of traditional gold digging? Or what about repairing conquered tunnels or rooms instead of digging new ones? Only eight actions are still available to you, but each season one of those actions is replaced by an alternate set of spaces that offer new and intriguing options. And did we mention that it has recently become fashionable for dungeon lords to have their own personal pets?

History of the World: History of the World
R1,250 Discovery Miles 12 500 In stock

Take a ride through humankind's history with History of the World, a game of conquest and cunning for three to six players. Expand your empire as you command mighty empires at the height of their power from the dawn of civilization to the twentieth century. Each game offers an epic experience as great minds work toward technological advances, ambitious leaders inspire their citizens, and unpredictable calamities occur while empires rise and fall.

This remastered edition of History of the World contains a beautifully illustrated board, revised rules to streamline the experience, and everything you need to etch your name in the annals of history.

Dixit: Revelations Expansion: Dixit: Revelations Expansion
R799 Discovery Miles 7 990 Ships in 6 - 7 working days

Dixit: Revelations Expansion
Description from the publisher:Dixit: Revelations invites you to go beyond what you see at first glance and discover what lies hidden between — or hidden by — the lines. Featuring art by the French illustrator Marina Coudray, Dixit: Revelations looks utterly unlike any Dixit expansion that has preceded it. Coudray's mysterious and enchanting images are heavily influenced by early twentieth century design, from the Art Deco movement to Surrealism, even while they convey stories and ideas that may be millennia old. In her art you’ll find echoes of Picasso, Magritte, Matisse, Escher, Greek myth, Indian religion, pop music, internet memes, and much, much more... In these stylized pieces, reminiscent of New York City’s architecture and glass Tiffany lamps, you’ll find many allusions to ancient myths and folk tales.Dixit: Revelations is an expansion for Dixit that contains 84 new cards for use with that game. In Dixit, each round one player takes on the role of Storyteller, choosing one card from his hand, then telling a story, singing a ditty, or otherwise doing something that in his opinion is associated with the played card. Each other player then chooses one card in her own hand and gives it to the Storyteller in secret. These cards are shuffled and revealed, then players vote on which card was played by the Storyteller. If either no one or everyone votes for the Storyteller, then he receives no points; if he received some votes but not all of the votes, he scores based on the number of votes received. Each player who submitted a correct vote or who received a vote on her card submission also scores. After a certain number of rounds, the player with the most points wins.

Dominaria Playmat V4 for Magic: Dominaria Playmat V4 for Magic
R425 Discovery Miles 4 250 In stock

Playmat with premium fabric top to prevent damage to cards during game play. Rubber backing lets the playmat lay flat and prevents the mat from shifting during use. Dimensions are approximately 24" x 13-1/2".

Power Grid The Card Game: Power Grid The Card Game
R395 Discovery Miles 3 950 In stock

In Power Grid: The Card Game, the players represent CEOs of mighty power companies producing electricity.

During the game, the players bid for power plants at auctions and supply them with resources. Their income depends on the amount of electricity produced in each round. At the end of the game, the player who produces the most electricity wins the game.

Power Grid: The Card Game offers all the tension and tactics well-known of its two big brothers — Power Grid and Power Grid deluxe — without using the different maps. You get the full Power Grid emotions in an intensive playing time of sixty minutes!

To give two players an exciting experience, they will play with the Trust acting as a third player. While challenging the opponent, they must incorporate the schemes of the competing Trust in their plans and use these schemes against their opponent.

This game includes a small variant for the Demolition Contractor. This variant is playable with Power Grid: The Card Game, and all maps of Power Grid deluxe and Power Grid!

Near and Far: Near and Far
R1,595 Discovery Miles 15 950 Ships in 7 - 10 working days

Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined-- these are the fires that fuel the wanderers' journeys, but can they overcome their own greed and inner demons on the way?

In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you'll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.

Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.

Answer the call of the ruins and begin your journey.

Carcassonne v2 exp 2: Traders & Builders: Carcassonne v2 exp 2: Traders & Builders
R425 Discovery Miles 4 250 Ships in 6 - 7 working days

Carcassonne v2 exp 2: Traders & Builders
The second major expansion to the original game of Carcassonne, Traders & Builders contains 24 tiles with new features such as Bridges and Cities.Some tiles also feature symbols for the goods Wine, Cloth and Wheat. Players collect one of these goods when the feature that has it on the tile is scored. Players with the most of each type of good gets bonus points at the end of the game. There is a popular house rule that allows the trading of goods between players in exchange for other goods and the ability to chose where a tile is placed. There are also two new wooden playing pieces in this expansion. The Builder is like a meeple in that it may be placed in a city or road as a kind of supervisor. A subsequent tile extension of the feature the Builder is in allows the player another tile placement. Farmers will also be able to place a new Pig pawn in a field for extra points at the end of the game.Finally, Traders & Builders comes with a large cloth bag. Not only does this makes it easier to keep and handle the tiles, but it also removes the problem of having non-identical backsides.Carcassonne: Traders & Builders Expansion Play Summary Traders - Some of the new city tiles depict goods: wine, grain and/or cloth. When you complete a city, your own or someone else's, you collect a matching token for each good in the city. At game end, whoever has the most goods in each category scores an additional 10 points. Builders - Each player receives a builder meeple in his color. You can add your builder to any city or road you already have in progress. Now anytime you add a tile to that city or road, you immediately get to take another turn. The builder does not count as a follower for determining control of a city or road. Pig - You can add your pig to one of your farms to enrich its value. A farm with a pig scores 4 points per completed city served instead of the usual 3.Traders & Builders is playable with or without the first expansion.Part of the Carcassonne seriesSome versions of HiG Scandinavian release, blue box, has The River I included.Online Play Concarneau (real-time, asynchronous, web-based)

Cash n Guns (2nd edition): Cash n Guns (2nd edition)
R799 Discovery Miles 7 990 Ships in 6 - 7 working days

In an abandoned warehouse a gangster band is splitting its loot, but they can’t get an agreement on the split! It’s time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!

Ca$h 'n Gun$ will make you relive the best scenes of your favorite gangster movies. Fun, bluffing, and tough negotiations are guaranteed, but will you dare to play? It's simply killing!

On each turn, a player will assume the role of "The Don", and will call out the steps in gameplay.

Before the skirmish itself, an available pot of cash will be laid out before the players. This pot must be evenly split up amongst all of the surviving hoods.

After that, the "Don" of the round will ask the players, including himself, to load their guns (in the form of selecting one of three possible cards: "Bang!", "Bang! Bang! Bang!" or "Click! Click!" from a set of 8 cards: 2 "Bang!"s, 1 Triple-"Bang!" and 5 "Clicks!"), and then count down to all of the players aiming their guns (real foam guns).

Each player will then take a look at how many guns are pointed at them, and also take a look at the available pot of cash for the round before deciding if they want to "Chicken Out" and remove themselves from the skirmish. If they choose to back down, they will get a "Chicken" token which will deduct from their ill-gotten gains at the end of the game. But all players have to "Chicken Out" at the same time, using a countdown like the aiming.

The remaining players will resolve the shootout showing their cards. First, all Triple-"Bangs!" wound the players they are aimed at. If there are still-aiming players with "Bang!" cards, those now wound their targets. "Click!"s are only bluffs and do nothing. A player that is wounded during the standoff does not participate in the split of the cash and receives a bandage (any player that receives a certain number of bandages is eliminated from the game). Now all the used cards are discarded--even those of the players that "Chickened Out".

Now the remaining players will finally split the cash. If the cash cannot be divided evenly, the rest is kept on the table and is added to the new pot.

The game is played 8 rounds, until all cards were played. Keeping track of the cards is important, since all players have only a limited supply of "real" shots.

There are a couple of expansions packed-in with most editions that change some of the mechanics of the game, and also add a new "traitor"-based mechanic, as well.

Fallout - The Board Game: Fallout - The Board Game
R1,349 Discovery Miles 13 490 In stock

Fallout - The Board Game
Fallout is a post-nuclear adventure board game for one to four players. Based on the hit video game series by Bethesda Softworks, each Fallout scenario is inspired by a familiar story from the franchise. Survivors begin the game on the edge of an unexplored landscape, uncertain of what awaits them in this unfamiliar world. With just one objective to guide them from the very beginning, each player must explore the hidden map, fight ferocious enemies, and build the skills of their survivor as they attempt to complete challenging quests and balance feuding factions within the game.

As they advance their survivors' stories, players come across new quests and individual targets, leading them to gain influence. Who comes out ahead depends on how keenly and aggressively each player ventures through the game; however, if a single faction is pushed to power too quickly, the wasteland will be taken for their own, and the survivors conquered along with it.

  • # of Players: 1 - 4
  • Suggested Ages: 14 and up
  • Playing Time: 120 - 180 minutes
Dixit: Journeys Expansion: Dixit: Journeys Expansion
1
R799 Discovery Miles 7 990 Ships in 6 - 7 working days

As with Dixit Quest, Dixit 3 is an expansion for Dixit with 81 new cards that feature fantastic and surrealistic artwork. These cards can be used with the components of the base game to provide more variety or used to play the Dixit game on their own. (Dixit 3 includes no scoring board or tokens, so you'd need to track such things and create your own voting tokens.)

As for the game play in Dixit, each round one player takes on the role of Storyteller, choosing one card from his hand, then telling a story, singing a ditty or otherwise doing something that in his opinion is associated with the played card. Each other player then chooses one card in her own hand and gives it to the Storyteller in secret. These cards are shuffled and revealed, then players vote on which card was played by the Storyteller. If no one or everyone votes for the Storyteller, then he receives no points; if he received some votes but not all the votes, he scores based on the number of votes received. Each player who submitted a correct vote or who received a vote on her card submission also scores. After a certain number of rounds, the player with the most points wins.

Suburbia Inc expansion: Suburbia Inc expansion
R550 Discovery Miles 5 500 Ships in 6 - 7 working days

Your borough has decided that it's time to incorporate. What does that mean for you, as its city planner? Well, lots more paperwork, that's for sure – but it also gives you great new possibilities for your little town. In Suburbia Inc, an expansion for the award-winning Suburbia strategy game, you get to develop your city in new directions: Define borders that are unique and provide you with all-new benefits; build more than a dozen new, powerful buildings to optimize your income and reputation; and take advantage of new Bonuses (to increase your income) and Challenges (to boost your reputation) by achieving mid-game goals.

New York 1901: New York 1901
R1,184 R896 Discovery Miles 8 960 Save R288 (24%) Ships in 7 - 11 working days

Shape the historic skyline of New York City in this skyscraper building game. You will take on the role of land developers competing for glory and prestige in the city’s financial district as you acquire new land, demolish old buildings, and build up skyscrapers to staggering new heights. This stimulating strategy board game features amazing illustrations from Vincent Dutrait.

Risk The Walking Dead: Risk The Walking Dead
6
R1,081 Discovery Miles 10 810 Ships in 8 - 13 working days

As the leader of a group of survivors, you are responsible for their fate and possibly the future of the human race. The dead have risen and terrify at every turn! But perhaps the greatest dangers of all in this apocalyptic new landscape are the other survivors you will encounter along the way. To survive, you need to grow the influence, population and meagre resources of your group. You must fight through death and horror and expand into more territories. When the group controlling the most territories will stand alone the inevitable overrun of walkers occurs, and win the deadly game of Survival.

Wrath Of Ashardalon - A Dungeons & Dragons Board Game: Peter Lee Wrath Of Ashardalon - A Dungeons & Dragons Board Game
Peter Lee
R1,528 Discovery Miles 15 280 Ships in 10 - 15 working days

A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons(R).
A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon. Who will survive the perils of "Wrath of Ashardalon"(TM)?
Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.
This game includes the following components:
- 42 plastic heroes and monsters
- 13 sheets of interlocking cardstock dungeon tiles
- 200 encounter and treasure cards
- Rulebook
- Scenario book
- 20-sided die

Islebound: Islebound
R995 Discovery Miles 9 950 Ships in 7 - 10 working days

Set sail in a mystical archipelago filled with bustling towns, sea monsters, pirates, and gold! Compete to build the best sea-faring nation with up to three friends by collecting treasure, hiring crew, and conquering or befriending island towns.

In Islebound, you take command of a ship and crew. You sail to island towns, collecting resources, hiring crew, and commissioning buildings for your capital city. Each building has a unique ability, and your combination of buildings can greatly enhance your strength as a trader, builder, or invader. You also recruit pirates and sea monsters to conquer towns, which, once conquered, allow you to complete the town action for free, and charge a fee to opponents if they want to use it. Alternatively, you can complete events that give influence, which can be used to befriend towns.

There are many routes to success. Will you be a ruthless conqueror, careful diplomat, or shrewd merchant in your race to the top?

The player with the most wealth and most-impressive capital city will win the game!

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