A Wayfarer's Tale is a game of journey and discovery. Players share dice rolls, but navigate their own individual maps, collecting treasure and avoiding monsters as they explore new locations. Turns are taken simultaneously as players chart their own course racing to discover new worlds. Player share a pool of dice to enlist a companion with variable...
A Wayfarer's Tale: The Journey Begins-The Lonely Isle is a game of adventure and discovery. Players navigate their own individual maps, collecting treasure and avoiding monsters as they explore new locations. Turns are taken simultaneously as players chart their own course racing to discover new worlds. As an introduction to A Wayfarer's Tale, this lite...
In Ways of Steel, players represent owners of railway companies that manage to build stations, railways and of course, profit a lot from it. The game takes place in the United States in the middle of the 19th century, when the American government encourages private companies through tax incentives and letters of credit. The player who has the most victory...
In the hush of twilight, where moonlight threads through ancient leaves, the Wee Folk stir. They dance in patterns unseen by mortal eyes, leaving trails of magic etched in shape and shadow. Wee Folk is a two-player game of gentle rivalry, where you’ll slide cards like stones across still water, weaving polyomino patterns to echo the hidden sigils of the...
IntroductionWeft is a drawless connection game for two players: Red and Blue. It’s played with trapezium-shaped pieces on the cells of an initially empty basket-weave grid. The top and bottom edges of the board are colored red; the left and right edges are colored blue. All pieces are the same and only differ in color. They can be placed with any side...
Two to six players will race to determine which house a hungry werewolf is in, who actually died to the fiend, and what the real human identity of the brute is! Will you play as Red Peepers, Scarlet O'Hare, Pinkie Claw, Cherry Pitts, The Scarlet Crimson (aka Crimson Pimpernel), or Ruby Lisp? Rush to one of 4 creepy houses and make your three dire...
Whirlwind is a connection game for two players: Black and White. It is played on the intersections (points) of an even-sized square grid (board). The recommended board sizes are between 12×12 and 20×20 points. The top and bottom edges of the board are colored black; the left and right edges are colored white. At the start of the game, some black and white...
Whiskers and Fins is a 2-4+ player deduction game that challenges players to strategically uncover their opponents' fish while avoiding their mischievous cats. Each player has a set of 25 cards (13 fish and 12 cats) and 6 tokens, aiming to collect the most fish by the end of the game. Players arrange their 25 cards face down in a 5x5 grid, creating a...
Test your knowledge on the world of animals as you race through the Wild Webs! Play cards that describe the animals to move forward, and be the first one to reach your tent to win! —description from the publisher In Wild Webs, players are working with a hand of 3 cards to select 2 cards containing attributes of the animal in the next path space. Since that...
Windborne is a connection game for two players: Black and White. It is played on the spaces (cells) of an initially empty hexagonal grid of hexagons (board). Black plays first, then turns alternate. On your turn, if there are less than three pawns on the board, place a disk of your color on an empty cell and a neutral pawn on an empty cell or onto a...
Lost Luggage is a game about reuniting lost luggage with their destination airports. It is a word game for two to five players, aged 7+. Using a combination of airport codes and single A-Z letters, call out words and drop off your lost luggage. COMPONENTS five sets of 26 A-Z baggage cards 96 airport code cards one die. SETUP Shuffle the airport code cards...
Word Web - The Ever-Changing Lexical Labyrinth Step into a shifting maze of letters where every move reshapes the puzzle. In this ever-changing lexical labyrinth, strategy meets vocabulary as two or more players (ages 6+) move, link, and unlock hidden words across a dynamic web of hexagonal letter tiles. Think fast. Move smart. Score big. COMPONENTS: 40...