HOG logo final

Welcome to House of Games, Nuneaton’s Board Games Hub.

Book a table and choose your game from classics through to strategy and more advanced games. Will it be Scrabble? Monopoly? Or maybe challenge your friends to a game of Carcassonne or Ticket to Ride. Once you have booked online, come and find us on Abbey Street and let the games begin!

Tables are booked for four players although up to eight can be accommodated per table. Your table booking includes free hire of a game from the list below. You can even add a bolt on to get your game set up for you or packed down if you want, giving you the maximum time to play your game.

Enjoy our stunning venue, epic games and why not treat yourself to a coffee and piece of cake whilst you’re at it. Our friendly staff will look after you, ensuring you have fun from when you book through to when you win!

All our experiences are pre-book only, so don't forget to book before you come. We look forward to seeing you!

What are you waiting for? Just let me book!

Open the cupboard and show me the games!

Book me a Table

Games Cupboard

7 Wonders

Players: 3-7

Time: 30-45 minutes

Age: 10+

Difficulty: **

7 Wonders

You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

In each age, players receive seven cards from a deck, choose one and pass the remainder on. Players reveal their cards simultaneously, paying or collecting resources if needed or interacting with other players in various ways. The process repeats 6 times in each age and ends after 3 ages. 

7 Wonders is a card development game with multiple strategies for scoring points including attacking with military. Cards are played immediately allowing you to impact and affect other player's strategies. 

Azul

Players: 2-4

Time: 30-45 minutes

Age: 8+

Difficulty: **

Azul

Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerised by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora.

In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.

Baffled

Players: 2-4

Time: 15-45 minutes

Age: 8+

Difficulty: *

Baffled

Baffled is the ultimate memory game. You have just 60 seconds to memorise the positions of the 12 symbol tiles... BUT prepare to be Baffled as they constantly swap and change positions around the board! Fun for all the family, who can survive the Baffled board the longest... will it be you?

Bedpans & Broomsticks

Players: 2-5

Time: 60-90 minutes

Age: 8+

Difficulty: ***

Bedpans + Broomsticks

In Bedpans & Broomsticks, all but one of the players are the Elders of the Shady Pines Village retirement home. You are all trying to get to one of the 3 exits from the building. Another player controls the Staff of doctors, nurses, and orderlies who are trying to stop you and return you to your bed.

Each round you move your pieces on a layout consisting of room-tiles that represent the layout of the Village. You start on a single tile, but you can't remember the rest of the layout. So you place a new tile each time you look through an open, exterior corridor onto a room tile that you have not seen before. Along the way you can pick up and use Stuff-markers that you find.

This movement and exploration continues until enough of the Elders are captured or neutralised by the Staff, or until one or more of the Elders reaches an exit and escapes.

Booty

Players: 3-6

Time: 60 minutes

Age: 10+

Difficulty: ***

Booty

Treasures of all types — yet the hard part is not capturing the ship's bounty, but dividing it fairly among the pirates! Players take turns splitting each round's booty into shares for the other players. Different types of treasures have different values, and of course there's the hidden items to keep people guessing. Will you be the quartermaster to give everyone their fair share – but giving yourself the best share?

Each round in Booty, cards representing treasures are revealed. Some are worth points immediately, some items cancel others, some give you a chance (but not a guarantee) for a big payday. The quartermaster, a job that travels from player to player, divides the treasures into shares and also includes the order of picking treasures in the next round. Balancing what you need, what others might want, and trying to get a little extra into your treasure pile is the key to success!

The building cards provide many special benefits that allow for a broad range of strategies every time you play.

Byzanz

Players: 3-6

Time: 45 minutes

Age: 8+

Difficulty: **

Byzanz

You are a merchant in Byzantium trying to make the highest profit by bidding for stock and picking the right moment to sell your collected wares. 

Players are merchants and bid on offers from the market to collect as many sets of 3 cards of the same good. Game ends when all cards have been auctioned and players with the highest total of good cards wins. 

Each round goods are auctioned and the highest bidder purchases them. Once you have made a purchase, you cannot bid until the next round. At the end of the round, the player with the last win has a free choice to take some extra cards. Play continues until all goods have been auctioned. 

Players can also sell sets consisting of exactly 3 cards of the same good from their hands whenever they want. Merchant cards can be used as a joker but count for nothing unless a set of 3.

Carcassonne

Players: 2-5

Time: 30-45 minutes

Age: 8+

Difficulty: **

Carcassonne

Carcassonne is a tile-placement game in which the players draw and place a tiles featuring cities, roads, cloisters, grassland or some combination thereof. It must be placed adjacent to tiles already played, in such a way that cities are connected to cities, roads to roads, etc. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner. Players can choose to gain points for themselves and increase their areas or try to steal another players developments or stop them from completing something. Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.

Traders and Builders Expansion - Builders give the player a second turn when expanding the city or road they're placed in. New tiles are included with wine, grain and/or cloth which give extra points. Adding your pig to a field increases the points.

Castles of Caladale

Players: 1-4

Time: 30 minutes

Age: 8+

Difficulty: *

Castles of Caladale

In a forgotten time when magic could move mountains, the Kingdom of Caladale was home to people of all kinds, living in castles of unimaginable beauty — but on one fateful night, an ancient spell of great power was cast by one unable to control it. By daybreak all of the castles were destroyed, their walls and towers torn apart, twisted together and scattered across the land.

The people of Caladale must now rebuild, competing for walls and towers from the broken and twisted remains of each other's homes to rebuild their castles and reclaim the glory of Caladale!

In Castles of Caladale, players lay tiles to construct beautiful castles and rebuild the kingdom. Building the most complete and largest castle earns a player glory throughout the land!

Chess

Players: 2

Time: 60 minutes

Age: 8+

Difficulty: ****

Chess

Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8x8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters.

Cluedo

Players: 3-6

Time: 45 minutes

Age: 8+

Difficulty: **

Cluedo

The classic detective game! In Cluedo, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out.

Flanx

Players: 2

Time: 5 minutes

Age: 8+

Difficulty: *

Flanx

Flanx is an action-paced card game for two players that lasts for about one minute. Both players play simultaneously, attacking and defending at the same time by placing square cards (with forms and colors, so they only match following certain rules) in an attempt to encircle the opponent. As the table is your battleground, Flanx is a different experience wherever you play it.

In more detail, the goal of Flanx is to either place a card behind an opponent's card or build a path up to the other side of the table. Set-up is to put two matching cards at the center of the table. Both players draw three cards and at the same time start to look at them and try to place them to the cards already placed while minding the three placement rules: Form and color of your card must match with adjacent cards, the card must be orthogonally adjacent to at least one of your cards, and the card must be diagonally or orthogonally adjacent to at least one of the opponents cards. The player who manages to place a card "behind" any card of the opponent wins the game.

Game of Life

Players: 2-6

Time: 60 minutes

Age: 8+

Difficulty: *

Game of Life

Hit the road for a roller-coaster life of adventure, family, unexpected surprises and pets. Want to take the family path, start a career or venture down a risky road in this game, players can make their own exciting choices as they move through the twists and turns of life. Move the car token around the game board from start to retirement, and experience unexpected surprises related to family, career, and other milestones of life. Players can adopt pets in this version of the game of life game. The player with the most money at the end of the game wins.

There is a very linear board that you move along by spinning a wheel or landing on spaces that tell you to move to a specific space or forward or back. There are a handful of intersections where you can choose to go one direction or another but they ultimately have similar spaces and meet back up quickly. There are a handful of choices regarding insurance and investments but for the most part it is a game of luck.

Jaipur

Players: 2

Time: 30 minutes

Age: 10+

Difficulty: **

Jaipur

You are one of the two most powerful traders in the city of Jaipur and need to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds.

Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards.

If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait!

You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.

Love Letter

Players: 2-4

Time: 20 minutes

Age: 10+

Difficulty: *

Love Letter

All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?

Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!

Monopoly

Players: 2-8

Time: 60-180 minutes

Age: 8+

Difficulty: **

Monopoly

Players take the part of land owners, attempting to buy and then develop their land as well as bringing in income. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and so on.

On his turn, a player rolls two dice and moves that number of spaces around the board accordingly. If the player lands on an unowned property, he can buy itor allow the bank to auction it to the highest bidder. If a player owns all the spaces within a colour group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail.

The goal of the game is to be the last player remaining with any money.

Pandemic

Players: 2-4 (Co-operative Game)

Time: 45 minutes

Age: 8+

Difficulty: ***

Pandemic

In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.

The game board depicts several major population centres on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the "normal" spread of the infections.

Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win!

Rummikub

Players: 2-4

Time: 60 minutes

Age: 8+

Difficulty: **

Rummikub

Similar to the Rummy that you play with cards - you try to get rid of all your tiles by forming numbers into runs of 3 tiles or more, or 3 to 4 of a kind. The colours of the numbers on the tiles are like card suits. This game may start rather uneventfully, but when the players start putting more and more tiles in play, the options for your upcoming turns can become more complex, challenging, and exciting.

Saboteur Gold

Players: 2-12

Time: 30-90 minutes

Age: 8+

Difficulty: **

Saboteur Gold

In Saboteur, each player takes on the role of a gold-digging dwarf or a saboteur who wants to hinder exploration of the gold mines — but each player knows only his own role, so the digging may or may not go as planned!

Each turn, a player either lays down a tunnel card to dig from the start card toward one of the goal cards (or potentially away, if a saboteur) or plays an action card to help or hinder someone. If the diggers manage to find the gold hidden under one of the goal cards, then the diggers share the loot found there; if the gold can't be reached before the deck runs out, the saboteurs profit instead. After three rounds, the player with the most gold wins.

Sagrada

Players: 1-4

Time: 30-45 minutes

Age: 10+

Difficulty: **

Sagrada

Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece. In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which colour or shade (value) of die can be placed there. Dice of the same shade or colour may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal colour. Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the next player to use them. The highest scoring window artisan wins!

Scrabble

Players: 2-4

Time: 90 minutes

Age: 10+

Difficulty: **

Scrabble

In this classic word game, players use their seven drawn letter-tiles to form words on the game board. Each word laid out earns points based on the commonality of the letters used, with certain board spaces giving bonuses. But a word can only be played if it uses at least one already-played tile or adds to an already-played word. This leads to slightly tactical play, as potential words are rejected because they would give an opponent too much access to the better bonus spaces.

Smugglers

Players: 2-4

Time: 45 minutes

Age: 8+

Difficulty: *

Smugglers

To bring the best youngsters into the business, the smuggler boss is holding a contest, with the candidates being challenged to move a sack filled with contraband through an opening in the fence.

More specifically, in Smugglers players form the "sacks" used for smuggling out of modeling clay and hide their contraband within. The sacks are then rolled down a 3D path, with a die roll determining which hole in the fence the player needs to try to squeeze through. The player whose bag fits through the hole and who has the largest sack now checks the smaller bags, possibly taking the contraband hidden within. Who will prove to be the best smuggler?

Splendor

Players: 2-4

Time: 30 minutes

Age: 10+

Difficulty: **

Splendor

Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.

On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem.

All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.

Sultans of Wind

Players: 2-4

Time: 40 minutes

Age: 8+

Difficulty: **

Sultans of Wind

In the Kingdom of Al Bisat, four teams of flying carpet riders are preparing for the annual contest held by the Sultan. Each player must guide their team through an ever-changing maze of clouds, which are controlled by the Sultan's djinn! The first team to guide their carpets safely across the game board and land on the opposing palace wins.

In more detail, in Sultans of Wind players must program their actions each turn, choosing amongst eight different wind tokens. By using the wind's power, players can manipulate the board to their benefit. If they are skillful enough, maybe they can catch the djinn flying through the clouds, in which case the Djinn must grant them a wish!

Sushi Go Party

Players: 2-8

Time: 20 minutes

Age: 8+

Difficulty: *

Sushi Go Party

In the super-fast card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you! In the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game! Sushi Go Party!, is an expanded version of the game where you can customise each game from a menu of more than twenty delectable dishes and have up to 8 players. 

Terra Mystica

Players: 2-5

Time: 60-150 minutes

Age: 12+

Difficulty: ****

Terra Mystica

In the land of Terra Mystica dwell 14 different peoples in 7 landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups. Terra Mystica is a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities. Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources and buildings can be upgraded to increase the value. Each group must also develop its terraforming skill and its skill with boats to use the rivers. Proximity to other groups is a double-edged sword as being close gives you extra power, but it also means that expanding is more difficult...

Castles of Burgundy

Players: 2-4

Time: 30-90 minutes

Age: 12+

Difficulty: ****

Castles of Burgundy

Set in Burgundy in Medieval France, each player takes on the role of an aristocrat, controlling a princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travellers.

Played over 5 phases, each with 5 rounds, players roll 2 dice at the beginning of each round and choose from 4 possible actions: take a tile into the staging area, place a tile from the staging area onto the player board, sell from their market or take workers allowing adjustment of dice. In addition, players may buy one tile from the central black market each go. Any victory points gained are scored immediately.

Final scoring happens at the end of the 5th round of the 5th phase with players scoring points for remaining workers, silverlings and unsold goods. The player with the most victory points wins.

This is a classic Stefan Feld game with multiple ways to gain points and many viable winning strategies. Recommended for intermediate players who enjoy detailed gaming.

Castles of Burgundy Card Game

Players: 1-4

Time: 30-60 minutes

Age: 12+

Difficulty: ***

Castles of Burgundy

Set in Burgundy in Medieval France, each player takes on the role of an aristocrat, controlling a princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travellers.

Played over 5 phases, each with 5 rounds, the game is based on the popular board game. It follows the same precepts using cards to represent each different facet of the game. 

Final scoring happens at the end of the 5th round of the 5th phase with players scoring points for remaining workers, silverlings and unsold goods. The player with the most victory points wins.

As with Castles of Burgundy, this game is recommended for intermediate players who enjoy detailed gaming, and suggested that players may want to familiarise themselves with the board game before approaching this. 

The Palace of Mad King Ludwig

Players: 2-4

Time: 75 minutes

Age: 12+

Difficulty: ***

The Palace of Mad King Ludwig

King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it. In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins! This sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the game play is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-coloured swan tokens being used as currency, points, and the keys to new abilities.

Ticket to Ride

Players: 2-5

Time: 30-60 minutes

Age: 8+

Difficulty: **

Ticket to Ride

With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

"The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor."

Ticket to Ride is considered to be a "gateway game" - simple enough to be taught in a few minutes, and with enough action and tension to keep both new and experienced players involved and in the game for the duration.

Ticket to Ride Europe

Players: 2-5

Time: 30-60 minutes

Age: 8+

Difficulty: **

Ticket to Ride: Europe

Ticket to Ride: Europe takes you on a new train adventure across Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. 

More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces.

The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.

Ticket to Ride London

Players: 2-4

Time: 10-15 minutes

Age: 8+

Difficulty: *

Ticket to Ride: London

Ticket to Ride: London features the familiar gameplay from the Ticket to Ride game series — collect cards, claim routes, draw tickets — but on a scaled-down map of 1970s London that allows you to complete a game in no more than 15 minutes.

On a turn, you either draw two transportation cards from the deck or the display of five face-up cards ; or you claim a route on the board by discarding cards that match the colour of the route being claimed; or you draw two destination tickets and keep at least one of them.

Players take turns until someone has no more than two buses in their supply, then each player takes one final turn including the player who triggered it. Players then sum their points, scoring points for (1) the routes that they've claimed during the game, (2) the destination tickets that they've completed, and (3) the districts that they've connected. You lose points for any uncompleted destination tickets, then whoever has the highest score wins!

Trivial Pursuit

Players: 2-24

Time: 90 minutes

Age: 12+

Difficulty: **

Trivial Pursuit: Genus Edition

Trivial Pursuit is the original trivia game that started it all. Each player has a circular playing piece with six pie-shaped holes. The goal of the game is to collect a pie in each colour. The colours correspond to different question categories.

The board consists of a circular track with spaces in seven different colours. Six of the colours correspond to question categories while the last colour gives a new dice roll. Six spaces along the track are "pie spaces", and from these there are "spokes" of track leading to the middle of the board.

Players roll a die and move along the track in any direction they like. When a player stops on a colour they get a question of the appropriate category. If the player answers a question correctly while on a pie space, they get a pie of that colour (assuming they don't already have it). A correct answer on another square allows the player to roll again. Once the player has one pie in each colour, she can move along the spokes to the middle of the board to win the game.

Tumult Royale

Players: 2-4

Time: 45 minutes

Age: 10+

Difficulty: **

Tumult Royale

Tensions are high all across the lands. The royals erect statue after statue while their loyal subjects starve. But this time, the peasants have had enough. There are whispers of a revolution. Calls for an uprising ring out and the kingdom is thrown into a tumult. Down with the king! Take that, you greedy blue bloods!

In Tumult Royale, you play the royals. Round after round, you collect taxes from your subjects in order to build statues of yourself across the country, thereby securing your rank. If you leave enough commodities for the people after taxation, all is well and you can continue to build monuments to your own vanity. But if you take too much, the greediest of you will be punished. Who will build the most statues and win the game? Remember: the greedy shall rule, but the greediest is a fool!

Yahtzee

Players: 2-10

Time: 30 minutes

Age: 8+

Difficulty: *

Yahtzee

Yahtzee is a classic dice game played with 5 dice. Each player's turn consists of rolling the dice up to 3 times in hope of making 1 of 13 categories. Examples of categories are 3 of a kind, 4 of a kind, straight, full house, etc. Each player tries to fill in a score for each category, but this is not always possible. When all players have entered a score or a zero for all 13 categories, the game ends and total scores are compared.

Request a Game

If you can't find the game you're looking for, please feel free to request it here. We can't promise to buy every game, but we will be influenced by the requests, especially if more than one person requests it.