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  1. Guildhall Fantasy: Fellowship

    Guildhall Fantasy: Fellowship

    In Guildhall Fantasy: Fellowship, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you and the gamemaster know!

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  2. Love Letter


  3. Posthuman


  4. Strada Romana


  5. 11

    011

    It is the year 011 of a uchronic 19th Century.
    In the mystic city of Turin, the discovery of a lost book reveals a terrifying prophecy that announces the end of the world: Fenrir, the son of Loki destined to kill Odin and cause the Ragnarök, is about to wake!
    In only 11 hours, the Wolf God will rise, and the world as we know it will cease to exist...
    But the lost book hints of a way to halt the prophecy: if someone can compose "The Song of Making" and find the one who can play it on the "Inscrutable Organ of Eternity" - a mysterious pipe organ hidden somewhere in Turin - the final battle of the gods can be delayed for another age! But who is this "Chosen One" who alone can play the sacred "Song of Making"? And where is this "Inscrutable Organ of Eternity"?
    Captain Snowy, Princess Lilja, the brilliant inventor Påhlsson, the detective Koleberg, the charming Lady Lewis, the Monodist Professor Johnsson, the unforeseeable Mr. Vidal and the phantasmagoric Doctor Vikström: eight lives to chose the world's destiny... But one of these souls has been possessed by the spirit of Fenrir, who needs a physical form to seek out the Chosen One and kill him!

    The battle for the final truth has begun: The ancient feud between good and evil is poised to begin. But how does one tell who is the champion of one, and who fights for the other?

    The game uses a new "mechanical" action selection system and intrigues players with a paradox: the eight characters are all working together to stop the Ragnarök but only one player can achieve victory! The characters in the game share names and faces with the members of the Symphonic Metal band Therion, and the game is officially supported by the band.

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  6. 1812: The Invasion of Canada

    1812: The Invasion of Canada

    1812 - The Invasion of Canada

    The year is 1812. War is raging across Europe and Russia. Napoleon, emperor of France, is seeking to dominate Europe through conquest. France’s enemies, led by England, are engaged in a desperate struggle to defeat Napoleon. England, in dire need of men, is impressing men to serve in its navy. Included are Americans who are pressed into service at gunpoint.

    The young American nation objects. Eager to defend its sovereign rights and to strengthen its position in North America, the United States declares war on Britain on June 18, 1812. Taking advantage of the British Army being occupied in its struggles against Napoleon, American forces invade Canada in order to drive the British from its last remaining colony on North American soil. Surprised, Britain reels from the attack and now has to face another enemy threat on another front.

    In 1812 - The Invasion of Canada, players take on one of the roles of the major factions that took part in the War of 1812. On the British side these are represented by the British Regulars (Redcoats), Canadian Militia and Native Americans; and the American Regular Army and American Militia comprise the American players. Players for each side will cooperate with each other in order to plan and conduct their campaigns. Each side will attempt to capture Objective Areas on the map. When a truce is called, the side that controls the most enemy Objective Areas wins.

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  7. 1853

    1853

    This is the Indian sub-continent (British Imperial India) member of the 18xx family of games. It is billed as A game for engineers who've had enough of the financiers! It involves five-foot-six and metre gauges, hills, mountains and the Himalayas, contract bids and government mails. The technical challenges of building a railroad network in difficult country stand on a par with the financial market manipulation which usually dominates the 18xx games.

    Time to play is listed as 4-7 hours. Ages 11+. A 4-hour game would be an exception and it's not really for 11-year-olds.

    Two small extension kits were produced in 1992 and re-edited in 1999.

    For its 20th anniversary, Lookout Games and Mayfair Games Inc. published an updated version in Oct 2009. It is based on the retuned rules by Stuart Dagger and Steve Jones that were edited by Lou Jerkich, Dick Ruck and Jeff Heuer.

    Expanded by:

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  8. 1960

    1960: The Making of the President

    From the author:

    "Sometimes the history of a nation can be defined by the relationship between two individuals. The Election of 1960 is the story of two men, John F. Kennedy and Richard M. Nixon. One is the scion of a wealthy, politically powerful family from New England. The other is the son of a Quaker grocer in Whittier, California. While they belong to opposing political parties, they start out as friends. The complex development of that friendship, however, would shape a pivotal presidential election and cast a long shadow over American history for the remainder of the 20th century.

    "In 1960: The Making of the President, you take on the role of one of these great protagonists vying for the right to lead his country into the heart of the Cold War. However, it is not just foreign policy that poses a challenge to American leadership; this is also an era of great social turmoil and progress. As the United States continues to build upon the promise of its founding, candidates must contend with the question of civil rights and balance their positions on social justice against the need for valuable Southern electoral votes. Of course, the ever-present issue of the economy also rears its ugly head, and both Nixon and Kennedy will compete to be the candidate with the voters' pocket books in mind.

    "The contest is fought out on an electoral map of the United States as it stood in 1960ラa map where Louisiana and Florida share the same number of electoral votes, as do California and Pennsylvania. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixonメs lazy shave, President Eisenhowerメs late endorsement, and the 'Catholic question' are all included as specific event cards. The famous televised debates and final election day push are each handled with their own subsystems. Candidates vie to capture each stateメs electoral votes using campaign points in the four different regions of the country. At the same time, they must build momentum by dominating the issues of the day and attempt to gain control of the airwaves.

    "As with any election campaign, the challenge is to adapt your game plan as the ground shifts out from under you. There are never enough resources or time to do everything, but you need to make the tough calls to propel yourself into the White House. This fast-playing strategy game for two players challenges you to run for the most powerful elective office in the world, at one of its most unique crossroads. Will you recreate history, or rewrite it? 1960: The Making of the President provides you the opportunity to do both."

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  9. 1st & Goal

    1st & Goal

    Fumbles, interceptions, sacks, penalties, deep passes, breakaway runs – it's all here. 1st & Goal comes with three Running Dice, three Passing Dice, a Defense Die, a Play Die, a Referee Die, and a Penalty Die. The card decks include 60 Offense cards and 60 Defense cards. Six "division" packs, each with four unique DFL (Dice Football League) expansion teams, are sold separately.

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  10. 20thCentury

    20th Century

    In the 20th Century, every country strives to develop and improve, each in its own way. Some become financial leaders. Others become centers of learning. Both science and commerce serve to propel nations toward the future ヨ but toward what kind of future? Growth produces waste, and the greatest advances may come with the greatest cost to the environment. How will these countries mitigate the inevitable ecological catastrophes?

    Your goal is to build a land free of garbage and pollution ヨ a land where the environment is as healthy as the economy. Only then can you consider your country to be truly developed.
    The game consists of six rounds, during which you oversee the urbanization of your country. Some lands produce income. Some produce scientific research. Others improve the quality of life. Your research allows you to discover new technologies that will shape the way your nation develops. Science can even help you avert ecological catastrophes. At the end of each round, your lands provide you the money and research that you will need to deal with the challenges of the next round.

    You accumulate points each round, based on your nationメs quality of life. At the end of rounds two and four, you also score bonus points for certain aspects of your countryメs development. At the end of round six, you will score bonus points based on your countryメs income, research, and environmental quality. The player with the most points wins, having built the country with the highest standard of living.

    (from Czech Games Edition website)

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