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  1. Zombies!!! 2: Zombie Corps(e)

    Zombies!!! 2: Zombie Corps(e)

    When attacked by the walking dead, when your buddies' bodies get up to bite you, when the chain of command is not just broken but in tatters, here's what you do. Stick your head between your legs and kiss your butt goodbye!

    Zombies!!! 2 Zombie Corps(e) lets you escape the town of the original Zombies!!! and search for the source of the undead epidemic on a nearby military installation.

    This expansion could be played stand-alone with shotgun guys (or other player markers) and tokens for bullets and hearts.

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  2. Eldritch Horror

    Eldritch Horror

    Game description from the publisher:

    Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?

    Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature. Discover the true name of Azathoth or battle Cthulhu on the high seas.

    While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space.

    Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate.

    All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries.

    With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.

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  3. Dungeon Petz

    Dungeon Petz

    Become the leader of an imp family that has just started a new business ヨ breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them ヨ but the profit is unbelievable.

    Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.

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  4. Dungeon Fighter

    Dungeon Fighter

    Explore spooky dungeons, find glorious treasure, buy powerful magic items, and challenge the most horrible creatures. Will your party be able to defeat the final boss?

    In Dungeon Fighter, a fully cooperative board game, players take on the roles of heroes venturing deep into a three-tier dungeon. Along the way, they explore the dungeon, search its many rooms, and face endless hordes of vicious monsters. Best of all, your skill determines the ability of your character. Can you kill Medusa without looking into her eyes, defeat the Minotaur in the labyrinth, or resist the breath of the dragon? Will you be able to hit a target by throwing the dice under your leg with your eyes closed?

    You will feel truly part of a centuries-old battle between good and evil...with a touch of foolish stupidity.

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  5. Mice and Mystics

    Mice and Mystics

    Game description from the publisher:

    In Mice and Mystics players take on the roles of those still loyal to the king ヨ but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Collin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her.

    Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to hoard the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds.

    Mice and Mystics will provide any group of friends with an unforgettable adventure they will be talking about for years to come ヨ assuming they can all squeak by...

    Expansion advice:

    For those who have expansions for this game the recommended order by the game designer for playing them is as follows (see original post HERE):

    1. Sorrow and Remembrance (Base game)
    2. Cat's Cradle (Lost Chapter 1)
    3. Heart of Glorm
    4. The Ghost of Castle Andon (Lost Chapter 2)
    5. Downwood Tales
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  6. Runebound Mists of Zanaga

    Runebound: Mists of Zanaga

    Fantasy Flight Games is excited to present the newest Runebound expansion, Mists of Zanaga! This summer, journey to a new and mysterious land. Explore the jungles and ruins of an ancient and forgotten civilization. Face the terrifying power of the primal gods. And be the first to restore balance to Zanaga...

    Mists of Zanaga adds a colorful new board overlay, depicting the wild jungles and swamps of Zanaga. Six brand new heroes will be able to explore this new continent, uncovering the secrets of the makhimメs rituals, encounter wandering monsters, and hunt for the elusive Lost City. Adding all-new gameplay mechanics, a variety of primal gods to face, and over 165 new cards to bring this lush landscape to life, Mists of Zanaga creates a totally new way to play Runebound. Search out the secrets of the primal godsメ power and help summon them to free Zanaga from the clutch of Tarakhe.

    Runebound: Mists of Zanaga is the fifth Big Box Expansion for Runebound (Second Edition).

    You must own the Runebound basic game to play this expansion.

    Expands:

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  7. thunderstone caverns

    Thunderstone Advance: Caverns of Bane

    Following on the heels of Thunderstone Advance: Towers of Ruin, the game goes underground in Thunderstone Advance: Caverns of Bane. The first three Thunderstone Bearers have been defeated, and in the aftermath, the adventurers find clues leading to the abandoned Dwarven kingdom of Caligin, beneath the fortress at Cheah Dell.

    Caverns of Bane contains new challenges and allies in the growing Thunderstone Advance game: vicious burrowing worms, horrifying bat monsters, and regenerating subterranean trolls ヨ six new monster groups in all. Monsters now carry treasure and use it against you ヨ but when you slay them, you can claim the treasure and use it a new way when playing it from your hand. Three new Thunderstone Bearers provide an extra challenge.

    Thunderstone Advance: Caverns of Bane also includes seven new heroes and 14 new village cards.

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  8. legendary: Marvel deckbuilding

    Legendary: A Marvel Deckbuilding Card Game

    1 Review(s)

    Legendary: A Marvel Deck Building Game is set in the Marvel Comics universe. To set up the game, players choose a number of hero decks – Spider-Man, Hulk, Cyclops, Wolverine, etc. – and shuffle them together; since players use only a handful of hero decks out of the fifteen included, the hero deck can vary widely in terms of what's available. Players then choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.), stack that particular villain's attack cards underneath it, then modify the villain deck as needed based on that villain's particular scheme.

    Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers (to enlist more heroes) and their fighting ability (to combat the villains who keep popping up to cause trouble). Players recruit heroes from an array of six cards, with empty slots refilled as needed. At the start of a player's turn, he reveals a villain and adds it to the row of villains. This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander. The villain deck also contains "master strike" cards, and whenever one of these shows up, the mastermind villain (controlled by the game) takes a bonus action.

    As players fight and defeat villains, they collect those cards, which will be worth points at game's end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins. If the mastermind completes his scheme, however – having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes – then the players all lose.

    At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.

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  9. seasons

    Seasons

    1 Review(s)

    The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!

    Seasons is a tactical game of cards and dice which takes place in two phases:

    The first phase "Prelude" consists of a card draft: the goal during this phase will be to establish own 9-card deck for the main part of the game and with it the strategy.

    Once the Prelude is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards.

    Next comes the Tournament: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).

    These cubes offer a variety of actions to the players:
    - Increase your gauge (maximum number of cards you may have placed on the table and in play)
    - Harvesting energy (water, earth, fire, air) to pay the cost of power cards
    - Crystallizing the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.
    - Draw new cards

    Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the "time track" would move forward.
    In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes - also the "exchange rates" of energy to crystals vary during seasons - the energy not present on the dice in any given season is also the best paid during the season.

    At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.

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  10. arctic scavengers

    Arctic Scavengers

    In the year 2097, the entire Earth was enveloped in a cataclysmic shift in climate, plunging the globe into another ice age. Nearly 90% of the worldメs population was eliminated, driving the survivors to band together into loose communities and tribes.

    In Arctic Scavengers, you are the leader of a small tribe of survivors. Resources, tools, medicine, and mercenaries are all in scarce supply. You and your tribe are pitted against up to four other tribes in a fight for survival. Build up your tribe, skirmish against other players head-to-head, or even bluff your way to victory.

    The player with the largest tribe at the end of the game is declared the winner!

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