What games can I expect in a crate?

Each crate is made up of at least two games from the collections shown for each month. For example, in May 2018, a subscriber might have received Space Base & Valley of the Kings, or Colt Express and The Bloody Inn. Each crate combination is selected based on wishlists, crate preferences and your games library, and is guaranteed to be a combined higher value than the cost of a crate.

Azul

  • 2-4 players
  • 30-45 minutes
  • 8+
  • 8

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 mesmerized 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 wall 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.

Mysterium

  • 2-7 players
  • 45 minutes
  • 10+
  • 7.4

In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery. Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death?

Power Grid

  • 2-6 players
  • 120 minutes
  • 12+
  • 7.9

Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence. The objective of Power Grid is to supply the most cities with power when someone’s network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities. However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you’re potentially allowing others access to superior equipment. Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the ‘renewable’ windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes. Power Grid FAQ – Please read this before posting a rules question! Many questions are asked over and over in the forums… If you have a question about a specific expansion, please check the rules forum or FAQ for that particular expansion.

Hanabi

  • 2-5 players
  • 25 minutes
  • 8+
  • 7.2

Hanabi-named for the Japanese word for ‘fireworks’-is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.) The card deck consists of five different colors of cards, numbered 1-5 in each color. For each color, the players try to place a row in the correct order from 1-5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they’re visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards. An extra suit of cards, rainbow colored, is also provided for advanced or variant play. Hanabi was originally published as part of Hanabi & Ikebana.

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Mythos Tales

  • 1-10 players
  • 120 minutes
  • 13+
  • 7.6

Welcome to H.P. Lovecraft’s Arkham in the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents, and a map of Arkham, your job is to follow the clues from location to location, suspect to suspect, to unravel the mystery and answer the questions posed at the end of each scenario. Your score in Mythos Tales depends upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations, and your ability to find the correct answers to the questions. Match wits with Armitage, the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score? With that in mind, it is time to collaborate with Armitage’s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability. The cases that appear in print edition are: Case 1 – A Grain of Evil Case 2 – Flesh and Blood Case 3 – The King Cometh Case 4 – The Slumbering Solace Case 5 – The Serpent’s Vengeance Case 6 – The Star of Tokelau Case 7 – The Vanished Girl Case 8 – Pasquel’s Wager

7 Wonders

  • 2-7 players
  • 30 minutes
  • 10+
  • 7.8

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. 7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you’ll know which cards your neighbor is receiving and how his choices might affect what you’ve already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions. Though the box of earlier editions is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.

13 Ghosts

  • 2-4 players
  • 10-20 minutes
  • 8+
  • 6.6

The ghosts are fighting over who will rule the haunted mansion. The winner will be the one with the best hiding place! 13 Ghosts is a microgame for 2-4 players in which each player tries to find the ghost hidden in the opponent’s crypt. The game consists of thirteen ghost cards (provided in two sets for use in four-player games), each with a number from 1 to 13 and a special ability. When playing, you use the card in your hand and you either play it face up to apply its ability or play it face down, thereby attacking your opponent by trying to guess the number of the ghost in their crypt. Succeed, and they are out of the game. As more and more cards are played and abilities are applied, players try to deduce their opponents’ ghosts and remove them from the game. The last player to remain wins.

Isle of Trains

  • 2-4 players
  • 45 minutes
  • 13+
  • 6.9

In Isle of Trains, players are train operators, building trains with the right mix of freight cars needed to complete delivery contracts before your opponents. Cards are used in multiple ways: they can be built as train cars or buildings supporting your train line, used as currency to pay the cost of building those new train cars and buildings, or used as cargo to load on available train cars. When loading cargo on an opponent’s train, players receive an immediate benefit or action, but they are also giving their opponent the cargo they just might need to be able to complete a delivery contract and score big! Balancing the need to upgrade your train, take advantage of benefits from loading other players’ trains, and complete delivery contracts first is the key to being the most successful train operator on the Isle of Trains!

Honshū

  • 2-5 players
  • 30-40 minutes
  • 8+
  • 7.1

Honshu is a map-building card game set in feudal Japan. Players are lords and ladies of noble houses seeking new lands and opportunities for fame and fortune. One game of Honshu lasts twelve rounds, and each round is divided into two phases. First, map cards are played in a trick, and the player who played the highest valued card gets to pick first from those cards played. Then the players use the map cards picked to expand their personal maps. Each player must expand their personal maps to maximize their scoring possibilities. Manipulating your position in the player order is crucial for mastering Honshu.

CheekZ

  • 2-8 players
  • 30-60 minutes
  • 7+
  • 7.8

A cheeky little card game of face-stuffing hamsters and double entendre for all the family (2-8 players). CheekZ is a highly strategic hamster-powered version of Poker. Players take turns placing Battle, Attack and Defence cards until all Cheekz are empty. The winner then gets to spread the Cheekz of the other players and choose one to discard a Cheek. Players then Stash their Seed – but look out for Toxic and Exploding Seeds as players reveal a Dirty Cheek!

Blank

  • 2-6 players
  • 10-15 minutes
  • 8+
  • 6.7

BLANK is the fast and fun interactive card game you customize with every win! As you play, you create new rules and card effects, making your copy of BLANK unique. Be the first player to get rid of all of your cards. Watch out for the Rule Cards or you might suffer a Penalty. Keep your eyes peeled for Game Card effects that might change the course of the game. Not only does the winner enjoy the glory of victory, they also get to create a new Rule Card or customize a Game Card. Winning means you get to make your mark, changing the game forever! The game comes with 72 Game Cards, six of which come pre-filled with illustrations and game effects. Thirty are fully illustrated, and the remaining 36 are ready to be customized by winning players. There are also 38 Rule Cards included, with 14 made to get you started, and 24 blanks for you to add to the game as you continue. As the games continue and more cards are added, your copy of BLANK will evolve into a unique snapshot of your gaming group or family. Share your favorite rules with friends or the wider BLANK community! Your favorites may even end up in future versions of the game! -description from the publisher The game is similar to the traditional card game Bartok.

Starfighter

  • 2 players
  • 30 minutes
  • 13+
  • 7

Starfighter is a two-player-only game of space combat in which each player tries to assemble card combinations that deliver effective attacks on the opponent. The original feature of the game is the fact that an effect will be triggered every time it becomes visible, that is, either when a player plays the card or when the effect icon becomes visible again after being covered. Room for combos!

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