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.

7 Wonders Duel

  • 2 players
  • 30 minutes
  • 10+
  • 8.1

In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.

What’s different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.

Photosynthesis

  • 2-4 players
  • 30-60 minutes
  • 10+
  • 7.4

Description from the publisher: The sun shines brightly on the canopy of the forest, and the trees use this wonderful energy to grow and develop their beautiful foliage. Sow your crops wisely and the shadows of your growing trees could slow your opponents down, but don’t forget that the sun revolves around the forest.

Welcome to the world of Photosynthesis, the green strategy board game!

Decrypto

  • 3-8 players
  • 15-45 minutes
  • 12+
  • 7.9

Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team.

In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team’s four words are ‘pig’, ‘candy’, ‘tent’, and ‘son’, then I might say ‘Sam-striped-pink’ and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure.

Fields of Green

  • 2-4 players
  • 45 minutes
  • 12+
  • 7.3

Fields of Green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory.

Fields of Green, inspired by Among the Stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year. Through various means, the player eventually converts their wealth to victory points, and the player who gathers the most by the end of the fourth year wins.

The Arrival

  • 2-4 players
  • 75-90 minutes
  • 12+
  • 6.9

In a time long forgotten, the cruel Fomori rule over Érin, the green island. They praise their king Balor, who reigns from his fortifications in the north with an iron fist. Old paths and ruins spread over the island’s face, which will be called Ireland many generations from now. But new tribes arrive at the island striving for a permanent presence. Who will control Érin’s fate over the next centuries to come? Each player in The Arrival represents a tribe leader who tries to gain predominance over the mythical island of Érin while pushing back the demon-like Fomori. But the players are facing a dilemma, for spreading too quickly means becoming more and more corrupt and strengthening the Fomori in their power…

Codenames

  • 2-8 players
  • 15 minutes
  • 14+
  • 7.8

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right colour while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Codenames: Win or lose, it’s fun to figure out the clues.

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Ticket to Ride

  • 2-5 players
  • 30-60 minutes
  • 8+
  • 7.5

With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. 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 fulfil 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.’

Huns

  • 2-4 players
  • 30-45 minutes
  • 14+
  • 7.4

Winter 453: The Huns reign supreme over half of the known world. The great Khan, king of the Huns, is suffering, and there are many who dream of taking his place. The Khan must appoint his successor. He will choose the bravest and most glorious of his generals, and you intend for that to be you! But you are not the only contender, and you will have to prove your worth. Each turn in Huns you must choose between raiding for resources or picking a card that will grant you a special ability. In more detail, the game includes five decks of cards in five colours that feature equipment, raids, mercenaries, curses, and treasure, as well as goods cubes in the same five colours. Each player starts the game with two wagons that require specific coloured goods to fill them.

Tiny Epic Quest

  • 1-4 players
  • 30-60 minutes
  • 14+
  • 7.3

A world of peace has been torn asunder by the opening of a vile portal from the goblin kingdom. Nasty goblins pour into the peaceful groves and villages of the elf world, setting the realm ablaze. Now you, the heroes, must quest in order to right this wrong. There are two paths to victory: closing the portal or slaying all the goblins. Which one will you choose? Either way, your quests will be aided by the help of the surviving mushroom folk – and by the epic items that have been lost in the realm’s deep dungeons. The world is ending quickly, so you must act fast to save it, but you also need to know when your luck will run out…

Citadels

  • 2-8 players
  • 20-60 minutes
  • 10+
  • 7.1

In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects his/her eighth building. Players then tally their points, and the player with the highest score wins. Players start with a number of building cards in their hand; buildings come in five colours, with the purple buildings typically having a special ability and the other coloured buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on.

Retro Loonacy

  • 2-5 players
  • 5-10 minutes
  • 8+
  • 6.5

Retro Loonacy is a rapid-fire card game in which players race to be the first to empty their hand by matching one of two images on each card in their hand with the images on the open piles in front of them. The number of piles varies depending on the number of players, and if players ever reach a moment in which no one can play, everyone draws a card and it adds it to their hand at the same time, then the game play resumes.

Memoarrr!

  • 2-4 players
  • 10-20 minutes
  • 8+
  • 7.1

To play the match-and-memory game Memoarrr!, 2 to 4 players need the power of recollection and the luck of pirates. Only then can they make their escape from the island of Captain Goldfish, their pockets lined with rubies, before the lava swallows them up.

In turn order, players reveal locations that are connected via the animal or the landscape to the most recently revealed location. If someone reveals a location without any connection, that player is out of the round. The last remaining pirate grabs one of the valuable treasures. Then, all revealed locations are turned face down before the search can start afresh.

Tichu

  • 4 players
  • 60 minutes
  • 10+
  • 7.6

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process. The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it’s your turn, you may either beat the current top card combination – single card, pair of cards, sequence of pairs, full house, etc. – or pass. If play passes all the way back to the player who laid the top cards, he wins the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

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