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.

New York 1901

  • 2-4 players
  • 30-60 minutes
  • 8+
  • 6.9

Relive the dawn of modern New York City, the historic years that made it what it is today. Build bigger and higher skyscrapers on some of Lower Manhattan’s most iconic streets. Raise one of four legendary skyscrapers – the Park Row, the Singer, the Metropolitan Life, or the majestic Woolworth – and make one of them the crown jewel of your real estate empire!

In New York 1901, the players are building skyscrapers on a map of New York’s Financial District. Players take location cards from a card’s display and then use 2-3 of those location cards to place Tetris-shaped building tiles on the board. They first build bronze level buildings. Later in the game those buildings can be replaced by silver level and gold level buildings.

Captain Sonar

  • 2-8 players
  • 45-60 minutes
  • 14+
  • 7.7

At the bottom of the ocean, no one will hear you scream!

In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organised and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.

New Bedford

  • 1-4 players
  • 30-60 minutes
  • 12+
  • 7.2

Set in the mid-1800s, the golden age of whaling, New Bedford gives you the chance to build the Massachusetts town of the same name into a thriving whaling community. Gather resources to add buildings with new actions and launch ships to go whaling. Go out longest for the best choice, but wait too long and the whales become harder to catch. And don’t forget to pay your crew when ships return! Carefully balance time management and timing to earn the most points in this medium-weight worker placement and resource management game.

Port Royal

  • 2-5 players
  • 20-50 minutes
  • 8+
  • 7.2

The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.

Pandemic

  • 2-4 players
  • 45 minutes
  • 8+
  • 7.6

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 centers 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.

Choose Your Own Adventure: House of Danger

  • 1-99 players
  • 60 minutes
  • 10+
  • 7

The classic Choose Your Own Adventure series comes to life in the narrative adventure game Choose Your Own Adventure: House of Danger.

Will you survive the House of Danger? Gather your friends for a perilous and laughter-filled adventure through the House of Danger itself. Make risky choices, collect items as you explore, and face off against dire challenges. Play again and again to uncover more secrets and different endings!

Gobblin' Goblins

  • 2-12 players
  • 20-30 minutes
  • 8+
  • 7.7

Gobblin’ Goblins is a card game where you must defeat your opponents by being the greediest goblin in a sneaky battle for gross gourmet food.

Goblins gobble everything from mud pie to flip flops to rusty old pylons. Their stomachs are bottomless, however, each goblin has it’s own likes and dislikes as well as allergies. They also have their own special ability depending on their category.

Space Alert

  • 1-5 players
  • 30 minutes
  • 12+
  • 7.5

Space Alert is a cooperative team survival game. Players become crew members of a small spaceship scanning dangerous sectors of the galaxy. The missions last just 10 real-time minutes (hyperspace jump, sector scan, hyperspace jump back) and the only task the players have is to protect their ship.

The game offers several difficulty levels, huge variability and a unique experience for one to five player teams. One mission lasts only about 30 minutes, including setup and evaluation.

Smash Up

  • 2-4 players
  • 45 minutes
  • 12+
  • 6.8

The ‘shufflebuilding’ game Smash Up begins with a simple premise: take the 20-card decks of two factions, shuffle them into a deck of forty cards, then compete to crush more Bases than your opponents! Each faction involves a different gaming mechanism – the pirates move the cards, the zombies bring back the cards from the discard pile, the dinosaurs have enormous power – and each combination of factions brings a different gaming experience.

Takenoko

  • 2-4 players
  • 45 minutes
  • 8+
  • 7.3

A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden.

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 color 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.

Patchwork

  • 2 players
  • 15-30 minutes
  • 8+
  • 7.7

In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9×9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons – the currency/points in the game – and someone is chosen as the start player.

Villages of Valeria

  • 1-5 players
  • 30-60 minutes
  • 14+
  • 7.1

A village-building card game set in the world of Valeria. Establish resources, construct buildings, and attract adventurers to your Village to be crowned the next capitol city.

Deep Sea Adventure

  • 2-6 players
  • 30 minutes
  • 8+
  • 7.1

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They’re all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don’t get back to the sub before they run out of air, they’ll drop all their treasure. Now it’s time to see who can bring home the greatest riches.

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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